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Which side are you joining?

Glorious Kolechia Pilots
- 13 (33.3%)
Glorious Verusa Pilots
- 14 (35.9%)
Inglorious Midako Spectators
- 12 (30.8%)

Total Members Voted: 39


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Author Topic: Knights of the Skies: an Arms Race Game - Early Summer 1916  (Read 14558 times)

piratejoe

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Re: Knights of the Skies: an Arms Race Game
« Reply #60 on: June 13, 2018, 03:03:18 pm »

Nope, our pilots just fly in luxury. If they saw what your pilots had to deal with they would be horrified.
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Kashyyk

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Re: Knights of the Skies: an Arms Race Game
« Reply #61 on: June 13, 2018, 03:46:13 pm »

Is that we've not seen anything decent from you yet? You're too busy fitting heated cushions and gem encrusted flight panels.
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Cnidaros

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Re: Knights of the Skies: an Arms Race Game
« Reply #62 on: June 13, 2018, 03:55:26 pm »

Battle Report, Early Autumn 1915

This turn, the Verusan Sky Crusaders have retrofitted their Rhino biplanes to have ailerons as well, calling them Rhino’s Feet. Increasingly anatomically inaccurate Rhinos with this upgrade are now the equal of the Feather-1914 in manoeuvrability. They’ve also requisitioned obsolete Beehive Grenades from the army, the use of which inaugurates a new type of aerial warfare.

On their part, the KPAF looks into requisitioning Artillery Spotter Equipment from the army for their Hykib observers. The equipment consists of binoculars with range markings and the uniquely Kolechian ‘comtant’, a combination of compass and sextant.

The Northern Mountains

In the mountains, light snows begin to fall. A Kolechian patrol hikes their way up to the summit of Mount Koldova to replace the Verusan flag with their own, but is captured by a Verusan platoon waiting for them to do just that.

The fighting in the highlands is mostly centred around the battle for Derboise. Undoubtedly the biggest development here is the new tactics used by the Sky Crusaders. Rhino biplanes swoop in low over Kolechian artillery positions, their pilots clutching Beehive grenades in both hands. Then, with a quick twist, pull and flick, the grenades are away! Several Kolechian batteries go up in flames as grenades hit wagons piled high with artillery shells. Kolechian pilots scrambling to intercept these planes soon learn that for every such bomber, there’s another Rhino just behind it, waiting to get on their rear. Shootdowns of the makeshift bombers are extremely rare, and not worth the cost in planes lost for the KPAF.

While frightening, these raids aren’t all that effective, once Kolechian artillerymen begin organising into defensive formations. The bombing Rhinos fly low enough – barely a couple hundred feet above the ground - that one or two platoons’ worth of rifle fire is enough to shoot them down. The grenades, although fixed on sticks for better throwing accuracy, aren’t all that accurate as pilots must lean out of their cockpits to aim and throw them while moving faster than a speeding automobile. As fighting progresses into the city, Verusan pilots fly a series of daring raids down the city streets they know, staying out of sight until the last moment to throw their grenades. Kolechian commanders begin posting machine-gun nests in church steeples.

Somewhat higher in the skies, the artillery exchange is aided by balloons on both sides. The Kolechians have more of their Hykib balloons than the Verusans have Sky Eyes, although Hykib observers complain that they haven’t been issued binoculars despite the recent rumours otherwise. Rhinos and Feather-1914s tussle in the sky on mostly equal terms, although issues with their Foster mountings mean the Rhino has a slight advantage, and the Rhino pilots are also slightly more experienced. However, the Kolechians have another entire squadron of Feathers dedicated to balloon-busting, and more Sky Eyes are lost than Hykibs. Along with the continuation of accurate photoreconnaissance using Lvoc Cameras, this is enough to tilt the battle in Kolechia’s favour, and the city of Derboise falls.

Spoiler (click to show/hide)

The Central Plains

In the central plains, events in the air are much more subdued, as both sides have pulled away forces to focus on the battle for Derboise. A lone squadron of Feathers attempts to shoot down Sky Eyes, but suffers heavy losses to a squadron of Rhinos dedicated to securing air superiority. A Type 11 LMG-armed Feather can shoot down Sky Eyes without taking any return fire, but it must descend to their level and make multiple passes. This exposes it to Rhinos diving from higher altitudes, which gain the speed advantage and shoot down the Feathers in turn. The Sky Crusaders adjust their flight plans to patrol over the Sky Eyes, and few balloons are destroyed this month.

With the Sky Eye menace still present (albeit in reduced numbers), no balloons of their own for spotting, and suffering from the lack of aerial photography that they have gotten used to, the Kolechian army is pushed back to the outskirts of Dreidansk. The Verusans also solidify the flanks of their salient, pushing into the Cranve Forest despite harassing raids from Kolechian cavalry.

In the south-eastern alley, the motorcycle company’s advance is halted by a Kolechian trenchline, although Verusan infantry manage to hold onto their gains.

Spoiler (click to show/hide)

The Southern Islands

Here, the Sky Crusaders have petitioned the navy to deploy a single squadron of Sky Eyes at Basselton. The petition is successful, and the balloons go up just in time to meet a Kolechian army offensive aimed at the city. The attack is repulsed with heavy casualties thanks to the Sky Eyes, but other elements of the army continue their advance along the cape. Scattered raids on Verusan convoys continue, with the bulk of the Verusan navy tied down doing shore bombardment along the coastal road.

In the south of Okinso, Verusan infantry make great strides, capturing most of the northern shore of Lake Okinso. Cut-off groups of Kolechian marines in the east retreat to Mizogorod to reorganise and resupply.

Spoiler (click to show/hide)

Behind the Frontlines:

The official KPAF acrobatic squadron makes its debut, flying Feather-1914 planes in a tour of various Kolechian cities. Audiences are wowed by the sight of planes doing loop-the-loops and steep dives, and the highlight of the show is a flight of seven Feathers executing a synchronised barrel roll. Perhaps the only drawback is that “Squadron 2” is a rather uninspiring name for these pilots, though the KPAF does gain some publicity among the public.

The Outside World:

The French pilot Roland Garros scores the first kill achieved by firing a machinegun through a propeller, using armoured deflector wedges on his propeller. He is later shot down and his aircraft captured by the Germans. Another French pilot, Adolphe Pégoud, scores his fifth kill and becomes the world’s first fighter ace. The United States Navy launches the first aircraft from a catapult on a floating platform. The Germans begin the large-scale use of poison gas on the Western Front at the Second Battle of Ypres. British forces start the Gallipolli Campaign with landings at Anzac Cove and Cape Helles. Italy signs the Treaty of London, secretly agreeing to join the Entente Powers in exchange for parts of Austria-Hungary and Dalmatia. The ocean liner RMS Lusitania is sunk by a U-boat, causing tensions between Germany and the United States to rise. Finally, plans for the large-scale manufacture of Foster mounts begin in the RAF squadrons sent to France.

Event! The Imperial German Navy has been frustrated at the poor performance of its Zeppelins after a series of failed raids on England. They are seeking help from foreign sources to improve their Zeppelin design and are looking for an engineering partnership with a neutral nation. You may choose to spend up to 2 dice in support of the Germans, at a cost of 1 PP per die. In return, the side which rolls the highest combined total will receive an Airship Design Bonus. Said bonus will be a +1 to Effectiveness and +2 to Bugs when rolling for a Design related to rigid airships. Of course, those who will be getting bombed by the improved Zeppelins might not be too happy…

It is now the Design Phase, Late Autumn 1915.
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Sensei

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Re: Knights of the Skies: an Arms Race Game
« Reply #63 on: June 14, 2018, 12:26:01 am »

The bombing Rhinos fly low enough – barely a couple hundred feet above the ground - that one or two platoons’ worth of rifle fire is enough to shoot them down.
Oof. Not even machine guns? It's like Battlefield 1942 up in here. :P
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Cnidaros

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Re: Knights of the Skies: an Arms Race Game
« Reply #64 on: June 19, 2018, 01:19:19 pm »

Battle Report, Late Autumn 1915

Neither air force made much public progress this turn, but the Verusan Sky Crusaders did more than their counterparts. Kolechia fixed their Feathers’ Foster mounts to return to the top position by spring, obviating the need for pilots to stand up and possibly fall out when reloading their guns. Verusan engineers upgraded their planes with two accessories: the Mk.1 "Bottled Fury" Bomb, which is a 75-pound high explosive bomb with fins, and the Hawk Eye Camera, an infinity-focus glass plate camera with a dedicated mounting, which aims the camera downward through a hole in the cockpit floor. Oh, and they’ve upgraded their pilots with shiny badges, giving them a sense of pride and accomplishment.

The Northern Mountains

The snows begin to coat the mountain ridges – up to several feet deep in places. Troops defending the mountains begin to dig their winter encampments, and little combat occurs across the ridges.

In the highlands, the snowfall is lighter, and fighting continues at the normal pace. After the fall of Derboise, the Sky Crusaders have taken the drastic step of removing all their squadrons posted to this front, both planes and balloons. The Kolechian squadron so tasked has gained complete air superiority over this front but doesn’t actually score any further kills of enemy aircraft.

With their Hykib observers carrying artillery spotter equipment, the Kolechian artillery is deadlier this month. Equipped with binoculars, they can accurately direct fire at longer distances than before. Some Hykib observers pass around tips on how to remove the sextant from the compass without damaging the latter too much. Often, the sight of a couple of Hykib balloons a few miles distant is enough to induce the Verusan troops to withdraw from their defensive positions.

These defensive positions are in turn quickly identified by aerial photoreconnaissance from another squadron of Feather-1914s with their Lvoc cameras. With balloon and plane squadrons operating in concert, the speed of the Kolechian advance is limited more by the rate at which artillery can be relocated than by Verusan opposition. The Verusan troops retreat along the road to Demisonne at a speed just short of a rout. Defensive lines to the north are somewhat more successful, owing to the more difficult terrain and the fact that the Kolechian army is more focused on pushing toward Demisonne.

Spoiler (click to show/hide)

The Central Plains

In a complete reversal from the previous months, this turn sees both sides pouring in forces in the battle for Dreidansk. Elsewhere on this front, the lines in the Cranve Forest and further southeast see no great changes.

In defense of Dreidansk, the KPAF are flying a squadron of Feathers for air superiority and another for photoreconnaissance, with a squadron of Hykib balloons for artillery spotting. Against this, the Sky Crusaders have brought four squadrons of Rhinos and two of Sky Eyes, outnumbering the defenders two-to-one.

The flashiest contribution to this battle is the Sky Crusaders’ new Mk. 1 “Bottled Fury” bomb, dropped by hand from a squadron of Rhinos. 75 pounds of high explosive are an order of magnitude more powerful than the old Beehive grenades, which more than makes up for the fact that each plane can only carry two of them. What’s more, the Verusans are no longer limiting themselves to bombing artillery positions – all defensive positions are fair game. After a few fortified townhouses are shattered by repeated bombing raids, the Kolechian defenders commit to a more fluid defense, abandoning the illusory safety of holing up in buildings in favour of moving between multiple strongpoints, and some positions are captured by Verusan soldiers uncontested.

Many attempts are made by the KPAF to shoot down the bombers, but they are mostly stymied by the squadron of Rhinos acting as escort. Rhinos carrying “Bottled Fury” bombs are unarmed, slow to turn, and would be easy targets for Feather-1914s, but the unencumbered Rhinos are capable of fighting them off on equal terms. There are losses among both Feather and Rhino squadrons, but not enough to impede the bombing effort. From these battles, a Verusan pilot is the first in this war to make it to five kills and achieve Ace status – the pilot Alderic shoots down his fifth Feather-1914 when the enemy pilot ignores him to down one of the bombers.

The KPAF doesn’t find much success in shooting down Sky Eyes either – the Sky Crusaders have another squadron of Rhinos dedicated solely to protecting these balloons. It simply takes too much time for a Feather to finish shooting down a Sky Eye before a Rhino dives down from above. Losing a Feather in exchange for a Sky Eye isn’t a favourable exchange given the current numbers, but the KPAF sometimes tries it anyway to throw a wrench in Verusan artillery operations. However, the recent partnership with the artillery corps means that the Sky Eyes are operating at improved effectiveness, and the artillery barrages continue mostly as normal.

The same can be said of the Hykib balloons. Although the Verusans have a squadron tasked to shoot down balloons, this squadron is also the one equipped with the all-precious Hawk Eye Cameras. The belated introduction of aerial photography to Verusan command is nevertheless very effective, and demand for aerial photoreconnaissance of enemy lines and supplies quickly outweighs the need to shoot down enemy balloons. However, the fact that both taskings are still nominally assigned to that squadron hampers their effectiveness. This is in contrast to the Kolechian squadron, whose pilots happily snap away on their Lvoc cameras, seemingly forgotten by enemy planes.

Overall, superior artillery spotting and bombing efforts by the Sky Crusaders are instrumental in securing the fall of Dreidansk. The Kolechian army retreats but is able to fall back to a prepared defensive line along the road to Estwice.

Spoiler (click to show/hide)

The Southern Islands

The Sky Crusaders have deployed an extra squadron of Rhinos here for aerial reconnaissance. Along with the support of Sky Eye balloons who call in naval fire support, the Verusan army is able to push the Kolechians back up the Kodemo Trail, lessening the threat of encirclement of Basselton. However, the squadron here lacks Hawk Eye cameras to make their sorties effective, and as the fighting proceeds up the ridge, naval fire support will be out of range, lessening the effect of the Sky Eyes. The thickly wooded terrain of the islands mostly limits artillery to the major roads, as few minor roads exist.

To the south, the Verusan advance continues, but is somewhat hampered by the appearance of a Kolechian cruiser squadron which carries out shore bombardment. The ships are too big to make the transit into Lake Mizogorod though, and Verusa captures more territory on the shores of the lake.

Spoiler (click to show/hide)

The Outside World:

The Imperial German Navy carries out its first airship raid on London, killing seven. China agrees to the Twenty-One Demands made by the Empire of Japan, furthering their economic dominance in Manchuria. A Zeppelin is destroyed in air-to-air combat for the first time over Ghent, Belgium by a pilot dropping bombs. The Allied forces make slight advances with heavy casualties at the Second Battle of Artois but fail to break the German lines. The RAF does see increased effectiveness against German planes owing to their new Foster mounts. The Gallipolli campaign enters a period of stalemate as well, after an Ottoman counteroffensive fails to retake Anzac Cove.

Event: Neither side has opted to send engineering assistance to the Germans, who leave in a bit of a huff once news of the successful raid on London arrives.

It is now the Design Phase, Early Winter 1915.
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piratejoe

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Re: Knights of the Skies: an Arms Race Game - Early Winter 1915
« Reply #65 on: June 27, 2018, 04:38:09 pm »

Hey, are you Kols done yet?
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Taricus

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Re: Knights of the Skies: an Arms Race Game - Early Winter 1915
« Reply #66 on: June 27, 2018, 08:35:04 pm »

We're done, geez. We're waiting on the GM same as you :P
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Nirur Torir

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Re: Knights of the Skies: an Arms Race Game
« Reply #67 on: June 27, 2018, 08:41:13 pm »

Event: Neither side has opted to send engineering assistance to the Germans, who leave in a bit of a huff once news of the successful raid on London arrives.
This right here?

I think we've just ensured there will be a second one of their Great Wars.
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piratejoe

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Re: Knights of the Skies: an Arms Race Game - Early Winter 1915
« Reply #68 on: June 27, 2018, 09:22:42 pm »

I can never know with you kols, but I am excited for the next turn. Should be fun.
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Khang36

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Re: Knights of the Skies: an Arms Race Game
« Reply #69 on: June 27, 2018, 09:49:05 pm »

Event: Neither side has opted to send engineering assistance to the Germans, who leave in a bit of a huff once news of the successful raid on London arrives.
This right here?

I think we've just ensured there will be a second one of their Great Wars.
Considering how effective zepplins were in ww1 i don't think either teams would have been able to provide anything meaningful to make zepplins relevant.
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Doomblade187

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Re: Knights of the Skies: an Arms Race Game - Early Winter 1915
« Reply #70 on: June 30, 2018, 04:42:24 pm »

:poke:

How goes it?
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evictedSaint

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Re: Knights of the Skies: an Arms Race Game - Early Winter 1915
« Reply #71 on: June 30, 2018, 04:43:56 pm »

I hope he didn't get burned out, but this is a pretty complex system.

piratejoe

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Re: Knights of the Skies: an Arms Race Game - Early Winter 1915
« Reply #72 on: June 30, 2018, 05:00:20 pm »

Me too, he hasn't been online in a couple days...I really enjoy this arms race so I can only hope he is okay and nothing happened, or that he simply isn't burned out too much...or something.
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Cnidaros

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Re: Knights of the Skies: an Arms Race Game - Early Winter 1915
« Reply #73 on: July 01, 2018, 12:34:45 pm »

It's not dead!
Battle Report, Early Winter 1915

This turn sees completely new planes take to the skies for the first time! The KPAF have deployed a single squadron of their new Equilibrium Fighter Monoplane (also called the Equilibrium Monoplane Fighter by some). The Equilibrium is a single-seat monoplane that’s both faster and more manoeuvrable than the Feather-1914. Its most important feature, however, is the Type 11 LMG firing directly forward through the propeller arc, with the aid of a rudimentary synchronisation gear. This allows the pilot to actually use the iron sights on the Type 11, which should improve accuracy. Of course, the synchronisation gear does decrease the firing rate of the LMG drastically. Two other pieces of equipment also make their appearance in the Kolechian squadrons this turn: the K-09 “Dogbite” Mortar Round, which is a 155mm high explosive mortar shell that is being used as a makeshift bomb, and the KF-15 Signal-Illumination Flare Pistol, which is a single-shot flare pistol that fires a variety of Rainbow flares, which come in eight different colours.

On the other side of the lines, the Verusan Sky Crusaders haven’t been slacking either. This turn sees the deployment of two squadrons of the new VRAC A.1 “Emu” (the VRAC A.1 stands for Verusan Royal Aviation Company Aircraft 1). The Emu is a biplane like the Rhino, but that’s where the similarities end: it’s a larger two-seater, powered by a straight-eight engine and a four-bladed prop in a pusher configuration. The pilot sits in the rear seat, while an observer in the front seat fires two Bolt Machine Guns on swivelling mounts: one covering a frontal arc, while the second on an elevated mount covers aircraft attacking from above and to the rear. The aircraft does not, and did not ever have gem-encrusted sword sheathes, and anyone who suggests that it should will be reassigned to aerodrome-sweeping duty. Some Rhinos have also been outfitted with Bar’s Shelf Bomb Racks, extremely simple bomb racks that hold up to two “Bottled Fury” bombs under the fuselage, which can be released by pulling a cord. Verusan pilots are also now equipped with the Firefly Flaregun where necessary: it’s a flaregun very similar to the Kolechian one, but more limited in the variety of flare colours. Finally, all Sky Crusader aircraft have become much more fabulous this turn, with aircraft given squadron-specific paintjobs in eye-catching colours, making them absolutely unmistakable in the sky. The Verusan Ace, Alderic, gives his plane a single blue stripe at the wingtips. In addition, the leaders of each flight are now outfitted with multi-coloured streamers attached to their wings for easier identification.

The Northern Mountains

Winter storms begin to roll in from the mountains, and the weather over this section of the front takes a distinct turn for the worse. Airfield personnel are busy shovelling snow to keep the landing strips clear, and a thriving black market in warm boots and gloves springs up among the pilots. Combat in the air this turn is often hampered by inclement weather, as neither side has planes capable of reliably flying through stormy conditions yet.

The major development here this turn is the Flight of the Emus: two squadrons of the VRAC A.1 “Emu” are deployed here this turn to secure air superiority. The two-seater configuration is a first for the Sky Crusaders, and some issues are immediately apparent.

“Do you see anything?” “No.” “Do you see anything yet?” “No!” “…how about now?” “No, there isn’t anything, shut up – wait, LEFT, LEFT! Three Feathers, left level! No, not that far left, RIGHT! Okay, steady, steady, I’m aiming – I said hold steady!” “THEY’RE SHOOTING AT US, HENRI!”

Despite some coordination problems between pilot and observer, the Emu performs superbly. Despite its greater size, it matches the enemy Feathers in manoeuvrability and faster to boot, driven by a powerful engine. Its real advantage, however, is the observer and his Bolt Machine Guns on swivel mounts. Even inexperienced, these observers are far more accurate than the Feather pilots, and the ability to swivel the gun gives the Emus a great advantage in a turning fight. To top it all off, the Emus have the numerical advantage too, facing off against only one Kolechian squadron. Feathers fall from the sky in a manner entirely unlike feathers, and several bad jokes about birds and feathers are made.

However, despite the near-absolute air superiority the Verusans have on this front, they’re lacking in aircraft to take proper advantage of it. A single squadron of Sky Eyes is used for artillery spotting here, allowing the army to reclaim some ground toward Derboise.

Spoiler (click to show/hide)

The Central Plains

The battle in the air here is especially crowded. The KPAF has one squadron of the new Equilibrium fighters here, along with another squadron of Feather-1914s providing aerial photoreconnaissance and one of Hykib balloons. Against this, the Sky Crusaders have four squadrons of Rhinos, and one of Sky Eyes. The bulk of the fighting here occurs along the relatively short stretch of road between Dreidansk and Estwice – some Verusan companies probe the road west to Kemilov but are repulsed by the Kolechian defences.

The Equilibrium Fighter Monoplane sees its debut in combat on this front, fighting for air superiority against a veritable herd of Rhinos in a variety of roles. In a straight fight against a Rhino, it’s no contest - the Equilibrium has it beat in manoeuvrability and is much faster, owing to the monoplane design. The synchronised Type 11, while a little less powerful than a Foster-mounted one, is nonetheless much easier to aim, which combined with superior handling makes the Equilibrium a good Rhino-killer. Even the Verusan Ace, Alderic, who has opted to remain with his squadron on this front, is unable to shoot down any Equilibrium fighters, although he does manage to avoid being shot down himself. On the other hand, a new Kolechian Ace emerges – Piotr, from Squadron 1, shoots down a pair of Rhinos in quick succession when defending the Hykib balloons, making his fourth and fifth victories.

The problem here, as in the north, is that of simple numbers. An Equilibrium can shoot down a Rhino patrolling for air superiority; it can dive on a Rhino attacking the Hykib balloons; it can even blast away a bombing Rhino and escape its escort – but it can’t do all of that at once. In preference to hampering all of these efforts slightly, Kolechian airmen choose to focus their strength against the Sky Crusaders engaged in anti-balloon and air superiority missions, hoping that their better balloons and aerial photography will outweigh the effect of Verusan bombing raids. Luckily for them, it’s easy to pick out which Rhinos are flying these missions, as Sky Crusader aircraft are now conveniently colour-coded by squadron.

Verusan bombing raids continue mostly as normal this month, although the introduction of Bar’s Shelf Bomb Racks does see an improvement in their efficacy. Freed of the need to toss the heavy bombs overboard by hand, pilots can now concentrate on their flying. The standardised method of release also allows for slightly greater accuracy, which should improve as the bomber pilots become more experienced. Despite this, the bombing raids do not have as much effect out in the relatively more open terrain of the plains as compared to the close fighting in Dreidansk last month, and they are mostly employed against Kolechian strongpoints. The process of identifying said strongpoints is mostly left up to the suggestions of local army commanders, but the considerable delay in passing information up the chain of command limits the overall effectiveness of these strikes. Still, the threat of bombs does force Kolechian artillery to adopt a more mobile posture, instead of digging in their guns.

The new flareguns on both sides see some use by pilots, but mostly to signal to each other rather than to the ground forces. Neither side is really flying missions that require communication to the ground yet. Planes often carry two or three flare pistols, to signal distress, retreat, or enemy sighting. Of course, the downside of shooting highly visible flares is that it makes the signaller highly visible too – although the Verusans are already ahead on that front, having given all their aircraft bright paintjobs. The signal flares are sometimes used by balloons to quickly signal the troops around them, but in most cases their telephone connections are sufficient for that.

The battle here is closely fought – between the Verusan’s bombing advantage, and the Kolechian’s photoreconnaissance, there is no significant exchange of territory here these months along the road from Dreidansk to Estwice. In the southeast, however, Verusan troops make a minor advance out of the alley of clear land.

Spoiler (click to show/hide)

The Southern Islands

The major development here this turn is the Kolechian push on Basselton this turn. The KPAF’s official acrobatic squadron, the Crimson Eagles, have been sent to this front. There is a great deal of complaining from all involved, including a small group of airshow enthusiasts, but the pilots become markedly more enthusiastic about the mission once it turns out that Sky Crusader opposition is nearly non-existent. Verusan aircraft at Basselton number just one squadron of Sky Eye balloons, which are quickly swept aside by Feathers.

It is in Basselton that the KPAF begins its own bombing efforts. A squadron of Feathers drops the K-09 “Dogbite” mortar rounds from their cockpits, while another squadron of Feathers fly in escort. The “Dogbite” rounds pack a bigger boom than even the Sky Crusader’s “Bottled Fury” bombs, but getting that power to where it needs to be is harder than expected. Each Feather can only carry one mortar round if it wants to take off safely, limiting the effect of each sortie. Accuracy is also abysmal, with the Kolechians encountering much the same issues as the Verusans did a few months earlier – namely that it’s hard to toss a bomb over the side by hand and have it go where you want it to. Most alarmingly, the “Dogbite” rounds tend to explode if handled too roughly, and the bombing pilots must fly as smoothly as possible to keep their cargo safe.

Despite all these troubles, KPAF bombs fall on Verusan defences mostly unimpeded, due to the fortunate (or unfortunate, depending on which side you’re on) lack of any enemy interference whatsoever. Backed by a squadron of Hykib balloons calling in artillery support, the Kolechian army advances right into the streets of Basselton, with the generals opting to go all in on assault instead of surrounding and sieging the city. Verusan naval gunfire reaps a bloody toll on the advance but is unable to stop it entirely, with the Sky Eyes out of action. At the moment, fighting continues within the city, but the Kolechians have a distinct advantage and will likely take the city next turn if the balance of forces remains unchanged.

Further to the south, a squadron of Rhino-P biplanes flies over and photographs the Kolechian defences at Mizogorod, encountering no opposition in its mission. These planes are flying near the limit of their range, from an aerodrome at the road junction from Nadeka to Risleis and Okinsonne. No suitable terrain for an aerodrome exists in the highlands, and in any case Verusan logistics are ill-equipped to supply one so far out. The aerial photographs reveal that Mizogorod is heavily defended by artillery and infantry, with a weaker defensive line along the south side of the river to prevent flanking. Armed with this information, Verusan troops continue advancing to just outside the range of the city’s guns, taking up positions along the northern riverbank. Some advances are also made along the western shores of the lake.

At Risleis, the appearance of a Kolechian cruiser squadron at dawn is a nasty surprise for the Verusan defenders. Three red balloons are also spotted on the horizon – Hykib balloons, towed behind tender ships. The cruisers stop outside the port and begin firing on the defensive artillery. While the Verusan guns can match the range of the cruisers’, they don’t have the critical advantage of balloon-borne artillery spotters. The Kolechian navy takes down the port’s defences while only sustaining moderate damage to a couple of destroyers, and leave a bunch of sunken ships blocking the harbour after two hours of bombardment.

Spoiler (click to show/hide)

The Outside World

A German pilot, Kurt Wintgens, becomes the first person to shoot down another plane with a synchronisation geared machine gun, beating Kolechian pilots to this by barely a week. This event heralds the beginning of the Fokker Scourge on the Western Front, during which Fokker Eindecker fighters give the Germans air superiority with the use of synchronisation gear. In the United States, the Navy opens the Office of Naval Aeronautics, recognising the growing importance of aircraft to naval forces. The Battle of Manzikert sees a rare Ottoman victory, while the Gallipoli campaign continues in a bloody stalemate. Charles Edmonds launches the first air-dropped torpedo against a Turkish merchantman, while Max Immelmann shoots down the first of many Allied planes.

Event: Inspired by the use of British aircraft over Gallipoli, the Ottoman Aviation Squadrons are looking to purchase better aircraft and equipment designs from a neutral nation to break the stalemate. You may opt to send one aircraft design and up to two equipment designs for their consideration. Explanations of how exactly the new equipment might be useful to their current situation will increase the chances of success. If the deal goes through, the winning side will receive a payment of +2 PP for 3 turns.

It is now the Design Phase, Late Winter 1915.
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Cnidaros

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Re: Knights of the Skies: an Arms Race Game - Early Winter 1915
« Reply #74 on: July 01, 2018, 12:47:54 pm »

Me too, he hasn't been online in a couple days...I really enjoy this arms race so I can only hope he is okay and nothing happened, or that he simply isn't burned out too much...or something.

I got a part-time internship, but rest assured that I'll see this game through, one way or another.

Oh and while I'm in the core thread, I should also mention that the little reports each side gets, with the general's suggestions/whining/etc. isn't meant to be a blueprint for what to do in the deployment phase. They don't offer bad advice, but just not the absolute best course of action for the current situation (which depends on enemy deployments anyway). Remember, we're still at the dawn of air combat, and the relative importance of each type of mission isn't fully appreciated yet.

Also, being asked to provide more of everything to every front on a limited PP budget is probably the most realistic part of this game.
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