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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 14340 times)

piratejoe

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Re: Knights of the Skies: an Arms Race Game
« Reply #30 on: June 05, 2018, 01:21:07 pm »

I have two questions. One for the GM, one for the Kolechians. The questions being in order, will there be a discord, and are you 'socialists' done yet?
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Rockeater

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Re: Knights of the Skies: an Arms Race Game
« Reply #31 on: June 05, 2018, 01:25:15 pm »

Tie Boroken
« Last Edit: June 05, 2018, 01:56:56 pm by Rockeater »
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Cnidaros

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Re: Knights of the Skies: an Arms Race Game
« Reply #32 on: June 06, 2018, 08:35:08 am »

I like the maps. Could you show the battle-lines from the previous turn, with a different color?

I second this. Even if not retroactive for this turn, for future turns it would be nice.
Also, do you have a giant map lying around that shows the entirety of our 2 nations? That'd be nice to see; even if it'd only be a 1 time thing.

Spoiler: North and Central (click to show/hide)

Spoiler: South (click to show/hide)

Previous (starting) lines in blue, new in red. I'll do this for future battle reports.

There is no map for the entirety of the nations yet. Some say the areas away from the frontlines exist in a state of quantum-geographical uncertainty. Both nations are about crescent-shaped, forming a ring together: in the middle there is the Principality of Midako and the Sea of Midako. The city of Maivansk is about one-fifth of the distance from the starting border to Kolechia's capital city; similar for the city of Escabot on the Verusan side.

I have two questions. One for the GM, one for the Kolechians. The questions being in order, will there be a discord, and are you 'socialists' done yet?

I haven't decided yet whether there will be a Discord for this game or not. On one hand, discord does seem to make discussion faster (I haven't actually used discord before). On the other, I worry that shifting most of the activity off-board to a separate channel will make it harder for new players to catch up when they join.

Does anyone have any opinions on this?
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10ebbor10

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Re: Knights of the Skies: an Arms Race Game
« Reply #33 on: June 06, 2018, 10:11:23 am »

Quote
Does anyone have any opinions on this?

Well, it's pretty well estabilished that any discord will kill off most discussion in the thread.
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Doomblade187

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Re: Knights of the Skies: an Arms Race Game
« Reply #34 on: June 06, 2018, 11:43:29 am »

Quote
Does anyone have any opinions on this?

Well, it's pretty well estabilished that any discord will kill off most discussion in the thread.
Yeah. Also, there are plenty of discords around, people can track down teammates if need be via DMs.
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Sensei

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Re: Knights of the Skies: an Arms Race Game
« Reply #35 on: June 07, 2018, 11:57:09 am »

(whoops)
« Last Edit: June 07, 2018, 01:34:10 pm by Sensei »
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Jerick

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Re: Knights of the Skies: an Arms Race Game
« Reply #36 on: June 07, 2018, 12:00:00 pm »

Sensei what are you doing? This is the core thread.
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Kashyyk

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Re: Knights of the Skies: an Arms Race Game
« Reply #37 on: June 07, 2018, 12:01:51 pm »

Are we able to effectively deploy Rhinos to the naval front? If there's an air strip in operation range we should, so we aren't disarmed there.

I believe you have to convince your navy to let you get involved first.
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Cnidaros

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Re: Knights of the Skies: an Arms Race Game
« Reply #38 on: June 09, 2018, 02:12:02 pm »

Battle Report, Late Summer 1915

Kolechian engineers, catching up in the lighter-than-air race, have prepared the Hykib Observation Balloon for mass deployment by the KPAF. Unlike the Sky Eye, it’s a one-man hydrogen balloon, which ascends faster but is correspondingly more expensive. The Hykib also has a more-streamlined kite balloon shape with fin ballonets to the rear, and is a more stable observation platform as it constantly faces into the wind. It also comes with a telephone for the observer to quickly communicate to the ground.

Both sides have also taken their first, suspiciously similar steps into the field of aerial warfare, Verusa with its Bolt Machine Guns on Rhino Horn mounts, and Kolechia with Type 11 LMGs on Foster mounts. Questions about why it’s named the Foster mount when there is no one named Foster on the design team are met with awkward silences. Nevertheless, both sides now have the capability of mounting machine guns on Rhino and Feather-1914 biplanes, giving them a degree of offensive capability.

The Northern Mountains:
Spoiler (click to show/hide)

The mountain peaks are about as warm as they’ll ever be, and a Verusan platoon uproots the Kolechian flag on Mt Koldova, setting down their own instead. In their warm tents, officers argue about the best trails to supply an offensive over the ridges, and several quartermasters’ mugs are hurled in protest.

In the highlands, Kolechian troops continue their rapid advance toward Derboise. The Kolechian People’s Air Force has deployed two squadrons of Hykib balloons to match two squadrons of Sky Eyes on the Verusan side, while a squadron of Feather-1914s with Type 11 LMGs is detailed to provide air superiority over the battlefield, and another squadron continues photoreconnaissance duty. In comparison, the Sky Crusaders have only a single squadron of Rhinos tasked to shoot down enemy aircraft crossing the frontlines.

Combat in the air becomes a lot deadlier, and soldiers in the trenches below place bets on which aircraft will fall in flames to the ground. Verusan pilots valiantly resist the urge to fly over and stab the temptingly-red Hykib balloons on the opposing frontlines (despite some arguments that their insignia perfectly represents that) as they are ordered to patrol over Verusan lines only. There’s no shortage of targets on this side anyway – older model Feathers, sans ailerons and machineguns, regularly venture across to photograph the Verusan positions. These planes are sometimes shot down by the new Bolt-equipped Rhinos.

The reason why the Feathers are only ‘sometimes’ shot down is because of the other squadron of Feather-1914s on this front. This other squadron is equipped both with ailerons and machineguns, and dispatches flights to secure air superiority on this frontier. After a short period in which no Hykibs are attacked, the squadron focuses its efforts on shooting down Verusan aircraft instead. Where fights aren’t settled by the element of surprise, they tend to become turning contests as each aircraft seeks to get behind their enemy. Given that both sides are matched in speed, disengaging from the turn usually ends poorly as the other pilot will still be in range and has a free shot on the leaver’s tail. Feather-1914s usually win such contests when they occur, using their ailerons to turn much faster than the lumbering Rhinos. The Foster mount on the Feathers requires the pilot to stand up in his seat to lock it in the forward position, and some Kolechian pilots resort to a rudder turn instead of ailerons when performing this operation, momentarily forsaking their advantage over the Sky Crusaders. Gunnery on both sides is still noticeably poor, with many pilots expending all their ammunition for no hits.

As for the various balloon-craft, the Hykib has a slight advantage as it’s more stable in strong winds, unlike Sky Eye baskets which sway alarmingly on windy days, and are sometimes blown out of optimal positions due to their large profile. This is balanced out by the fact that Hykib observers are limited to the Mk1 eyeball for visual observation, lacking the bird-watching binoculars of their Verusan counterparts. Kolechian artillery now has the same advantage of aerial spotting as the Verusan artillery. Overall, the Hykib proves to be the better balloon, but not entirely by design – it’s just that Sky Eyes are a lot more prone to drifting out of the sky once a Feather has filled them with holes.

With the advantages of reliable artillery spotting and air photography (even if lesser than last turn), Kolechia advances up to the outskirts of the Verusan city of Derboise. Infantry brigades are issued grenades and bayonets for close-quarters fighting.

The Central Plains:
Spoiler (click to show/hide)

Along the Koldan River, Kolechian troops learn to dread the sight of a line of Sky Eyes rising. The Sky Crusaders have sent an extra squadron of Sky Eyes here, which are put to work supporting another battalion of artillery. The launching of the Sky Eyes is a sure sign of a heavy artillery barrage soon to arrive, and becomes the impetus for Kolechian infantry to take cover. Sky Eye observers, distinguished by the golden monocles clipped to their collars, enjoy free-flow champagne at the field kitchens.

The lone squadron of Feather-1914s here is equipped with Type 11 LMGs and put on dual reconnaissance/anti-balloon duty. Pilots continue to fly over Verusan lines to take photos, and switch to their Type 11s whenever they see a Sky Eye rising. However, they are far less successful than their northern comrades, owing mainly to the two Rhino squadrons dedicated to clearing the skies of Kolechian planes. The advantage of numbers means that Verusan pilots come out ahead in fights despite the poorer manoeuvrability of their aircraft. It takes multiple attack runs to put enough bullets in a Sky Eye to bring it down, and KPAF pilots engaged in doing so or taking photos are often surprised by Rhinos diving on them. Overall, few Kolechian planes make it back to friendly airfields to develop their photos, and Sky Eye losses are much lower than on the northern front.

The Verusan army, assisted by more accurate artillery barrages, makes advances along the Demisonne-Dreidansk road, although the lack of aerial reconnaissance over enemy supply lines hampers the advance somewhat.

In the Cranve forest, the Kolechian cavalry offensive stalls out due to poor logistics, although infantry do manage to establish a new defensive line to hold onto their gains. South of the Cranve forest, the Verusan motorcycle company continues its thrust southwards.

The Southern Islands:
Spoiler (click to show/hide)

A spirited attack by Kolechian marines on the crossroads outside Basselton is thrown back in the face of naval fire support from the Verusan navy, suffering heavy casualties. The Verusan navy now stations a group of cruisers permanently at the coast near the junction. There are scattered reports of raids on Verusan convoys from Runisu Isle to Basselton and Nadeka, while the Kolechian army advances along the cape and down the north-western ridges. In the southern highlands, Verusan troops capture the entirety of the highlands, reaching the headwaters of the streams supplying Lake Mizogorod, although the city itself is still far away.

The Outside World:

A regiment of sepoys in Singapore mutinies amidst rumours of being sent to Turkey to fight fellow Muslims; the mutiny is put down with the assistance of Japanese, French and Russian sailors. Further attempts by the Germans to mount Zeppelin raids on England meet with failure, with some airships lost. The Imperial Russian Navy begins seaplane carrier raids on the Ottoman Empire’s Black Sea coast, while British ships attempt to force the Dardanelles strait. In the Battle of Neuve Chapelle, the Royal Flying Corps photographs the entire attack front, creating mosaic maps that allow British forces to achieve local surprise. The SS Manica is converted into the Royal Navy’s first balloon tender. Meanwhile, a certain Sergeant Foster in the RFC draws up plans for a machine-gun mounting based on a series of complaint letters from Kolechian engineers.

It is now the Design Phase, Early Autumn 1915.
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Cnidaros

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Re: Knights of the Skies: an Arms Race Game
« Reply #39 on: June 11, 2018, 10:55:54 am »

Just a few notes on Deployments, since Verusa has reached that phase. You can put in any kind of deployment you wish, and I'll interpret it accordingly. For example, here's the deployment roles that both sides made last turn.

Aerial reconnaissance - flying over enemy lines and mapping out their positions by sketchpad or camera.
Artillery spotting - self explanatory.
Air superiority - planes fly over the entire battlefield and shoot down enemy aircraft when encountered. Kolechia used this in the north.
Patrol own lines - Verusa used this everywhere: basically their planes will fly over their lines only and shoot down enemy aircraft encroaching, which was why they didn't shoot down the Hykib balloons. Pros are: pilots shot down and surviving will return to their squadrons (reducing exp loss), less fatigue (not an issue yet as planes and missions are quite short-ranged) and possibly that wrecks will not be captured by the enemy.
Aerial reconnaissance/Anti-balloon - Kolechia ordered this in central. I consider ordering a mix of roles to be less effective than separate squadrons doing those roles, so 2 squadrons doing this will be less effective than 1 squadron doing each. Perhaps if the roles were extremely similar this penalty would be reduced, but reconnaissance and shooting down balloons is quite unrelated.

So you can be quite specific in deployment and roles, and I'll try to interpret it accordingly.
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Cnidaros

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Re: Knights of the Skies: an Arms Race Game
« Reply #40 on: June 12, 2018, 01:26:44 pm »

The Verusan side has raised the issue of not being able to buy and store excess equipment for later use as being unnecessarily tedious, in that excess equipment must be shuffled around between squadrons to keep it.

My original intent in making such a rule was to prevent the 'snowball' effect that occurs when one side gains an advantage in PP income. Say that Side 1 has a 2 PP advantage over 3 turns, with storage being a thing, then they could potentially gain more by banking this to 6 PP of equipment for future squadrons, instead of having to immediately spend it or lose it.

However, I can see that it is annoying to have to do inventory shuffling to bypass this rule, and this rule will likely become obsolete once you have enough squadrons to 'bank' all the equipment you could possibly want. Thus, I am considering removing this rule, but would like agreement from the Kolechian side.

There's also the issue of disbanding squadrons. I said to both sides that mothballing squadrons isn't allowed, and on further reflection I still think it shouldn't be allowed as it might lead to "modular" airforces, where each side just activates a few of many mothballed squadrons as-needed to counter the enemy. This might be avoided with continued maintenance costs when mothballed/reactivation costs or time, but that will be even more accounting on my end (I am steadfastly trying to avoid fractional PP costs in maintenance).

So the only thing you can do to reduce maintenance costs now is to disband squadrons, which loses all pilot experience. I might consider allowing you to retain the pilot experience as a cadre of pilots, but with a gradual experience decay. Any thoughts on this?
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evictedSaint

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Re: Knights of the Skies: an Arms Race Game
« Reply #41 on: June 12, 2018, 01:56:20 pm »

I'm considering designing the "Verusan Bench", which is a 0 cost, 0 maintenance wingless/engineless aircraft, which we can assign pilots to man during periods where we're upgrading squadrons or need to cut costs for PP management.



Seriously, though, I wonder what the scale of the impact could be activating squadrons of obsolete planes with B-list pilots during a crunch time.  I imagine it would exasserbate PP difference a bit, but by how much?  Having 3 extra PP per turn would mean you could theoretically sprout up 3 starter planes after 3 turns of careful PP management, rather than a single starter plane as with the default rules.  I guess it kind of depends on what scale of PP difference and the intended cost/expense levels Cnidaros expects to occur later in the game.  A large stockpile of PP and high plane costs means being able to mothballs and bench pilots matters less, but smaller PP supplies, greater % differences between side's PP, and lower plane costs would make this a huge benefit to the leading side.

Personally I find that skilled pilots dying in trenches to be an annoying mechanic, and there's not really much reason to lose pilots.  Mothballing equipment, however...I dunno, that's trickier.  There would need to be an incentive to scrap rather than mothball, but I'd still like mothballing to be a mechanic.  Right now our balloons are 1/1, so buying a new one is the same as maintaining an old one - it doesn't really matter whether we mothball or scrap it.  I'd imagined maintenance cost as being the cost to keep equipment fueled and fixed and replacing planes that get shot down, so having to choose between paying that same cost while it's sitting in a barn vs destroying it and building a new one as-needed is frustrating.

NAV

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Re: Knights of the Skies: an Arms Race Game
« Reply #42 on: June 12, 2018, 02:05:27 pm »

For mothballing: How about payin an extra maintenance PP to reactivate a mothballed squadron, and/or requiring 1 turn to reactivate the squadron? Makes sense because things take time and resources to get operational after sitting in a field for a while. Also means they can still be reactivated if needed, but not instantly and not effortlessly?
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Kashyyk

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Re: Knights of the Skies: an Arms Race Game
« Reply #43 on: June 12, 2018, 02:25:51 pm »

I'd be happy with having to pay 1PP to un-mothball a squadron, to represent the extra checks needed when recovering something from long term storage.
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Nirur Torir

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Re: Knights of the Skies: an Arms Race Game
« Reply #44 on: June 12, 2018, 02:35:24 pm »

I propose making us pay for warehouse space with prestige.

A few cameras isn't going to have much effect, but if the military is paying to have several squadrons stored away gathering dust, people are going to start asking questions.
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