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Author Topic: Knights of the Skies: Kolechia Thread - Early Summer 1916, Production Phase  (Read 54461 times)

Cnidaros

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Knights of the Skies: Republic of Kolechia Thread

If you're looking for the Core Thread: click here!


The year is 1915, and the Great War rages in Europe. After a succession crisis in Verusa and a popular revolution in Kolechia, these two nations have returned to warring for control of the small continent of Aurelia in the South Atlantic. The war in Europe is no longer fought only on land and at sea: in the air, warplanes report valuable information on enemy movements, and duel whenever they encounter each other. After hearing of the success of Allied observation aircraft in turning the German tide at the Battle of the Marne, both nations have scrambled to build up their air forces to control Aurelia.

However, it has been discovered that the general in charge of building the fledgling air force has bought inferior planes from abroad and pocketed the difference for himself. He has been disposed of, and in his place you – a group of engineers – have been brought in to oversee the design of our new air force.

A fine black car with the People’s Cross on the doors stops at the Airfield, and you step out to survey it. The Developmental Airfield is a group of red brick hangars, workshops and offices, with a smooth but unpaved runway out back. As you watch, a scout plane circles around to an unsteady landing, yawing left and right until the plane veers into the thick hedge bordering the airfield. The driver snorts as the bruised pilot climbs out of his seat and struggles to disentangle his red cape from the brambles.

In the meeting room, the other engineers are gathered around a series of blackboards covered with diagrams. Workers are carrying out boxes of fine cigars from the former general’s office, watched over by suspicious guards with the silver cufflinks of the military police. What do you propose to your fellow engineers?



Spoiler: Starting Equipment (click to show/hide)
« Last Edit: August 19, 2018, 01:20:52 pm by Cnidaros »
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NUKE9.13

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Re: Knights of the Skies: Kolechia Thread
« Reply #1 on: May 31, 2018, 01:52:58 pm »

Question, GM: how much detail do you want to go into? Like, if I ask for the size, weight, and horsepower of our engine, are you going to give exact dimensions, or say "big" "heavy" and "not a lot"?

E: Also, can we crib design notes off of other branches without a formal requisition? Specifically, I'm wondering whether we can design a radio based off of the army radio.
« Last Edit: May 31, 2018, 03:08:07 pm by NUKE9.13 »
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Long Live United Forenia!

Nirur Torir

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Re: Knights of the Skies: Kolechia Thread
« Reply #2 on: May 31, 2018, 03:51:13 pm »

I think the radios are too heavy, and would rather wait and let the army upgrade them/get bigger planes.

I'm partial to upgrading stability first, since we need that before they can shoot anything down anyway, and we could go the historical route and give them pistols.
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Cnidaros

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Re: Knights of the Skies: Kolechia Thread
« Reply #3 on: May 31, 2018, 03:52:19 pm »

Design Phase, Summer 1915

There are no events yet. Begin designing!

Spoiler: Squadrons (click to show/hide)

Spoiler: Statistics (click to show/hide)



To Nuke: I'm trying to avoid hard numbers as much as possible. For now, I'll only keep track of engine power in a relative sense, as in which engine is better than which other engine. For plane speed, I again won't keep hard numbers, only notes on which plane is faster than which.

Also, you can attempt to design a radio without making a formal requisition, but in that case the design will be based off whatever is 'state-of-the-art' for civilian radios. So no, you can't really crib design notes.

Also also, you can rename your squadrons something other than Squadron 1/Squadron 2.
« Last Edit: June 01, 2018, 09:13:32 am by Cnidaros »
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Rockeater

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Re: Knights of the Skies: Kolechia Thread
« Reply #4 on: May 31, 2018, 04:10:58 pm »

It's looks like this side have less people, so I join
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

NUKE9.13

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Re: Knights of the Skies: Kolechia Thread
« Reply #5 on: May 31, 2018, 04:33:01 pm »

Right, well. If we want to prove our worth, we'll need to make our planes actually useful. Like, we could try to shoot down enemy planes, but what good will that do troops on the ground? The most obvious thing would be installing radios on our planes, but our current model probably couldn't lift one, and even if it could, you try operating a (1915) radio and flying a (1915) plane at the same time.

Actually, maybe a plane wouldn't be the best use of our time. Maybe an airship would get us more bang for our buck- buying us goodwill whilst we develop a new plane.
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Kashyyk

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Re: Knights of the Skies: Kolechia Thread
« Reply #6 on: May 31, 2018, 04:34:22 pm »

 Okay, my first thought is some sort of bomber. If we produce a large, stable, two-seater we can have the second guy throw explosives over thr side. For simplicity, we could requisition the explosives off the army,  be it artillery shells, mortar rounds or grenades.
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Rockeater

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Re: Knights of the Skies: Kolechia Thread
« Reply #7 on: May 31, 2018, 04:40:32 pm »

What altetue airships can go at
And do we have pre-battle design turns?
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

NUKE9.13

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Re: Knights of the Skies: Kolechia Thread
« Reply #8 on: May 31, 2018, 04:47:13 pm »

I was just reading about german use of airships in WWI. For some reason I keep thinking they were effective, despite this being the third time I've read that they were almost useless except as terror weapons and naval observers.
Suffice it to say I don't think we should design any airships anymore.

Anyway, I guess we should start working towards a two-seater. We'll need a better engine, I suspect, and obviously a bigger frame. Now that I think about it, that should be doable with one design (of average length).
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Rockeater

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Re: Knights of the Skies: Kolechia Thread
« Reply #9 on: May 31, 2018, 04:51:04 pm »

Terror wepon might hold us here while we try to build something effective, depend on howmuch time it will take to buid them.
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Nirur Torir

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Re: Knights of the Skies: Kolechia Thread
« Reply #10 on: May 31, 2018, 05:01:26 pm »

Anyway, I guess we should start working towards a two-seater. We'll need a better engine, I suspect, and obviously a bigger frame. Now that I think about it, that should be doable with one design (of average length).
I'm favoring that, with a revision to make Rhinos fly better.

Like, we could try to shoot down enemy planes, but what good will that do troops on the ground?
It'll be impressive and build pilot xp.
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NUKE9.13

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Re: Knights of the Skies: Kolechia Thread
« Reply #11 on: May 31, 2018, 05:02:07 pm »

Hmm. The battle report mentions our pilots drawing trench maps with pencil. A quick and effective upgrade might be equipping them with cameras, allowing for faster, more accurate mapping.

Cnidaros: how would we go about getting cameras for our pilots? I'm guessing a revision?
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Rockeater

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Re: Knights of the Skies: Kolechia Thread
« Reply #12 on: May 31, 2018, 06:45:53 pm »

More of a revision idea, but whynot start with a kinetic projectiles, cheaper and prove our effectines without asking for explosives from the ground force.
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Cnidaros

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Re: Knights of the Skies: Kolechia Thread
« Reply #13 on: May 31, 2018, 11:54:47 pm »

What altetue airships can go at
And do we have pre-battle design turns?

This is the design phase of the first turn, so no pre-battle design turns.

Hmm. The battle report mentions our pilots drawing trench maps with pencil. A quick and effective upgrade might be equipping them with cameras, allowing for faster, more accurate mapping.

Cnidaros: how would we go about getting cameras for our pilots? I'm guessing a revision?

You can use a revision to put civilian cameras into the hands of your pilots immediately, or a design to make a specialised camera/camera system for the photo-reconnaissance role. Neither the army nor the navy currently issue cameras as standard equipment, so you can't make a requisition for one.
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10ebbor10

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Re: Knights of the Skies: Kolechia Thread
« Reply #14 on: June 01, 2018, 02:10:09 am »

What about designing a larger plane for naval recon?
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