Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 29 30 [31] 32 33 ... 57

Author Topic: Knights of the Skies: Kolechia Thread - Early Summer 1916, Production Phase  (Read 55451 times)

Cnidaros

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread - Late Winter 1915, Design Phase
« Reply #450 on: July 02, 2018, 07:18:48 am »

@cnidaros, would it be a lot of rework to attach the synchro gears to the Feathers?

It would be moderately difficult as a revision action.
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Knights of the Skies: Kolechia Thread - Late Winter 1915, Design Phase
« Reply #451 on: July 02, 2018, 07:56:01 am »

Hmm. It might be for the best to phase the Father out of direct combat in favour of the Equilibrium. See if we can get out own 'librium Scourge going.
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread - Late Winter 1915, Design Phase
« Reply #452 on: July 02, 2018, 08:46:25 am »

Well, eventually we will want to phase out the Feather, but probably not for a while.

Anyway, what we do this turn depends on what our plan is, right? If we only finish the EFM and do no other designs, we could buy 2 EFMs and do this:
Quote
NORTH:
2xEFM (Air Superiority)
2xFeather (Recon)
1xHykib

CENTRE:
No deployment

SOUTH:
1xEFM (Air Superiority)
3xFeather (Recon, Bombing, Escort)
1xHykib

NAVY:
1xHykib
Which would be very aggressive, and definitely piss off the generals in the centre, but as Cnidaros has said, we don't have to follow their every word.
Logged
Long Live United Forenia!

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Knights of the Skies: Kolechia Thread - Late Winter 1915, Design Phase
« Reply #453 on: July 02, 2018, 08:48:11 am »

Well, apparently they're happy with their current deployment level so we could just leave them there.
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Knights of the Skies: Kolechia Thread - Late Winter 1915, Design Phase
« Reply #454 on: July 02, 2018, 08:50:39 am »

The center is where we are losing the most ground, so I'm not overly keen on abandoning it. I'm aware that the OP itself says the amount of ground held means nothing to us though, so I'd be okay with it.

Would we want to put the Crimson Eagles back on acrobatics duty? It may only be a little bit of prestige per turn, but if the Verusans aren't doing the same it means we'll get to the next prestige tier before them.
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread - Late Winter 1915, Design Phase
« Reply #455 on: July 02, 2018, 09:12:08 am »

Well, apparently they're happy with their current deployment level so we could just leave them there.
I again quote the GM from the core thread:
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).
Just because they're happy doesn't mean we should blindly follow their suggestions, whilst Verusa actually deploys their forces intelligently.
...not that they have been, since they deployed heavily to the centre rather than focusing on retaking Derboise. But that doesn't mean we have to match them in their stupidity.
And, I mean, for crying out loud, the generals recommended taking away the escorts in the south, since the enemy currently has no planes there. This despite the fact that unless the Verusans are real dumb, they're going to be redirecting considerable forces to attempt to defend the city. Do you really want to follow the suggestions of people with such lack of foresight?


Would we want to put the Crimson Eagles back on acrobatics duty? It may only be a little bit of prestige per turn, but if the Verusans aren't doing the same it means we'll get to the next prestige tier before them.
Perhaps. Might be better to wait until we've captured Basselton, though. And, I mean, so far prestige hasn't done anything for us.
Logged
Long Live United Forenia!

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Knights of the Skies: Kolechia Thread - Late Winter 1915, Design Phase
« Reply #456 on: July 02, 2018, 10:00:06 am »

I was basically saying that if we just leave the current force in mid on its current level, they would not mind. And yes, we should definitely keep pushing south/north.

And I think we basically get a turn away from acrobatics before the fans start to cool off so to speak. So unless they come back as war heroes, we should probably return them imo.
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Knights of the Skies: Kolechia Thread - Late Winter 1915, Design Phase
« Reply #457 on: July 02, 2018, 10:45:11 am »

Quote from: Design Phase (5 dice)
(3) 1 die to the Equilibrium: Kashyyk, Doomblade, 10ebbor10

Requisition:
(1) Army Field Radio: Kashyyk
(1) A heavier machine gun with a firerate of ~150 rounds per minute : 10ebbor10
Logged

Cnidaros

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread - Late Winter 1915, Design Phase
« Reply #458 on: July 03, 2018, 01:30:38 pm »

Bump. There's consensus on finishing the Equilibrium, but I need a tiebreak on the requisition.
Logged

Rockeater

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread - Late Winter 1915, Design Phase
« Reply #459 on: July 03, 2018, 01:34:10 pm »

On phone so too hard, I vote for radio
Logged
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.

Khang36

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread - Late Winter 1915, Design Phase
« Reply #460 on: July 03, 2018, 01:45:11 pm »


Quote from: Design Phase (5 dice)
(4) 1 die to the Equilibrium: Kashyyk, Doomblade, 10ebbor10,khang

Requisition:
(2) Army Field Radio: Kashyyk,khang
(1) A heavier machine gun with a firerate of ~150 rounds per minute : 10ebbor10

There is really no point on getting a larger caliber machine gun right now with all planes being wood and canvas right now the difference between a rifle caliber and say a 50 cal is negligible as far as damage is concerned.
Logged

Cnidaros

  • Bay Watcher
    • View Profile

Kolechia Design Phase, Late Winter 1915

Equilibrium Fighter Monoplane

Progress: 18+1 = 19/19. 2 PP spent.

This close to the end of the project, several engineers are already in a celebratory mood. Fortunately, the last few papers are signed, sealed and sent off to the factories without too much delay, and the Equilibrium Fighter Monoplane (or EFM for short) is officially ready for mass production. A few of the former general’s fine cigars are passed around the design offices in celebration!

Project Complete! You can now deploy as many squadrons of Equilibrium Fighter Monoplanes as you can afford.

Requisition: Army Field Radio

After a few rounds of negotiations, the army wireless companies agree to turn over the plans for their field radio set. This is the KTW-15 trench radio, which is brand new by Kolechian army standards. It’s a spark-gap radio set that transmits Morse code signals, designed to be operated by teams of three men. The set consists of the spark-gap transmitter unit with battery which can be set to two frequencies, a crystal receiver, and a horizontal aerial assembly which is 60m long. The KTW-15 can broadcast up to 4km on a good day, but range is usually only 2-3 km. All up, the entire thing weighs 60 kg, which is split up among the three men. In combat, this radio sees use by battalion and occasionally company-level command. However, given the sometimes significant interference from other radiosets, communication by field telephone where lines can be laid is often preferred.

KTW-15: A trench radio set with a spark-gap transmitter and crystal receiver, which sends and receives Morse code. Weighs 60kg, with a 60m aerial assembly and has a range of up to 4km. Suffers from bad interference if operated too close to another set on the same frequency. Cost 2 PP.



It is now the Revision Phase, Late Winter 1915. You have 4 dice remaining to spend on Revisions or bank for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Designs and Technology (click to show/hide)

Spoiler: Squadrons (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Statistics (click to show/hide)
« Last Edit: July 04, 2018, 10:21:09 am by Cnidaros »
Logged

Rockeater

  • Bay Watcher
    • View Profile

Well, we will need some big design on the radio
Logged
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.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile

That is true, but at least we don't have to invent radio from scratch.

Anyway, I suggest we keep working on that Sync Gear. It's still a complex piece of equipment that takes up a significant portion of the cost of the EFM, so if we can simplify that then we should be able to mass produce the things.
Logged

Khang36

  • Bay Watcher
    • View Profile

Ok as far as radio is concerned we can use a revision to have only the transmitter set for spotter planes, due to how short range the signal is. To even be able to communicate with the forces on the ground they would be in visual range of each other so ground side can communicate using signal flags instead.

For other revisions I say we get tracers and a bomb harness for the feathers to make bombing easier.
Logged
Pages: 1 ... 29 30 [31] 32 33 ... 57