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Author Topic: Industrialized Warfare: Salvios Thread / 1917 A.C. Cold Season (COMPLETE)  (Read 101953 times)

Jilladilla

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Rather ambivalent about where we attack; but the resource is fairly obvious.

Quote
Attack
Harren: (3) Madman, Twinwolf, NUKE9.13
North Peaks from South Peaks: (3) Madman, Twinwolf, NUKE9.13
Plains from Savannah: (1) Taricus

Fortify:
Savannah: (4) Madman, Taricus, Twinwolf, NUKE9.13

Resource Allocation:
1 Unit Lawyers, Abberan Capital
Lowlands, Gavrillium: (4) Madman, Twinwolf, NUKE9.13, Jilladilla
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

Twinwolf

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Since MoP mentioned we could add heroes to replace who we lost to the earlier event (rip Antero):

Quote from: Fuck Abbera Dude
Alexei Volkov comes from a family of middle class folks. Alexei’s grandfather was the first to come to the country, a lowly laborer, but his business acumen helped him catch the eye of his employers, and his honorable conduct endeared him to those working beside him and later under him. The family moved to the middle class because of him and his insistence on hard work and education. Feeling indebted the the country that gave them so much, Alexei’s father joined the military and served his time, and when he came of age so did Alexei.

Corporal Alexei Volkov was an Avalanche-armored soldier and specialist before the incident with the anomaly, working closely with the discoverer of Myomer, and later inventor of the Mountain and Avalanche suits Doctor Antero Sahay and becoming close friends. The Doctor often shared his thoughts and theories with the man, leaving the soldier more well informed than your average grunt. When the soldiers were sent to investigate the anomaly, there were only so many seats on the truck.Straws were drawn, and he got the short straw. This was the only reason why he was alive. He stayed behind, and was with Doctor Sahay when he passed.

In the time between that mission and his assignment to a new unit, the Corporal was frequently assigned to the project regarding our Forenian allies, speaking with them regularly and learning of their world. During one such conversation, one soldier expressed sorrow over the passing of a national hero. Corporal Volkov inquired as to who this was, and was regaled with the tales of Artyom Onegin - or, to be named properly, Fuck Cannala Guy, and his glorious stands against their enemies. The description was awe inspiring. When Alexei was next called to the field, his Avalanche had had some adjustments made, paint in the colors of Salvios applied, and he bore a pair of SMGs rather than a rifle. Corporal Volkov had resolved to become Fuck Abbera Dude. Whether he actually bears some personal grudge against Abbera is a matter of some debate.

((There was some concern that "Fuck Abbera Dude" would be out-of-tone with the game. I will put up a more serious version when I have time, although still using Alexei as the base))
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Man of Paper

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Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1097 on: February 20, 2019, 11:02:02 pm »

Spoiler: Designs (click to show/hide)
Spoiler: Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Special Rules (click to show/hide)
Spoiler: Credits+Blueprints (click to show/hide)


Spoiler: Abberan Armory (click to show/hide)
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Man of Paper

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Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1098 on: February 20, 2019, 11:02:41 pm »

Year 1915 A.C. Cold Season, Combat Phase

Salviosi Successes

This season we have expanded our Entrenchment in the Savannah, raising it to Two(2) and granting (Radio Coverage) in the area. We have also found and begun exploiting a deposit of Gavrillium in the Lowlands.

As a result of the newfound Gavrillium resource we anticipate the following changes to our Armory:

The GGG-12 and the Charybdis become (CHEAP).


Abberan Advancements

Quote from: Design
Proposal: ARA-1915NC-AAL "Neptune"
The Neptune heavily armored lander is a naval ship coming in under a hundred meters.
It has been designed with a cealium lift system, purely to ensure that the hull does not sink itself underneath its size to weight ratio on the open ocean. This lift system is of course much weaker than that of a sky ship.

The outside of the lander is equipped with thick armour, and covered in a series of small-aligned cealium nodes. These nodes are designed to push incoming fire down or off to the side, turning a hit into a miss or a richet, protecting the Ship from the FBJ bullets by robbing them of kinetic energy and causing them to not hit the ship in the first place.These are in place above the ship as well, deflecting incoming shells into the waters around it.

When it makes impact with the shores of the beach, the prow will open, turning into a landing ramp and opening the gullet of the beast, releasing the tanks and infantry within.
Up to 4 gendarme tanks or 8 Caliburns can be held within the stomach of this heavily armored behemoth, along with a company of soldiers, who have been crammed into this hold for the short journey between abberan territory and salviosi beaches.
This is a very vulnerable process, and so, The Neptune is armed to suppress enemy forces on the beach to give our landing troops the best chances they have.
To help protect the ship during travel from air raids and to clear the beaches during landing, the Top of the ship mounts two large, squat turrets designed to shoot at incoming enemy Ships and suppress enemy fortifications.

These turret are a 60mm duel barreled autocannon, using its two barreled nature to continue firing far in excess of what a single barrel could do before overheating and wearing away.

It is the hope of the Abberan research department, that between the landing capacity of the ship and with enough Neptune’s it will be able to clear enemies from landings zones while protecting itself from incoming Charybdis on an attack run.

Difficulty: Ludicrous
Result: 3 (4+2+1-4) 4 (4+3+1-4) 8 (6+5+1-4) = Average


The Neptune is quite the undertaking, and to our knowledge, much like the fairy tale character from our children's books, is the current king of the waves - between the Harren Island combatants, at least.

While we do not necessarily have the infrastructure to support a fleet, or even enter open ocean, we've managed over the past few years to build and support some sort of naval capabilities between us and Salvios. While we did not expect a proposal of this magnitude, there is no denying that it actually works. The massive Neptune shouldn't float, especially with a full load, but does thanks to a weaker version of the lifting system used in the Orleans and it's variant. Aligned Caelium nodes are embedded around the 100mm armor (150mm at the Conning Tower and the front hatch/ramp) that, when activated, are meant to deflect incoming fire. The system drains it's power stores (separate from the rest of the ship's, thankfully) quicker than they can recharge, and due to the pushing nature of Aligned Caelium, cannot be maintained for more than a few seconds at a time lest the ship begin to buckle. The interior of the Neptune is spacious enough to hold a company of soldiers as well as four Gendarmes or eight Caliburns. It does get cramped and there is nowhere to strap anyone down to, though the vehicles are secured. Exiting the Neptune can be tedious, as either the vehicles or infantry need to file out before the other to minimize running people over. The propeller-driven ship can reach speeds of twelve knots (or around 22 kph).

Atop the ship are a pair of turrets carrying a single-barreled 60mm autocannon. There were attempts to construct a double-barreled model, however it wasn't going over quite right and we needed to move on lest the rest of the Neptune suffer for it. It fires 80 rounds per minute and the autoloading system only rarely malfunctions.

The Neptune costs 8 Ore, 4 Caelium, 5 Gavrillium, and 3 Chemical Compounds, making it a (NATIONAL EFFORT).

Quote from: Revision
Proposal: Nodens "Neptune" Variant Assault lander
The Neptune currently suffers from overreach, as such the nodens is a project dedicated to scaling pack the impressive Neptune into a more manageable variant. Both the Neptune and the Nodens will have parts of its armoring and hull replaced with Caelum steel in key parts, The aim of this revision in the Neptune and the nodens, which share a very similar hull, is to decrease the needed amount of metal done to a more manageable cost.
Both the Neptune and the Nodens will have their generators updated with capacitor systems similar to the sparkpacks, allowing the generators to output more power, providing more of the very lifeblood of abberan vehicles and decreasing the number of promethium rods that are consumed to feed the beasts in the long term.
Additionally, due to the sheer lack of anything having worked on increasing the strength of the promethium generator before, the design teams has added a faraday cage around the piezoelectric vice mechanism and a series of surge protectors to protect against any case of the explodies this time around.

The cargo bay floor has been changed to have a series of small D rings embed in it, allowing the soldiers to tie their packs to it or hang items on the D-rings attached to the wall. This also allows the bay to be used for cargo, allowing it to be strapped down unto these D rings that are built into the floor.

The design team would like to remind the grunts that being required to file out, after the tanks is the point due to the tanks being essentially a large wall, compared to the fleshy meat bags taking cover inside the barrel (like fish) behind these tanks, providing them some protection against small arms and machine gun fire.

The Nodens and the Neptune have 1 grand difference, even with all of the similar revisions they are currently undergoing. The Nodens assault lander, will have its aligned cealium shielding system removed, cheapening the whole ship due to a much-lessened chemical cost, Aligned cealium cost and power cost. This along with the Above ore saving measures should allow us to deploy a large number of these landers upon the enemy shores.

Difficulty: Very Hard
Results: 3 (4+1-2) 10 (6+6-2) = Above Average

The Nodens is, ultimately, a stripped-down Neptune. They are both now made with Caelium Steel armor, reducing the costs associated with the lifting engines keeping them afloat. Capacitors and surge protectors are added to the power system, and numerous measures put in place to ensure power distribution remains consistent throughout the ship. The upgrades to the system provide a slight increase in Gavrillium Efficiency. Rows of D-rings are bolted into the floors and walls to allow equipment to be safely attached, now providing only an occasional tripping hazard when in use (the rings fold flush with the hull when not in use). The Gravity Deflectors get a slight increase in time to use thanks to more precise power distribution.

The Nodens separates itself from the Neptune at this point by having it's Gravity Deflector System removed, greatly cheapening production of the landing assault craft.
 
The Neptune sees the costs of the lifting engines practically disappear, only to be replaced by the cost for Caelium Steel. Gavrillium costs are reduced in exchange for Ore cost. The Neptune now costs 9 Ore, 4 Caelium, 3 Gavrillium, and 3 Chemical Compounds, remaining a (NATIONAL EFFORT) for the time being. The changes it has received do see top speed increase to 18 knots/33kph.

The Nodens however sees a reduced cost of 8 Ore, 4 Caelium, and 2 Gavrillium, making it (VERY EXPENSIVE).




CHAPTER FOUR: A VALIANT EFFORT


Part One: The Price of A Kilometer

With the war expanding from a simple fight over a city into a multi-front conflict the soldiers still in Harren City were given the orders to take it and end the fight there at all costs, a command they were very willing to fulfill. A few weeks into the season we began increasingly probing the Abberan lines. While they began as scouting missions, eventually raids were run that ended in the destruction of strongpoints here or there with the new 'Avalanche' Combat Engineering Kit. The explosives also gave the Avalanche soldiers the capability of destroying Gendarmes quite handily should they be prepared for one. Eventually the probing stopped for a few days, and then...

Cool rains fell one midseason morning when the air filled with the crack of a Senapang followed by the death of an Abberan messenger unlucky enough to get caught crossing the street. A few minutes later a second soldier a block away was killed as he peered out of a window. For a few hours the Abberan lines were harassed by our skilled snipers in this manner before the barely audible hum of the Charybdises joined in. They passed over the infantry in search of relatively easy airborne prey, though not without firing shots at a few more exposed targets. Led by Apibarus and Sleds, we then launched their massed infantry offensive on the Abberan line.

Vehicles on both sides were of limited use for both sides as infantry was regularly equipped with weaponry capable of damaging enemy armor. The Gendarmes had a slightly easier time of it, needing only to hunker down and wait for the enemy to expose itself. The Sleds however served very well in setting up an immediate defense for any taken ground. While the Avalanches and Collisions kept to small arms and melee weapons, the FMJ/G ammunition and strength-amplifying myomer give them more than enough ability to engage Paladins and Crusaders at any range. Infantry from both sides is well-prepared for the close, brutal fighting the city has offered for the past couple years, and while nothing was added to the enemy armory this season to aid in the ground war, one major thing changed. Their K-wool protection has increased survivability of their infantry, that is a frustrating certainty. During an attack an injured soldier is still often out of the fight, however when defending they don't need to worry about things like "keeping up" and "charging". As long as they can use a weapon they can hold ground, and the Abberans were unwilling to freely give ground. While the combat engineers and heavy weapons could freely fire on targets in the open, they needed to clear every building room-by-room and often with unarmored infantry. With a static defense in place this task became much more difficult, though the M3 frag grenades aided in the endeavor. With a Sickle in every squad and a Draco or Modea otherwise, Abberan infantry has much more overall firepower in enclosed spaces. We maintain better control of the streets though, and kept constant pressure on the Abberans. Day by bloody day a building or two would be liberated from Abberan hands, though not without an increasingly steeper cost in lives.

Things looked pretty grim for the Salviosi offensive this season until two weeks into the push when we launched a massed Perahudara assault. With total control of the skies, although vulnerable to most gunfire, our skyborne transports were able to drop infantry and Power Armor among their forces, on rooftops, and anywhere else we could slide into. While being inside one of those flying cans was definitely unenviable, it pulled attention from the front and allowed us to progress while pinching the forces between the front line and the deployment of Perahudaras. Eventually the order to fall back was given to the Abberan forces in Harren City. This was no easy retreat, however. The Abberan forces made us pay for every step we took, Crusaders and jump-pack Nikes proving especially capable of harassing our forces in this environment. Abberan forces suffer heavier losses this season than they have previously as a result of the orders to hold ground and being unable to do so.

It was a valiant effort, and ultimately we were just able to best Abberan forces in the city, resulting in a Salviosi Victory! Salvios control of Harren City rises to 100%. You can now fortify and assign resources to the city. Harren City has no resource cap, and operations can be continually expanded upon.


Part Two: The Cliffs of Abbera

The first step in our invasion was the deployment of LEA-13 aircraft across the strait and into the Abberan mountains. They initially drew a bit of fire, if only for sport, before we began to respond to the gunfire with distant strafing runs from Charybdises. After thorough mapping of the area and weeks of planning, the attack came in the form of Perahudaras and Apibarus supported by a large number of Charybdises. The amphibious craft directed themselves to the small shorelines where they could disgorge their troops - cliffs and narrow passes prevented the Apibarus from pushing very far into the mountains. The Perahudaras had an easier time of it, at least until trying to land. With combat generally restricted to basic infantry, the portability of the Abberan heavy weapons as well as their Nike armor and jump-pack, they were able to quickly position and reposition as necessary to fire upon invaders.

We had a hard enough time as it was however, at least at first. With the Orleans capable of using it's main gun at will for the first time in the war, and in a theater where neither side was able to field many large pieces on the ground, it was able to make an impact once more. Shells flew over mountains and into the strait as we were crossing, with a few unlucky hits destroying some Apibarus before the airships were driven off. While defenses in the area were sparse, there was a Scythe, Sickle, or Halberd around seemingly every corner and riddling every mountainface. Perahudaras were readily filled with holes, their cargo of infantry suffering for the lack of armor plating. On the occasion that a Perahudara did manage to land, it wasn't long before the highly mobile Abberan infantry would pounce, repositioning their heavy weapons and using their Wickermen to provide cover in exposed passes and valleys. While the Charybdis once again controls the skies, limited infantry capability hampered the invasion efforts in the area, resulting in the attack grinding to a halt. With our forces needing to improvise cover from the elements while the Abberans have some sort of infrastructure (and infernal K-Wool), morale and effectiveness hastily drop as the invasion goes from one day of fighting to two, to five. Pockets of Salviosi infantry try to hold out, but ultimately they are forced to retreat, surrender, or die.

With the limited equipment able to be brought to bear in the North Peaks, the Abberan focus on improving their basic infantry has paid off for them. The invasion has failed, resulting in a Salviosi Defeat! Control of the North Peaks remains 0%.


Part Three: Northmen on the Shores

We knew what was coming. How could we not? Massive ships prepared to launch for one of the largest amphibious invasions the modern world had seen. Patrolling aircraft reported back what they saw - a fleet of unexpectedly large ships built to cross the strait - and so we dug our heels into the ground and waited.

They set off on a foggy morning, using the low clouds to provide cover from above. Built more for hovering over solid land than water, a couple of their small transport vehicles suffer malfunctions during the crossing and dooming more than a few soldiers to a frigid watery grave. Charybdises are forced to dividing their attention between the Orleans support raining artillery down on the defensive positions and the transports moving en masse below. Now however, the aircraft needed to deal with the 60mm guns on the Neptune and Nodens. While by no means perfect, they at least provide some level of threat and deterrence against the long-unopposed Salviosi craft. Even adding in fire from the Salviosi artillery and bunker guns, the crossing was going well for Abbera.

We had long expected an attack on this front, however. The beaches were overlooked by lines of trenches and bunkers. At least one GGG-12, LGG-12, or Senapang Var. S. kept watch over every centimeter of the half-kilometer between the waves and defenses. Gunfire and explosions peppered the Abberan transports. A number of Scylla bunker guns managed to do some relatively minor damage to a few Nodens, and one was sunk with all hands on board after the deck was struck twice in the same spot by artillery and she cracked in half. The Neptune, followed by the battered Nodens ships, eventually opened their maws and let loose the mass of infantry and armor inside. The front of the ships dropping open provided perfect targets for our guns, with Gendarmes being struck by heavy weapons as they exited the ship, though those that weren't immediately disabled managed to make fair progress on the frozen clay and dirt of the beach. Infantry fared no better as our rapid-fire weapons sprayed into the ships. Wickermen popped all along the beach providing ample cover, but still the approach was bloody and hard-fought.

The mass of hovering transports provided a great threat to our lines, able to rapidly exploit weakpoints left by Orleans bombardment. Barbed wire and landmines did little to stop the movement of the hovercraft, and so they were able to bypass a majority of the obstacles that would have provided clearer chokepoints for us. Though very costly, once again Abbera's highly mobile infantry allowed them to reposition at will, and do so with some pretty hefty weaponry. The Wickerman reared it's ugly head again as a fairly effective means of clearing trenches and pillboxes - the cup launcher increasing their usefulness exponentially. Eventually a breakthrough was forced and pressure on the beach slowly lifted as the first line of trenches was secure.

Our artillery did not perform nearly as well as anticipated. That said, the fighting was very close, with their forces only managing to maintain a small foothold by the end of the season. All things considered, it is still a Salviosi Defeat! Salvios now controls 90% of the Savannah.


----------------


This season we Captured Harren City, Lost the North Peaks Assault, and Gave Ground in the Savannah. It seems that both armies were better offensively than defensively this season as a whole, though the combat in the mountains expresses some shortcomings in our base infantry (at least as opposed to Abbera). Also of note, it seems Abbera pulled forces from other fronts to bolster their Savannah offensive. While the changes of manpower didn't have much of an impact this season, it is something to keep in mind.

We have also received a request from the League: the war has ground to a halt on all fronts, and some ideas are being formulated as to how to break the stalemate. Each nation has been tasked with a different option to work out, and yours is to make a vehicle, suit of armor, gun, set of equipment...something, but you are to put every ounce of effort into it possible. All costs will be covered by the Leagues's coffers. This is the free design for the National Effort you guys will be designing this turn. You also have your normal Design action.

While the capture of Harren is monumental, our victory cannot overshadow our losses. The enemy is on our turf, and we can't say the same.

RE: The Special Design

-It will be tasked with fighting a similar effort coming out of the Abberan labs.
-If something is designed or revise that could directly upgrade this design, it will do so automatically unless otherwise requested.
-The design will always be a (NATIONAL EFFORT).
-Include whether or not it's meant to be an (OFFENSIVE) or (DEFENSIVE) design.
-Difficulty for this design will be reduced.
-Feel free to ask questions.

IT IS NOW THE DESIGN PHASE.
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Taricus

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Re: Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1099 on: February 21, 2019, 12:40:36 am »

SAR-16 Automatic Rifle
With the advantages Abbera's infantry hold over our own become far more apparent after the fighting spread outside of Harren, a rather radical step has been taken to address this. Learning of the concept of an 'Assault Rifle' from our Forenian compatriots, the SAR-16 is promised to revolutionise warfare by being able to provide every one of our soldiers with an automatic weapon. With a new 6.8mm cartridge, a 30-round magazine and the ability to fire on full automatic (Albeit at an RPM of around 500), and using a long-stroke gas operating system ensures less recoil affects the user whilst still maintaining a high level of reliability. Furthermore, the use of a 42cm barrel keeps the length of the weapon

The SAR program also has a derivative included in it's documents, with a much larger weapon intended to be developed for the use by our power armoured troopers. While the general characteristics stay the same, the size of the weapon is increased to deal with the increased forces of the 15mm gavpowder round the weapon fires. Given the designation of SAR-16-A, this weapon is intended to be handled by our Power Armour troopers, and used judiciously against anything.
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Madman198237

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Re: Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1100 on: February 21, 2019, 10:46:50 am »

Quote
ARC-16 'Iron Drake' [DEFENSIVE, NE DESIGN]
The Iron Drake is an armored train. The locomotive proper utilizes a truly massive GavEngine to allow it to pull ridiculous amounts of weight for extended periods of time. As it's a train, it can be equipped with any of a variety of cars in any order deemed necessary. Troop cars (equipped with machineguns for defense), repair supplies in case its track is damaged, cars with 105mm or 150mm artillery guns or multiple 40mm guns, or cars equipped with nothing but GGGs and LGGs for close-in defense.

One interesting and specialized carriage is the antiaircraft carriage, which packs 40mm LFGs mounted so they can be pointed at the sky, in all directions, and traversed via a motorized mounting powered by a small GavEngine.

It comes equipped with massively thick Caelium Steel armor on every carriage, to resist fire from enemy tank guns without a problem. While this definitely limits the number of cars that can be dragged around even by the absolutely huge GavEngine in the locomotive, it does mean that those cars will generally not be destroyed by anything save a direct artillery hit.


OK so all this was just deleted by a B12 issue. In short: Two options that I would recommend, one makes this available to every soldier as a uniform revision, one will not but includes an Impact system since making it a uniform thing is more difficult though it also makes it available to EVERY soldier instead of most of them.

Quote
Exoskeletal Booster Rig
The Exoskeletal Booster Rig is heavily based on the Avalanche and Mountain systems, being a low(er)-profile exoskeleton intended to provide additional mobility and durability to our soldiers. It is, however, much smaller than the Mountain suit as it is not built to allow the soldier to lift extra weight, but instead built to allow them to make longer or higher jumps, scale walls, or do other acrobatic things normally beyond the physical capabilities of an average human. This is all capable thanks to the Myomer system in the suit, powered by a smaller GavEngine than those in use on the Avalanche and Mountain. The suit has no built-in armor, though the hands have steel climbing spikes (think ice-climbing gear) attached to the end of the exoskeleton (The hands are not actually covered by anything, to allow for full dexterity and reduce complexity).

This suit includes a vest, worn over the exoskeleton, of Caelium Steel plates to allow the user to survive hits from regular bullets to the torso, up to surviving hits from the Modea rifles at medium range (though bullets may still penetrate at much-reduced velocities at closer ranges). To save weight, no other regions of the body are protected and the protection is not really capable of stopping higher caliber weapons.

Finally, the Impact system is lightly modified to work with this suit. Instead of a capacitor bank the system is run directly off the generator. However, the amount of power it receives is not enough to propel the suit on its own, instead it merely provides extra force in whatever direction the user wishes to move. If they want to jump higher than normal they use the power of the Myomers and the Impact's GravEngine merely reduces the effective force of gravity for it. Sprinting is similar---start running, then turn on the Impact booster to run faster.
« Last Edit: February 23, 2019, 12:21:32 pm by Madman198237 »
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NUKE9.13

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Re: Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1101 on: February 21, 2019, 02:14:26 pm »

Sky battleship, first draft:
Quote from: NE Design
ABB-16 Gergasangin [OFFENSIVE]:
The Abberans have a reputation for creating excessively large equipment. This is, of course, folly. Size has no intrinsic value; a weapon should be as big as it needs to be and no bigger.
What we're saying is, the Gergasangin (Wind Giant) is not BEEG. It is ginormous, but it needs to be that big. Honestly. Don't look at us like that.
Yes, it is 150 meters long. Yes, it is 25 meters wide. Yes, it is equipped with literally dozens of cannons. Yes, the belt armour is 250mm thick. But in order to serve as the ultimate stalemate-breaker, it needs to be armed to the teeth and virtually invulnerable.
So, details. The Gergasangin is, as mentioned, 150 meters long and 25 meters wide. It is shaped like a cigar with the top fifth cut off (making it 20 meters top to bottom). The bottom half of the hull is the most heavily armoured, with 250mm of Caelium Steel serving to shrug off all but the Abberans' biggest gun (and even then, a sturdy internal structure ensures a hit will not destroy the entire ship), whilst the upper half of the hull is a slightly more reasonable 150mm (including the upper 'deck'). On each side are two large turrets currently containing four GA1B cannons each, but specifically designed to allow larger/more powerful cannons to be retrofitted in future. There is one more turret on the 'deck', again with four GA1Bs. Complementing the 5 large turrets are 14 smaller ones containing a single Scylla cannon each- five on each side and four on deck. GGG-12s are littered all across the vessel, top, bottom, and sides.
As for remaining airborne, the Gergasangin features a whopping 32 enlarged lifting engines, spaced throughout the vessel, of which only 24 are needed to maintain altitude- the 'spare' capacity used to actually ascend, balance the craft, and of course ensure that an engine being damaged or destroyed doesn't doom the ship. Propulsion is handled in a similar manner, with 11 enlarged gravengines on swivels used to pull the craft in any (horizontal) direction.
Naturally, the Gergasangin also has plenty of storage space, and accommodation for the ~500 man crew. Landing is a bit of a tricky proposition for the Gergasangin- the incredible weight would crush most any surface it tried to touch down on. It can, in fact, only properly land in a specialised 'drydock' in Salvios itself. When out in the field, it simply does not land- instead, it can be resupplied in the air, as Perahudaras can land on the top deck to deliver fuel, rations, parts, and whatever else might be needed.

For our regular design, I was thinking maybe some bigger artillery (like, 300mm)? This would be important if Abbera does a similar NE design, as their massive cannon would give them an advantage unless we also roll out some big guns.

E: Reduced number of cannons. Was 33 150mm, now 20. Was 28 105mm, now 14.
« Last Edit: February 24, 2019, 01:32:46 pm by NUKE9.13 »
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Taricus

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Re: Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1102 on: February 21, 2019, 07:39:24 pm »

Bigger artillery won't help in breaking through the abberan lines, not when we can't even get it anywhere. And artillery isn't why we're losing; we just outright need better infantry.
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NUKE9.13

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Re: Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1103 on: February 22, 2019, 05:14:58 pm »

Bigger artillery won't help in breaking through the abberan lines, not when we can't even get it anywhere. And artillery isn't why we're losing; we just outright need better infantry.
You're quite right, actually. We can do bigger artillery later, the combat report made it clear we need to beef up our infantry now.
I was thinking about it, right? A big advantage their infantry has is their K-Wool armour. We don't have an equivalent (Avalanches being too bulky for all our infantry to wear), and whilst in some situations doing the same thing as Abbera is necessary, I'd rather not if possible. So, if we can't make our infantry less vulnerable to bullets, how can we increase their survival odds? Myomer to let them go fast? I mean, that might help a little, but there are plenty of times when a soldier needs to hold a position, and can't afford to run around. But wait, I thought- what if we don't care about getting hurt? What if we had vidjagame logic medkits?
Obviously, none of our existing resources enable such a thing. But I thought the idea was still worth pursuing, even if we need to make a new resource to do it. Thus:

Quote
Ambrosia:
It is a fact well known to those who know it well that Salviosi merchants could once be found in every port in the world (the recent war has seen them restricted to merely most). As a result, Salviosi cuisine has always featured a melange of exotic spices, brought home from distant continents. Salviosi chefs are experts at the preparation and use of pretty much any (formerly) living thing on the planet. However, one thing has always eluded them- the holy grail of cooking: to make Ambrosia edible.
Ambrosia is extracted from the nectar of a flower native to a tiny island far, far removed from Salvios. Those who have tasted it proclaim it to have the most heavenly flavour, and profess having no regrets. They proclaim this for about a minute before they start coughing up blood, expiring shortly after. Yes, Ambrosia is, in addition to being delicious, intensely poisonous (and, indeed, venomous and toxic). Countless methods have been tried to alleviate the deadly effects- it has been mixed with almost every chemical under the sun, heated to 400C, dessicated, rehydrated, dessicated again- none of which worked (without destroying the flavour). Until now.
The answer, as it turns out, is surprisingly simple. It was discovered by an eccentric chemist who decided to try combining Ambrosia with Depleted Gavrilium. To his astonishment, the lab mice he fed the result to did not die of Ambrosia Poisoning. They died of Depleted Gavrilium Poisoning within an hour, but this was still amazing progress. As it turns out, the Gavrilium itself is unnecessary- the key is an extremely low temperature. For whatever reason, the extreme cold changes the chemical makeup of Ambrosia slightly, preventing it from wildly rearranging living cells.
However, Salviosi gourmands will have to wait until the war is over before they can try an Ambrosia-flavoured meal, as the research was immediately bought out by the military. Not because of soldiers' complaints that their rations taste like cardboard, but because of what Ambrosia does instead of wrecking living tissue. For Ambrosia's ability to manipulate cells like clay remains intact- but instead of activating randomly, it now meekly follows along with whatever the cells were already doing, causing an effect that scientists have dubbed 'Ridiculously Expedited Growth Executed Neatly'. Which is to say, it regrows cells, repairing damaged tissue, and does so almost flawlessly.
It is not a panacea- it works best to cure injuries, and should absolutely not be applied to one suffering from cancer-, but for military purposes... well, the number of lives it could save is almost uncountable. Deadly wounds sealing up in a matter of moments, just from a soldier slapping some Ambrosia Gel on themselves? Who needs K-Wool armour, when you don't care about getting shot? (Note: soldiers should still care about getting shot. Not all wounds can be treated, they will not have infinite Ambrosia, and at some point they will get lead poisoning from all the bullets stuck in their body)

(The aforementioned Ambrosia Gel is simply a harmless gel with Ambrosia mixed in.)
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Rockeater

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Re: Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1104 on: February 22, 2019, 06:50:57 pm »

Can we get a product the same design as we get the resource?
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Re: Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1105 on: February 22, 2019, 07:21:17 pm »

At the end of the day nuke, right now we need more firepower before we can consider better protection. We need to be able to gun them down before being able to effectively utilise stuff like better infantry armour.
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NUKE9.13

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Re: Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1106 on: February 23, 2019, 07:35:15 am »

Can we get a product the same design as we get the resource?
I asked about that:
Quote from: Discord
NUKE9.13 Yesterday at 10:18 PM
@Man of Paper, Salt Hank can we design a new resource and a (simple) use for that resource with a single design?
Man of Paper, Salt Hank Yesterday at 10:37 PM
Sure, each resource had a predefined use or reaction upon completion
So as long as we don't try to do anything fancy, but just go with what the resource is primarily designed to do, it's allowed.

At the end of the day nuke, right now we need more firepower before we can consider better protection. We need to be able to gun them down before being able to effectively utilise stuff like better infantry armour.
I agree that we also need better firepower, but I think we have more to gain in the realm of increased cannon fodder survivability than we do in increased lethality. Like, if we assigned some (arbitrary, only for the purposes of illustration) numbers to their survivability and lethality, they'd be, like, 1 and 4. Increasing 1 by 1 would double their survivability, whereas increasing 4 by 1 would only be a 25% increase, you know? The amount of enemy troops one soldier can eliminate is proportional to both survivability and lethality in roughly equal measure (if a soldier takes out 0.5 enemies before getting hit and can take 2 hits, he will be as effective as a soldier who takes out 1 enemy before getting hit and can take 1 hit)(Again, numbers are arbitrary, just to make the point), so it's better to increase the lower stat.

So, I'd rather spend our design on Ambrosia, and use our revision to let Avalanches wield gatling guns as a means of providing better mobile firepower.
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Re: Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1107 on: February 23, 2019, 07:41:19 am »

The problem with ambrosia is that it's a two turn minimum to get that up and running, and we need what we can get right now. It's not that I can't support it, but we need a little more breathing room on the savannah.

Once we get the auto rifles for our infantry, barring a fire selector being revised onto it we're more or less good in regards to infantry armaments.
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Madman198237

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Re: Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1108 on: February 23, 2019, 12:20:59 pm »

The uniform-modifying version of the exoskeleton proposal.

Quote
BSU Exoskeletal Combat Rig
Abberan infantry tend to be more survivable than their Salviosi equivalents. That's fine, we can fix this easily. The BSU Exoskeletal Combat Rig is heavily based on the Avalanche and Mountain systems, being a low(er)-profile exoskeleton intended to provide additional mobility and durability to our soldiers. It is, however, much smaller than the Mountain suit as it is not built to allow the soldier to lift extra weight, but instead built to allow them to make longer or higher jumps, scale walls, or do other acrobatic things normally beyond the physical capabilities of an average human. This is all capable thanks to the Myomer system in the suit, powered by a smaller GavEngine than those in use on the Avalanche and Mountain, but more powerful for its size, capable of propelling the soldier inside much faster than a normal human.

The hands have steel climbing spikes (think larger ice-climbing picks) attached to the end of the exoskeleton at the wrists (The hands are not actually covered by anything, to allow for full dexterity and reduce complexity). These can be folded back to get them out of the way of the hands, and lock into place in either position. Steel spikes on the exoskeleton's boots allow for even more grip while climbing. Oh, and a really unpleasant kick.

This suit includes a vest, worn over the exoskeleton, of Caelium Steel plates to allow the user to survive hits from regular bullets to the torso, up to surviving hits from the Modea rifles at medium range (though bullets may still penetrate at much-reduced velocities at closer ranges). To save weight, no other regions of the body are protected and the protection is not really capable of stopping higher caliber weapons.

Since this is an update to the BSU, the basic BSU is not really modified except to move all the pouches and storage space to the outside of the protective vest (when it's worn), and the helmet is replaced with a Caelium Steel one thick enough to stop rifle rounds at point-blank range.


Suggestions welcome, of course.
« Last Edit: February 23, 2019, 09:41:09 pm by Madman198237 »
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NUKE9.13

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Re: Industrialized Warfare: Salvios Thread / 1916 A.C. Hot Season (Design Phase)
« Reply #1109 on: February 23, 2019, 01:14:01 pm »

Okay, so, there are three main options, none of which is an overwhelming favourite. And I think pretty much everything that can be said has been said (on Discord)- leaving a fairly subjective choice of whether to prioritise firepower, armour, or healing.
Personally, I'd be okay with the exoskeleton, although I'd prefer the Ambrosia. I'd really rather not do the AR.
Anyway, I propose we start the votebox, just to see what people's first choice would be, and once we've seen that, give people a chance to move their votes around (like, if it looks like the AR might win, I'd want to swap my vote to the exoskeleton).
Obviously we can still do something else not amongst these three, if someone comes up with a new idea.

Also, we mustn't forget about the NE design.

Quote from: Votebox
Regular Design:
SAR-16 Automatic Rifle:
Ambrosia: (1) NUKE9.13
BSU Exoskeletal Combat Rig:


NE Design:
ARC-16 'Iron Drake':
ABB-16 Gergasangin: (1) NUKE9.13

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