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Author Topic: Mechanized Warfare: Inithar Thread / Final Phase, 1941 Cold Season  (Read 38349 times)

Man of Paper

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Mechanized Warfare: Inithar Thread / Design Phase, 1939 Hot Season
« Reply #330 on: December 04, 2019, 06:09:36 pm »

Strategy Phase, Cold Season 1938 AC
More AC7 OST To Read Along To

This season saw the discovery and extraction of deposits of Ore in the Deadwood, and we unearthed a significant sum of Refocyte in the Rimefields. Mining operations for both were underway before the Cold Season set in, resulting in the following:

M2 'Haaheo' Heavy Rifle becomes (CHEAP)
M2.1 'Haaheo-B' Rifle becomes (CHEAP), but does not completely replace the Nima due to the slight delay in firing not sitting right with many soldiers
'Wikiwiki' Armored Carrier becomes (CHEAP)
G1 'Alanui becomes (VERY EXPENSIVE)
Ho'oula-class Destroyer returns to (CHEAP)
A5 'Io becomes (CHEAP)

We have also adopted the Acknowledged Marine Fellowship, meaning any designs or revisions used to create equipment for amphibious landings and the Marine forces performing them will be one difficulty lower.


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

Combat Phase, Cold Season 1938 AC


The Eastern Maelstrom remains, barely, in Initharian control as neither side focuses more effort into the rough waters there. We continue to have Very Minor Control in the region.

The Western Maelstrom however sees a sharp uptick in combat, and the naval engagements here are very much unlike those in the East. The constant storms continue as always, and visibility remains low here as it does in the East Maelstrom. Two things make the fighting here swing wildly from the hit-and-run ambush tactics of the last season - Embral's increase in Mukebaza deployment and our own deployment of Refocyte Active Sonar. The Embralish Hetham scourge sees a heavy decline in effectiveness as every Initharian ship is capable of detecting, disengaging, and avoiding the numerous submersibles. Still, our ships don't ring constantly, and this means submarines still manage to score hits and kills on our ships. Without the ability to effectively hunt the Hethams the war beneath the waves slides even further into a stalemate - which is to our benefit, as they'd edged us out in that regard last season.

As with the last season, both navies devoted their resources to contesting the same portion of sea. Without the ability to set a massive ambush, we determined the stage for the more decisive surface battles. While our Ho'oulas guns could punch through the Mukebaza's decks, achieving reliable plunging fire at the close engagement ranges the Maelstrom afforded was difficult. The hulls of their ships were susceptible to our Destroyer's guns, but in a limited capacity, and shots at or below the waterline proved largely ineffective. The Ho'oula's saving grace was it's speed, which made zeroing in on them very difficult. Opportunities for ramming were rare however, as the Mukebazas increased numbers and (most importantly) their orders to engage at will meant that ships approaching at ramming speed were targeted and, being on a relatively predictable course, blown away. While submarines near engagements were often known about, this did not mean they were completely ineffective, and they often used the distraction of their surface fleet to launch a salvo of torpedoes towards our ships before scurrying away. A couple of Destroyers could break off to stalk and harass the Hethams, but the effort required to take down a Mukebaza necessitated dedicated effort.

The Kaipo'u (1938) and repaired Kona provided the much-needed heavier weapons during engagements where they were available. Both were difficult targets for Mukebazas to kill, and the Hetham fleet was unable to get the jump on our two prized ships. In fact, it was these two ships that, thanks to their Refocyte guns, were capable of attaining semi-reliable kills on the submarines.

The Leviathan, however, continued to prove impossible to hunt. The only reason we know it was present in the Western Maelstrom was because we were able to identify the locations of the submarines in the East that engaged our forces there, while a number of ships sunk in the West were fired at by seemingly nothing.

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

"TORPEDO PASSED BY FORE! WE'RE UNDER FIRE!"

"TORPEDO STARBOARD! TORPEDO STARBOARD! BRACE FOR IMPACT!"

Shouts and cries came from the deck of the rain-slick deck of the Kona, which had only now realized it was engaged in combat. It's Destroyer Escort had seemingly dropped the ball, and while they were searching for potential submersible contacts in the waters off their portside towards the coast, they'd managed to miss this one.

A massive geyser of water rushed upward and over the side of the Kona as the torpedo struck true. Some crew nearby on the deck that had been rushing for anything to hold onto as far from starboard as possible fell from the impact felt throughout the ship. Water rushed into the man-sized hole blown into the hull of a section of Crew Quarters while they attempted to evacuate and seal the bulkheads. A number of crew had been resting and while a few were killed outright, more of them succumbed to drowning as they could not escape fast enough to keep from endangering the rest of the vessel.

The ship listed slightly as it attempted to disengage an enemy they couldn't see. Sonar operators rang frantically in an effort to detect the submarine responsible, only to come up with nothing. For the second season in a row, the Kona was forced to limp back to port - under her own power this time, at least. A handful of Ho'oulas scoured the area in vain as whatever had struck the flagship had been quick to vanish.

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

While the enemy's increased presence on the surface has proven to be an issue, our dedicated efforts to combating (or at least evading) their Hethams have resulted in losses we can plan around and account for. Of course The Leviathan proves to be a terrifying menace, and our prime suspect in the attack on the Kona, but it was not enough to deter our advances. The Mukebazas proved to be quite the opponent, and while they were capable of inflicting a number of losses on our Destroyer Fleet, we were able to dictate engagements (for the most part, barring that damned Leviathan). While our naval advantage isn't amazing, as we have difficulty clearing the enemy fleet from the seas, Inithar attains Light Control of the W. Maelstrom.

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

While our forces were recovering from the failed landings at the Mudflats and building up for an assault on the South Peaks, the Embralish launched their own attack on our territory in the North Peaks. Our forces had prepared positions along the few passes amid the cliffs bordering the strait, with minimal effort of their own thanks to the old Abberan positions still carved out of the mountains. Our navy patrolled the waters around the treacherous mountain range and tied up the Embralish surface ships supporting the vessels making the trip loaded with men and munitions. Their submersibles proved to be of little assistance, as they couldn't support the landing itself and could be (relatively) safely ignored. While a number of craft similar to our own used in the last season approached the limited landing areas, they had mixed among them a significant number of "Mamkirali" Naval Landers. Their open-topped cargo compartments held up to 22 soldiers and were protected by light 10mm armor. The command cabin was forward and protected by twice the amount of armor. Two Musakilas mounted in the back allowed the vehicle to provide some light support for it's troops as well.

With the terrain too treacherous for heavier vehicles, and most passes too narrow for them to navigate anyways, our infantry were tasked with defending the landing areas without much in the way of heavy weapons. Limited naval support was available though, and a handful of ships loitered close enough to the landing areas to provide bombardment against the approaching Embralish while the majority of the fleet tied up the Hethams and engaged the Musakilas trying to target said supporting destroyers. The Kaipo'u (1939) and it's Destroyer Escort were also available for assistance, and were able to practically shut down attempted landings north of the strait.

Without much support from invasions along the flanks, the Embralish went all-in on the landing areas closest to them. The Mamkiralis made their true potential known when they came ashore, pushing forward on a pair of treads. While they provided hardened points to fight from, they were unable to carry troops through the passes that led to the defenses our soldiers occupied. They also proved vulnerable to the Haaheo family of weapons and their Refocyte rounds. The bullets imparted enough force to turn the inner hull of the landing craft into shrapnel, if not blow a hole clear through it. Embralish soldiers, shouting, screaming, smiling, and bloodied would pour out of their landing craft and attempt to charge the heavily-defended passes without pause. While the debut of their Niramata Mk.II Heavy Mortar firing 105mm shells proved helpful in hitting some positions when they found somewhere to set them up, and the toxic LIE shells they utilized more than capable of clearing a trench while the smoke shells provided some screening for their troops, the old hardened positions required a bit more effort to break through.

Still, some Embralish units managed to bypass our lines, where they deployed a number of LIES. These satchels of explosives similar to the original LIEs, contained 3 HE, 3 Frag, and 2 Chem devices, were much more reliable, and their explosives more potent. They also came with a variety of triggers, though they did lose the ability to throw them like grenades. These LIES could be put on timers, triggered by tripwires, set off by pressure plates (though the minimum weight seemed fairly high, with the first devices discovered but not triggered by infantry walking right over them), and manually activated via wire and detonator. These LIES proved very dangerous among our rear echelon, though with faltering support from the amphibious landings the Embralish were unable to capitalize on the backline chaos.

Without the flash or sound of gunpowder to give our defenders away, the enemy had a very difficult time dislodging our troops in the rain-battered mountains. Their weapon's better range was mitigated by our lines being set up within effective firing range of the landing areas, and the tight quarters of the passes and defenses maintained the negation of their clearest advantage. Without any form of vehicle support available past the landings, the fighting between infantry was rough but rapid, and often in favor of our defenders.

Recovered and captured Embralish Mamkiralis revealed the reason their soldiers were so willing to charge our lines, and why some of them disembarked with wide grins: it utilized a Wellquartz device in the engine to induce euphoria among the inhabitants of the crew compartment - while pumping fumes into it at the same time, which explained the open top.

Our defense went well thanks in part to our Navy's ability to stymie the Embralish forces push north through the Maelstrom, even if they were unable to provide much direct support. Our lines were not infallible, and continued incursions may compromise our ability to effectively defend from further dedicated amphibious assaults, but for the time being Inithar has successfully defended the North Peaks. 


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


While they swatted us back last season, we proved just as capable of holding our ground, if not moreso. With the Cold Season coming to a close, so has the first year of conflict. Already we feel too much time has passed without so much as probing The Pact positions, but the Embralish prove to be a pervasive threat that must be dealt with.

We have also defended from the Embralish for the first time in the war, and successfully! As a result, we may choose a trait from the following by the end of the Strategy Phase for this turn:

Eyes and Ears: The need for detection equipment of all sorts has proven most valuable in our fight against the Embralish. We have dedicated efforts to advancing various fields involving observation equipment, resulting in one level of reduced difficulty for any dedicated efforts for such designs. While SONAR is a prime example, there are many more ways to detect people, places, and things that we can, and should, utilize.

Bringing Up The Rear: Our distinct lack of support on the ground for our forward forces could prove to be our downfall. As a result, manpower and resources have been dedicated to producing equipment capable of providing aid to our front from the (relative) safety of the rear. Indirect fire weaponry, transport vehicles, and various auxiliary equipment that will have a direct effect on combat will have their effective difficulty reduced by one level.

Note that any reductions in design difficulty will not stack.

You have a single Design to use as normal.

IT IS NOW THE DESIGN PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Initharian Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Spoiler: Known Embralish Armory (click to show/hide)
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Twinwolf

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Re: Mechanized Warfare: Inithar Thread / Design Phase, 1938 Cold Season
« Reply #331 on: December 04, 2019, 06:45:11 pm »

Quote
Makuahine Combined Landing Craft, Take Two

So, let's try this again. I understand this island and it's inhabitants are fascinating to you science-y types. Trust me, if you learn about the Pact, you'll get a raise. That being said. We've put a temporary ban on researching Abbera and Harren in general for the team set to work on the Makuahine and given you more funding from the new Marine Fellowship. So do your fucking jobs this time. We need a way to get boots and treads on the ground reliably, and you're going to do it or you're going to take a rowboat back to Inithar.
-Admiral Vaea, Notice to Research and Development


The Makuahine landing craft is built to provide a reliable and safe landing craft, as well as facilitate heavier armored support after the other teams get to work on those projects. It is a landing craft built to bear vehicles and soldiers to the coasts, with reasonable speed and protection. It has a carrying capacity of ~190 tons, enough for several tanks or other vehicles, and their associated infantry and gear. The front end of the craft has a dropgate to allow the tanks to roll onto the shore and into combat. Infantry have two options for disembarking; the drop gate, taking cover behind the tanks, or the side hatches. It uses a moderately powerful supercharger coilengine for it's size.

The craft is, on the whole, rather lightly armored. The majority has enough that the enemy rifles won’t shoot through it, while the drop gate is armored a bit more heavily so that it stands a chance against heavier armament. It is armed with a pair of cannons akin to the Alauni's, for supporting the assault. It also has a pair of smoke launchers to provide cover for infantry landing, and two mounted Kalakas in case it lands among infantry.
« Last Edit: December 04, 2019, 07:02:57 pm by Twinwolf »
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Powder Miner

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Re: Mechanized Warfare: Inithar Thread / Design Phase, 1939 Hot Season
« Reply #332 on: December 07, 2019, 07:08:23 am »

Quote from: Votebox
Makuahine CLC, for real this time: (1) Powder Miner
I don't see any reason not to vote for this now.
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Thanik

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Re: Mechanized Warfare: Inithar Thread / Design Phase, 1939 Hot Season
« Reply #333 on: December 07, 2019, 08:19:56 am »


Quote from: Votebox
Makuahine CLC, for real this time (2): Powder Miner, Thanik
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Twinwolf

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Re: Mechanized Warfare: Inithar Thread / Design Phase, 1939 Hot Season
« Reply #334 on: December 07, 2019, 01:05:45 pm »

Quote from: Votebox
Makuahine CLC, for real this time (3): Powder Miner, Thanik, Twinwolf
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m1895

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Re: Mechanized Warfare: Inithar Thread / Design Phase, 1939 Hot Season
« Reply #335 on: December 07, 2019, 04:21:49 pm »


Quote from: Votebox
Makuahine CLC, for real this time (4): Powder Miner, Thanik, Twinwolf, m1895
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Thanik

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Re: Mechanized Warfare: Inithar Thread / Design Phase, 1939 Hot Season
« Reply #336 on: December 18, 2019, 07:54:54 pm »

While I understand we'll be developing the Makuhine landing craft, I thought I'd post my idea for next turn's design while we wait for MoP to update the game. Below you'll find the theoretical basis for the idea, while the actual implementation in the form of an artillery piece can be found after the horizontal rule separating the two sections of my post.

Quote from: Quick Primer
A Quick Primer on the PACT Method of Firearms Propulsion
During the years following the beginning of the Homeland War, many significant advances were made in the field of refocyte firing mechanisms, most notably the refocyte propellant cap mechanism (RPC) and the refocyte pusher plate mechanism (RPP). Pusher plate operated guns, in particular, possess three important advantages over more conventional projectile weapons:

1.   They are almost completely silent, save for the sound of the pusher plate making contact with the round, both due to the lack of discharge gasses coming out of the firing chamber and the subsonic nature of the rounds.
2.   They allow for caseless ammunition, as the propelling force is imparted upon contact with the refocyte plate within the firing chamber.
3.   They are incredibly compact compared to conventional firearms, with current models only as long as a standard carbine.

However, the pusher plate mechanism is limited by poor muzzle velocity and the subsequent low penetration of conventional rounds. This is mainly due to inefficiencies during kinetic energy transfer between the plate and the round, as the energy discharge happens over a short but significant time interval. Higher power rifles utilizing special refocyte jacketed ammunition have been explored as a solution in the past, but delays during fire and the high purity required of the refocyte used remain significant issues in their full adoption.

Pulsed Acceleration and Continuous Transfer (PACT) methods have thus generated interest due to their promise in attaining far greater muzzle velocities than possible with the basic RPP mechanism while minimally interfering with its other advantages. This is accomplished by using a low-capacity refocyte platelet and keeping the projectile and the platelet in contact during the projectile’s travel within the barrel. Energy for the platelet is syphoned from a kinetic battery and discharges at fixed time intervals, as the platelet’s maximum capacity is exceeded, thereby providing the acceleration for the round.

The result is a powerful, compact weapon effective anywhere between medium and long standoff ranges which could utilize existing rounds of both conventional make and the special jacketed variety, as needed by the operator. Rounds fired by PACT methods would be, by their very nature, less quiet than RPP-propelled rounds in flight due to their supersonic speeds, but would be quieter than conventional arms by a large margin (30-40 dB) and lack the characteristic muzzle flash associated with chemical propellant based ammunition.

The basic idea is to slowly accelerate the round as it goes down the barrel, as opposed to trying to transfer the kinetic energy all at once as with the pusher plate concept. The firing mechanism mentioned below can, in and of itself, function at the rates necessary for useful automatic fire (the travel time of the basket being the main limiting factor, but given the length of our barrels that travel is comparable to long stroke gas action firearms) and allows for higher muzzle velocities for our guns, giving conventional rounds the Umph! we need to get some decent penetration and long-distance accuracy. While less silent (though still comparatively much more quiet than the enemies' guns), at the medium-to-long ranges common to engagements in the open, these guns are far superior to our current stock.

Quote from: Longpact Configuration
The Longitudinal Rail PACT Configuration (“Longpact”)
In the Longpact configuration, a round is seated in a mobile basket connected to two or more parallel guiding rails in the barrel by way of nickel couplings. When the trigger is pulled back, the hammer is released and the basket is struck by a spring-loaded metal pin that provides the initial push into the barrel. As the nickel coupling engages the refocyte rails, the platelet at the base of the basket is charged in a short period of time, while the acceleration jerks the bullet backwards and into the basket – triggering a pulse of acceleration. This continues for the length of the barrel, with the coupling rotating the basket along any rifling and the rails either interfacing with or acting as the weapon’s kinetic battery.

Upon reaching the end of the rails the basket stops and the projectile flies out of the weapon along a ballistic trajectory. Upon slamming into the end of the rails, the basket is sent back into the chamber by the recoil, regenerating a portion of the batteries’ energy, and another round is extracted by a metal tooth from the magazine, if one exists, and forced into the basket. If no mechanism is in place to prevent subsequent fire, the platelet, having already been charged due to absorbing energy from the recoil, is triggered by the firing pin and fires again automatically, assuming the trigger is held down. By varying the length of the rails, the purity of the platelet, and the geometry of the weapon, it is possible to engineer a wide range of possible muzzle velocities and rates of fire.

This implementation has an advantage when employed in larger caliber weapons due to both the simplicity of the rails' design; the ability to easily adjust the effective rail length and thus kinetic energy of the rounds, and the fact it allows for lower rail purity at the expense of the number of shots available to the armsman. Another idea I had was a helical setup, with a coil wrapping around the barrel which can be wound tighter by the user, to be used with higher-accuracy rifles or simple firearms where-in even shorter barrel lengths can be used and the nickel contact can follow a steeper rifling groove. While a fair bit more complex; for small-arms, it might prove superior.



Quote from: 120mm “Laweano” Longpact Field Artillery Piece
M193X 120mm “Laweano” Longpact Field Artillery Piece
While the Inithari Army Fellowship had previously operated a number of foreign artillery pieces, no special effort was made to implement refocyte operated field guns as the refocyte propellant cap mechanism, dominant at the time, had vastly inferior ranges to conventional pieces and was more capable in a howitzer role. Even when naval guns were first drafted, regular propellant charges were used in lieu of a dedicated refocyte drive system to foster a competitive range. Prototypes produced in the 1910s verified these findings and refocyte-driven weapons larger in diameter than 20mm were deemed impractical.

Since the arrival on the Harren islands, there has been renewed interest in the field of refocyte-driven large caliber guns (in part due to the high percentage of engineering staff coming from the Refocyte-smith Fellowship). The adoption of a 50mm RPP gun in the G2 Alanui, while proving mediocre when using conventional rounds, showed refocyte-driven guns had a future on the battlefield. The prototype tanks, in particular, highlighted certain advantages of these weapon systems tied to both increased ammunition loads, safer ammunition storage and the potential for much more rapid-fire with significantly less recoil than conventional guns of a comparable role. Soon thereafter, proponents of the longpact configuration (headed by the inventor of the PACT method, Nikau Manawa) set out to develop a standard field artillery gun with a maximum range of at least 10 kilometers, a vertical arc of fire from 0° to 70°, a variable muzzle velocity in either notched increments or a continual interval, a projectile in the 30 kg mass range, and capable of being mounted on a rubber-tired towed mounting.

The new gun design is to use a 5-meter L41 barrel fitted with two parallel rails running down its length and lying on the horizontal axis. The rails, known as the leads, are attached to a lever mechanism allowing them to be pulled further into the weapon, thus reducing the effective lead length and simulating a lighter charge in a conventional artillery gun, as well as allowing for the leads to be removed and replaced upon expenditure – the used rails to be recharged or recycled as needed. The contact between the leads and the basket couplings is done in the form of a nickel blanket around the barrel surface. The piece is breech-loaded with a lock that opens and closes the breech in a single movement of a lever. The ammunition for the gun is caseless, consisting purely of the shell, and is lifted directly into the basket behind the breech and then rammed into the chamber for the basket to engage the starting position. The firing hammer is implemented as part of the locking mechanism and is actuated by a continuous pull of a firing lever on the side of the gun assembly, at the gunner’s position.

Ramming the shell home is followed by notching the power lever by a given amount, as required by the range, with the kinetic energy varying with lead length in increments given on the side next to the lever position (leading to theoretical maximum range of 25.7 km for a 30 kg projectile at 40° going at 800 m/s, given that’s the muzzle velocity I’d personally cut it off at; assumind Cd = 0.4, h = 500 mm). Once the range setting is set, the leads are locked in place and the firing mechanism unlocked. When obtaining a firing solution, the gunman can quickly calculate the weapon’s range given the use of a manual and the marked mass of the projectile. An experienced crew should be capable of performing this process roughly 17–20 times per minute, if not more, owing to the shorter procedure and smaller weight of the shells used in comparison to conventional cannons of a similar role.

The “vee”-shaped split-trail lower carriage features an integral two-wheel axle and a four-wheel limber supporting the trails for transport (with two wheels per trail, near the end), and houses the suspension for the gun piece. The upper carriage includes the gun cradle, which connects the gun assembly to the upper carriage; gun plate, the side frames for the bearings, pintle mounted seats for the operators, and the azimuthal and elevating gearing that make up the traversing mechanism. When not in use, the gun’s trails can be brought together and locked up so as to be moved manually by the crew or towed by a Wikiwiki transport car.
« Last Edit: December 26, 2019, 01:07:19 pm by Thanik »
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m1895

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Re: Mechanized Warfare: Inithar Thread / Design Phase, 1939 Hot Season
« Reply #337 on: December 18, 2019, 08:35:54 pm »

In addition to to all that, Refocyte Artillery would be immune to two of the main methods of detecting artillery: flash spotting and artillery sound ranging. Making it very difficult for the Embralish to do counter battery fire.
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Man of Paper

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Mechanized Warfare: Inithar Thread / Design Phase, 1939 Hot Season
« Reply #338 on: December 25, 2019, 11:19:23 pm »

Design Phase, Hot Season 1939 AC

Proposal: Makuahine CLC
Quote
Makuahine Combined Landing Craft, Take Two

So, let's try this again. I understand this island and it's inhabitants are fascinating to you science-y types. Trust me, if you learn about the Pact, you'll get a raise. That being said. We've put a temporary ban on researching Abbera and Harren in general for the team set to work on the Makuahine and given you more funding from the new Marine Fellowship. So do your fucking jobs this time. We need a way to get boots and treads on the ground reliably, and you're going to do it or you're going to take a rowboat back to Inithar.
-Admiral Vaea, Notice to Research and Development

The Makuahine landing craft is built to provide a reliable and safe landing craft, as well as facilitate heavier armored support after the other teams get to work on those projects. It is a landing craft built to bear vehicles and soldiers to the coasts, with reasonable speed and protection. It has a carrying capacity of ~190 tons, enough for several tanks or other vehicles, and their associated infantry and gear. The front end of the craft has a dropgate to allow the tanks to roll onto the shore and into combat. Infantry have two options for disembarking; the drop gate, taking cover behind the tanks, or the side hatches. It uses a moderately powerful supercharger coilengine for it's size.

The craft is, on the whole, rather lightly armored. The majority has enough that the enemy rifles won’t shoot through it, while the drop gate is armored a bit more heavily so that it stands a chance against heavier armament. It is armed with a pair of cannons akin to the Alauni's, for supporting the assault. It also has a pair of smoke launchers to provide cover for infantry landing, and two mounted Kalakas in case it lands among infantry.

Difficulty: Hard Normal
Result: 6+3=9, Above Average

The Makuahine is our answer to the problem of the strait. It turned out some research into the locals proved quite beneficial, as they'd made their own large vessel to cross the gap to the south. Taking some influence from them, we also went somewhat big. The Makuahine is a 50 meter long ship with a 12 meter beam capable of transporting loads up to 200 tons. The space provided can haul a wide variety of cargo, from vehicles, to munitions, to troops. Armor covers the ship for 20mm of protection, and the dropramp at the front prevents most oncoming frontal fire with 90mm of armor. The craft can get up to 15 knots thanks to a pair of Supercharger Coilengines.

A crew of 14 man the ship. A number of these sailors are responsible for manning a pair if 50mm guns with a 15mm gun shield for hitting hard targets as well as two Kakalas for anti-infantry efforts. A set of tubes at the front launch sets of smoke canisters out to 200 meters to provide a thick screen for disembarking troops and vehicles should the ship need to land in an active combat zone.

The Makuahine costs us 6 Ore and 4 Refocyte, making it (EXPENSIVE).


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


You've got one Revision this phase to fix any issues you may think you have, wherever they may be. You're also still responsible for providing submissions for the lore contest by the end of this turn! And pick your new trait!

IT IS NOW THE REVISION PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Initharian Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

Spoiler: Known Embralish Armory (click to show/hide)
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m1895

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Re: Mechanized Warfare: Inithar Thread / Revision Phase, 1939 Hot Season
« Reply #339 on: December 26, 2019, 07:21:27 am »

Initharian Expeditionary Uniforms Mk. II
The Expeditionary Uniforms were remarkably adequate given our lacking knowledge of the terrain and enemies we'd face, but now that we have that knowledge we should use it.

Firstly, we've created a gas mask and hood to neutralize the LIE toxins used by the loathsome Embralish, largely rubber in construction so it doesn't freeze or burn the user. Secondly, we added basic camouflage, while it isn't much less obvious than our non-camoed uniform it does break up the human silhouette quite a bit, making long distance shots more challenging.

WIP probably
« Last Edit: December 26, 2019, 09:22:13 pm by m1895 »
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Thanik

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Re: Mechanized Warfare: Inithar Thread / Revision Phase, 1939 Hot Season
« Reply #340 on: December 26, 2019, 12:45:11 pm »

M1939 Hunahuea & ‘Aka’ Combat Veil
Having witnessed first-hand the barbarity of the Embralish army on the field and their prolific use of chemical weapons in both offensive and defensive warfare, it became obvious to the Inithari army fellowship that makeshift protection, as had been used in the Homeland war on the rare occasion that much less potent chemical weapons were employed, would be insufficient to combat this new danger. Indeed, it appears inevitable that there would be a constant chemical threat on the battlefield. Thus began a drive to provide troops with protection in which they can remain fully functional.

The Aka line of combat veils are a one-piece overgarment impregnated with an active carbon liner, combined with a breathable and rugged rip-resistant outer fabric. The overgarment comes in the form of a poncho that extends down to the elbows when one’s arms are lowered and with additional fabric serving as the cowl, including a drawcord to ensure a tight fit. The rubber hunahuea is placed on top of the face and fastened prior to the tightening of the cowl to ensure a secure and comfortable fit, as well as make the piece easy for mass production. The mask is distinct for having two contoured screw-on filters to the sides and a two-layer respirator in the center. Active charcoal was chosen as the filtering medium due to its remarkable adsorbent properties and has been chemically treated such as to provide protection against LIE poisons for up to 20 hours, and at least an hour for a wide range of other common chemical species. Vision is provided for by replaceable plastic lenses. A drinking tube is designed into the central respirator and a straw included in regular field equipment. Other ancillary additions include gloves, made from the same rip-resistant fabric and liner, and rugged rubber overboots.

The combat veil is compatible with standard helmets and is included with our regular uniforms; with masks kept in pouches on the hip until needed; or alternatively worn around the neck, ready to be strapped on in a moment’s notice in the field.
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TricMagic

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Re: Mechanized Warfare: Inithar Thread / Revision Phase, 1939 Hot Season
« Reply #341 on: December 26, 2019, 04:49:01 pm »

Sonic Defensive Cloak

By mixing Refocyte powder into Rubber during production, the resulting item is highly resistant to sonic waves. This is due to the fact that sonic waves are one of the only sources of energy that can produce a reaction in the Refocyte/Rubber mixture. Impacts don't actually affect it at all. When the sonic waves would pass through the substance, it is completely deflected, unable to penetrate the mixture and pass through.

This is mostly due to the powdered refocyte actually having a near zero ability to store a charge, and sonic waves actually trigger the refocyte, immediately reflecting it back. So at sufficient thickness, it can't actually pass through. By creating a thermal suit to regulate body temperature, it would likely nullify the effects of their sonics.

However, that isn't really doable. In the first place, if such equipment were to be used in the blazing heat, all of our troops would die from the heat. So instead, we decided to use it in a full-body cloak that can be worn by our troops and pieces of fabric that can be hung up in corridors of bases. We've layered the fabric so it should dampen and reflect most of it. Likewise, all helmets now have this new RF-Rubber in them, covering the ears. Though the earmuffs can be removed for when they aren't needed.

Note the cloak is a mix of fabric and RF-Rubber.
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Doomblade187

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Re: Mechanized Warfare: Inithar Thread / Revision Phase, 1939 Hot Season
« Reply #342 on: December 26, 2019, 07:40:58 pm »

Attractive Wake

By creating magnetic induction loops made of long (600m cables) and attaching them to the back of our destroyers, we can detect any submarines that pass near the ship towing them, detected by sensitive voltmeters onboard.

Another alternative would just stick magnets on three seperate trailing cables and let it stick to the subs.
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Re: Mechanized Warfare: Inithar Thread / Revision Phase, 1939 Hot Season
« Reply #343 on: December 26, 2019, 10:30:18 pm »

Naval Proximity Mines

The Embralian submarines, while unable to in themselves gain an advantage in the waters, take a massive toll on our sailors lives and, should the Embralians make some proper warships, could prove a heavy advantage in sea control. Our destroyers lack a means of effectively stopping them - they have mines, but their contact fuses make them only useful in thick clusters and more as area denial than actual damage. We propose that, as a stopgap measure, we improve our mines, which should give us a heavy advantage on the defense and maybe even some help on the offense with good strategy.

The main improvement is to their main problem: the trigger mechanism. In the war back home it sufficed for the rudimentary submarines we had to deal with, but the Embralians have made strides in their use compared to our old foes. We will be replacing the contact fuse mines with a new kind. While they have similar payloads, the new mines use a magnetic fuse. A magnetometer is installed into the mine, connected to the fuse mechanism. When the magnetometer detects a raise in the magnetic charge in it's blast radius consistent with a passing ship or sub, it will detonate (ideally, after a couple of seconds to allow them to get closer). While it will have fewer direct-contact detonations that a contact fuse, this is a tradeoff we are willing to make - after all, a mine that the enemy can just float past with some skilled driving might as well not be there.
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m1895

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Re: Mechanized Warfare: Inithar Thread / Revision Phase, 1939 Hot Season
« Reply #344 on: December 27, 2019, 04:37:20 am »

NM2 Remotely detonated mines "'Ohu Mameo"

To combat the Hetham menace, we've started work to improve our mines with 'Ohu Mameo.
The 'Ohu Mameo is paired with a couple indicator loop sub detector, which detects submarines as they enter into it's radius, signaling the operator. The outer loop is at the edge of the mines explosive radius and the inner loop being  inside it's "kill raduis", where a kill is practically guaranteed against Hethams. Standard procedure is to alert local sub hunters once a sub enters the first loop and detonating it once it enters the second. The 'Ohu Mameo can be operated either from shore installations or ASW ships (currently only the little Ho') with installations being basically immune to counterattack from subs but limited in range, and Ships having to set up but being able do so anywhere we have the tiniest bit of control.

Obsolete


NM2 Controlled mine "'Ohu Mameo"
In response to the Embralish "Wolfpacks" We've decided to secure our coast with minefields. However, our current contact mines are just as much a danger to us as the Embralish, so we've begun work on our version of an old design, controlled mines.
'Ohus are typically deployed with two indicator loops to detect submarines, and an observer somewhere to keep an eye out for surface craft. One indicator loop is to be deployed outside the 'Ohu's kill radius and one is to be deployed inside it, standard procedure being to alert sub hunters once the outer indicator loop is tripped and detonating it once the inner loop is tripped. For small surface craft, it mainly relies on the observer relaying information to the operator. The 'Ohu Mameo can be deployed 15 kilometers from it's operator's station max, though one needs to be fairly high up to observe surface craft at that distance. What makes the 'Ohu worthwhile ultimately, is the fact it can be safely deployed anywhere along our shore, regardless of whether or not our boats frequent the area.

A rough addition, will probably be worked on later.
« Last Edit: December 29, 2019, 02:11:45 am by m1895 »
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