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Author Topic: Mechanized Warfare: Inithar Thread / Final Phase, 1941 Cold Season  (Read 38390 times)

Taricus

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Revision Phase
« Reply #225 on: October 25, 2019, 01:53:37 pm »

Quote from: Fluff vote
United Inithari Fellowships: (2) Twinwolf, Rockeater
Council of Inithari Fellowships: (2) Powder Miner, Doomblade
Nation of Inithari Fellowships:
United Fellowships of Inithar:
The Initharian Clanship: (1) Flabort
Inithar Federation: (1) Taricus
some other shit, write in here


what? fuck off with this fiddly shit pls thx: (1) TricMagic
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

m1895

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Revision Phase
« Reply #226 on: October 25, 2019, 04:00:12 pm »

Quote from: Fluff vote
United Inithari Fellowships: (2) Twinwolf, Rockeater
Council of Inithari Fellowships: (2) Powder Miner, Doomblade
Nation of Inithari Fellowships:
United Fellowships of Inithar:
The Initharian Clanship: (2) Flabort, m1895
Inithar Federation: (1) Taricus
some other shit, write in here


what? fuck off with this fiddly shit pls thx: (1) TricMagic
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Powder Miner

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Revision Phase
« Reply #227 on: October 25, 2019, 05:24:46 pm »

the issue I have with The Initharian Clanship is that Inithar doesn't really have clans -- fellowships pretty much serve that role at this point, having descended from the castes

I prefer Council of Inithari Fellowships to United Inithari Fellowships since it does sound a bit less western, but I can't help but feel that the Initharian Clanship goes a bit far in the other direction, presenting "clanship" even though it doesn't really apply to Inithar and becomes more of a generic "non-western" concept
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flabort

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Revision Phase
« Reply #228 on: October 25, 2019, 05:26:41 pm »

Fair enough Powder. I do agree with liking Council more than United; but Fellowships does just seem a bit odd.
Quote from: Fluff vote
United Inithari Fellowships: (2) Twinwolf, Rockeater
Council of Inithari Fellowships: (3) Powder Miner, Doomblade, Flabort
Nation of Inithari Fellowships:
United Fellowships of Inithar:
The Initharian Clanship: (1)  m1895
Inithar Federation: (1) Taricus
some other shit, write in here


what? fuck off with this fiddly shit pls thx: (1) TricMagic
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Man of Paper

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Mechanized Warfare: Inithar Thread / 5th Prelim Strategy Phase
« Reply #229 on: October 26, 2019, 01:32:59 am »

Initharian Defining Tech: The Final Endeavor "Revision"

Proposal: Wikiwiki Armored Carrier
Quote
An armored personnel carrier designed to handle the harsh environments of Harren, the Wikiwiki is designed to move quickly and safely in harsh conditions. The drivetrain is based off a dual-coil coilengine with attached supercharger. This drive gives the Wikiwiki a top speed of 120 kph. A sealed oil bath gearbox transmission placed in between the coilengine and the power train allows finer modulation of speed for the vehicle, and the coilengine only spins when the locking gear is released. By locking the coils, the driver can safely change gears without harming the transmission. The suspension is based on an individual wheel Refocyte alloy spring system that feeds energy back to the supercharger battery via nickel leads when the spring is under compression. The springs are carefully set as to not extert torque, and instead only perform linear motion. The vehicle has a 300mm ground clearance, and the axle and everything higher are internal, protected by a 10mm thick bottom panels. The supercharger battery has a safety discharge in the form of internal low purity coil fans that are used to cool off the occupants and drivers. The driver cab holds two people, the Gunner and driver, with a tempered glass windshield and steel tube roll bars. The cab has safety harnesses for the driver and gunner anchored into the frame, and the body is made from removable 10mm steel body panels. A hatch is built into the Gunner side to allow the operation of a pintle-mounted conventional machinegun. The back is a flat bed with removable benches, steel tube roll bars, and a removable bed cover. It seats 6 people, with included basic safety harnesses anchored into the walls. When all covers are on, the cab and bed are both protected from the elements, supplemented by rubber seals. The body armor is a uniform 10mm. Finally, a towing hitch allows the vehicle to tow extra cargo and artillery.

Difficulty: Hard
Result: (You rolled snake-eyes first you lucky fucks, I guess technically things are average?) (6+6)-1=11, Masterwork

The Wikiwiki wasn't originally a vehicle meant for military use. It was a vehicle designed to transport goods across the empire around the beginning of the invasion. It was a vehicle intended to move rapidly across a wide variety of landscapes while carrying a heavy load of goods. And it performed wonderfully.

It was cheap, reliable, sturdy, strong, and most importantly, fast.

The Wikiwiki was capable of hitting speeds of up to 130km/h (on paved ground in optimal conditions) and was capable of running for a ridiculous amount of time thanks to the passive-ish suspension recharging utilized in the vehicle to supplement power. The consistent charging of the vehicle while in use offset the cost of the purity of the coil used in the engines, as they rarely needed recoiling (and therefore warped less often). Wikiwikis often only needed to stop because the people inside it need maintaining, so it was an obvious choice for a military transport.

While a fairly stable ride, the driver and gunner as well as all passengers had safety harnesses that helped secure them to the vehicle to reduce injury in case of accident. Both bed and cab were protected entirely (save for the top of the bed) by 12mm armor plating, save for the driver's side of the cab with it's tempered glass windshield. The gunner's side of the windshield was replaced with armor in the military model and a hatch built into the roof to allow the gunner to man the pintle-mounted machine gun on the roof. The bed had space to seat eight fully armed and ready soldiers. The interior seats could be folded into the sides of the bed to allow more cargo space, and could be protected from the environment with a well-insulated and durable 5mm armored hard top or a thick canvas.

The Wikiwiki was capable of providing protection and speed to the Initharian armed forces, and so it was a natural choice to be the workhorse of the expedition to Harren.


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


The trip across the sea was long, but not as lonely as one would like. Another fleet, the Great Fleet of the Embralish Empire, had been identified as headed toward Harren as well. Th Grand Fleet did not engage, as Inithar could not risk losing lives vital to the survival of the nation - at least not while there were civilians aboard the ships. Luckily it seemed these Embralish were in a similar situation, and neither fleet decided to approach the other.

Which was good, because there were nothing but bad tales about the Embralish Empire.

They were a jungle people who, through access to some strange caves, were able to make things that manipulated sound. They levied their frightful powers throughout history, with the earliest documented instances of their encounter with an outside civilization being as some sort of demon guardians of the jungles. They wore masks that they used to emit a foul, frightening shriek that could cause fear in those who heard it. The ancient technique to counter that had been to stuff whatever could fit (and hopefully remove) into their ears. More modern methods are a well-protected secret.

Click here to hear their flute noise.

They had also utilized large drums to produce an invigorating sound that boosted the growth rate and yield of crops (and other plant-life). Unknown to them at the time, the increased bounty caused the soil to grow barren faster. While this was ultimately solved by crop-rotation and the introduction of drums played automatically via waterwheel that helped to regulate the boosted growth rates, it also ultimately helped lead to the more modern disaster that was Khada-Miti Artificial Fertilizer. But we'll get to that later.

The Samnite Empire was a bustling, thriving Bronze Age Empire that made the mistake of trying to tame the jungles. Nobody knows how or why, but the Embralish were able to slowly and steadily leech their way through Samnite territory. City after city fell to armies that seemed to be in just the right places at just the right times. Leaders fell and commanders turned coat throughout Samnium, and the Embralish benefited the entire time, eventually becoming a major player in the area and forming the Embralish Empire on the corpse of the Samnites.

As the Embralish expanded, they began diverting rivers to provide for their growing network of water-powered drums. This rightfully pissed off their neighbors downstream, and frequent attacks on their drums and their rigid supply network led to the Sacking of Samium during the Bronze Age. While not much is known about the exact composition of besieging forces, evidence of their sacking of Samnium can be found in the city's ruins, notably in the Flooded Citadel. This Ancient Wonder of the World was broken apart and toppled, though the subterranean chambers largely remained intact. On the walls are carvings of dozens of different languages, some lost and some not, though everything we've translated so far has been fairly vulgar and directed at the Embralish.

Though many border nations saw a ripe target, they also constantly fought among one another, and no dedicated push past the old Samnite capital was made. This border chaos was compounded by the persistent Embralish Legions and the Strings of Motion that accompanied them and seemingly allowed them to mobilize much faster than expected. During the Renaissance Embralish were initially well-received when not at war with someone thanks to the unique properties of instruments made of "well materials". Eventually however the fact that Embralish music could manipulate targeted emotions didn't sit too well and was widely banned outside of their own borders.

The Embralish Empire managed to hold relatively stable borders for the amount of chaos outside of them. Conflicts often went ways that happened to benefit the Embralish, and mysterious, sudden deaths very rarely wouldn't provide some advantage for their Empire. This process lasted for centuries. During industrialization a large number of chemicals were finally able to be produced thanks to scientific and technological advancements, and this was the other major factor in the Khada-Miti Artificial Fertilizer disaster.

The latter half of the 19th century saw Khada-Miti Artificial Fertilizer promoted as a miracle chemical fertilizer - the first of it's kind in the known world. Not only did it boost yield of crops but it also worked to repel pests and deter animals. We know now that this was at least in small part thanks to the use of dichlorodiphenyltrichloroethane(DDT), and some fields were so saturated by carcinogenic materials that the government sectioned the lands off and to this day they remain completely uninhabited. The effects of the dangerous fertilizer were not fully understood until a few decades after it's creation. By this time groundwater had been affected. All the farms using the fertilizer happened to be upstream of nearby borders with other nations, so it was the citizens of other countries that suffered the effects most. This mass poisoning was but one of many contributing factors to the Union invasion.

The People's Union of States was a rapidly developing and expanding nation swallowing up neighbors by word and gun. They controlled territory bordering the Embral Empire that had been affected by the tainted groundwater. People were becoming ill, weak, or dying, and the Embralish were not taking responsibility for their actions, so the Union marched.

The Union took border territory that the Embralish had poisoned and ultimately abandoned, but pushing into the Empire was an effort made difficult thanks in part to the Sikari special forces. The Sikari embody their ancient heritage, striking suddenly and without warning, whistling through their mask the entire time.

The Embral forces rapidly maneuvered, hit, and retreated from the front lines over a number of months. The Sikari proved their worth massively during the opening of the campaign, credited with a number of crippling strikes at supply lines and command posts. The initial advance was slowed as the tainted borderlands taxed the relatively disorganized Union supply lines - it was extremely difficult to supply a massive poorly organized force consisting of people using weapons from dozens of different recently-absorbed manufacturers. Without the ability to use local resources, the need for untainted water and food was felt drastically. It wasn't enough to win the war or even completely halt their advance though, as the Union was massive and eventually worked out it's logistical issues.

When the first aircraft were deployed the Embralish Empire tried something called the Cikaviga. While little is known about why it failed, it marked a turning point in the Empire's historical streak of luck. The plane itself was also a disaster, with a man in a pulpit mounted forward of the propeller, and meant to lob grenades with whirring blades right behind him at high speeds. And so with the skies lost, the Embralish went down - literally. They went all-in on their efforts to fortify the ground part of the ground war, creating vast networks of tunnels, bunkers, and even a railway, untouchable from the skies but more than capable of striking at the enemy anywhere at any time.

While their terror tactics slowed the Union's attempts to beat back this evil Empire, the Union was still making progress. The Embralish had also come across a group of Harren refugees and had decided to head towards Salvios. Rumor has it that their fleet is led by "The Leviathan", but little is known about it past being a submersible.

These people are cruel and savage, and if the bounty of Harren should fall into their hands it would only be a matter of time before they would use those resources against us, if someone else doesn't take them and turn them against us anyway. They are a vital threat, and so after we've landed and begun work on studying and extracting the island's resources we will be prying them from the Embralish as well.


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


The approach to Harren was just as we were told. A massive permanent storm stained the skies an inky black to the south, the seas churning up an impenetrable haze. Our ships, more importantly, had to contend with the rapidly-cooling air and sea approaching Abbera. Sheets of ice and peaks of bergs littered the waters. Most importantly though were the natives watching the Initharian fleet approach.

It is now the Strategy Phase. You will be presented with a variety of fields to choose from. Propose lists that select one item from each field and propose entire armories, then vote on whichever selection you want most. This will be used to engage Pact forces immediately (this turn) and the Embralish afterwards (next turn in 1938). You are obviously encouraged to change the names alongside you proposals - I definitely don't want to write about ship shooting gun at ship but it's the other team's.


Spoiler: Ship #1 (click to show/hide)

Spoiler: Ship #2 (click to show/hide)

Spoiler: Aircraft (click to show/hide)

Spoiler: Infantry Weapon (click to show/hide)

Spoiler: Support Weapon (click to show/hide)

Spoiler: National Bonus (click to show/hide)


Time to make your decisions! Good luck! Note that if you choose a design that utilizes equipment you wind up not having a design for (ex. mines for the destroyer, machine guns for vehicles) then you will be considered as using WW1-era equipment as placeholder.

Spoiler: Initharian Armory (click to show/hide)
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Powder Miner

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Strategy Phase
« Reply #230 on: October 26, 2019, 03:07:56 am »

Quote from: Ship #1
Light Cruiser: (0)
Destroyer: (1) Powder Miner
-Name it the Ho'olua-class Destroyer: (1) Powder Miner
The fast-as-fuck destroyer is pretty much EXACTLY what I wanted from the Coilboat -- it's fragile, sure, but it's something ungodly agile and fast to try and be unpredictable and flank the enemy, which plays to the strengths of the supercharger coilengine. This becomes especially relevant since the enemy has gone for subs, at least one, and destroyers are the best at intercepting and patrolling for and dodging subs. The mines and torps are another great part of this as they can actually hit submarines once we get the ability to detect them, and while they only have the one sub right now it would be odd of them not to pursue it further.

I think this should be a fairly obvious choice.

Ho'olua is a Hawaiian word for strong north winds, following the weather theme the Kona would establish, and, well, we're coming in from the North, and will be a strong wind, yeah? I think it fits.

Quote from: Ship #2
Battleship: (1) Powder Miner
-name it the Ho'oweliweli-class Battleship
Battlecruiser: (0)
Not voting for the FAST killed me here, but without much in the way of scary Embralish air, there's not much reason to focus in on the flak, especially since the Kona can sure as fuck help with that role when it's present. Instead, having the bigger guns is what is going to do us the best, both as consistent and conventional ranged firepower if they decide to make a cruiser or something to challenge our likely naval dominance AND as bombardment so that we can translate that naval dominance into serious help on land. It WOULD be nice to have fast battleships and all, but... well, this just fulfills a role the battlecruiser doesn't necessarily, and it's a role that helps put our quantity of naval shit to good use.

Ho'oweliweli is a hawaiian word meaning a threatening cloud, which I feel is good for a battleship.

Quote from: Aircraft
Light Fighter: (0)
Medium Fighter: (1) Powder Miner
-Name it the M2 Manapuna: (1) Powder Miner
Once again I would have fucking LOVED to go FAST AS FUCK YO and it kills me to reject the fast but since their air appears to have gone to shit we probably want to have bombing capacity so that we can leverage potential air advantage. If they make a plane to start to seriously contest the air, it shouldn't be terribly difficult to make the Light Fighter but Better anyway, and we'll almost certainly do so at SOME point. But for now bombing is a role that we want to have something in.

Manapuna is the Tongan word for bird, but it LITERALLY means "flying beast" or "flying animal", and "flying beast" is I think we'll all agree a baller name for a plane.

Quote from: Infantry Weapon
Refocyte Semi-Auto Rifle: (0)
Refocyte Bolt Action Rifle: (1) Powder Miner
-name it the M4 Nima: (1) Powder Miner
I figure a Bolt Action Rifle would be great for the kind of ambush shit I want to be pulling (even though Embral is doing the same thing!). As quiet as we are, the ability to fire from a good range and be basically fucking completely unhearable would probably go a good way to getting the edge in our guerrilla fuckery against Embral's guerrilla fuckery, you know? I wanna out-guerrilla their guerrillas by guerrillaing better than they guerrilla in a guerrilla-off.

Nima is both the Tongan word for hand and the last name of the founder of the Refocyte-smith Fellowship so I figure it's a good name even if it's recycled. I pick M4 because this is isn't exactly our first rifle, we've probably had a few other models beforehand.

Quote from: Support Weapon
Mortar: (0)
Light Machine Gun: (1) Powder Miner
-name it the M1 Kakala
The mortar works pretty well role-wise for guerrilla stuff, that's for sure, but having a Refocyte Machine Gun is something I really don't want to pass up, the question of refocyte automatic weaponry is something I'd been thinking about for a while, and being able to put it on our vehicles and have automatics for when we make the Magic Bullet is something I really want to have that easy access to. This is something I just really want for the tech base that it gives us. But also if it gets on the Wikiwiki that'd be fucking amazing, having a quiet machinegun on our fast-as-fuck car.

Kakala is the Tongan word for a bunch of flowers blossoms together, many blossoms of blood hur hur hur hur hur its poetic hur hur.

Quote from: National Bonus
Nation of Sailors: (0)
Sea of Colors: (1) Powder Miner
So, like, I'm not gonna start fucking bawling if Nation of Sailors is chosen, since I do like the Inithari naval focus and all, but I have a few reasons to go for Sea of Colors.

Mechanical reasons: So as long we we actually put one of our actions in the 1938 turn to designing sonar or something to detect submarines, we're on track for a pretty god-damned good naval advantage anyway that we can maintain with any due diligence. We've spent a good three designs directly on navy, and the supercharger coilengines apply to them nicely as well. What this means is that I don't think that we really need to exacerbate it with our national bonus -- we have a good base and we just need to apply occasional investment to stay quite competitive. Even if they do get handed a ship for their armory by MoP, they will have nowhere near our level of naval investment. But infantry combat... infantry combat will another story altogether. The silence that refocyte gives is pretty much our most unique asset on the ground, and that predisposes us to non-conventional warfare where we're not just fucking trucking huge troop masses around, but Embral has invested more in guerrilla warfare and if we intend to compete with our infantry without a LOT of work. Sea of Colors is a good way to help give us a leg up in ambushing the ambushers that we're going to need thanks to its non-verbal communication, ESPECIALLY with the bonus to troop organization. It also will help us get good with comms, which could potentially be a fruitful area of design.

In short, the naval bonus we don't really need, but an infantry bonus we do, especially with what our strong points are and how they will be overshadowed if we don't invest.

Fluffwise, the Sea of Colors is just amazingly flavorful, working with the Tales of Color and probably inserting little fluff bits of communication and troop organization into our battle reports, which you know is just gonna be cool as all hell, and that tie in with the lore is just something I really cannot resist, as well as fluff-wise tying into what might be DOUBLE-guerrilla warfare, which is something almost never seen and would be very unique. Additionally, we've seen a naval bonus before, in the Cannalans and Admiral Cortez, and that kind of broad categorical bonus is a bit less interesting than the specific ones here, especially since it's already been done. Tereshkova has already been repeated, Cortez doesn't need to be too.

Overall, here's the votebox for quoting:
Quote from: Herewegobox
Ship #1
Light Cruiser: (0)
Destroyer: (1) Powder Miner
-Name it the Ho'olua-class Destroyer: (1) Powder Miner

Ship #2
Battleship: (1) Powder Miner
-name it the Ho'oweliweli-class Battleship
Battlecruiser: (0)

Aircraft
Light Fighter: (0)
Medium Fighter: (1) Powder Miner
-Name it the M2 Manapuna: (1) Powder Miner

Infantry Weapon
Refocyte Semi-Auto Rifle: (0)
Refocyte Bolt Action Rifle: (1) Powder Miner
-name it the M4 Nima: (1) Powder Miner

Support Weapon
Mortar: (0)
Light Machine Gun: (1) Powder Miner
-name it the M1 Kakala

National Bonus
Nation of Sailors: (0)
Sea of Colors: (1) Powder Miner
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Taricus

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Strategy Phase
« Reply #231 on: October 26, 2019, 03:49:06 am »

Quote from: Herewegobox
Ship #1
Light Cruiser: (0)
Destroyer: (2) Powder Miner, Taricus
-Name it the Ho'olua-class Destroyer: (1) Powder Miner

Ship #2
Battleship: (1) Powder Miner
-name it the Ho'oweliweli-class Battleship
Battlecruiser: (1) Taricus

Aircraft
Light Fighter: (1) Taricus
Medium Fighter: (1) Powder Miner
-Name it the M2 Manapuna: (1) Powder Miner

Infantry Weapon
Refocyte Semi-Auto Rifle: (1) Taricus
Refocyte Bolt Action Rifle: (1) Powder Miner
-name it the M4 Nima: (1) Powder Miner

Support Weapon
Mortar: (0)
Light Machine Gun: (2) Powder Miner, Taricus
-name it the M1 Kakala

National Bonus
Nation of Sailors: (0)
Sea of Colors: (2) Powder Miner, Taricus
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We sided with the holocaust for a fucking +1 roll

m1895

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Strategy Phase
« Reply #232 on: October 26, 2019, 03:54:17 am »


Quote from: Herewegobox
Ship #1
Light Cruiser: (0)
Destroyer: (2) Powder Miner, m1895, Taricus
-Name it the Ho'olua-class Destroyer: (2) Powder Miner, m1895

Ship #2
Battleship: (2) Powder Miner, m1895
-name it the Ho'oweliweli-class Battleship
Battlecruiser: (1) Taricus

Aircraft
Light Fighter: (2) m1895, Tsricus
-Name it the M5 'Io
Medium Fighter: (1) Powder Miner
-Name it the M2 Manapuna: (1) Powder Miner

Infantry Weapon
Refocyte Semi-Auto Rifle: (2) m1895, Taricus
-Name it the M1 Ke Ahi WikiWiki (1) m1895
Refocyte Bolt Action Rifle: (1) Powder Miner
-name it the M4 Nima: (1) Powder Miner

Support Weapon
Mortar: (0)
Light Machine Gun: (3) Powder Miner, m1895, Taricus
-name it the M1 Kakala

National Bonus
Nation of Sailors: (0)
Sea of Colors: (3) Powder Miner, m1895, Taricus
[/quote]
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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Strategy Phase
« Reply #233 on: October 26, 2019, 03:58:43 am »

Quote from: Herewegobox
Ship #1
Light Cruiser: (0)
Destroyer: (3) Powder Miner, m1895, Taricus
-Name it the Ho'olua-class Destroyer: (2) Powder Miner, m1895

Ship #2
Battleship: (2) Powder Miner, m1895
-name it the Ho'oweliweli-class Battleship
Battlecruiser: (1) Taricus

Aircraft
Light Fighter: (3) m1895, Tsricus, Powder Miner
-Name it the M5 'Io
Medium Fighter: (0)
-Name it the M2 Manapuna: (1) Powder Miner

Infantry Weapon
Refocyte Semi-Auto Rifle: (2) m1895, Taricus
-Name it the M1 Ke Ahi WikiWiki (1) m1895
Refocyte Bolt Action Rifle: (1) Powder Miner
-name it the M4 Nima: (1) Powder Miner

Support Weapon
Mortar: (0)
Light Machine Gun: (3) Powder Miner, m1895, Taricus
-name it the M1 Kakala

National Bonus
Nation of Sailors: (0)
Sea of Colors: (3) Powder Miner, m1895, Taricus
fast seduces me
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Jerick

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Strategy Phase
« Reply #234 on: October 26, 2019, 04:06:27 am »

Quote from: Herewegobox
Ship #1
Light Cruiser: (0)
Destroyer: (4) Powder Miner, m1895, Taricus, Jerick
-Name it the Ho'olua-class Destroyer: (2) Powder Miner, m1895

Ship #2
Battleship: (3) Powder Miner, m1895, Jerick
-name it the Ho'oweliweli-class Battleship
Battlecruiser: (1) Taricus

Aircraft
Light Fighter: (4) m1895, Tsricus, Powder Miner, Jerick
-Name it the M5 'Io
Medium Fighter: (0)
-Name it the M2 Manapuna: (1) Powder Miner

Infantry Weapon
Refocyte Semi-Auto Rifle: (3) m1895, Taricus, Jerick
-Name it the M1 Ke Ahi WikiWiki (1) m1895
Refocyte Bolt Action Rifle: (1) Powder Miner
-name it the M4 Nima: (1) Powder Miner

Support Weapon
Mortar: (0)
Light Machine Gun: (4) Powder Miner, m1895, Taricus, Jerick
-name it the M1 Kakala

National Bonus
Nation of Sailors: (0)
Sea of Colors: (4) Powder Miner, m1895, Taricus, Jerick
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Twinwolf

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Strategy Phase
« Reply #235 on: October 26, 2019, 07:05:28 am »

That's an interesting armory alright.

So, voting time. I could just vote but that's boring in this instance so I'm giving my justifications for them.

Light Cruiser vs. Destroyer, I'm voting for the destroyer. The idea is that this allows for fast ships that can keep up with the Kona or screen the battleship as needed, although we're definitely going to want a heavier non-NE ship sooner or later.

Battleship vs. Battlecruiser, we've already basically got something in the battlecruiser's role, so it's easy to pick the battleship here for some variety in our naval arsenal - the Kona and the Destroyers are the shock, this is the awe. Also I'm proposing Kaipo'u as the name, Hawaiian for "Eruption", like a volcano. (And not having the same first part as the destroyer and an easier shortening).

Light vs. Medium fighter. Well, I was originally going to go medium fighter, but I saw some discussion that changed my mind on it. Basically, while the medium has bombs, it has so little that it might as well not, and the rest of it is average. The Light on the other hand is faster than just about anything in the time period. I'm going to want to design a bomber fairly early to punish their air gap.

Bolt vs. Semi-Auto. Yeah, bolt action has more range. But the fire rate of the semi auto should also help make ambushes more effective, as well as being significantly more useful in the cases where we're not ambushing. We can revise a longer range variant later, or maybe design one, depending on needs.

Mortar vs. Machinegun. I want the machine gun because it makes use of our special resource, and because I'm just imagining how a silent machine gun looks on the receiving end - barely a whisper and your patrol's getting mulched out of nowhere, trees breaking up, something whistling by your ears. F-ing terrifying (in the fear sense and the effectiveness sense).

Sailors v. Colors. No contest, Colors. The naval bonus is useful and nice and all. But it's kinda, expected? The colors are flavorful and useful in a different way, and uniquely tied to our culture. A lot of factions can claim an affinity to the sea that would give them that bonus, but not so many could have generated the Sea of Colors bonus.

Quote from: Herewegobox
Ship #1
Light Cruiser: (0)
Destroyer: (5) Powder Miner, m1895, Taricus, Jerick, Twinwolf
-Name it the Ho'olua-class Destroyer: (3) Powder Miner, m1895, Twinwolf

Ship #2
Battleship: (4) Powder Miner, m1895, Jerick, Twinwolf
-name it the Ho'oweliweli-class Battleship
-name it the Kaipo'u-class Battleship (1): Twinwolf
Battlecruiser: (1) Taricus

Aircraft
Light Fighter: (4) m1895, Tsricus, Powder Miner, Jerick
-Name it the M5 'Io
Medium Fighter: (0)
-Name it the M2 Manapuna: (1) Powder Miner

Infantry Weapon
Refocyte Semi-Auto Rifle: (3) m1895, Taricus, Jerick, Twinwolf
-Name it the M1 Ke Ahi WikiWiki (1) m1895
-Name it the M1 Nima (1): Twinwolf
Refocyte Bolt Action Rifle: (1) Powder Miner
-name it the M4 Nima: (1) Powder Miner

Support Weapon
Mortar: (0)
Light Machine Gun: (5) Powder Miner, m1895, Taricus, Jerick, Twinwolf
-name it the M1 Kakala

National Bonus
Nation of Sailors: (0)
Sea of Colors: (5) Powder Miner, m1895, Taricus, Jerick, Twinwolf
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TricMagic

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Strategy Phase
« Reply #236 on: October 26, 2019, 08:43:17 am »

Little clue what is occurring. A lot of text for the morning. So I'll go through stuff one by one.


Quote from: Ship #1
Light Cruiser: The Light Cruiser is a 190m long vessel with four propellers powered by Supercharger Coilengines capable of traveling at 40 knots. Has 51-127mm armor along the belt, 50mm on the deck, and 100mm protecting the conning tower. Armed with a 5x3 150mm cannon turrets, with the centralmost turret designed for refocyte munitions, 8x1 100mm cannons, and 4x2 50mm flak guns. Has a basic electronic and radio suite. Costs 4 Ore and 4 Refocyte. (VERY EXPENSIVE)

Destroyer: The Destroyer is a 105m long ship propelled up to 50 knots by a pair of Supercharger Coilengine-powered propellers. It is armed with 4x2 120mm guns and 4x2 50mm flak guns as well as two aft torpedo tubes and a mine track. Armor is light enough that getting hit by ship-based weaponry will likely take it out of the fight. This is mitigated in part by the Destroyer's dominant speed and agility. While lightly armed, it also has a Refocyte Bow akin to the Kona's. Has a basic electronic and radio suite. Costs 3 Ore and 3 Refocyte. (EXPENSIVE)


Light Cruiser: Has good arms and armor. In addition, it seems our foes went with subs.

Destroyer: Light on armor, and fast. The Bow is useful for breaking Ice. And it's cheaper. What makes it better is that it does have torpedo tubes. Mine tracks too for dropping mines. I assume we also have such. It's mostly useful for sea combat.

Conclusion: Destroyer. Cheaper, and offering plenty of adaptability. With the Kona around, we should be able to make a Light Cruiser later on anyway, but the torpedo tubes and mine tracks certainly offer something useful on the sea against slower foes.



Quote from: Ship #2
Battleship: The Battleship is 250m long and can reach speeds of 28 knots thanks to it's Supercharger Coilengines powering four propellers. It is armed with 5x1 300mm cannons and 10x2 120mm Refocyte cannons along with a handful of 50mm flak and small arms machine guns. 200-300mm belt armor is complemented by 300mm conning tower armor and 80mm deck armor. Has a basic electronic and radio suite. Costs 6 Ore and 6 Refocyte. (NATIONAL EFFORT)

Battlecruiser: The Battlecruiser is 200m long and capable of reaching 35 knots thanks to it's four Supercharger Coilengine-powered propellers. It is armed with 3x2 250mm cannons and 6x2 120mm Refocyte cannons alongside 8x2 50mm flak guns. Protected by 130-230mm belt armor, 250mm tower armor, and 80mm deck armor. Has a basic electronic and radio suite. Costs 5 Ore and 5 Refocyte. (NATIONAL EFFORT)


Battleship: More expensive, but has more armor. This isn't really major, but it can definitely take a hit and deal hits.

Battlecruiser: Belt armor, and quick. Also cheaper, meaning it may be able reach VE.

Conclusion: Battlecruiser. It can reach VE more easily. It's not as clear cut though, as either are good options. With a Sub out there though, belt armor is needed.



Quote from: Aircraft
Light Fighter: The Light Fighter is a single-pilot elliptical-wing monoplane. It can reach speeds of 650km/h with the Supercharger Coilengine. The aircraft suffers from vibrating issues during high-stress maneuvers. It is armed with six machine guns - three on each wing. Armor is practically nonexistent past the metal used for the frame and a 10mm plate beneath the pilot in order to maximize speed. Has a basic radio. Costs 3 Ore and 4 Refocyte. (EXPENSIVE)

Medium Fighter: The Medium Fighter is a two-crew monoplane. It can reach speeds of 380km/h with it's Supercharger Coilengine. Behind the cockpit is a power operated turret utilizing 4 machine guns. The aircraft also carries 200kg worth of bombs. There is some armor throughout the aircraft, slowing it down a bit but greatly improving survivability. Costs 4 Ore and 4 Refocyte. (VERY EXPENSIVE)


Light Fighter: Light and fast. The cheaper option. It should be noted that despite being the only one with a radio, our foes don't seem to have much in the way of aircraft.

Medium Fighter: Still fast, but with armor to survive a hit. Comes with powered turrets, which is a good thing to have to use in designs. It's also one resource from being only Expensive. And it carries bombs for bombing raids.

Conclusion: Medium Fighter. A good compromise between speed and durability. Though it's really the bombs which cinch it. The fact we use the Tales of Color to coordinate kinda makes radio slightly less useful, for now. And adding in a radio won't be difficult later on.



Quote from: Infantry Weapon

Refocyte Semiauto Rifle: The Refocyte Semiauto Rifle fires 8mm rounds from a 10-round box magazine. It has an effective range of 425m while being almost perfectly silent save for the sound of the refocyte firing mechanism striking and triggering the rounds. The rifle is 75cm long and weighs 3.6kg. Costs 2 Wood and 2 Refocyte. (CHEAP)

Refocyte Bolt-Action Rifle: The Refocyte Bolt-Action Rifle fires 8mm rounds from an internal magazine fed by 8-round stripper clips. It has an effective range of 550m while being almost perfectly silent save for the sound of the refocyte firing mechanism striking and triggering the rounds. Bayonet optional. It is 80cm long and weighs 4.2kg. Costs 2 Wood and 2 Refocyte. (CHEAP)


These two are pretty similar, and the same cost. Lighter is entirely better though, so.. If the Bolt had any sort of scope, it would win, but as is,

Conclusion: Refocyte Semiauto Rifle. Lighter, great range, and more magazine. Weight can be a factor, and semiautomatic is pretty nice.




Quote from: Support Weapon
Light Mortar: A 50mm mortar with both HE and Smoke rounds. Doesn't pack much of a punch, but is easily repositioned by it's 2-man crew. Has a range of 50m-500m. Costs 4 Ore. (EXPENSIVE)

Refocyte Light Machine Gun: An 8mm Light Machine Gun that utilizes a 30-round box magazine or 80-round pan magazine that fed into the top of the gun. Has an effective range of 500m and is practically silent save for the rapid clapping of metal-on-metal firing the rounds. Costs 3 Ore, 3 Refocyte. (EXPENSIVE)


Light Mortar: Has slightly better max range than the Refocyte Semiauto Rifle.

Refocyte Light Machine Gun: Has the same max range, same expense level, and is a machine gun. This is mostly due to having the medium fighter act as a bomber. Good for defense.

Conclusion: Inconclusive. The Light Mortar does serve the role of continual bombing... While the Machine Gun can cover that same area.
Actually, the Light Mortar is better for being able to reduce it's expense at some point through ore acquisition. It's also a support weapon that can prove useful for shore.

However, based upon the fact we need machine guns as a design for a bunch of stuff in this list, having them will give it to everything that makes use of them. So Refocyte Light Machine Gun is the best choice here.



Quote from: National Bonus

A Nation of Sailors: Initharians are at home at sea. They are naturally better combatants on the waves than most other peoples. Provides a minor bonus to navy-based design difficulties as well.

A Sea of Colors: The Initharians have communicated through atypical means for millenia. This manifests as a keen ability to learn and utilize nonverbal communications on the battlefield as well as provide a number of difficult codes to crack when communicating verbally. This provides a small bonus to troop organization as well as a bonus to communication and communications equipment-related designs.


A Sea of Colors. Communication has always been an advantage in combat, and can effect everything. It's unique.
A Nation of Sailors gives us an advantage with ships, but that only occurs on the seas.

So a Sea of colors for my choice here.



Time to make your decisions! Good luck! Note that if you choose a design that utilizes equipment you wind up not having a design for (ex. mines for the destroyer, machine guns for vehicles) then you will be considered as using WW1-era equipment as placeholder.




Conclusion List Selected.

Ship #1, Destroyer.
Ship #2, Battlecruiser.
Aircraft, Medium Fighter.
Infantry Weapon, Refocyte Semiauto Rifle.
Support Weapon, Refocyte Light Machine Gun.
National Bonus, A Sea of Colors.


Support Weapon goes on Medium Fighter, and the Wikiwiki.

Forgive me the wall of text, but those are my conclusions.



Quote from: Herewegobox
Ship #1
Light Cruiser: (0)
Destroyer: (6) Powder Miner, m1895, Taricus, Jerick, Twinwolf, TricMagic
-Name it the Ho'olua-class Destroyer: (3) Powder Miner, m1895, Twinwolf

Ship #2
Battleship: (4) Powder Miner, m1895, Jerick, Twinwolf
-name it the Ho'oweliweli-class Battleship
-name it the Kaipo'u-class Battleship (1): Twinwolf
Battlecruiser: (2) Taricus, TricMagic

Aircraft
Light Fighter: (4) m1895, Tsricus, Powder Miner, Jerick
-Name it the M5 'Io
Medium Fighter: (1) TricMagic
-Name it the M2 Manapuna: (1) Powder Miner

Infantry Weapon
Refocyte Semi-Auto Rifle: (5) m1895, Taricus, Jerick, Twinwolf, TricMagic
-Name it the M1 Ke Ahi WikiWiki (1) m1895
-Name it the M1 Nima (2): Twinwolf, TricMagic
Refocyte Bolt Action Rifle: (1) Powder Miner
-name it the M4 Nima: (1) Powder Miner

Support Weapon
Mortar: (0)
Light Machine Gun: (6) Powder Miner, m1895, Taricus, Jerick, Twinwolf, TricMagic
-name it the M1 Kakala

National Bonus
Nation of Sailors: (0)
Sea of Colors: (6) Powder Miner, m1895, Taricus, Jerick, Twinwolf, TricMagic


Ironically, it seems most of my conclusions line up with the current votes. The only one that doesn't is the aircraft selection.

I'll note that only the Medium Aircraft lets us bomb things right off the bat, has armor, and a powered turret, which will come in handy in future designs. and the Embralish Empire does not really have any real aircraft, and so would need AA fire. So much speed isn't as needed when there is nothing to contest you, and we can make something with that speed level a bit later. Powered Turrets and Bombing is good right off the starting line though, especially in establishing beachheads for the bombing.

My Battlecruiser selection is with the knowledge that there is  a Leviathan out in the waters. The Sub knowledge they have means belt armor is somewhat needed, and it can reach VE more easily than the other.
« Last Edit: October 26, 2019, 08:45:29 am by TricMagic »
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Man of Paper

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Strategy Phase
« Reply #237 on: October 26, 2019, 10:02:05 am »

Oh right, you're unbanned now, don't fuck it up.
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Powder Miner

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Strategy Phase
« Reply #238 on: October 26, 2019, 11:18:56 am »

Quote from: Herewegobox
Ship #1
Light Cruiser: (0)
Destroyer: (6) Powder Miner, m1895, Taricus, Jerick, Twinwolf, TricMagic
-Name it the Ho'olua-class Destroyer: (3) Powder Miner, m1895, Twinwolf

Ship #2
Battleship: (4) Powder Miner, m1895, Jerick, Twinwolf
-name it the Ho'oweliweli-class Battleship: (1) Powder Miner
-name it the Kaipo'u-class Battleship: (1) Twinwolf
Battlecruiser: (2) Taricus, TricMagic

Aircraft
Light Fighter: (4) m1895, Tsricus, Powder Miner, Jerick
-Name it the M5 'Io
-Name it the A5 'Io: (1) Powder Miner
Medium Fighter: (1) TricMagic
-Name it the M2 Manapuna: (1) Powder Miner

Infantry Weapon
Refocyte Semi-Auto Rifle: (5) m1895, Taricus, Jerick, Twinwolf, TricMagic
-Name it the M1 Ke Ahi WikiWiki (1) m1895
-Name it the M1 Nima (2): Twinwolf, TricMagic
Refocyte Bolt Action Rifle: (1) Powder Miner
-name it the M4 Nima: (1) Powder Miner

Support Weapon
Mortar: (0)
Light Machine Gun: (6) Powder Miner, m1895, Taricus, Jerick, Twinwolf, TricMagic
-name it the M1 Kakala

National Bonus
Nation of Sailors: (0)
Sea of Colors: (6) Powder Miner, m1895, Taricus, Jerick, Twinwolf, TricMagic
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Doomblade187

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Strategy Phase
« Reply #239 on: October 26, 2019, 11:37:25 am »

Quote from: Herewegobox
Ship #1
Light Cruiser: (0)
Destroyer: (7) Powder Miner, m1895, Taricus, Jerick, Twinwolf, TricMagic, Doomblade
-Name it the Ho'olua-class Destroyer: (3) Powder Miner, m1895, Twinwolf

Ship #2
Battleship: (5) Powder Miner, m1895, Jerick, Twinwolf, Doomblade
-name it the Ho'oweliweli-class Battleship: (1) Powder Miner
-name it the Kaipo'u-class Battleship: (2) Twinwolf, Doomblade
Battlecruiser: (2) Taricus, TricMagic

Aircraft
Light Fighter: (5) m1895, Tsricus, Powder Miner, Jerick
-Name it the M5 'Io
-Name it the A5 'Io: (2) Powder Miner, Doomblade
Medium Fighter: (1) TricMagic
-Name it the M2 Manapuna: (1) Powder Miner

Infantry Weapon
Refocyte Semi-Auto Rifle: (5) m1895, Taricus, Jerick, Twinwolf, TricMagic
-Name it the M1 Ke Ahi WikiWiki (1) m1895
-Name it the M1 Nima (2): Twinwolf, TricMagic
Refocyte Bolt Action Rifle: (2) Powder Miner, Doomblade
-name it the M4 Nima: (2) Powder Miner

Support Weapon
Mortar: (0)
Light Machine Gun: (7) Powder Miner, m1895, Taricus, Jerick, Twinwolf, TricMagic, Doomblade
-name it the M1 Kakala

National Bonus
Nation of Sailors: (0)
Sea of Colors: (7) Powder Miner, m1895, Taricus, Jerick, Twinwolf, TricMagic, Doomblade

Given that we will have a full auto machinegun already, we can take the bolt action and design down to a compact automatic carbine, keeping the good long range rifle.
« Last Edit: October 26, 2019, 12:57:19 pm by Doomblade187 »
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