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Author Topic: Refit and Repair 2. Veenland, Spring, 1896, Revision&Refit Phase.  (Read 18466 times)

Khang36

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #90 on: April 02, 2021, 12:39:22 pm »


Quote from: Votebox
Zeerover Speciale Kruiser (2): Maxim,khang
Compromise CDS/VERY heavy Cruiser design(1):khang
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Maxim_inc

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #91 on: April 02, 2021, 04:09:37 pm »

Quote from: Votebox
Zeerover Speciale Kruiser (2): Maxim, khang
Compromise Speciaal Verdedigingsschip design(2):khang, Maxim
« Last Edit: April 04, 2021, 02:54:39 am by Maxim_inc »
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Aseaheru

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #92 on: April 05, 2021, 08:09:17 am »

Quote from: Votebox
Zeerover Speciale Kruiser (2): Maxim, khang
Compromise Speciaal Verdedigingsschip design(3):khang, Maxim, AseaHeru
Union-Class light cruiser(1): AseaHeru
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Khang36

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #93 on: April 05, 2021, 10:07:04 am »

so did some crunching for the Union class light cruiser:

at 5000 tonnes while not as well armed compared to the zeerover she is very well armoured for her class with a 4 inch belt and 2 inch deck armour that covers her vital compartments with half that on non vital area.

with a cruising range of 10,000 NM i can get the ship to go max speed of 24 knts or you want to cut the range in half we can squeeze a max speed of 26 but at a cost that the ship will be mostly be a ship built around engines than anything else.
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Aseaheru

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #94 on: April 06, 2021, 09:40:56 am »

 Compared to the zeerover, nothings really well-armed. Except monitors, but well, those are monitors.
-edit-
I just realized, four days later, that I thought this was about the Compromise SVS, and not the zeerover. Derp.
« Last Edit: April 08, 2021, 10:48:30 pm by Aseaheru »
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ConscriptFive

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #95 on: April 08, 2021, 02:08:53 pm »


Quote from: Votebox
Zeerover Speciale Kruiser (3): Maxim, khang, ConscriptFive
Compromise Speciaal Verdedigingsschip design(4):khang, Maxim, AseaHeru, ConscriptFive
Union-Class light cruiser(1): AseaHeru

Khang36

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #96 on: April 09, 2021, 07:10:04 am »


Quote from: Votebox
Zeerover Speciale Kruiser (2): Maxim,  ConscriptFive
Compromise Speciaal Verdedigingsschip design(4):khang, Maxim, AseaHeru, ConscriptFive
Union-Class light cruiser(2): AseaHeru, khang
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Vostok

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #97 on: April 09, 2021, 08:12:58 pm »


Quote from: Votebox
Zeerover Speciale Kruiser (3): Maxim,  ConscriptFive, Vostok
Compromise Speciaal Verdedigingsschip design(5):khang, Maxim, AseaHeru, ConscriptFive, Vostok
Union-Class light cruiser(2): AseaHeru, khang
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Khang36

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #98 on: April 09, 2021, 11:49:03 pm »

Quote from: Votebox
Zeerover Speciale Kruiser (4): Maxim,  ConscriptFive, Vostok, khang
Compromise Speciaal Verdedigingsschip design(5):khang, Maxim, AseaHeru, ConscriptFive, Vostok
Union-Class light cruiser(1): AseaHeru
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piratejoe

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #99 on: April 12, 2021, 08:45:00 am »

Pregame Design Phase of Turn 4:

“Zeerover” Speciale Kruiser: Weighing in at 4,000 tons of displacement the “Zeerover” exists to cause havoc among the merchant lanes of our foe. Armed with 8x6” cannons mounted in two twin turrets fore and aft with 4 in superfiring casemates alongside 8 x 4” cannons split evenly on both sides of the ship on shielded deck mounts. The main battery shields are meant to protect the gunnery crew from large shrapnel while the secondary is mainly to prevent more intermediary shrapnel from light guns. The ship follows the armoured cruiser armor scheme with 3” of protected cruiser style deck armor(sloped), a 2" main belt and relies on the substantial coal bunkers to catch or slow any light gunfire the belt doesn’t cover. The main propulsion of the “Zeerover” is our upgraded triple expansion engines which lets have a flank speed of 22 knots and it comfortably cruise at 14 knots with a range of 6,000NM. The specifics of the "Zeerover's" armor protection is 3 inches of sloped deck armour over the main components 2 inches on the ends, 2 inches of belt armour over main components 1 inch on the ends, 4 inch of armour for the bridge the main guns have 3 inch gun shields and the 4 inch guns have 2 inch shields. The "Zeerover" also comes with 4 deck mounted torpedo tubes, two a side.

Effectiveness: 5 | Cost: 1 | Bugs: 3 | Time: 4

TheZeerover Speciale Kruiser is a mixed bag when it comes to the success of the design. The original idea of using torpedo launchers fell through due to an issue with the deck space that was eventually fixed, but came to nothing due to the ship's hull being too far above the water line. And lowering the freeboard was not considered an option. Other than this, the design went more or less as planned with the one issue that is painfully apparent being that the ship costs quite a bit for what it is. This isn't even mainly due to the size being extended due to weight concerns, but rather has to do with the cost of the fairly expensive equipment going into it. Still, it's not that bad. Quality will always beat quantity, especially when it comes to a naval war. After all, only so many crews and ships can be sent down to the depths before morale takes a nose dive. Regardless, the ship is very well armed for it's type, and is sure to cause havoc to the enemy's supply lines with its speed of twenty two knots at flank, and the guns on it. Likewise, it will undoubtedly be a good escort at destroying torpedo boats and ships of an equal size.

Costs 6/2, 4 season construction time.

Spoiler: Zeerover Class (click to show/hide)

Quote from: Compromise Class Speciaal Verdedigingsschip
The Compromise Class of "Special Defense Ship" is designed as a 7000 ton, 22 knot behemoth and is intended to repel any attack on our home islands. Armed with two twin-gun turrets mounting 10" guns(one forward and one aft), a secondary armament of two twin-gun turrets mounting 6" guns superfiring over the mains, five casemated 6" guns(of the casemated turret-type) per broadside that are biased towards firing forward, eight 4" guns in gunshields per broadside and two submerged launchers for the Zeeslang torpedo per broadside, the vessel is capable of destroying any target that may pose a challenge, particularly when combined with the two sets of Mikken Fire Control System rigged either for independent control of turrets or(more likely) one set for the main battery and one set for the secondary battery. Data for these systems are provided from no less than four sets of range finders. Two of these share space with the 6" turrets, but the other two are independently mounted as high in the superstructure as possible. A full flag bridge is provided, as are quarters for a flag crew. There also exist four 2" gun mounts intended for signaling or assisting the 4" mounts in defense against torpedo boats.
Armor is of the Möser-Fokker type, and measures 10" on the belt, turret faces, barbettes, conning tower, and, frankly, the entirety of the citadel. 2" of deck armor protects against plunging fire, while the coal bunkerage is likewise positioned to give some extra defenses to the engine spaces and a double bottom containing balast tanks and fuel oil bunkerage helps protect against submarine explosions, running aground, or suchlike. There is extensive subdivision to limit battle damage. As a note, the fire control centers are located below the waterline and are within the citadel. Each can, of course, operate independently of the other.
With a design top-speed of 22 knots(although 20-21 is perfectly acceptable), a large quality of space is reserved for the ships powerplant, which is of course of combined coal-oil burning. The ship is designed to use primarily coal, with oil being reserved for combat or other emergencies. The ship is driven via four shafts, and exhausts via three elliptical funnels. The ship has a projected range of 2000 nautical miles. Also of note is the vessels Straight-stem bow and Transom stern.

Effectiveness: 6 | Cost: 3 | Bugs: 4 | Time: 2+1

The Compromise class, despite it's name, made practically no compromises to get to the exact letter of what we wanted, excluding the speed anyway, but one could argue due to it still reaching our target that it is still to the letter. The only real issue is that the ship is slightly overweight, but otherwise it has everything we wanted. It's just as fast as our much smaller ship, it's just small enough to fit in our construction yards, and it's armored enough that it can probably take more than it's fair share of shells before needing any major repair. And with such large guns and good fire control, it's quite likely nothing short of a proper battleship will stand a chance against the thing...Well, that and torpedo boats, but that's what the Zeerover's for. Still, it should do well in protecting our shores, even if the range is a mere 2000 nautical miles. Not that we could fit much more coal bunkers or fuel in if we tried at this stage. But 2000 nautical miles is more than enough for our needs. The only other issue, unrelated to the quality of the design itself is the cost, but for such a large ship it was expected to cost a fair bit. But for what it is and can do, that's not much of an issue.

Costs 6/3, 5 season construction time.

Spoiler: Compromise Class (click to show/hide)



It is now the Revision Phase of Pre game Turn 4. You have 1 die remaining to spend on Designs, ships, or simply Save for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Classes (click to show/hide)

Spoiler: Ships (click to show/hide)

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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

Khang36

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Re: Refit and Repair 2. Veenland, 4th Pregame Revision Phase.
« Reply #100 on: April 12, 2021, 05:11:21 pm »

Quote from: academy cost saving
It is with out a doubt that the VNSN is one of the greatest institution of knowledge and the pride of the navy but it is also an expensive institution to keep running. with war looming over the horizon the navy must find cost saving measures. this proposal cover 3 parts, cost sharing, income, cost cuts. For cost sharing we will approach the various civilian unions who regularly have members who have attended classes in VNSN (ie,ship builder/engineer,medical etc)to help cover some of the expense in exchange for continued access to our institution it's only fair. In terms of income we will now be implementing tuition fees for students who are not part of one of the unions who are directly funding or privileged political guests. finally cost cuts, with war coming the academy must tighten it's belt we will be cutting many luxuries that do not directly contribute to the academic success of our students as well as rationing in the cafeterias.

Quote from: cheaper guns
the M1895 guns are world class but their cost and wear leave much to be desired, this revision focus on finding ways to improve the manufacturing cost and wear resistance of teh barrels with out changing the dimensions of the guns to ensure that they can still fit in the mounts of the compromise and zeerover classes.

Quote from: cheapen zeerover
with the current design the zeeroveer will be a powerful class of ships but at the cost of 6pp equal to that of the compromise it is a mark on an other wise good design. with all of those expensive equipment packed into the ship we will have to look into negotiating with the current suppliers to see about getting the equipment for cheaper or simply find other domestic suppliers who can sell provide the required equipment for cheaper.
« Last Edit: April 13, 2021, 05:28:15 am by Khang36 »
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Maxim_inc

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Re: Refit and Repair 2. Veenland, 4th Pregame Revision Phase.
« Reply #101 on: April 14, 2021, 03:24:00 am »

Quote from: votebox
Academy Cost Savings (0):
Cheapen the Light Guns (1): Maxim
Cheapen the Zeerover (0):

I consider the cheapening of the guns themselves to be the most beneficial action, since both of our ships use light guns in great number being able to cheapen them will reduce their cost somewhat.
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ConscriptFive

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Re: Refit and Repair 2. Veenland, 4th Pregame Revision Phase.
« Reply #102 on: April 14, 2021, 09:45:33 am »

Damn ivory tower intellectuals...  Why don't we just replace half the tenure track faculty with teaching assistants too?

Quote from: votebox
Academy Cost Savings (1): ConscriptFive
Cheapen the Light Guns (1): Maxim
Cheapen the Zeerover (0):

Aseaheru

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Re: Refit and Repair 2. Veenland, 4th Pregame Revision Phase.
« Reply #103 on: April 14, 2021, 09:53:45 am »

Quote from: votebox
Academy Cost Savings (2): ConscriptFive, AseaHeru
Cheapen the Light Guns (1): Maxim
Cheapen the Zeerover (0):
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Maxim_inc

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Re: Refit and Repair 2. Veenland, 4th Pregame Revision Phase.
« Reply #104 on: April 14, 2021, 12:48:51 pm »

Guys, you do know that we'll only be able to build 9 ships due to the current cost, right? And thats if we manage to bring the Academy cost down to 15pp to maintain. Last game both teams had more than 9 ships in the opening turn due to good cost rolls. I don't feel comfortable with the chance of us being strangled to death in the first turn.

 We won't be able to hold any form of major group or smaller raiding group and will be forced to commit all of them in an opening major battle in the hopes that we can cause major damage to their fleet to even the playing field if their fleet ends up being larger than ours. Reducing the cost of the light guns will allow us to reduce the cost of both of our ships potentially letting us squeeze out one or two more ships giving us both a gunnery advantage and allow ship classes down the line using these guns to be cheaper. The gunnery advantage will also help as any improvements will give our lesser force a better edge.

Alternatively we could do nothing this turn, turn off the academy and buy 11 whole ships with the PP we have and hope that'll be enough. Voting for the academy is just burning money in hopes that it makes more money somehow. We need to set it aside for the moment and make sure we don't get our faces pushed in by a larger naval fleet.
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