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Author Topic: Refit and Repair 2. Veenland, Spring, 1896, Revision&Refit Phase.  (Read 18227 times)

Aseaheru

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Re: Refit and Repair 2. Veenland, Autumn, 1895, Production&Strategy Phase.
« Reply #165 on: December 01, 2021, 08:49:04 am »

Quote from: Vote
Shopping list
1 zeerover+1 compromise(2): Khang36, AseaHeru

Strategy plan
plan steady going(0):
Plan A hammer in the night (3): Vostok,Khang36, AseaHeru
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piratejoe

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Re: Refit and Repair 2. Veenland, Autumn, 1895, Design Phase.
« Reply #166 on: December 06, 2021, 08:01:46 am »

Winter, 1895, Design Phase.

While the clearly cowering capitalists of the north claim they sunk a number of our ships, only the Zwerver was sunk, and it wasn't even by their hand. Due to the extensive engine damage she had, and the dangerous waters, it was decided that she should be scuttled, though there was initially an attempt to bring her back to port. Other than this, sadly, the captain of the Union, Rogier van Beulingen, has died in active duty. Yet it's quite clear his sacrifice and the sacrifice of all crewmembers who perished on our side in the Battle of Maartensbosch Bay was not in vain. It also should be mentioned that Marlijn de Wal was also injured in battle, though.

It also is of note that (6, 3) Navy Intel reports that there seems to be a number of shipments of steel to ports near the frontline, implying that our claims may be faulty to some degree, though we can still safely and fully confirm at least two of the enemies battleships were sunk given the nature of the battle.

Due to the unions shifting more to war production, we have been allocated 4 additional PP of funding.



It is now the Design phase of Autumn, 1895. You have 6 dice remaining.

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« Last Edit: December 06, 2021, 08:09:33 am by piratejoe »
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Khang36

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Re: Refit and Repair 2. Veenland, Winter, 1895, Design Phase.
« Reply #167 on: December 06, 2021, 10:28:21 am »

Quote from: Resoluut-Class
The Resoluut-Class of Slagschip is a small class of battleships, being only of 10,000 tons standard displacement. Armed with four 11.5” guns, and 12 6" guns, and 4 torpedo tubes, this heavily armed vessel is designed with a top speed of 20 knots. Armor over vitals is rated to protect against 11.5” guns at most ranges, with splinter protection elsewhere. Three fire direction centers are provided for fire control, and lessons learned from the Compromise-Class in subdivision and structure are to be incorporated in the design to increase survivability.
The weapon layout of this vessel consists of a twin-gun turret fore and aft mounting 11.5" guns, superfiring twin-gun 6" guns turrets and 2 twin-gun 6" turrets per broadside, two submerged torpedo launchers per broadside. A section abaft the rear 11.5" turret is also designed to be host to a number of torpedo boats or for balloon operations. A total of 10 2" guns are located across the vessel for anti-torpedo boat work.
Range of the vessel is to be about 5000 nmi, using an upgraded form of our standard hybrid coal-oil (watertube)boilers, improved with the addition of mechanical stokers and powered intake-air blowers, and with lessons learned from years of building and using vessels with water-tube boilers; with power being delivered via multi-stage steam turbines driving four shafts(two cruising and two being used when speed is of the essence)
Spoiler: Resoluut-Class stat (click to show/hide)

Quote from: vote
Ships
Resoluut-Class(1)Khang36

Dice
1 ship+1 progress to CHZA(5 dice)(1):Khang36
« Last Edit: December 08, 2021, 11:44:11 am by Khang36 »
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Aseaheru

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Re: Refit and Repair 2. Veenland, Winter, 1895, Design Phase.
« Reply #168 on: December 09, 2021, 08:50:21 pm »


Quote from: vote
Ships
Resoluut-Class(2):Khang36, AseaHeru

Dice
1 ship+1 progress to CHZA(5 dice)(2):Khang36, AseaHeru
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Sosoku234

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Re: Refit and Repair 2. Veenland, Winter, 1895, Design Phase.
« Reply #169 on: December 16, 2021, 02:36:55 am »

Quote from: Early Ship's Camouflage
By painting the ship in uneven patterns in several colors may help our ships remain hidden or confuse enemy gunners as they attempt to range our ships.

Quote from: Prototype Submarine
Given the nature of our rise as guerilla fighters, it would make sense to try and pioneer submarine designs. If we make the hull entirely round and cylindrical with as few hull penetrations as possible we may be able to submerge below the surface of the waters and transit unseen across the waterways, maybe even delivering torpedoes to ships before or after battle or delivering troops to shore unseen. By utilizing a small triple expansion engine, a small boiler, a basic snorkel with a stopper to prevent backflowing water into the engine/people spaces, a periscope, an early steam condenser (crossflow type), and an electric generator for the feed pump, we can send a hull underway for initial testing for submersible sailing.

Quote from: AC Generators
Utilizing the extreme speeds capable with steam turbines, generating electricity would be easily accomplished by use of a slipring, brushes and a light DC voltage to induce a a magnetic field on the rotor. Armature windings of copper wire are constructed as the stator to be cut by the field, thus inducing an AC voltage that can be used to power machines and lights.

Quote from: Firemain
If we divert steam from the mains, we can utilize small expansion engines or turbines to power a pump to pump seawater through pipes throughout the ship for use in firefighting and dewatering with high pressure water jet dewatering pumps.

Quote from: Cross Flow Condensers
In order to better utilize our steam, we can use rolled tubes of brass in a cross flow heat exchanger to condense exhausted steam from our turbines and expansion engines, allowing us to better hold our water inventory and require less water being supplied to us from off hull.




Quote from: vote
Ships
Resoluut-Class(2):Khang36, AseaHeru
Prototype Submarine Hull:

Technology
Early Ship's Camouflage:
AC Generators: Sosoku234
Firemain:
Cross Flow Condensers:


Dice
1 ship+1 progress to CHZA(5 dice)(2):Khang36, AseaHeru
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NUKE9.13

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Re: Refit and Repair 2. Veenland, Winter, 1895, Design Phase.
« Reply #170 on: December 16, 2021, 02:50:30 pm »

While I am not entirely certain about what specs would be the best, I do agree that we should start working on a bigger ship- we won't always be able to pull the same sort of trickery we used this last turn. Subs are more of a long-term project.

Quote from: vote
Ships
Resoluut-Class(3):Khang36, AseaHeru, NUKE9.13
Prototype Submarine Hull:

Technology
Early Ship's Camouflage:
AC Generators: Sosoku234
Firemain:
Cross Flow Condensers:


Dice
1 ship+1 progress to CHZA(5 dice)(3):Khang36, AseaHeru, NUKE9.13
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Aseaheru

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Re: Refit and Repair 2. Veenland, Winter, 1895, Design Phase.
« Reply #171 on: December 16, 2021, 10:17:19 pm »

 Since we got some folks on here who havent yet visited the discord, and I dont think a link to it exists yet, here is the link to a google document that ideas being worked on have been going of late.

 On the submarine proposal... Why AC current? Why a steam-powered generator? DC-current subs exist by 1895, as do various internal combustion engines. At the least, something with a flash boiler would be better, reducing the time taken to get it running.
 Also, we should already have condensers, since, well, its 1895 and we are dealing with ships. For that matter, we should have reliable evaporators, for much the same reasons.

 The firemain project might be better done with a more comprehensive damage control project, perhaps alongside portable pumps/generators?
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Sosoku234

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Re: Refit and Repair 2. Veenland, Winter, 1895, Design Phase.
« Reply #172 on: December 17, 2021, 10:31:52 am »

Since we got some folks on here who havent yet visited the discord, and I dont think a link to it exists yet, here is the link to a google document that ideas being worked on have been going of late.

 On the submarine proposal... Why AC current? Why a steam-powered generator? DC-current subs exist by 1895, as do various internal combustion engines. At the least, something with a flash boiler would be better, reducing the time taken to get it running.
 Also, we should already have condensers, since, well, its 1895 and we are dealing with ships. For that matter, we should have reliable evaporators, for much the same reasons.

 The firemain project might be better done with a more comprehensive damage control project, perhaps alongside portable pumps/generators?

Thanks for that link.

On the submarine, I was operating off just the listed tech in the spoiler to build something workable including proposals for things that either existed but maybe not available to us or unlisted.

For the AC machines, they are smaller and cheaper, thus allowing us to pack more stuff into the ships. I'm modelling this after already existing (probably not at that time, though) machines. The steam power was due to my not assuming we had non-boiler engines available to us.

I agree with your firemain => DC overhaul proposal.

I'll reconsider my future proposals and run it by yous guys on the discord.
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piratejoe

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Re: Refit and Repair 2. Veenland, Winter, 1895, Design Phase.
« Reply #173 on: December 19, 2021, 07:30:23 pm »

Winter, 1895, Design Phase.
Quote from: Resoluut-Class
The Resoluut-Class of Slagschip is a small class of battleships, being only of 10,000 tons standard displacement. Armed with four 11.5” guns, and 12 6" guns, and 4 torpedo tubes, this heavily armed vessel is designed with a top speed of 20 knots. Armor over vitals is rated to protect against 11.5” guns at most ranges, with splinter protection elsewhere. Three fire direction centers are provided for fire control, and lessons learned from the Compromise-Class in subdivision and structure are to be incorporated in the design to increase survivability.
The weapon layout of this vessel consists of a twin-gun turret fore and aft mounting 11.5" guns, superfiring twin-gun 6" guns turrets and 2 twin-gun 6" turrets per broadside, two submerged torpedo launchers per broadside. A section abaft the rear 11.5" turret is also designed to be host to a number of torpedo boats or for balloon operations. A total of 10 2" guns are located across the vessel for anti-torpedo boat work.
Range of the vessel is to be about 5000 nmi, using an upgraded form of our standard hybrid coal-oil (watertube)boilers, improved with the addition of mechanical stokers and powered intake-air blowers, and with lessons learned from years of building and using vessels with water-tube boilers; with power being delivered via multi-stage steam turbines driving four shafts(two cruising and two being used when speed is of the essence)
Spoiler: Resoluut-Class stat (click to show/hide)
Effectiveness: 5 | Cost: 5 | Bugs: 4 | Time: 3+1=4

The Resoluut-Class is our first foray into a proper battleship. And for our first attempt we have made quite the nice ship. It doesn't cost too much, for a battleship at least, it's well armored with the exception of the tower, and it's well armed. Arguably it's a bit of a less secondary focused, larger and longer ranged version of the Compromise class with a bit more ammunition. But this is fine, and the extra space has allowed for a greater amount of rooms inside the ship. Fairly obviously, it is clearly superior to the enemies own battleship, and certainly faster as well. Perhaps it is the greatest battleship in the world so far! But that will eventually be tested once it is put to sea. Other than this the design doesn't seem to have any major issues, other than the fact that the extra torpedo tubes could cause a bit more flooding than the Compromise class if hit, and are a bit closer together than we'd like due to the design of its internals and weight distribution. But this isn't likely a major issue.


Costs 7/2, 6 Season Construction Time.

Spoiler: Resoluut-Class (click to show/hide)

Compromis Halverwege Zwaar Artillerieproject (1 die spent. 0 rushed)

4+4=8/20

Work on the various guns has continued and at an average pace. Of course, given the small team and resources given nothing much more was expected, but things are going fine and nothing that is good or bad has been reported. And as we all know no new news is good news. Still, if progress continues at this average speed the project will likely take about a year from now to be finalized. But that's fine. After all, we'll likely be done with the early designing projects for the battleship the 11.5 inch guns are made for. Regardless, there's not much else to say.



It is now the Revision and Refit phase of Winter, 1895. You have 1 die remaining to spend on Revisions and Refits, or save for next turn.

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Khang36

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Re: Refit and Repair 2. Veenland, Winter, 1895, Revision & Refit Phase.
« Reply #174 on: December 19, 2021, 07:43:52 pm »

Quote from: Zeeslang Mk3 Torpedo Revision
The Zeeslang Mk3 has two goals; to further increase the range and speed of the torpedo and to improve the exploder mechanism of the torpedo, reducing duds. Most of these improvements take the form simply of optimizations to their current designs based on wartime experience with the weapons, taking input from the users and manufacturers of the weapons to better serve the Unions.
    Any additional time possessed is to be utilized in developing improved launchers, including multi-tube launchers, that could be fitted to existing vessels.

Quote from: vote
Zeeslang Mk3 Torpedo Revision(1):khang36
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Sosoku234

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Re: Refit and Repair 2. Veenland, Winter, 1895, Revision & Refit Phase.
« Reply #175 on: December 19, 2021, 07:46:11 pm »

Quote from: vote
Zeeslang Mk3 Torpedo Revision(2):khang36, sosoku234
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Aseaheru

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Re: Refit and Repair 2. Veenland, Winter, 1895, Revision & Refit Phase.
« Reply #176 on: December 19, 2021, 08:42:50 pm »

Quote from: vote
Zeeslang Mk3 Torpedo Revision(3):khang36, sosoku234, AseaHeru
We can save things like balloons, mortars or autocannons for next turn
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Vostok

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Re: Refit and Repair 2. Veenland, Winter, 1895, Revision & Refit Phase.
« Reply #177 on: December 19, 2021, 08:50:56 pm »

Quote from: vote
Zeeslang Mk3 Torpedo Revision(4): khang36, sosoku234, AseaHeru, Vostok
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piratejoe

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Re: Refit and Repair 2. Veenland, Winter, 1895, Revision & Refit Phase.
« Reply #178 on: December 27, 2021, 01:27:09 am »

Winter, 1895, Design Phase.
The Zeeslang Mk3 has two goals; to further increase the range and speed of the torpedo and to improve the exploder mechanism of the torpedo, reducing duds. Most of these improvements take the form simply of optimizations to their current designs based on wartime experience with the weapons, taking input from the users and manufacturers of the weapons to better serve the Unions.
    Any additional time possessed is to be utilized in developing improved launchers, including multi-tube launchers, that could be fitted to existing vessels.

Effectiveness: 6

Further optimizations on the Zeeslang Mk3 have gone quite well. Firstly, we managed to squeeze another five hundred yards out of the torpedo design, though with further research it has become clear that current designs of the torpedo are insufficient for keeping range and speed equal and should we continue to research torpedoes with such a long range and fast speed we best dedicate further resources to such a project, reduce the speed to a significant degree, or both. Other than this it is important to note that we have manage to solve a number of issues with the detonator through minor reinforcements to the design. Though, it does still have some issues activating when fired at a ship at an angle greater than 50 degrees. Still, even then it can detonate, so really we mainly fixed it. Also, some extremely basic early plans for a double launcher have been worked on, though nothing significant.



It is now the Production&Strategy phase of Winter, 1895. You have 15 PP remaining should you pay for all maintenance and construction costs.

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Khang36

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Re: Refit and Repair 2. Veenland, Winter, 1895, Production&Strategy Phase.
« Reply #179 on: December 29, 2021, 01:21:48 pm »

Task Force plans
Quote from: task force plan 1
Group A: Herman Van Veen*, Eldert Schimmelpennink
Group B: Geest*, Pirat, Avonturier

Quote from: task force plan 2
Group A: Herman Van Veen*, Geest, Pirat
Group B: Eldert Schimmelpennink*, Avonturier

Shopping plans

Quote from: shopping plan 1
3x Zeerover Speciale Kruiser for -15 PP

Quote from: shopping plan 2
pause repairs on Lourens van Vilet  +3pp
3x Zeerover Speciale Kruiser for -15pp
3x 6 inch coastal defense guns batteries, one on Kerkenduin the other two to cover the coast line between Maartensbasch and Kerkenduin -3PP
Spoiler: gun placement (click to show/hide)

Intel
Quote
our informants will be requested to provide what details they have on the strength of enemy coastal defenses around Magna's capital or primary ship yard the one of our planners is very interested in aquiring this information for future operations...

War plans
Quote from: plan a bit of every thing
task force plan 2
shopping plan 2

task force A will first be tasked with escorting transports heading to center to provide supplies as well as the guns for the coastal defense batteries before moving on providing support for the army in the area.

Task force B will be sent to the western islands to once again assert control of the of the two islands we are fighting over and if there are minimal presence of Magna ships we will commence landing operations on Catalejos to contest the ports there to cut off supplies to Magna forces on the island while the ships coastal bombardment support for the army.

in the event that one of the task force encounters Magna battleships, commanders are encouraged to preserve their ships and only engage in combat if there is only one battleship other wise they are to disengage when possible.

as it has been observed that Magna ships have difficulty returning effective fire at "Modest ranges" captains are advised to maintain distance and only close once enemy ships are sufficiently battered to finish them off

Quote from: plan blue
task force plan 1
shopping plan 1

group A will sent over to the west islands to assert control of the area and provide coastal bombardment of enemy positions if Magna Naval presence are deemed minimal.

group B will act as the screening force for our CDS.

if there are minimal Magna naval presence we will commence landing operations on Catalejos to contest the ports there to cut off supplies to Magna forces on the island while the ships coastal bombardment support for the army

in the event of encountering magna battleships our task force is advised to only commit to battle if they enjoy numerical superiority in capital ships(only one magna BB) other wise to prioritize preserving their force.

as it has been observed that Magna ships have difficulty returning effective fire at "Modest ranges" captains are advised to maintain distance and only close once enemy ships are sufficiently battered to finish them off.

Quote from:  plan red
task force plan 1
shopping plan 2

both groups are to be sent to center islands
group A is tasked with asserting control of our waters and to disrupt any attempts by the Magna navy from landing forces behind the front lines while our coastal batteries are being installed. If there is minimal presence of Magna naval forces group A will provide coastal bombardment support for our army and landing operations.

group B is tasked with screening for group A and if Magna naval presence is deemed minimal they will instead be tasked with supporting landing operations.

Landing operations will be targeting Ciurrol as well as landing smaller raiding parties to disrupt supply lines to the front.

if a naval landing is deemed to risky due to enemy naval presence our marines will instead be tasked with guarding the coastlines between Maartensbasch and Kerkenduin to contest any landing attempts in the area.

in the event of encountering magna battleships our task force is advised to only commit to battle if they enjoy numerical superiority in capital ships(only one magna BB) other wise to prioritize preserving their force.

as it has been observed that Magna ships have difficulty returning effective fire at "Modest ranges" captains are advised to maintain distance and only close once enemy ships are sufficiently battered to finish them off.


Quote from: vote
Plan
Plan blue(1): Khang36

Intel
request intel on coastal defenses around Magna capital and main ship yards(1): Khang36
« Last Edit: January 01, 2022, 05:02:31 pm by Khang36 »
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