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Author Topic: Refit and Repair 2. Magna Mongadizafra, Spring, 1896, Revision&Refit Phase.  (Read 19511 times)

piratejoe

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Re: Refit and Repair 2. Magna Mongadizafra, Summer, 1895, Design Phase.
« Reply #150 on: May 10, 2021, 08:36:33 am »

Summer, 1895, Design Phase.
Quote from: Quick-Fire Gun Series
Starting with the currently-in-use 3", 5" 6" and 12" calibres, each gun has been updated to sit in line with the major powers of the world. Hydraulics aligned with the weapon are used to absorb recoil, seeing the gun back in positron more quickly. Inserting a brass shell containing the projectile, a pre-measured portions of propellant and primer via the breech will reduce load times. Speaking of propellant, using smokeless powder will mean gun crews won't have to wait for smoke to clear before being able to relay the gun. All together it should make a substantial boost in performance.
Time: 6 | Progress: 3 | Expense: 5

The work on the guns is expected to be fairly cheep and fairly quick. After all, we have a fairly large industry for shipbuilding, so building a few guns to test out can be done for cheep and quickly with the Navy's influence and power. Really, the biggest issue is finding some place to test the guns out, specifically the twelve inch cannon, without anyone who shouldn't know finding out about it in one way or another. But, that too is quite simple. Just go to a out of the way military outpost on some backwater island under our control and use it there as part of a gunnery exercise. The transport is the biggest issue there, but even then it's not that bad. Regardless, the work is expected to be done sometime in autumn or winter depending how much is invested and provided nothing unexpected happens to delay our work.

Quick Fire Gun Series | 3/8 progress | 1 PP per die invested | Rushed 0 times | 1 PP invested


Effectiveness: 5 | Cost: 3 | Bugs: 6

Early testing of the guns, specifically the six inch cannon and below, shows that a fairly high rate of fire is completely possible, and best of all the loading mechanism devised by our engineers has shown to be extremely reliable. In fact the system was adopted in all variants made in the project, downscaled or upscaled accordingly, and so far we have yet to have an accident or jam in any of the cannons. Furthermore, the change of powder to a smokeless one is very helpful for getting greater range and effectiveness out of the guns and shells. Though, there is an issue in that we haven't exactly settled on what type of smokeless powder to use of those made. Still, it's expected that our six inch cannon should be able to have a theoretical max range of around 19k yards. It also should be mentioned that the 12 inch gun is not a quick fire one, for very obvious reasons. We don't have the mechanisms in place to load a shell big enough to use it that fast. Still, it's certainly better than our older gun. Lastly, the guns cost a decent bit to maintain, as the rifling wears out swiftly, and needs to be replaced. This isn't too bad, but it's noticeable. Though all that's really needed is for the rifling to be replaced after every battle or two to keep performance up and the rest of the gun should be good.



It is now the Revision and Refit phase of Summer, 1895. You have 3 dice remaining to spend on Revisions and Refits, or save for next turn.

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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.

Jilladilla

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Don't think we have any revisions to throw, so save dice for next turn Techs/Designs and Project Progress?

Quote from: Botevox
Save all Dice (1): Nemonole
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Happerry

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Upgraded Battleship Guns
To put it simply, this revision is the replacement slash upgrade of the Pompey Magnus Class Battleship's 5" and 3" gun batteries with the new quick fire guns and the 12" main battery with the new and improved 12" guns, increasing the power of our greatest ships.

Quick Fire Cruiser Guns
This revision project is the replacement of the 5" and 3" gun batteries that the Lepidus class Light Cruiser carries with the new quick fire models, improving this vessel's combat power.


Quote from: Botevox
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« Last Edit: May 21, 2021, 06:15:28 pm by Happerry »
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TricMagic

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Quote from: Botevox
Save all Dice (2): Nemonole, Happerry, TricMagic
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piratejoe

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Re: Refit and Repair 2. Magna Mongadizafra, Summer, 1895, Design Phase.
« Reply #154 on: November 06, 2021, 06:24:31 pm »

Summer, 1895, Revision Phase.

Revision Phase Skipped and Dice saved.



It is now the Production&Strategy phase of Summer, 1895. You have 68 PP remaining should you pay for all maintenance and construction costs.

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« Last Edit: November 06, 2021, 06:29:48 pm by piratejoe »
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Madman198237

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I'm honestly kind of thinking about actually putting nine battleships into construction, such that in six turns we'll suddenly get a massive boost in capabilities. Also, since they take so long, starting them sooner is definitely better.

Our first new ship is certainly going to be a destroyer or perhaps a more specialist ship depending on what the enemy has deployed, and we might follow that up with an armored cruiser, replacing the battleship is definitely a "down the road" sort of project. AND we desperately need to renovate our land forces, or rather our marines since our army is going to be about as useful as wet noodles on a sailboat. Holding territory might be interesting, we'll have to focus hard on forming blockades and the like to let our land forces fight only the most undersupplied and unreinforced enemy forces.

Anyway, massive battleship construction wave now (plus one cruiser), then a new destroyer in production next turn to add some bulk to our fleet. Might leave us slightly vulnerable for a few turns but since the enemy has gone for army advantages we might be able to hold them back and even take some islands from them.

I just hope we aren't going to face another infuriating night-attack torpedo boat stratagem, because those are annoying as hell and also far less interesting than straight fights.


We have two options to start this holding phase if we choose to go this route: Sacrifice the large central islands and attempt to push the smaller island chains on either side OR try to force a confrontation with a massive blockade of the two initially disputed islands/incursion behind their lines to similarly disrupt supply lines to those islands.



Oh, also we have three "Trained" captains and they're all in cruisers, which works pretty well. They'll be the ones who get command over other ships, I think. Aggressive ones can lead cruiser groups and the Balanced guy can command the battleships (we might want to switch him over to a battleship in that case).
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Kashyyk

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Almost all of our Battleship crews are Trained as well, which is a promising start.

I do like the idea of tripling our Battleship count, but I wonder if we should also build some Cruisers to cover the inevitable casualties as they go roaming in hostile waters. I understand if people would rather hold off on that until we get our QF guns ready to refit all our Cruisers with though.

We don't have a maximum number of Dry Docks do we? Just a maximum displacement within them.
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TricMagic

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Given how long the battleships will take to build no reason not to start immediately.
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Madman198237

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No maximum number of docks so far as I'm aware, though slipways and drydocks are not the same thing and both can be used to build a ship. A lot of things we can refit onto the battleships during or immediately after construction (like newer small guns) so the sooner the actual hulls get built the better.


I have successfully pillaged most of the recognizable or good emperors from the list of Roman emperors so here's what I've got so far. Strategy advice welcome.

Quote from: War Plan 'Long-Term Investment'
Build 1 Lepidus-class cruiser and 9 Pompey Magnus-class battleships. Yes, nine.

Cruiser:
Suetonius (CL-14)

Battleships:
Germanicus (BB-6)
Marcus Aurelius (BB-7)
Basil (BB-8)
Tiberius (BB-9)
Trajan (BB-10)
Constantine (BB-11)
Hadrian (BB-12)
Theodosius (BB-13)
Justinian (BB-14)


Strategy
Swap Captain Mattia Cason to Pompey Magnus. All five battleships are to operate under his command as Battle Group, and with an escort of five cruisers (CL-9 to CL-13) they will proceed to Center around the large island (name please?) presently split between our forces and enemy forces, including the town of Maartensbosch. The captain is ordered to destroy ANY enemy combatants he is capable of bringing to battle and should allow no supplies or enemy reinforcements to reach the front lines if possible. Cruisers authorized to operate at night or in other low-visibility conditions, battleships are not. If no enemy forces can be brought to battle the battleships are to otherwise spend their time providing artillery support to ground unit advances on Maartensbosch and then further down the island. Cruisers should always be screening the battleships and interdicting commerce.

Eginardo Marino will take command of CL-1 through CL-4 as Raiding Force and proceed to East and interdict commerce aggressively with his raiding group. Whatever they run into, if it can be killed, they'll kill it. Furthermore they are to recon the area and report on enemy contacts, merchant shipping, and port infrastructure.

Ildefonso Santol will take command of CL-5 through CL-8 as Scouting Force. He will lead them to the southern zones and carefully, very carefully, reconnoiter enemy shipping
« Last Edit: November 11, 2021, 07:56:55 pm by Madman198237 »
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Kashyyk

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I'm generally happy with that. Before I officially vote for it though, I was wondering if it'd be worth putting a single battleship with each Raiding Group, to act as a deterrent against counter-cruiser ops and as solid naval artillery in support of any marine deployments.
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TricMagic

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Quote from: Because Roma, that's How.
Long-Term Investment: (1) TricMagic

If we make it to deployment, someone needs to make a meme of them arriving to mess stuff up.
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Madman198237

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I'm generally happy with that. Before I officially vote for it though, I was wondering if it'd be worth putting a single battleship with each Raiding Group, to act as a deterrent against counter-cruiser ops and as solid naval artillery in support of any marine deployments.

No, because then we've shackled the cruisers to a much slower unit, stolen their mobility, AND with only a single battleship they'd be seriously lacking in firepower for a combined unit that is restricted to moving at battleship speeds. There's a reason that ships are deployed mostly amidst like types except when acting as escorts (and even then there's usually multiple of each type of ship).

Better to concentrate forces to make a hopefully-unbeatable naval unit, use that to offset their army advantages in the place their advantages OUGHT to have made them most powerful, and use marauding light cruisers to go wreak a whole lot of havoc in everywhere else.

Hopefully our telegraph network will allow the battleship group to chase anything that gets close enough to it without needing to use our whole fleet for scouting duties...actually thinking about this I'm going to swap an aggressive admiral in to the battleships and send the balanced one to go scouting behind their lines without engaging. We want early knockouts of enemy ships to avoid a bad time if they, say, put a bunch of cruisers or destroyers in production and start getting reinforcements in 3-4 turns instead of six.
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Kashyyk

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Could we not have the Cruisers roving about, doing Cruiser things, whilst the Battleship just hangs out in the general area and comes to assist as needed?
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Madman198237

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We don't have radio so that would be difficult to coordinate in a tactical sense and if the battleship is far enough away from the cruisers that it isn't a tactical-level problem then the battleship is unescorted and that is a serious problem.
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Kashyyk

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Ahh, didn't realise we don't have radio yet. Always assumed anything vaguely HMS Dreadnought shaped would have had them for a while.


Quote from: Because Roma, that's How.
Long-Term Investment: (2) TricMagic  Kashyyk
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