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Author Topic: Refit and Repair 2. Magna Mongadizafra, Spring, 1896, Revision&Refit Phase.  (Read 19504 times)

TricMagic

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So no MCAD this turn?
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Kashyyk

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Alright, I posed these ideas in the discord already, but here's an actual plan:

Quote from: Maximised Micromanagement
PP Expenditure
13x Cruiser Upkeep (13x 2pp)
1x Cruiser Construction (1x 5pp)
5x Battleship Upkeep (5x 2pp)
9x Battleship Construction (8x 7pp)
Battleship 'Justinian' Construction stalled (1x 0pp)
Subtotal: 97 PP

4x Cruiser QF Refit (4x 1pp)
Lepidus, Vepidus, Curio, Vitellius

4x Battleship Modernisation Refit (2x 1pp)
Pompey Magnus, Crassus

Total: 103 PP

Deployments
CL Lepidus, Vepidus, Curio, Vitellius and B Pompey Magnus, Crassus in dry Dock for QF refits.

Battlegroup
~ Battlegroup Ferrata ~
Admiral Corbiniano Ugolini
B Julius Caeser
B Marcus Antonius
B Octavius Augustus
B Germanicus
CL Lucullus

~ Battlegroup Alaudae ~
Admiral Rodolfo Colasurdo
CL Cato the Younger
CL Bibulus
CL Labienus
CL Horatius

~ Battlegroup Sabina ~
Admiral Ildefonso Santoli
CL Brutus
CL Clodius
CL Virgil
CL Cassius

Strategy
Battlegroup Ferrata will deploy to the Central Islands. The Battleships focus on supporting a marine assault of Maartenbosch whilst the Lucullus screens the Battleships. Any enemy warships found are to be hunted down and destroyed by the Battleships.

Battlegroup Alaudae will deploy to the West Islands. Commerce raiding, coastal bombardment and naval interdiction are the order of the day, along with escorting marine transports to support the defence of Traste and the recapture of Zamoviedo.

Battlegroup Sabina will deploy to the Eastern Islands, with asimilar mission to Alaudae. We expect the only things that still float in those waters will carry the Magna flag. Provide support to Marine deployments staged at Malilaga and assaulting Drachtvoort and Echtwaar as well.
« Last Edit: December 05, 2021, 01:23:47 pm by Kashyyk »
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Madman198237

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Quote from: Votebox
Maximized Micromanagement: (1) Madman
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TricMagic

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Quote from: Votebox
Maximized Micromanagement: (2) Madman, TricMagic
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Kashyyk

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Quote from: Votebox
Maximized Micromanagement: (3) Madman, TricMagic, Kashyyk
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piratejoe

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Re: Refit and Repair 2. Magna Mongadizafra, Autumn, 1895, Revision & Refit Phase.
« Reply #185 on: December 06, 2021, 08:04:21 am »

Winter, 1895, Design Phase.

To say that this season was bad would be an understatement...Despite enemy claims, only the Julius Caesar and the Octavius Augustus were sunk. The Lucullus managed to get away, alongside the Marcus Antonius, though both were heavily damaged, and the captain of the former, Beato Imondi, was killed. Further, the captains of the Julius Ceaser and the Octavius Augustus, Corbiniano Ugolini and Aronne Serianni, are presumed KIA alongside their crews.

The public are shocked by this defeat and a number of lower and mid level officers and crew, especially marine commanders and the surviving crew of the Battle of Maartensbosch Bay as it's being called, believe that poor planning on the superiors of Corbiniano Ugolini are responsible for this disaster, and that if more ships were available this disaster would be prevented. A number of marines also are mourning his death, as his actions saved the lives of two full Marine divisions. Further, reports from the battle clearly show that the enemies costal defense ships are faster than our battleships by at least a knot if not more, and that at least one of their ship classes has submerged torpedo mounts.

On the bright side, Germanicus and Constantine are ahead of schedule.

Due to increased military production, our budget has increased by 4. Make it count.



It is now the Design phase of Autumn, 1895. You have 8 dice remaining.

Spoiler: Projects (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Classes (click to show/hide)

Spoiler: Ship Class Cards (click to show/hide)

Spoiler: Ships (click to show/hide)

« Last Edit: December 06, 2021, 11:40:39 pm by piratejoe »
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Kashyyk

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Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #186 on: December 06, 2021, 05:03:17 pm »

Okay. We have 12 PP available without stalling construction again.

Expanding our Dry Dock costs 4 PP. We'll want to put at least two dice (and maybe three) into the Marine Artillery project, which will cost 4 or 6 PP. We also have two ships in for repairs, so it'd be good if we could Refit them with QF guns at the same time, which will cost another 2 PP.

So that actually adds up to 10 or 12 PP. Which means if we want to design anything, we have to either cut something or hope it costs 2 PP or less.
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Madman198237

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Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #187 on: December 06, 2021, 07:01:18 pm »

I would rather do one die at a time for marine corps artillery, and instead do damage control improvement as a design, maybe a torpedo as a design, then 4 PP for drydocks (assuming we don't get totally screwed over on project costs since unpredictable design-starting costs are a thing and I find that to be very annoying), then a revision for star-shells.

Obviously this leaves us with 12 - 4 - 2 - ??? = 6??? PP, minus 1 to refit ONE ship with QF guns (the battleship will be out for two turns regardless so we can save 1 PP here easily and just spend it next turn instead), so down to 5 - ???. Probably going to now be cutting it really close depending on everything. Any remaining PP can be soaked up refitting remaining battleships to have QF guns and then pulling in a couple more cruisers for it.
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Jilladilla

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Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #188 on: December 08, 2021, 02:51:17 am »

According to the list all of our battleships will end up with the latest in gunnery, except the one that got a bit mauled, so really, we just need to update the cruisers and we might as well start with Lucullus as they're in for repairs this turn anyway.
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Scholar Knight

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Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #189 on: December 13, 2021, 12:36:20 am »

I'm of a mind to stall the construction of one or two of our battleships. They are sinking so much of our PP that could be going to wrapping up several projects and expediting other things. And should the cost of these new projects be too much, we risk running out of PP before we get to spend it on other things. 12 is not a very high amount.
At the very least, we might as well get back 7 PP this turn by delaying the already behind Justinian. We lose comparatively little to what we gain.

I was also discussing with Pirate, and he said we could expedite the deploying of new weapons to our marines and army by investing some PP in it. If we can speed up the modernization of our army/marines to not be utterly shit, and make them take less than 3 turns to cap a city, I think that'd be far more useful than a battleship one turn earlier.

We can only carry over 4 dice to the next turn, so we want to spend at least 4. I don't see any issues with spending them all right now, since we need a lot of things going. I think 2 on the MCAD would be good. Then 3 for Damage Control and 3 for torp racks.
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Scholar Knight

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Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #190 on: December 13, 2021, 01:30:14 am »

Doing some quick probabilities math, 2 Dice into the MCAD would have a 27.76% chance of finishing this turn. Investing 3 dice, or risking a project rush, would bump that up to 77.03%. Something to consider, if we'd rather get 2 new projects started off the ground and maybe finish MCAD. Or start 1 new project, have a higher chance to finished MCAD, and bank 2 dice for next turn.
Ah right, forgot starshells are also something we want, which will cost at least 1 dice. If that's the case then, 3 on MCAR.

Spending PP on MCAD, Drydock, and Retrofits leaves us with no extra PP for project. I suggest Stalling 2 Battleships to give us the leeway to start a new project, and to upgrade our troops faster.

And while I'm not very informed on the subject, I'd like to get at least something out the door for our Damage Control project.
Quote
Standardized Damage Control
While many see the fate of the Battle of MaartensboschMarten-Bosch Bay as a tragic occurrence, never to be repeated, an engineer can tell you that failure is the greatest source of learning and experience. It is a true blessing that a ship from both of our classes were nearly destroyed. The amount we can learn from this opportunity is staggering. With the Lucullus and Marcus Antonius being stuck in dock for the season, both the ship and the crew are heavily investigated for what kept these two ships afloat when their peers sank.

The engineering and damage control crews are interviewed on how they responded to damage to their vessels, what they did to keep it afloat, and what all they'd recommend for including on all ships to ensure a higher chance of staying afloat. Locations of equipment, specific training to receive for damage control crews, locations of major import to keep repaired, ect.

At the same time, the ships themselves are investigated heavily by our R&D team, to see what went wrong where, what could have gone better, and how to facilitate these new additions into not just our existing fleet, but also any ship designs we dream up in the future.


Quote from: Boatbox
===Start with 8 Dice, 12PP===

Stall Construction on Justinian, +7 PP: (1) - SK

Invest 3 Dice and ? PP into New Standardized Damage Control Project: (1) - SK
+1 Dice and ? PP into Rerolling a Dice on the SDC: (1) - SK
Invest 3 Dice and 6 PP into Marine Corps Artillery Development: (1) - SK

Spend 4 PP Upgrading our Dry Dock: (1) - SK
Spend 2 PP Refiting the two damaged ships in drydock with Quick Fire Guns: (1) - SK

Save 1 Dice for Revision Phase on star shells: (1) - SK
Save 7 PP for new Project cost, reroll dice on said project, and the rest into modernizing troops faster: (1) - SK
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Happerry

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Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #191 on: December 13, 2021, 02:36:50 pm »

Quote from: Votebox
Scholar Knight's Plan (1) : Happerry

Damage control is always a good thing to have, so I'll vote for it, and that last fight would probably have gone a lot better if we had starshells or another source of light, so I'll support that too. The plan looks good to me.
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Kashyyk

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Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #192 on: December 13, 2021, 04:09:15 pm »


Quote from: Votebox
Scholar Knight's Plan (2) : Happerry, Kashyyk

Yeah, this gives us pretty much everything I think we need.
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Madman198237

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Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #193 on: December 13, 2021, 11:24:18 pm »

Quote
Wartime Experience Damage Control
Getting ships shot to shreds is not ideal, but it does provide evidence about what sort of damage hostile shells cause, and what can be done about it. Most importantly, fire kinda hurts and we need to deal with it. This requires training more crew in the response to a fire aboard ship. In fact, all crewmen ought to be aware how to fight fires, patch holes, and otherwise deal with battle damage. Given our nautical traditions and general naval excellence most of our crewmen are probably aware of the basics, so we're going to lean into the more difficult damage-control tasks and ensure that our sailors are capable of going the extra (nautical) mile when it comes to keeping ships afloat.

From standardized random drills for fire or flooding to practice swapping out damaged parts in engine rooms or guns so that they can be returned to working condition after suffering damage, we're going to have our sailors trained to a standard of excellence in damage control and recovery. Every crewman will be expected to know how to deal with a damage control situation and every crewman will be responsible for keeping the ship afloat and fighting.

Without going too far into the weeds of damage control (or just replacing the entire proposal with a link to Drachinifel's video on the topic) this one focuses on "everyone knows how to do damage control" which is generally a better option. RIP Taiho and its very dead elite damage control team and the resultant explosion that finished the ship off.

Quote
Sevitava Motorworks SM1895 Torpedo
Based in the town of Sevitava on a small island in a bay, Sevitava Motorworks is principally a supplier of small engines, a rarity amongst our islands since such engines are largely even more specialist than your typical nautical engine. But small engines, or more specifically the engineering that goes into small engines, are modern and complicated devices and a firm capable of manufacturing them was perfect to approach about designing and building a torpedo.

The SM1895 is effectively a moderate nautical mine's worth of explosives, a hundred and fifty kilograms, bolted to a contact fuse plus a timed fuse (to self-destruct the torpedo once it runs out of compressed air), a compressed air tank, and a supply of kerosene. The kerosene is burned to heat the air as it travels into the turbines, which drive two counter-rotating propellers. Control is maintained by a gyroscope system along with a pressure sensor to maintain a more-or-less accurate depth. The gyroscope is spun up prior to launch by the launcher.

The standardized launcher is a triple mount, firing three torpedoes at a time. To reload requires a crane (not included) and some calm conditions (not included) as well as some spare torpedoes (included with the premium edition). This launcher is basically three tubes bolted together on a turntable, the torpedoes can be fired individually or all at once, the only difference is how many levers the operator pulls as the firing mechanisms aren't linked together.

Not being a torpedo expert and only spending about half an hour reading about them, I think this is more or less appropriate to 1895?


Quote from: I Enjoy Explosions
3 dice for SM1895 Torpedo
3 dice for Wartime Experience Damage Control

Save remaining 2 dice

Honestly, I think that I want to save the die from the MCAD; I'd rather get both star shells and a version of the Lepidus with additional firepower, and I want to start these projects since I think they'll be very useful. We can progress multiple projects next turn, I'd suggest.

Quote from: Votebox
Scholar Knight's Plan (2) : Happerry, Kashyyk
I Like Explosions (1): Madman
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Jilladilla

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Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #194 on: December 14, 2021, 03:59:23 pm »

Leaning more towards Madman's plan to be honest. Mostly in that while we do need to get some advancements out to our grunts, we do also need to balance out what our navy gets; we can't just coast along on our advantages after all.

Quote from: Votebox
Scholar Knight's Plan (2) : Happerry, Kashyyk
I Like Explosions (2): Madman, Nemonole
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Glory to United Forenia!

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