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Author Topic: Refit and Repair 2. Magna Mongadizafra, Spring, 1896, Revision&Refit Phase.  (Read 19062 times)

piratejoe

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Revision&Refit Phase.
« Reply #225 on: February 08, 2022, 03:04:12 am »

Spring, 1895, Revision & Refit Phase.
SM1895b Torpedo
The SM1895 is a fine torpedo, or it would be if the designers hadn't made mistakes in every category of torpedo functionality. We've revamped the contact fuse to ensure that it detonates properly on contact, examined the depth-keeping system for bugs and fixed them, and finally we've worked to shave weight off the triple mount where possible, and where not we've just...built it properly? I mean, it's not like it's hitting some fundamental limitations on engineering or anything. It's an unarmored trio of low-pressure tubes on a post, on a turntable, after all. We can just build it as if it's meant to be a triple torpedo launcher that weighs as much as a triple torpedo launcher, and not a triple torpedo launcher that weighs as much as a double torpedo launcher or whatever the previous goal was.

Effectiveness: 6

This was a massive chore. No really, it was even if we managed to go through and fix most of the problems. Firstly, the contact detonator suffered not only from being in a terrible position but also being made of extremely poor materials and prone to deforming the few times it actually did hit to a degree it wouldn't actually fire. As for the depth issues the torpedo has, turns out it wasn't just a weight miscalculation but also a mechanical problem where the actual waterflow around the torpedo disrupted the mechanism and caused the torpedo to think it wasn't at the set depth. There were additionally an approximate 47 more issues with the torpedo that were minor bugs introduced during the process of fixing the torpedo or otherwise simply became more prominent once the biggest bugs had been bashed but finally, most of them are gone and we have a working torpedo. Also the work on fixing the turntable is fairly easy since the turntables used were originally for a single torpedo launcher rather than three strapped together, though the issue of weight isn't gone because it's three torpedo tubes strapped together and the issue was never that it weighs more than three torpedo tubes strapped together and more it weighs exactly that much at that portion of a ship. Still, it can be used, just at a likely chance of causing the torpedo boat or torpedo boat destroyer it's slapped on overweight or unbalanced.



It is now the Production&Strategy phase of Spring, 1895. You have 9 PP remaining should you pay for all maintenance and construction costs.

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Scholar Knight

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Alright, basic gameplan write up. Bit busy but will try to get something up either to vote on or encourage a more detailed write up.

If we're under the assumption that this is the last turn the enemy will have almost no navy, before a sudden surge in CLs occurs next turn, then we should try to get as much progress as possible done before we are on the backfoot waiting for our BBs to finish.

This turn we have the following to work with:
4PP kept away for upgrading Drydock
4PP for whatever else, likely handing out the new artillery pieces to our mahreens.
The 9th PP should already have been spent on refitting the Labienus as part of the R&R phase. Please Correct.
10 CLs, 1 BB


Quote from: Operation: Veenland style Deathstack Manuever - East variant
Overall goal of the operation: push land victories as much as possible on the eastern front. See if we can secure one or both islands that are already contested.
-Protect allied landing parties and assist in shore-side bombardment.
-If enemy presence is negligible or outright absent, give the leading admiral permission to send out and perform raiding duties on enemy shipping. Likely after the initial landings have happened and there is less fire support our fleet needs to assist with.

Ships assigned: All 11 of them to the eastern front.

Production Expenditures:
-4PP on Dry Dock Expansion
-4PP on supplying the new 50mm, 75mm, 105mm, and 150mm Howitzers to our Marines to accelerate their deployment and distribution among our armed forces.

Quote from: votebox
Operation Deathstack (1) - SK
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Madman198237

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Quote from: Kill Them All
All cruisers assigned under Eginardo Marino to operate in the Central front. Orders are to raid shipping and bombard every enemy port in the area. If they find elements of the enemy fleet small enough to be killed, they'll kill it.

The remaining battleship is to remain on guard in our home port, it's too slow to operate in this high-speed fleet.

Land forces will maintain most previous advances:
East now pushing to Maarsum and Jawelle, Center exploiting our raiding, pillaging, and murdering on the high seas to push both Fochtenburg and Kerkenduin. West is just going to hunker down and defend as effort (especially Marine forces) are pulled to the Center offensives.

Production Expenditures:
-4PP on Dry Dock Expansion
-3PP to supplying the new artillery to all our Marines and Army forces as fast as possible
-1PP to further moving modernized weapons to our Army forces (since IIRC they aren't all equipped yet; if they are by now then just dedicate the point to supplying more artillery)
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TricMagic

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Quote from: Kill Them All
All cruisers assigned under Eginardo Marino to operate in the Central front. Orders are to raid shipping and bombard every enemy port in the area. If they find elements of the enemy fleet small enough to be killed, they'll kill it.

The remaining battleship is to remain on guard in our home port, it's too slow to operate in this high-speed fleet.

Land forces will maintain most previous advances:
East now pushing to Maarsum and Jawelle, Center exploiting our raiding, pillaging, and murdering on the high seas to push both Fochtenburg and Kerkenduin. West is just going to hunker down and defend as effort (especially Marine forces) are pulled to the Center offensives.

Production Expenditures:
-4PP on Dry Dock Expansion
-3PP to supplying the new artillery to all our Marines and Army forces as fast as possible
-1PP to further moving modernized weapons to our Army forces (since IIRC they aren't all equipped yet; if they are by now then just dedicate the point to supplying more artillery)

Bit bloodthirsty MM?
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Madman198237

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I have no idea what you're talking about.
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Happerry

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Quote from: votebox
Operation Deathstack (2) - SK, Happerry

Both plans seem workable, honestly, but I don't see the point in causing a 1v1 tie.
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Madman198237

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Quote from: votebox
Operation Deathstack (2) - SK, Happerry
Kill Them All (1) - Madman

I want to push center and see if we can wipe their navy out.
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m1895

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Quote from: votebox
Operation Deathstack (2) - SK, Happerry
Kill Them All (2) - Madman, m1895
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TricMagic

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Quote from: votebox
Operation Deathstack (2) - SK, Happerry
Kill Them All (3) - Madman, m1895, TricMagic
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piratejoe

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Re: Refit and Repair 2. Magna Mongadizafra, Spring, 1895, Revision&Refit Phase.
« Reply #234 on: February 22, 2022, 06:37:35 am »

Summer, 1896, Design Phase.

While there was no combat on the waves this turn, our practical uncontested control over the sea's in the center has allowed us to make major gains, and while the enemy has managed to get on by somewhat elsewhere, as our army modernizes with our support we will likely only further gain the upper hand. Though, it's probably for the best we don't give the army too much power. Otherwise they might threaten our interests. Still, a good few divisions should be, while not on par with the enemy's properly trained forces, on average more equivalent to conscripts rather than militia or mere military police. The situation at Echtwaar is a bit unfortunate though, but we will fix it in due time. After all, the only place we have lost any of our land is in the west. And considering the strategic and economic importance of the center and east, that is an acceptable sacrifice.

Due to the increased shift to a war economy, we have been granted 4 additional PP of funding.



It is now the Design phase of Summer, 1896. You have 6 dice remaining.

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« Last Edit: February 22, 2022, 04:01:52 pm by piratejoe »
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Kashyyk

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Re: Refit and Repair 2. Magna Mongadizafra, Summer, 1896, Design Phase.
« Reply #235 on: February 22, 2022, 08:52:15 am »

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I've done an alternative formatting for our ships, would appreciate thoughts. In the process, I noticed Capt. Ursmaro Battaglia of the CL Virgil is still wounded, and none of our Battleships progressed in construction. I'm assuming that's an oversight. If so we can knock one off of each of those numbers.

Anyway, assuming that is the case, we have 11 Cruisers and 2 Battleships operational this turn (although 8 Cruisers are still at factory-default. If we want to Refit any, the two still in repairs seem like the best options), and we can expect another Cruiser and the first two Battleships to start working up next turn. At worst, we'll have to deal with a new crop of Veenland ships before the rest of ours are finished, but I think we can hold out.

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Kashyyk

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Re: Refit and Repair 2. Magna Mongadizafra, Summer, 1896, Design Phase.
« Reply #236 on: February 26, 2022, 04:25:43 am »

Okay. We've got three ships completing at the end of this turn, and five the turn after. If we want a new ship design, we should've started it last turn, but we could do one now too.

I also think we should revisit this.

Quote from: Wireless Telegraphy Research Grant
It has come to the attention of the Magna Mongadizafra Imperial College that a number of researchers in the homelands are working on ways to send telegraph messages via the electromagnetic spectrum. It's an experimental technology right now, but if we can entice these individuals to our island the product of their work will be a massive boon to our naval communications.

Quote from: Boat Vox
1 die to progress Torpedos: (1) Kashyyk
Design: Wireless Telegraphy Research Grant: (1) Kashyyk

Use 4 dice only: (1) Kashyyk
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TricMagic

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Re: Refit and Repair 2. Magna Mongadizafra, Summer, 1896, Design Phase.
« Reply #237 on: February 26, 2022, 07:28:56 pm »


Quote from: Boat Vox
1 die to progress Torpedos: (2) Kashyyk, TricMagic
Design: Wireless Telegraphy Research Grant: (2) Kashyyk, TricMagic

Use 4 dice only: (2) Kashyyk, TricMagic
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Jilladilla

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Re: Refit and Repair 2. Magna Mongadizafra, Summer, 1896, Design Phase.
« Reply #238 on: February 27, 2022, 09:02:07 pm »

Honestly, just want the torpedoes to get finished. With our battle fleet starting to come back online, being able to respond in kind to any torpedo runs will be important.

Quote from: Boat Vox
1 die to progress Torpedos: (2) Kashyyk, TricMagic
2 dice to progress Torpedoes: (1) Nemonole
Design: Wireless Telegraphy Research Grant: (2) Kashyyk, TricMagic

Use 4 dice only: (2) Kashyyk, TricMagic
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Madman198237

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Re: Refit and Repair 2. Magna Mongadizafra, Summer, 1896, Design Phase.
« Reply #239 on: February 27, 2022, 09:07:28 pm »

Quote from: Boat Vox
1 die to progress Torpedos: (2) Kashyyk, TricMagic
2 dice to progress Torpedoes: (2) Nemonole, Madman
Design: Wireless Telegraphy Research Grant: (2) Kashyyk, TricMagic

Use 4 dice only: (2) Kashyyk, TricMagic

Can't decide what else to do at the moment except prep a design of some sort that uses our dockyards expansion (properly large armored cruiser? variant of our battleship that is a bit closer to being a proper battleship?), so I'll just follow on with the 2 dice vote to get those torpedoes.

As soon as we have them, our cruisers use them, which massively boosts their firepower and killing ability.
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