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Author Topic: Refit and Repair 2. Magna Mongadizafra, Spring, 1896, Revision&Refit Phase.  (Read 19485 times)

Kashyyk

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Re: Refit and Repair 2. Magna Mongadizafra, Summer, 1896, Design Phase.
« Reply #240 on: February 28, 2022, 06:09:55 am »

Theres not much to put revisions into this turn imo. I'm happy to do both.

Quote from: Boat Vox
1 die to progress Torpedos: (1) TricMagic
2 dice to progress Torpedoes: (3) Nemonole, Madman, Kashyyk
Design: Wireless Telegraphy Research Grant: (2) Kashyyk, TricMagic

Use 4 dice only: (1) TricMagic
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Happerry

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Re: Refit and Repair 2. Magna Mongadizafra, Summer, 1896, Design Phase.
« Reply #241 on: February 28, 2022, 11:23:23 pm »

Quote from: Boat Vox
1 die to progress Torpedos: (1) TricMagic
2 dice to progress Torpedoes: (4) Nemonole, Madman, Kashyyk, Happerry
Design: Wireless Telegraphy Research Grant: (3) Kashyyk, TricMagic, Happerry

Use 4 dice only: (1) TricMagic
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piratejoe

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Re: Refit and Repair 2. Magna Mongadizafra, Summer, 1896, Design Phase.
« Reply #242 on: March 08, 2022, 07:51:57 am »

Summer, 1896, Design Phase.
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.
Time: 1 | Progress: 6 | Expense: 5

Work on a wireless telegraph is something that will revolutionize the face of communication in warfare! The advanced and new field of technology that has recently been worked on by the likes of Guglielmo Marconi back in Italia. Still, while we know a handful of things on the subject with what's publically avalible, there's a lot of work that will need to be done until we are anywhere close to making something that will work at the ranges needed to be useful for fleet combat, as three thousand and a half yards is far too short to be of any real use for the navy, or even the army for that matter. Still, it's not going to be that costly to do our own experiments, and we've already made decent progress.

Wireless Telegraphy Research Grant | 6/30 | 2 PP per die | Rushed 0 times | 2 PP invested

Effectiveness: 6 | Cost: 5 | Bugs: 2

Early work has shown quite a bit of promise, with the final hertzian wave wireless telegraph system projected to be capable of a sizable range of at least 20 miles, more than enough for communication in a fleet, provided they aren't split up into different taskforces. Further, despite the somewhat complex nature of the new electrical components, the actual cost of the thing isn't going to be all that much really. The only issue will be getting specialists to maintain or make the thing but that really isn't that drastic of an issue in all honesty. There is however one major issue that has cropped up early on. The early prototypes aren't reliable. At all. The receiver seems to have issues in actually accepting the desired frequency, or rather more accurately filtering the undesired ones out. And the quality of the output has suffered significantly from this. However, it's currently unknown if this is in part caused by the transmitter not producing the right bandwidth of frequency desired or something else. Further, the actual antenna for the transmitter seems to have issues in actually working in windy weather and has broken a few times from strong enough winds. This isn't helped by the fact that the internals of the device are delicate too and a powerful kick or smack will usually cause the more delicate parts to break and also likely cause a short circuit. Still, we have plenty of time to work out the problems, given the nature of the project. 


Sevitava Motorworks SM1895 Torpedo (2 die spent. 0 rushed)

7+1+5=13

Work on the torpedo finishes just in time, although barely. Initial work was plagued with a few setbacks but thanks to extra allocated resources the project has managed to send it's designs off to the factories and businesses that will be providing the navy with it's new torpedoes. Needless to say, our engineers working on the project are relieved they no longer need to work on it, mainly due to the massive headache it gave them. Ideally more bugs won't crop up in it's use that we somehow missed, otherwise there likely will be quite a few engineers who will likely be in a livid burning rage at best.



It is now the Revision & Refit phase of Summer, 1896. You have 1 die remaining.

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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.

Kashyyk

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You know, I think we're fine, tbh. If there was anything that needed doing I assume someone would have brought it up by now

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Save 1 die : (1) Kashyyk
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Jilladilla

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Only thing I can think of is throwing a die at the radio and well, that can wait. Better to have it on standby in case events in the near future mandate use.

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Save 1 die : (2) Kashyyk, Nemonole
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Glory to United Forenia!

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Scholar Knight

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As far as the radio project is concerned, we have two options.
Spend 1-2 revision dice on it to fix the bugs and then push it out. It has good dice rolls all things considered for performance, effectiveness, and general cost.
Or as Kashyyk suggested, rush this project, get the experience on how radios work, and then follow that up with a project for a good functional radio right after that.

This would be a good way to burn a turn of dice that so far no one has suggested other stuff to be spent on until the drydock is finished. And gets us a pretty sizable advantage in terms of communication and coordination. My only concern with the latter plan is that making a new project after this might result in a slightly less effective version. Not to mention we can still bug fix a project after it is rolled out, since we haven't installed radios in any of our ships yet that would require a refit to fix.

To provide some more insight into some basic statistics on likelyhood of completion, have this:

Unless someone here has a particular project they would like to focus on next turn that the extra dice would be useful for, I'm of mind to spend the remaining dice this turn to at least try and bug fix some of the radio issues, since one way or another we are going to benefit from radio in the far future regardless of when it comes out, and having it out slightly early would be a massive advantage over the Veenlanders navy.

The only "issue" is that in 2 turns we will have a bigger dry dock, which we will likely want to preserve 4 dice to design an even bigger ship in. Which locks out 4 dice that could otherwise go towards completing the project.

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Save 1 die : (2) Kashyyk, Nemonole
Revise Radio: (1) SK
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TricMagic

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Quote
Save 1 die : (2) Kashyyk, Nemonole
Revise Radio: (2) SK, TricMagic
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Madman198237

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Quote
Save 1 die : (3) Kashyyk, Nemonole, Madman
Revise Radio: (2) SK, TricMagic

There is less than zero rush to do bug fixes on the radio right now.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

piratejoe

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Summer, 1896, Revision & Refit Phase.

Revision Phase Skipped and Dice saved.



It is now the Production&Strategy phase of Summer, 1896. You have 16 PP remaining should you pay for all maintenance and construction costs.

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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.

Kashyyk

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We currently have 11 Cruisers and 2 Battleships active. Our Cruisers are hella fast, so I think we can safely send two 3-ship Cruiser wolf packs to go raiding, asteroids heyll be able to escape anything scary enough to hurt. That would leave 5 Cruisers and both Battleships to serve as a beating stick/assault force to dominate a zone.

We should Refit the two damaged ships whilst they're still laid up, which leaves us with 14 PP, enough to start building two more ships. If we only Refit one, we could start 3 new Cruisers.
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Jilladilla

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We got 3 cruisers that aren't fully up to date that are leaving the docks this turn, not two. (The one under construction isn't the latest version with more guns, but does have modernized ones)
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Glory to United Forenia!

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Madman198237

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Quote from: Add More Guns That'll Solve It
Spend 8 to refit Horatio, Suetonius, Bibulus, Lepidus, Cato the Younger, Brutus, Cassius, and Virgil to AUR standard.
Spend 8 to put into production two new Lepidus-class (AUR standard) cruisers; Corbiniano Ugolini and Aronne Serianni.

Swap Cremenzio Parziale (Trained, Aggressive) from the damaged Horatius to Marcus Antonius; send MA's captain to Horatius.

Mattia Cason is given command of Battlegroup Alaudae, comprising Pompey Magnus and Marcus Antonius plus Vettius, Curio, Clodius, Vitellius, Labienus, and Lucullus (6 Lepidus-class, 2 Pompey Magnus-class). Battlegroup Alaudae then proceeds to the Western front and marauds as only a properly angry fleet of heavily armed warships can do. Primary focus is to force through a Marine counterlanding behind enemy lines near Catalejos. The fleet is to stay together, protect the battleships, and destroy any enemy naval assets that they can bring to battle.


Quote from: Both Sides
Spend 4 to refit Horatius, Suetonius, Bibulus, and Virgil to AUR standard.
Spend 4 to train some brand-new Marine units to deploy as attache units, placed in Army units to give them organic support from elite soldiers.
Spend 8 to put into production two new Lepidus-class (AUR standard) cruisers; Corbiniano Ugolini and Aronne Serianni.

Swap Cremenzio Parziale (Trained, Aggressive) from the damaged Horatius to Marcus Antonius; send MA's captain to Horatius.

Mattia Cason is given command of Battlegroup Alaudae, comprising Pompey Magnus and Marcus Antonius plus Vettius, Curio, Vitellius, Labienus, and Lucullus (5 Lepidus-class, 2 Pompey Magnus-class). Battlegroup Alaudae then proceeds to the Western front and marauds as only a properly angry fleet of heavily armed warships can do. Primary focus is to force through a Marine counterlanding behind enemy lines near Catalejos. The fleet is to stay together, protect the battleships, and destroy any enemy naval assets that they can bring to battle.

Eginardo Marino is given command of Battlegroup Sabina, comprising Lepidus, Cato the Younger, Brutus, Cassius, and Clodius (5 Lepidus-class). Battlegroup Sabina is then deployed to East to aid Marine forces in stiffening the crumbling resistance near Echtwaar and Drachvoort. They are to do this by engaging any sufficiently small enemy naval forces that are themselves trying to render aid to enemy land forces, and then raiding every enemy troop convoy, supply ship, and anything else of that sort that can be found.


Quote from: VOOOOOTEBOX
Add More Guns That'll Solve It: (1) Madman
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Kashyyk

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Quote from:  VOOOOOTEBOX
Add More Guns That'll Solve It: (1) Madman,
Both Sides: (1) Kashyyk

We're getting a large influx of crusiers soon. If we can slap a few more of their ships down before then and their inevitable counter-deployment We're golden, and for that we need to be present in as many theaters as possible.

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TricMagic

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Quote from:  VOOOOOTEBOX
Add More Guns That'll Solve It: (1) Madman,
Both Sides: (2) Kashyyk, TricMagic

While there is something that can be said to stick together, with the influx it's better to check both sides to hit as many as possible, I think. As is a single large group is more likely to miss ships or be avoided.
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Madman198237

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I would argue that right before the moment where we get a large number of reinforcements isn't actually when you want to force a conflict, you'd want to force it right AFTER you get the reinforcements.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.
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