Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15 16 ... 20

Author Topic: Refit and Repair 2. Magna Mongadizafra, Spring, 1896, Revision&Refit Phase.  (Read 19499 times)

TricMagic

  • Bay Watcher
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #195 on: December 14, 2021, 06:13:58 pm »


Quote from: Votebox
Scholar Knight's Plan (2) : Happerry, Kashyyk
I Like Explosions (2): Madman, Nemonole, TricMagic
Logged

Scholar Knight

  • Bay Watcher
  • Lunatic Engineer
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #196 on: December 14, 2021, 09:41:37 pm »

Quote from: Votebox
Scholar Knight's Plan (3) : Happerry, Kashyyk, SK
I Like Explosions (3): Madman, Nemonole, TricMagic
Logged

m1895

  • Bay Watcher
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #197 on: December 16, 2021, 03:38:45 am »

Quote from: Votebox
Scholar Knight's Plan (3) : Happerry, Kashyyk, SK
I Like Explosions (4): Madman, Nemonole, TricMagic, m1895
Nice torps
Logged

piratejoe

  • Bay Watcher
  • Obscure References and Danmaku everywhere.
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Design Phase.
« Reply #198 on: December 19, 2021, 07:29:40 pm »

Winter, 1895, Design Phase.
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.
Time: 6 | Progress: 6 | Expense: 4

Work in implementing a damage control program is something that hardly will take any time at all. There is plenty of space in a number of our docking facilities and some old ironclads and the like in our navy that could easily serve as training ships for our crews in the nature of damage control. And further this is made easier with the work already done on the conversion of this project. It'll only be of modest expense too, since we aren't building much that is genuinely new, mostly just doing conversions and the like.

Wartime Experience Damage Control | 6/8 | 2 PP per die | Rushed 0 times | 2 PP invested

Effectiveness: 6 | Cost: 1 | Bugs: 2

The knowledge gained from the first real naval battle of the war was put to some use, and a major focus on ensuring our crews know damage control has gone into effect. While the basics are mostly covered already, more advanced and stressful training, such as that of proper damage control teams and even extensive mechanics and maintenance is covered, and with our effective officers this training is capable of ensuring that everyone from the cook to captain knows how to stop flooding or fight a fire. Further, preemptive measures to protect against extensive damage has also been done so as to ensure the crews don't do anything that on the surface seems harmless but in reality is a major liability. Unfortunately, while this certainly makes our skilled crews competent in all fields of maintenance, it has a bit of a cost in time, and potentially will either cause an extended working up time for our crews or cut into our gunnery as it stands now. Though, given just how good this makes our damage control and the fact it will potentially allow us to save ships that seemed lost to all others, it might just be worth it.

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.
Time: 4 | Progress: 1 | Expense: 2

Work on this new torpedo is expected to take a while and cost a lot. Early issues have popped up with regards to the more complex mechanics of the torpedo, specifically the gyroscpe, and a triple mount is something that is fairly complex due to the weight involved. In fact, not even the Royal Navy has anything for us to copy. Still, on the bright side it is likely that at most the project will take a bit less than a year provided no major blunders or advancements are made in our progress.

SM1895 Torpedo | 1/13 | 3 PP per die | Rushed 0 times | 3 PP invested

Effectiveness: 6 | Cost: 4 | Bugs: 1

The torpedo, from what we can tell, is great. It isn't too costly despite the complexities it has. It's engine is absolutely flawless, and gives it a great range well in excess of 2k yards. And, to top it all off, the torpedo from early testing seems to not go off course when fired, and it's explosive charge is absolutely devastating. There is some issues though. Despite all of these fairly good things. The torpedo has issues in actually...well...exploding. We don't know what exactly is causing it but whenever it hits the target it rarely, if ever, explodes. And while it tends to follow the direction it's aimed in, it occasionally seems to go deeper than it should and just go under the target. We don't know if this is due to a weight miscalculation or something with the mechanical devices inside the torpedo but, these two issues combined mean that realistically it isn't going to cause any damage even if without these issues it'd hit the target. Lastly, the weight of the triple mount is...a bit much, which causes issues in turning, among other things. And honestly most working on the project want to cut it down to a double mount to save weight and alleviate this issue. Still, all these bugs can be worked out. we have plenty of time to fix them before it's finished at any rate.



It is now the Revision and Refit phase of Winter, 1895. You have 2 dice remaining to spend on Revisions and Refits, or save for next turn.

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 19, 2021, 08:21:52 pm by piratejoe »
Logged
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

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Revision & Refit Phase.
« Reply #199 on: December 24, 2021, 04:27:52 pm »

Quote from: Davide's Shell
Named after the esteemed engineer who wrote the original proposal, Davide's shell is our answer to the Veenland flares used during their night time operations.

Instead of an explosive payload, the shell carries a magnesium nitrate mix on a timed fuse. When it ignites, the heat causes the shell to split into three pieces. The aerodynamic nose and rear plate are discarded, leaving a fire-resistamt parachute to suspend the now-exposed and burning flare in the air to slowly descend over several minutes.

Naturally, it comes in every calibre currently in use, including those in the Marine Artillery project
Logged

Madman198237

  • Bay Watcher
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Revision & Refit Phase.
« Reply #200 on: December 24, 2021, 04:44:21 pm »

Quote
Lepidus Armament Upgrade
The Lepidus rather lacks armament compared to the enemy's ships and it is time to address that, what with much of our fleet rotating in for repairs and refits anyway. Since the Lepidus carries a lot of weight low in the hull and not a lot above that, we're just increase the main armament, massively.

Simple, right?

Well, actually we're going to change out the two single 5" turrets for twin turrets like the fore and aft turrets, and add an additional 5" twin turret on the extensive area available aft of the present aft turret. This doesn't improve end-on fire since the turret is on the centerline, but it does improve broadside power and the ship already has four barrels pointed fore and aft. We're also going to double the number of 3" guns by changing every 3" mount to a twin mount (no independent elevation).

Quote
'Faro' Standard Starshell
The enemy's unfortunate success in forcing a night engagement has proven the need for us to deploy countermeasures, and the first and most important is the star shell. This is a shell (what a surprise!) that contains a flare instead of several pounds of explosives. It is in effect a two-part housing, with a base plate to take the shock of firing and an aerodynamic nosecap to let it fly vaguely like a standard shell would. It has a timed fuse just like a standard HE shell, but this fuse is always (well, almost, sometimes you REALLY want to see something on land burn and so you set it a little long and...we're getting off-topic) set to airburst the round, or at least it would be if this actually exploded. Instead the fuse fires a percussion gap in something akin to a spigot mortar, which kicks the main component of the shell away from the aerodynamic cover that serves to protect the device when it's being fired. When it does so it also serves to ignite the magnesium/phosphorus compound that provides the illumination. Right after the cover is separated a parachute is deployed post-haste before it can be burned to cinders, and the resultant device hangs in the air and provides illumination until the flare burns out.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Happerry

  • Bay Watcher
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Revision & Refit Phase.
« Reply #201 on: December 24, 2021, 04:54:39 pm »

Quote from: Revisionary Votebox
(1) Lepidus Armament Upgrade : Happerry
(1) 'Faro' Standard Starshell : Happerry
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Madman198237

  • Bay Watcher
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Revision & Refit Phase.
« Reply #202 on: December 24, 2021, 09:38:36 pm »

Quote from: Revisionary Votebox
(2) Lepidus Armament Upgrade : Happerry, Madman
(2) 'Faro' Standard Starshell : Happerry, Madman
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

m1895

  • Bay Watcher
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Revision & Refit Phase.
« Reply #203 on: December 25, 2021, 02:20:34 am »

Quote from: Revisionary Votebox
(3) Lepidus Armament Upgrade : Happerry, Madman, m1895
(3) 'Faro' Standard Starshell : Happerry, Madman, m1895
Logged

Scholar Knight

  • Bay Watcher
  • Lunatic Engineer
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Revision & Refit Phase.
« Reply #204 on: December 26, 2021, 05:41:19 pm »

Would the up gunning warrant a different designation? If the extra weight causes the loss of several knots of speed in exchange for being massively upgunned, then it fills an entirely different role and would likely help differentiate them if we named them a different class.

Quote from: Revisionary Votebox
(4) Lepidus Armament Upgrade : Happerry, Madman, m1895, SK
(3) 'Faro' Standard Starshell : Happerry, Madman, m1895
(1) Davide's Shell : SK
Logged

Madman198237

  • Bay Watcher
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Revision & Refit Phase.
« Reply #205 on: December 26, 2021, 06:52:05 pm »

We're not adding that much weight, actually. These guns aren't in fully armored turrets, they only have a gunshield. No armored gunhouse, no rotating sections of the barbette, no heavy armor, only a gun shield, gun, and the rotating table they sit on, none of which are very heavy.

I hope we won't lose ANY speed despite adding quite a bit of firepower (the ships ARE noted as being very underarmed for their size), but at worst we might lose a knot. We've got the speed to spare, and more importantly we've got the top-weight to spare before we cause problems in that direction.

Also I expect to rearm all ships of the class like this so making it an entirely new class is kind of unnecessary.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

piratejoe

  • Bay Watcher
  • Obscure References and Danmaku everywhere.
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Revision & Refit Phase
« Reply #206 on: December 27, 2021, 01:27:27 am »

Winter, 1895, Revision & Refit Phase.
Lepidus Armament Upgrade
The Lepidus rather lacks armament compared to the enemy's ships and it is time to address that, what with much of our fleet rotating in for repairs and refits anyway. Since the Lepidus carries a lot of weight low in the hull and not a lot above that, we're just increase the main armament, massively.

Simple, right?

Well, actually we're going to change out the two single 5" turrets for twin turrets like the fore and aft turrets, and add an additional 5" twin turret on the extensive area available aft of the present aft turret. This doesn't improve end-on fire since the turret is on the centerline, but it does improve broadside power and the ship already has four barrels pointed fore and aft. We're also going to double the number of 3" guns by changing every 3" mount to a twin mount (no independent elevation).

Effectiveness: 2

Swapping the turrets out and replacing them with two guns in a shared gun shield is simple, right? Wrong. As it turns out the turn table is a bit ill suited to the greater weight, and our crews the nature of a double gun of such a low caliber so close to each other. The former is easily worked out with a bit of time to get used to loading and firing the thing. The former not so much. This causes the rotation of the turret to be slower than it was before, and while the guns on the port and starboard side which were unaffected by the change still retain their rotation speed, the centerline guns do not. The effect on rotation speed is less for the secondary guns, but still existent as an issue, even if a lesser one. Other than this, due to the additional weight given to the back, some additional weight needed to be added to counterbalance the ship, and this has resulted in roughly a knot of speed being lost. On the bright side, these are the only issues the ship has. And given that we have doubled it's firepower, it's more than worth it.

'Faro' Standard Starshell
The enemy's unfortunate success in forcing a night engagement has proven the need for us to deploy countermeasures, and the first and most important is the star shell. This is a shell (what a surprise!) that contains a flare instead of several pounds of explosives. It is in effect a two-part housing, with a base plate to take the shock of firing and an aerodynamic nosecap to let it fly vaguely like a standard shell would. It has a timed fuse just like a standard HE shell, but this fuse is always (well, almost, sometimes you REALLY want to see something on land burn and so you set it a little long and...we're getting off-topic) set to airburst the round, or at least it would be if this actually exploded. Instead the fuse fires a percussion gap in something akin to a spigot mortar, which kicks the main component of the shell away from the aerodynamic cover that serves to protect the device when it's being fired. When it does so it also serves to ignite the magnesium/phosphorus compound that provides the illumination. Right after the cover is separated a parachute is deployed post-haste before it can be burned to cinders, and the resultant device hangs in the air and provides illumination until the flare burns out.

Effectiveness: 6

Work on the Faro Starshell has gone swimmingly, in fact to say it went well is an understatement. We have found a wonderful way to duration with regards to the new Starshells without reducing illumination with just the perfect mix and have ensured that that, in a hypothetical even duel between fleets, one with the Faro Starshell will need to fire half as many as any ship of any other rival navy in order to gain the same effect. In other words, we have double the average time that even the most modern elsewhere would have. Needless to say, whatever Veenland has will be put well and truly to shame with this, and will ensure any tricks at night will not go unpunished. Let Corbiniano Ugolini's sacrifice not go in vain!



It is now the Production&Strategy phase of Winter, 1895. You have 7 PP remaining should you pay for all maintenance and construction costs.

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)

Logged
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.

Scholar Knight

  • Bay Watcher
  • Lunatic Engineer
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Production&Strategy.
« Reply #207 on: January 01, 2022, 04:49:33 pm »

Side question, we can build coastal defense guns, right? How much do those run for and how much do they cost in maintenance?

I'll hide this in spoilers to conserve space, but this is my current analysis of the strategic situation:
Spoiler (click to show/hide)

With that in mind, here are my suggestions for the Production and Strategy turn:
7 PP remaining, 0 Dice remaining
12 CLs to work with, 1 in repairs, 1 in construction
2 BBs to work with, 1 in repairs, 9 in construction

SK Production Paradigm:
-4PP on DD enlargement bills
-1PP on QFR retrofit to the Marcus Antonius while under repairs, to bring it up to MOD status
-1PP on AUR retrofit to the Lucullus while under repairs
-1PP on throwing the army a bone to get some of their troops trained up with the new weapons we got our Marines.


SK Strategy Suggestion 1: Balanced Offensive
-Break our navy into Two Fleets/Battlegrounds. Each of 1 BB and 6 CL strong.
-Send one Fleet to the Western Front to keep Vreelandish naval forces from interfeering with our work, and support the groundpounders if able.
-Send the other Fleet to the Eastern Front to keep Vreelandish naval forces from interfeering with our work, and support the groundpounders if able.
-Maybe pull a single ship or two off the main fleets to have acting as cautious scouts and escorts for our transport ships in the Central Front. The Cato the Younger with her captain Rodolfo Colasurdo would be a safe bet. With specific instructions to provide screening and escort, not to engage unless given no other option.

SK Strategy Suggestion 2: Ill-advised Balls Deep Offensive
-Break our navy into 1 main Fleet/Battlegroup, with two minor fleets.
-Main fleet comprised of 2 BB, and 8-10 CLs.
-Minor fleets comprised of 1-3 CLs.
-Main Fleet is to be sent to the Eastern Front along with sizable marine detachments to try and expedite the capture of Drachtvoort, Maarsum, EchtWaar, and Jawelle.
-Minor Fleets are to be dispatched to the Western and Central Fronts as escorts and early warning for local shipping and military transports.
-If sizable enemy presence is detected in the Western or Central Fronts that the minor fleets are not able to discourage, shipping should take extra caution and marine transports should probably refrain from being sent to their deaths on the high seas.

Quote from: Votebox
Production:
SK Production Paradigm (1) - SK

Strategy:
Balanced Offensive (1) - SK
Ill-advised Balls Deep Offensive (0)
Logged

Happerry

  • Bay Watcher
    • View Profile
Re: Refit and Repair 2. Magna Mongadizafra, Winter, 1895, Production&Strategy.
« Reply #208 on: January 01, 2022, 06:48:08 pm »

Yeah, seems well thought out to me. Hopefully we can do some damage to their fleet before their production kicks in, but we can't depend on luck. And it's probably worth it throwing the army some money so we can actually take clay.

Quote from: Votebox
Production:
SK Production Paradigm (2) - SK, Happerry

Strategy:
Balanced Offensive (2) - SK, Happerry
Ill-advised Balls Deep Offensive (0)
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

piratejoe

  • Bay Watcher
  • Obscure References and Danmaku everywhere.
    • View Profile

Spring, 1895, Design Phase.

Despite the absurd claims by our enemy, we have only lost the Crassus, thankfully most of the surviving crew were able to escape. The Horatius was almost lost, and scuttling was considered, but thankfully, she was able to be saved. All be it with extensive damage. Virgil and Labienus similarly are under repair. Given the losses we believe we inflicted upon the enemy, this loss is acceptable. Though, it is a bit of a bother we now only have one battleship left. Fittingly the lead ship of the class. Given our advancement everywhere except the west though, we are doing well.

The Trajan has, annoyingly, been delayed in it's construction due to an accident.

Due to the increasing need for more funding and greater war production, we have been granted 8 additional PP of funding.



It is now the Design phase of Spring, 1895. You have 6 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: Unassigned Captains (click to show/hide)

Spoiler: Ships (click to show/hide)

« Last Edit: January 24, 2022, 03:05:00 am by piratejoe »
Logged
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.
Pages: 1 ... 12 13 [14] 15 16 ... 20