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Author Topic: Battleship: HMS Invincible (Detonating Magazines for Everyone)  (Read 4353 times)

Stirk

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Re: Battleship: HMS Invincible
« Reply #45 on: September 18, 2023, 01:40:05 pm »

Fine, I'll join the pump team since this place refuses to set on fire.

Pump or drown!
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This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Maximum Spin

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Re: Battleship: HMS Invincible
« Reply #46 on: September 18, 2023, 02:11:05 pm »

It is time once again to perform the Litany of Reloading.
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Vivalas

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Re: Battleship: HMS Invincible
« Reply #47 on: September 19, 2023, 04:05:52 am »

"Aye aye skipper, we'll send these underhanded dogs back to where they came, hell or high water be damned."

Take up station at the rangefinder and nod at a phonetalker.

Order gunnery to fire a few ranging shots at the Hera and then concentrate all main batteries on the Hera with ripple fire to make ranging easier, one gun at a time until they're locked in, then we raise hell. The DDs are only a threat once they're in torpedo range, so let the secondaries and tertiaries deal with them once they're in range.
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
- Charles Babbage

The Imperial Question | Stranded Among Stars

The Canadian kitten

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Re: Battleship: HMS Invincible
« Reply #48 on: September 19, 2023, 09:56:52 pm »

Check up on the guy with the swelling on his hand, hopefully he haven't died yet.
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King Zultan

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Re: Battleship: HMS Invincible
« Reply #49 on: September 20, 2023, 01:58:04 am »

Follow after my chief and see where I'm needed.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Sosoku234

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Re: Battleship: HMS Invincible
« Reply #50 on: September 20, 2023, 06:26:58 pm »

TURN 8




   After that quick ranging shot, the Alamatsu Hera opens fire with a full battery. All eleven guns remaining fire their full salvo. The escort destroyers continue to close the distance with the invincible. The third wave of planes is now reported as cresting the island. They drop on approach to the water level. As the enemy planes do this, they are beset upon by the first responding fighters from the Belleview. Several planes are swatted from the sky before a massive dogfight breaks out between the friendly fighter cover and the enemy fighter bombers.
   The second and third capital ships emerge from behind the island, these being the Fruant Hera and the Dobrist Hera alongside their respective screening destroyers.
   [19] A large spout of water emerges from the bow of the Alamatsu Hera, followed by the call from the spotter about a torpedo trail spotted heading towards the Alamatsu. She begins to lean heavily to starboard and black smoke bellows from a ragged hole in her hull. The spotter then relays the info that there's a friendly submarine in the water.




It is time once again to perform the Litany of Reloading.

   You get the order, at last, to fire a shot. You relay the order down to the gunner in the left barrel. He gives the affirmative and elevates to target the Alamatsu Hera. Once the gun was aimed, he pulls the trigger.
   The turret roars as the gun barks its answer to the world. [12+2-5=9 (the disadvantage is due to the distance. It will shrink once you get ranged in.) vs 15] The shell falls short. [1/4] The shell for left gun is hoisted up, but cannot be loaded yet.
   The order comes down to once more fire a ranging shot. Once more the roar of fury beyond this world. [20+2-4=18+ vs 15] The shot goes out and, as if guided by your rage and the hand of the emperor, the shell flies at the enemy battlecruiser. The shell detonates, throwing smoke and shrapnel around the Alamatsu hera. [1/4] The next shell is also slow to rise.
   The order comes down to fire again. You, now that you know you’ll hit (Maybe) you do a basic vocal enchant on the shell before she goes out. [17+1=18] The shell glows hot as a burning coal. “FIRE!” [14+2-1=15 vs 15] The shell bursts forth into the air and flies out, it arcs and just barely reaches out and touches the Alamatsu Hera. The shell bursts into flames, leaving a fiery trail from the barrel all the way to the battlecruiser. The shell smacks the deck forward and magically explodes. The magic fireball leaving a huge glare on the ocean around the explosion. The enemy ship appears to be fine, though. That is, until thick black smokes rises from the forward portion of their ship. [1/4] The next shell is once more slow to load up.


Spoiler: ENS Chadwick (click to show/hide)



Check up on the guy with the swelling on his hand, hopefully he haven't died yet.

   You once more move on, this time to the man with the swollen hand. [20+2=22] Not only do you see that his hand is broken, but you perform a veritable miracle but setting all of his broken bones with a quick pop. He doesn't flinch and then, you send him off to wait for further treatment. He'll be more than fine.

Spoiler: HMSN Johnson (click to show/hide)



Fine, I'll join the pump team since this place refuses to set on fire.

Pump or drown!

   You leap to the hose team, grabbing your gear. You get sent down to the room. Just outside of the room you can hear the sound of water pouring in through the ragged hole on the 4th deck. The bulkhead groans as the other side continues to fill with water.

Spoiler: DCFN Jones (click to show/hide)



Follow after my chief and see where I'm needed.


   You scramble down the scuttle and follow your chief as fast as you can. You make good time and are now in the Magazine.
   When chief realizes that you’re there, he tells you to make ready the ammo carrier for the secondary battery. Before you can move further, the order goes out to load armor piercing shot and propellent. Chief gives you the look of ‘Go where you want.’

Spoiler: GMSN Goldstine (click to show/hide)



"Aye aye skipper, we'll send these underhanded dogs back to where they came, hell or high water be damned."

Take up station at the rangefinder and nod at a phonetalker.

Order gunnery to fire a few ranging shots at the Hera and then concentrate all main batteries on the Hera with ripple fire to make ranging easier, one gun at a time until they're locked in, then we raise hell. The DDs are only a threat once they're in torpedo range, so let the secondaries and tertiaries deal with them once they're in range.


   You take up your position at the rangefinder and give the phone talker your acknowledgement before divvying up the firing resposibilities. You order a ranging shot from #3 Turret. It misses by what you guestimate to be 2000 yards. You order another shot from #3. This one hits aft on the fantail and detonates immediately, smokey shrapnel flying about from the hit. Since you’re actually seeing it, it must have detonated outside the hull, but still. A hit’s a hit.
   You order ladder fire starting with #3 turret’s last barrel. The shell arcs and lands gingerly on the deck before exploding into magical fire. The deck is consumed in flames. You see the next 2 capital ships arrive just behind the Alamatsu Hera.

Your targets are as follows:
  • Dobrist Hera at 82P Degrees at 30500 Yards
  • Fruant Hera at 86P Degrees at 30300 Yards
  • Alamatsu Hera at 85P Degrees at 30080 Yards
  • DD-4 at 96P Degrees at 29930 Yards
  • DD-3 at 80P Degrees at 29755  Yards
  • DD-1 at 85P Degrees at 29550 Yards
  • DD-2 at 104P Degrees at 29330Yards
  • DD-5 at 70P Degrees at 29150 Yards

Spoiler: LTJG Sorn (click to show/hide)


Logged
Monster stowage inventory running low. Starting #2 Monster Pump, filling #4 Monster tank, via #2a Demonizer.

Maximum Spin

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Re: Battleship: HMS Invincible
« Reply #51 on: September 20, 2023, 07:12:07 pm »

More shoots, more fire. Whenever the shells get here. If they don't get here, try a litany of speed up the fucking elevators instead.
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Stirk

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Re: Battleship: HMS Invincible
« Reply #52 on: September 20, 2023, 09:11:52 pm »

Question the decisions that led me to this point.

First step is investigation, is there anything that might get me killed nearby? Live wires? Unexploded ordnance?
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The Canadian kitten

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Re: Battleship: HMS Invincible
« Reply #53 on: September 20, 2023, 09:27:04 pm »

Wait for next patients, hopefully non that will die the instant i touch them
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King Zultan

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Re: Battleship: HMS Invincible (Enemy in Sight)
« Reply #54 on: September 21, 2023, 03:09:55 am »

Go to the second battery and ready the ammo carrier.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Vivalas

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Re: Battleship: HMS Invincible (Enemy in Sight)
« Reply #55 on: September 22, 2023, 04:08:29 pm »

Send my regards via the phone talker to the sorcerers in Turret #3 and then open full broadside on the Hera. Might as well make sure she goes down, we can focus on the other larger ships afterwards.
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
- Charles Babbage

The Imperial Question | Stranded Among Stars

Sosoku234

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Re: Battleship: HMS Invincible
« Reply #56 on: September 22, 2023, 09:22:51 pm »

TURN 9




   The planes halt their attack runs, having to deal with Denkolesian fighter support. Cantolian fighters will likely be on their way to deal with the interlopers. The ship's AA still blazes, damaging planes left right and center. The Alamatsu Hera continues to steam ahead, beginning a turn towards the Invincible. The Fruant Hera and Dobrist Hera both fire ranging shots. One detonates forward against the Fo'c'sle. The other flies past the ship.
   The Dobrist Hera fires another ranging shot. HIT! The shell detonates outside the hull. The Dobrist fires her full salvo of 8 guns. There's an explosion on the deck of the Dobrist. Most of the shells splash the water around the Invincible. One hits, though it ricochets off the hull and down to Davy Jones' Locker.
   The Fruant Hera opens up a full salvo of most of the remaining guns. One gun fails to fire. Of the guns to fire, only one hits. An explosion rocks the ship as it detonates inside the hull.




More shoots, more fire. Whenever the shells get here. If they don't get here, try a litany of speed up the fucking elevators instead.

   An explosion roars just outside the turret. [9] You are staggered and the rest of the turret's crew is also similarly rattled.
   Another explosion occurs in the ship! [17] You are mostly unaffected by it.
   You await the loading of the next shell. As though finally sensing that the battle is on right gun decides to send the next round up to the power piston. The propellent gets loaded after that and the breech is closed. Not wanting to deal with bullshit loading times, you say an incantation to speed things up. [12+1=13 vs 13] You manage to ensure that even if the elevators don't act snappily, they will at least be faster than the turn of the next century. The middle gun loads as well makes ready to fire again. [2/3] The left gun still needs a moment to think. You get the order to fire at will at Alamatsu Hera.
   [4][1+1=2 vs 18] Instead of sending fire from right gun to the enemy, you instead accidentally ignite the propellent. Right gun fires with a thump, the shell splashing a couple hundred yards away. The gun was fired before it was properly locked, knocking it out of commission until it can be fixed.
   [19][18+1=19 vs 18] You once more superheat the middle round with your fury. It flies true and straight. It hits the Fantail of the Alamatsu Hera, on the very last bit of decking. Jets of smoke and flames erupt from inside the battlecruiser's fantail. At least one flaming sailor is seen jumping overboard in an attempt to put out the flames.
   The phone crackles to life as an announcement from the bridge comes down. "#3 Turret. Bridge. From Central Rangefinder: 'Good shit, boys. Keep that fire going!'" The order then goes out to the rest of the ship to open fire. You witness the magazine detonations on the Alamatsu Hera.

Spoiler: ENS Chadwick (click to show/hide)



Wait for next patients, hopefully non that will die the instant i touch them

   You wait. And you wait. Another group enters. Three sailors, all injured in some form or fashion.
  • One with a broken arm, compound fracture
  • One with serious burns
  • One with a hastily bandaged midsection.

((I'd like to see more detailed treatment attempts for this group. Even if it's not quite right (like packing sand into the wounds or some shit like that)))

Spoiler: HMSN Johnson (click to show/hide)



Question the decisions that led me to this point.

First step is investigation, is there anything that might get me killed nearby? Live wires? Unexploded ordnance?

   [9] There's an explosion up topside. You are staggered, but otherwise fine.
   [17] You've never quite considered yourself a truly lucky man. However. You hear a shell punch through the hull and detonate just under the room forward of you. You are left fine, as are the rest of the educting team.
   You do some quick investigation. [5+1=6] You notice that the next room is flooding, but the room you're in is not. You also notice that you have an eductor. Your search for potential live wires goes about as well as the room investigation. As does the hunt for UXO.
   [17] Luckily, someone on your team knows what he's doing as the accessman knocks on the wall with a dogging wrench and determines that the next compartment has five feet of standing water in it.

Spoiler: DCFN Jones (click to show/hide)



Go to the second battery and ready the ammo carrier.


   You give a nod to chief and then run off to load the ammo for the secondary battery. As per ship's doctrine, you load 75% HE and 25% AP. You then step aboard the elevator and get elevated up to the secondary gun battery on the port side. The guns are manned and all the gunners are standing silently waiting for the order to sink a small ship. There's 34 secondary guns down here on this deck, 17 per side. Several of the guns have crew members missing. Your job of bringing ammo to the deck is complete. Once it gets depleted, you'll need to go back down to get it refilled.

Spoiler: GMSN Goldstine (click to show/hide)



Send my regards via the phone talker to the sorcerers in Turret #3 and then open full broadside on the Hera. Might as well make sure she goes down, we can focus on the other larger ships afterwards.

   You send down your regards to #3 Turret. You order the full broadside while you still can. The guns roar their defiance to be killed by the Cantolian dogs. #4 Turret experiences a misfire and needs to be reloaded. There are six hits!
   [20] One hits the aftmost turret dead on. Initially nothing happens. Then an earth shattering boom occurs. The ship leaps up before cracking and splitting. Her stern, having just been severed slides soundlessly into the ocean.
   [16] The next penetrates the lower superstructure. A few seconds later black smoke issues from the hole and several hatches.
   [16] The next one penetrates just outboard and forward of the previous at the waterline. No other damage reported from that shot.
   [15] The next one hits the enemy Fo'c'sle, but does not penetrate.
   [16] The next one hits just outboard of #1 Gun on the starboard side. It appears to do no damage.
   [17] The last one hits just outboard and port of #2 Gun. Another earth shattering explosion occurs as you hit her forward magazine as well.
   The Alamatsu Hera begins to sink, her crew starting to abandon ship.

Your targets are as follows:
  • Dobrist Hera at 82P Degrees at 30000 Yards
  • Fruant Hera at 86P Degrees at 29800 Yards
  • Alamatsu Hera at 85P Degrees at 29950 Yards (SINKING)
  • DD-4 at 96P Degrees at 29430 Yards
  • DD-3 at 80P Degrees at 29255  Yards
  • DD-1 at 85P Degrees at 29050 Yards
  • DD-2 at 104P Degrees at 28830Yards
  • DD-5 at 70P Degrees at 28650 Yards

Spoiler: LTJG Sorn (click to show/hide)



((God damn you rolled too well. If the enemy keeps rolling like shit, you might not have much of a fight left.))
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King Zultan

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Re: Battleship: HMS Invincible (Enemy in Sight)
« Reply #57 on: September 23, 2023, 05:20:22 am »

Wait for the ammo I brought to be depleted then go and get more.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Stirk

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Re: Battleship: HMS Invincible (Enemy in Sight)
« Reply #58 on: September 23, 2023, 08:09:24 am »

Support the guy who knows what he's doing. That seems like the best course of action.
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This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Maximum Spin

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Re: Battleship: HMS Invincible (Enemy in Sight)
« Reply #59 on: September 23, 2023, 11:34:03 pm »

Fire at the Fruant. Contemplate to myself about who named these things. Do this next one with ice instead of fire, just to try it out.

Also, whose job is it to fix this gun? Do we have a GM around here? Verbally give the order to get a GM on that if necessary. I'm too busy shooting.
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