SDN World 3 Commentary Thread II

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Lonestar
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Re: SDN World 3 Commentary Thread II

Post by Lonestar »

Siege wrote:Well, since Karmic was apparently insane enough to have his entire fleet include not a single bloody battleship, and I don't feel like spending much effort editing my previous post concerning the warships, I hereby amend said last IC post on the subject of the Dutch fleet to include no BBs, every single CA and every single predreadnought (the pantserschepen). These ships will make best speed for the Dutch colonies in Western Africa -- but since the orders are top-secret you probably won't know that for a while (for all you know they've been ordered to make a suicide dash into the English channel, after all).

Remember the PM I sent you the other day? The message was transmitted by a Commerce Raider that arrived off Mombasa ahead of the rest of Force R. There's no way the GDN wouldn't see the East African fleet leaving. Prepare for them to be hunted down!
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Re: SDN World 3 Commentary Thread II

Post by Thanas »

Siege wrote:Well, since Karmic was apparently insane enough to have his entire fleet include not a single bloody battleship, and I don't feel like spending much effort editing my previous post concerning the warships, I hereby amend said last IC post on the subject of the Dutch fleet to include no BBs, every single CA and every single predreadnought (the pantserschepen). These ships will make best speed for the Dutch colonies in Western Africa -- but since the orders are top-secret you probably won't know that for a while (for all you know they've been ordered to make a suicide dash into the English channel, after all).
I do have 70 aircraft conducting recon in the sea, so I know they will be headed that way. However, as my BBs are still in somaliland, I cannot intercept them (until they get too close to sea).

And Karmic does have a few battleships, one in Darwin. However, I question how you will have it get there without the ability to refuel. In fact, I question how the entire fleet is going to get there without refueling. For example, most of his destroyers only have a range of 2700 nm - which is much too little to get to western africa.
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Re: SDN World 3 Commentary Thread II

Post by Thanas »

TimothyC wrote:Thanas - We need two mods and an observer to do do die rolls, and I'm working second shift for a few days here. Right now I haven't seen Rogue in a few days, and Steve is asleep, so we will get to it when we can.
Guys, not to be majorily nitpicky, but I wonder why Wilkens rolls already got processed when mine are still waiting, including one particularly critical roll I had PM'd to you several days ago.
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Re: SDN World 3 Commentary Thread II

Post by Lonestar »

Thanas wrote:
I do have 70 aircraft conducting recon in the sea, so I know they will be headed that way. However, as my BBs are still in somaliland, I cannot intercept them (until they get too close to sea).
Don't worry, Force R has the Galen Tyrol and Tiger which by themselves should be able to overtake and initate violence against Kenyan squadron with little worry. I'm not even counting the 40 planes on the Archangel, the Theobald, and the hangers-ons that can be detached from screening Battle Squadron 1.
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Re: SDN World 3 Commentary Thread II

Post by Steve »

Thanas wrote:
TimothyC wrote:Thanas - We need two mods and an observer to do do die rolls, and I'm working second shift for a few days here. Right now I haven't seen Rogue in a few days, and Steve is asleep, so we will get to it when we can.
Guys, not to be majorily nitpicky, but I wonder why Wilkens rolls already got processed when mine are still waiting, including one particularly critical roll I had PM'd to you several days ago.
Oh, sorry. I was so exhausted from my inability to sleep early Sunday that I didn't PM you, and I guess Rogue forgot to after saying he would. *grumbles*

Session Start (sbbigsteve:awesomepeopleonly): Sun Dec 13 04:32:03 2009
[04:32] sbbigsteve: ok.
[04:32] sbbigsteve: I'm here.
[04:32] MGillis123: Now the party can start.
[04:34] AIIFHarbinger: *presses a button and booze pops out of secret cabinets, and a wall slides out revealing a hidden platform with both women and men writhing around several brass poles*
[04:35] AIIFHarbinger: *presses another button and the chat room is filled with a rhythmic 'untz untz untz' beat*
[04:37] sbbigsteve: Okay.
[04:38] sbbigsteve: We need to roll for Thanas' operations.
[04:38] sbbigsteve: Rogue, you decide success thresholds
[04:38] sbbigsteve: Ben, you're here to, well, witness. :-)
[04:38] AIIFHarbinger: sure
[04:38] sbbigsteve: "In the continuing war, I'll need the following roll to be made for the night:

A night attack on the first railroad bridge that is left standing (the one near the Waal River) by 1 Pioneer brigade and one Sturmtruppen brigade. Remember that german troops were leading in night attack doctrines. There should be light oppositions. the best he could probably do is to have a few reservists, hastily mobilized in the area, maybe a few cavalry companies. As the railroad was damaged, but could be repaired in a few hours, I am betting that his people have not been able to do so in 7 hours, at least not enough to allow the tranport of armored vehicles.

However, the troops sent have marched all day, so they will be exhausted.

So I leave it to you to decide."
[04:39] MGillis123: MGillis123 rolled 2 6-sided dice: 5 1
[04:40] MGillis123: Well, that works. A middle-of-the-road roll, and the troops have marched all day, thus limited success.
[04:42] sbbigsteve: Okay
[04:43] sbbigsteve: He PMed you his Day 2 ops.
[04:46] MGillis123: So I guess we'd do multiple rolls for each of his Groups I suppose.
[04:46] sbbigsteve: Sure.
[04:46] sbbigsteve: Remember he conceded a slower advance speed, i think before this PM.
[04:47] sbbigsteve:
North (Yellow):
Opposition: None except hastily mobilized reservists who are probably still panicked or something. General attack to shift the frontline forward. No distance greater than 15 miles captured.
[04:48] MGillis123: MGillis123 rolled 2 6-sided dice: 1 2
[04:49] MGillis123: Hmm...Exceptionally fierce resistence as their backs are essentially against the wall?
[04:50] MGillis123: Or else foul ups in the chain of command and/or logistics resulting in a lesser advance.
[04:50] sbbigsteve: Works
[04:50] sbbigsteve: Still, I'd say maybe only 10 miles.
[04:50] sbbigsteve: Against minor resistance even a poor roll should still do okay.
[04:51] sbbigsteve: Maybe have some Dutch sappers amongst the reservists who successfully blow a bridge or something.
[04:51] MGillis123: Yep. Maybe some pockets of locally heavy fighting resulted in some (but not widespread) heavier than expected casualties.
[04:54] MGillis123: Center (Green):
Groups 6+7 start besieging Zwolle, artillery is set up, pioniere und sturmtruppen start the first mining, no general attack yet
Opposition in Zwolle: Entire army group Holland of Siege.
Groups 8+7 push forward past Deventer
[04:57] sbbigsteve: Test
[04:59] MGillis123: It worked?
[05:00] sbbigsteve: Thought my net was going out.
[05:00] sbbigsteve: I want to try to sleep again in a minute. Can we get on with the rolling?
[05:00] MGillis123: I thought you were gonna roll, but I'll do 'em all, sure.
[05:01] MGillis123: MGillis123 rolled 2 6-sided dice: 4 2
[05:05] MGillis123: Eh, let's just do the rolls and send the raw results in a 3-way PM between myself, you and Timothy and we can work out what it means from there. So...moving on:
South (Pink):

Groups 1+2 join forces and push towards Nijkerk. The distance is 15 miles for Group 1 and 30 miles for Group 2. Should be dooable with pureply motorized forces.

Group 3 is split up as indicated on the map.
Group 4 pressing forward, used with Group 5 to flank the Peel Raam position. while the army of the rhine continues its attack.
[05:06] MGillis123: MGillis123 rolled 2 6-sided dice: 2 5
[05:06] sbbigsteve: Please hurry, my eyes are dropping shut.
[05:06] AIIFHarbinger: mmm witnessing is fun
[05:06] MGillis123: Air force:
1. Heavy bomber attacks against the railroad from Zwolle to Amersfort to prevent his forces from escaping.
[05:06] MGillis123: MGillis123 rolled 2 6-sided dice: 1 3
[05:06] MGillis123: 2. bomber attack on the railroads from Rotterdam to the front to prevent his marine divisions from going forward.
[05:06] MGillis123: MGillis123 rolled 2 6-sided dice: 3 1
[05:06] MGillis123: Colonial theater:
1. Bali:
Seaplane spotting to find the remaining 12 destroyers of the Bali force. If found, engagement with my battleline. The dutch should have little fuel left and I have got 20+ planes with which to search the area. If the search is not succesful, my battleline at bali will make for timor.
[05:06] MGillis123: MGillis123 rolled 2 6-sided dice: 6 6
[05:07] MGillis123: Poor little DDs...
[05:07] MGillis123: Alright, I'll bundle it up and send off a PM.
[05:09] sbbigsteve: Thanks.
[05:09] sbbigsteve: I'm going to return to bed, try to get more sleep.
[05:09] sbbigsteve: G'night.
Session Close (awesomepeopleonly): Sun Dec 13 05:09:54 2009
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Re: SDN World 3 Commentary Thread II

Post by Norade »

I just realized that due to their weight and specifications my fleet is based more on the K-class Submarines than the Type 47. I also realize that my design has less range and speed, and thus I'm assuming more resources were given to safety and armament over speed and range in my design. I only mention this because of the way submarine warfare will be used by my nation now.
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Re: SDN World 3 Commentary Thread II

Post by Norade »

One question, how fast is the pace of the fleet? I only ask because of the different cruise speeds of much of the fleet's elements.

All surface ships can cruise at at least 10 knots, however that means the submarines won't have the range to make the trip. That would require the fleet to steam at 7.5 knots assuming that the H-class Group 3 was used, if they weren't the submarine screen has to stay behind or simply run empty along the way as Groups 1 and 2 had at best 1,600nm range and this is a 2,600nm trip. As we already know their is no Dutch destroyer that can make the trip.
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Re: SDN World 3 Commentary Thread II

Post by Steve »

Siege, your post is conditional upon the acceptance of Karmic given he posted yesterday and informed us of his illness. That said, Karmic, you may want to accept if just to keep your avatar Mr. Michaels around and to consider the ability to post as a government-in-exile or, alternatively, one ruling Kenya and other African holdings that survive due to local support.
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Re: SDN World 3 Commentary Thread II

Post by TimothyC »

HPCA's Chris observed the rolls with Steve and I conducting them
(15:18:51) Chris (HPCA) entered the room.
(15:18:59) Timothy: Thank you chris
(15:18:59) Chris (HPCA): Alright, will observe.
(15:19:15) Timothy: Merci
(15:19:37) Timothy: Theobald sounds alarm of attempt of Dutch vessels to flee Mombasa. Vice Admiral Runnels Detaches several ships to pursue at best speed. Ship names and Max Speed:

Galen Tyrol: 30kts. Fast BB 9 15in guns
Tiger: 28 kts. BC. 8 13.5in
Theobald: 27kts. Commerce Raider. 6 12in
Marienburg30kts. CL. 8 in
3 M1925 DDs.: 30kts

In addition Archangel Carrier Wing tracks and harries Dutch fleet. 40 planes. 15 Pursuit yype(Manchu F-2) 25 light bomber/torpedo bomber type(Manchu Q-2).

Request a roll ro something for pursuit and battle.
(15:21:38) Chris (HPCA): Okay.
(15:22:01) Timothy: Kamic has 3 County BBs, 5 V destroyers, and 10 Wolf Destroyers
(15:22:32) Timothy: Wolf has a top speed of 30 knots
(15:22:44) Chris (HPCA): Far too many destroyers to wisely operate out there.
(15:23:19) Timothy: V class has a top speed of 34
(15:25:41) Timothy: And the County class looks to acually be a Cruiser with a top speed of 31.5
(15:26:37) Chris (HPCA) left the room.
(15:26:39) Timothy: Lonestar has a commerce raider off of the coast, so he needs a roll of 3 to detect the fleet leaving
(15:27:28) Chris (HPCA) entered the room.
(15:30:45) Timothy: Lone Star has a commerce raider off of the coast, so he only needs a 3 out of 12 to detect the fleet leaving. If he finds it, due to the lower speed he needs a roll of say 6 to catch them. If he catches them, then he needs to fight them. In this case, I would say, due to the firepower advantage he has, 2 is they escape/do damage to him, 4 is light damage to both, up to 12 where lonestar sinks most of Karmic's ships.
(15:31:42) Timothy: Steve, do you aprove?
(15:38:30) Steve: Karmic fucked up his OrBats.
(15:38:41) Steve: The County is sometimes listed as a Monmouth AC.
(15:38:55) Steve: And no, I don't agree, though remember I recused myself from this conflict.
(15:39:12) Steve: Remember that Siege had the ships leaving at night.
(15:39:17) Steve: With minimal to no running lights.
(15:39:45) Steve: More importantly, I want to implement Norade's counter-rolling idea.
(15:41:57) Timothy: O
(15:41:58) Timothy: k
(15:42:20) Timothy: How would you implement the detection and counter-rolls
(15:43:57) Timothy: I've only ever GMed one game before and it didn't have any rolling
(15:46:18) Timothy: The Monmouth class tops out at 24 knots
(15:46:37) Steve: I would have a roll for Siege to successfully withdraw from Mombasa at night in the fashion he chose without collisions.
(15:46:57) Steve: Then I'd have a roll for Lonestar to detect him, with a counter-roll for Siege to prevent that.
(15:47:08) Steve: Finally, if successful for Lonestar, a roll to determine outcome of the battle.
(15:47:31) Chris (HPCA): How do you have a counter-roll to prevent discovery?
(15:47:40) Chris (HPCA): It doesn't make any sense.
(15:48:35) Steve: Not a physical prevention, but rather to prevent just one case of hot dice from making conflicts or battles one-sided.
(15:48:47) Chris (HPCA): Either the initial disguise/preparations work, or they don't. Even if they shoot up the discovering plane or ship, their cover is still blown.
(15:48:50) Steve: Norade suggested it last night after we posted the results of Wilkens' opening attack into Panama.
(15:49:30) Chris (HPCA): Shifts the balance of advantage heavily to the defender.
(15:49:48) Steve: In what way?
(15:50:40) Chris (HPCA): First the attack has to have a successful enough score to merit a second roll of the dice. Then the defender has another opportunity at equal odds to block his progress.
(15:51:02) Timothy: Chris has a point
(15:51:06) Chris (HPCA): Basically you double the odds against any given outcome by rolling twice.
(15:51:25) Chris (HPCA): But since the defender only has to get lucky once...
(15:51:34) Steve: Well, Timothy, as I've recused myself from the Dutch conflict I'll let you make the call.
(15:51:38) Steve: One set of rolls or two.
(15:51:48) Steve: I mean, no counter-rolling allowed.
(15:53:46) Timothy: I think Chris is right
(15:53:51) Timothy: In this case
(15:57:04) Timothy: Roll 1 - Fleet escaping from harbor needs a 4 for success
(15:57:37) Timothy: Roll 2 - Detection, needs a 6 for success
(15:58:26) Steve: I would contest the 6 for success.
(15:58:32) Steve: As it is night time, not daytime.
(15:58:43) Steve: Should be no less than 8.
(15:59:09) Timothy: Roll 3 - Combat, needs a 7 to destroy the fleet, 11 to capture
(15:59:24) Timothy: Lonestar has a ship just outside of the harbor
(15:59:40) Steve: It's still nighttime.
(15:59:46) Timothy: Make it a 7 then?
(15:59:49) Steve: With minimal running lights.
(15:59:53) Steve: If you insist.
(16:00:04) Timothy: Ok
(16:00:06) Steve: That's the entire reason I proposed the role for departure.
(16:00:19) Steve: As departing at night in such conditions runs the risk of collision.
(16:00:43) Timothy: Good point.
(16:01:08) Timothy: I still don't want to make it to high due to the speed difference
(16:01:17) Timothy: So I'll go with 7
(16:01:31) Timothy: nerd359 rolled 2 6-sided dice: 2 3
(16:01:48) Timothy: Fleet escapes harbor
(16:01:56) Timothy: nerd359 rolled 2 6-sided dice: 6 6
(16:02:48) Timothy: 12 triggers a counter roll, 8 needed to avoid detection
(16:02:52) Timothy: nerd359 rolled 2 6-sided dice: 5 2
(16:03:04) Timothy: Dutch fleet is detected
(16:03:09) Timothy: nerd359 rolled 2 6-sided dice: 2 2
(16:03:41) Timothy: Dutch fleet takes damage, but is able to escape (mostly)
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Re: SDN World 3 Commentary Thread II

Post by CmdrWilkens »

Steve wrote:Once again.... when you mobilize for war you do not have to activate reserves in the same way you do during peacetime. Peacetime activation is to make them standing units, which requires training and thus consumes material. When you mobilize for war you're just activating them for combat and they go straight to the barracks and railroads for deployment.
Like with Thanas I'm not going to edit my queue as I figure the IBP expenditure would appropriately simulate a purchase of equipment sufficient to allow me to then downgrade my units with all new items (thus making them faster to activate in the next war) and also allow for the recruitment and training costs of replacement personnel. Its mostly that I'm hoping to not have to run this war for more than a year before a solution can be found and that means not putting lots of long lead items in the queue. If things appear to be changing then I might edit the point distribution but that will have to wait until at least a round or two of fighting occurs.

Ryan Thunder wrote:
CmdrWilkens wrote:In other words your fort can engage the troops or the fleet and maybe hold off one or the other but not both at the same time. I accounted for your fort and with a 10 roll my troops would be ashore under even the most murderous fire.
Goddamn it. The whole point of that fortress was to make an assault on the canal unreasonably difficult.

But of course you have utter naval superiority and just happily bypass it.

Hey, mods, I'm not getting my points worth out of my navy because I followed the advice of a certain idiot. I will redesign my monitors with 350 mm guns and post the updated designs shortly.

Is this acceptable?
I'd support this if I can ditch some of my old BBs in exchange for greater DD and CL numbers. My fleet was designed to be able to engage that speculative monster ship of yours or Brazil's heavy units. Since you ended up not producing them it changes the calculus on my part and I'd probably drop four or so of my old 1909/1921 version BBs in favor of a heavy DD and CL screen. So if you are post dating the Valiente I'd support that if I can post date some extra DDs and CLs.
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Re: SDN World 3 Commentary Thread II

Post by Lascaris »

Steve wrote:
As for Wilkens, he had hot dice. I mean, seriously, aside from the Day 1 landing he didn't roll anything less than an 8, and he rolled 2 10s and a 9. It's simply the Mexican Army being enormously successful, and doesn't necessarily mean Ryan's forces won't inflict losses here and there, just that they were overwhelmed and forced back. If Ryan has hot dice - Ryan, if you have AIM I'm sbbigsteve, we can get you into a chatroom to roll for your responses' success, if not you can designate someone to roll for you or allow the mods to do it - he'll get the same benefit.
Well as a friend in another game put it the generation of random numbers is too important to be left to chance. While I suppose that my own methodology of just applying Lanchester's square law per battles may not be that acceptable I do think that die rolls should be kept at an absolute minimum.
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Re: SDN World 3 Commentary Thread II

Post by RogueIce »

Steve wrote:Oh, sorry. I was so exhausted from my inability to sleep early Sunday that I didn't PM you, and I guess Rogue forgot to after saying he would. *grumbles*
Hey, all I said was that I'd PM them to us and we'd assign some kind of value to the numbers. But be that as it may, I'll just give a quickie determination and let Thanas fluff it out:
Session Start (sbbigsteve:awesomepeopleonly): Sun Dec 13 04:32:03 2009
[04:32] sbbigsteve: ok.
[04:38] sbbigsteve: "In the continuing war, I'll need the following roll to be made for the night:

A night attack on the first railroad bridge that is left standing (the one near the Waal River) by 1 Pioneer brigade and one Sturmtruppen brigade. Remember that german troops were leading in night attack doctrines. There should be light oppositions. the best he could probably do is to have a few reservists, hastily mobilized in the area, maybe a few cavalry companies. As the railroad was damaged, but could be repaired in a few hours, I am betting that his people have not been able to do so in 7 hours, at least not enough to allow the tranport of armored vehicles.

However, the troops sent have marched all day, so they will be exhausted.

So I leave it to you to decide."
[04:39] RogueIce: RogueIce rolled 2 6-sided dice: 5 1
[04:40] RogueIce: Well, that works. A middle-of-the-road roll, and the troops have marched all day, thus limited success.
Pretty much what it says right there. Probably that you took the objective, but whatever defenders he had could flee because your troops were too exhausted to pursue.
[04:47] sbbigsteve:
North (Yellow):
Opposition: None except hastily mobilized reservists who are probably still panicked or something. General attack to shift the frontline forward. No distance greater than 15 miles captured.
[04:48] RogueIce: RogueIce rolled 2 6-sided dice: 1 2
[04:50] RogueIce: Or else foul ups in the chain of command and/or logistics resulting in a lesser advance.
[04:50] sbbigsteve: Works
[04:50] sbbigsteve: Still, I'd say maybe only 10 miles.
[04:50] sbbigsteve: Against minor resistance even a poor roll should still do okay.
That pretty well sums to up.
[04:54] RogueIce: Center (Green):
Groups 6+7 start besieging Zwolle, artillery is set up, pioniere und sturmtruppen start the first mining, no general attack yet
Opposition in Zwolle: Entire army group Holland of Siege.
Groups 8+7 push forward past Deventer
[05:01] RogueIce: RogueIce rolled 2 6-sided dice: 4 2
Again, average results. I'm not 100% sure what your objectives were here, though. Maybe they didn't get that far past Deventer? It took awhile to set up the siege? I dunno. Again, no failures, but pretty much an "average" achievement in whatever your goals were.
South (Pink):

Groups 1+2 join forces and push towards Nijkerk. The distance is 15 miles for Group 1 and 30 miles for Group 2. Should be dooable with pureply motorized forces.

Group 3 is split up as indicated on the map.
Group 4 pressing forward, used with Group 5 to flank the Peel Raam position. while the army of the rhine continues its attack.
[05:06] RogueIce: RogueIce rolled 2 6-sided dice: 2 5
Still kinda average, but a little over. I'd say general success.
Air force:
1. Heavy bomber attacks against the railroad from Zwolle to Amersfort to prevent his forces from escaping.
[05:06] RogueIce: RogueIce rolled 2 6-sided dice: 1 3
2. bomber attack on the railroads from Rotterdam to the front to prevent his marine divisions from going forward.
[05:06] RogueIce: RogueIce rolled 2 6-sided dice: 3 1
They're both a 4, so less than average. I'd wager you scored hits and did some damage, but not extensive. Probably a few days to a week to repair.
Colonial theater:
1. Bali:
Seaplane spotting to find the remaining 12 destroyers of the Bali force. If found, engagement with my battleline. The dutch should have little fuel left and I have got 20+ planes with which to search the area. If the search is not succesful, my battleline at bali will make for timor.
[05:06] RogueIce: RogueIce rolled 2 6-sided dice: 6 6
[05:07] RogueIce: Poor little DDs...
A 12. I'd say you can kiss those all of those DDs goodbye. Unless you want to be nice and let one escape. But that's up to you.

Such is my general rulings. Feedback from my fellows mods appreciated.

EDIT: Those were the ones I gleaned from your PMs. If I missed something (it was late at night, as the time stamps show) let us know.
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Re: SDN World 3 Commentary Thread II

Post by Akhlut »

Mongolia will not stand for war on Afghanistan! Mainly because we think Shepistan will try to enslave our horsemen brothers in all the Soviet -stan states. :P
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Re: SDN World 3 Commentary Thread II

Post by Ryan Thunder »

CmdrWilkens wrote:I'd support this if I can ditch some of my old BBs in exchange for greater DD and CL numbers. My fleet was designed to be able to engage that speculative monster ship of yours or Brazil's heavy units. Since you ended up not producing them it changes the calculus on my part and I'd probably drop four or so of my old 1909/1921 version BBs in favor of a heavy DD and CL screen. So if you are post dating the Valiente I'd support that if I can post date some extra DDs and CLs.
I suppose I could agree to that. It's only fair, after all.

I guess it just takes me back to square one anyway. XD
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Re: SDN World 3 Commentary Thread II

Post by Steve »

By mod vote of 2-1 the requested changes are disallowed. The Colombian monitors are not heavily-armed enough to pose a threat to the battle line of Mexico... but Mexico has an inferior screening force and the Colombian subs will thus be potent.
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Re: SDN World 3 Commentary Thread II

Post by TimothyC »

Wilkens, Ryan, by a vote of 2-1-0, your proposal to allow a change in the Orders of Battle is hereby rejected.

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Re: SDN World 3 Commentary Thread II

Post by Dark Hellion »

I would be perfectly happy to rejoin if someone could find it in their hears to help me make an OoB and contruction queue. Like I have made clear my knowledge of the 1920's is generally that you couldn't legally drink and the U.S. had retards for presidents. I know pretty well I am not well qualified to make it so if someone wants to either PM me or set up a chat I'd appreciate it.

Frankly though I am a bit disappointed about how things are going. I wanted to play because I thought I would get to RP some human interaction but I feel a lot more like I am watching a game of civilization.
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Re: SDN World 3 Commentary Thread II

Post by Steve »

Turns out that when you take away the nuclear sword of Damocles SDNers are a warmongering bunch... :P
I would be perfectly happy to rejoin if someone could find it in their hears to help me make an OoB and contruction queue. Like I have made clear my knowledge of the 1920's is generally that you couldn't legally drink and the U.S. had retards for presidents.
Honestly, you don't need that much knowledge of the 1920s. You have your points list; use that to determine your forces by the rules and in the fashion described by the Rules page on the SDN World Wiki. When specifying aircraft or ship models, just list the year the aircraft went into service or the ship was laid down and approximate historical counterparts will be considered. List brigades organized into divisions, corps, and Armies using other nations' OrBats as a basis.
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Re: SDN World 3 Commentary Thread II

Post by Coyote »

Dark Hellion wrote:I would be perfectly happy to rejoin if someone could find it in their hears to help me make an OoB and contruction queue. Like I have made clear my knowledge of the 1920's is generally that you couldn't legally drink and the U.S. had retards for presidents. I know pretty well I am not well qualified to make it so if someone wants to either PM me or set up a chat I'd appreciate it.
Considering it is just a game, then all the basic stuff you can find on the 1920's that can be dug up on Wikipedia would be sufficient. It's not like we're doing scholarly research here. :D
Frankly though I am a bit disappointed about how things are going. I wanted to play because I thought I would get to RP some human interaction but I feel a lot more like I am watching a game of civilization.
To be honest, me too. There's been some character roleplay by Thanas, Steve, myself and some here-and-there among others, but most of the action is "big strategy" stuff with a focus on the military and political. I personally am a character writer, more than a setting writer.
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Re: SDN World 3 Commentary Thread II

Post by Norseman »

Coyote wrote:
Dark Hellion wrote:Frankly though I am a bit disappointed about how things are going. I wanted to play because I thought I would get to RP some human interaction but I feel a lot more like I am watching a game of civilization.
To be honest, me too. There's been some character roleplay by Thanas, Steve, myself and some here-and-there among others, but most of the action is "big strategy" stuff with a focus on the military and political. I personally am a character writer, more than a setting writer.
I know, my big problem is that I want to write character defining stuff but... I can't really latch on to any one character before I suddenly need to react to some horrible emergency. Mind you if anyone is willing to co-author a post with me I'd appreciate it, I could have someone from the Yishuv coming to Brazil or vice-versa, or something like that. I really want to show off my alt-Brazil, but I can't quite get into the groove.
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Re: SDN World 3 Commentary Thread II

Post by CmdrWilkens »

Ma Deuce wrote:You've already made your bed, so I suggest you put those submarine cruisers of yours to maximum effective use against his trade and fleet units. Contrary to Wilkins' claims he will have no easy time hunting them down with only 29 destroyers (not that destroyers in this era can really "hunt down" submarines much at all), so that's one good card you have to play. Additionally, those Vindicator-class cruisers should make for some potent commerce raiders.
Being somewhat of a heads up this is still an era where prize rules are in effect. Nobody has yet found justification for an unrestricted submarine campaign and engaging in that in the middle of the Caribbean is just begging to start sinking neutral shipping like British, US, or Cascadian flagged vessels with some truly disastrous consequences (particularly if it were Cascadian in light of their recent events). If he engages in search and detention then he subjects himself to the possibility of rapidly overwhelming his sub's ability to engage ships (since prize rules require getting the crew to safety and lifeboats aren't safety unless within sight of land) AND detection by air since he has no air units to counter my available forces. So yes he can use those subs but its a tough call whether to use them against merchant shipping (see above) or taking on my fleet units (if he can surprise me then I don't have enough of a screen but I easily outpace his cruising speed).

The success of U-boats early in WW1 sinking British fleet units was tied to the static base position and even then it was mostly older and slower ships. He'd have a greater chance of hits by mining my fleet harbors but with elements already at sea and sufficient coverage to deter long range strikes on Veracruz he'd just be sinking a mixed bag of ships with equal likelyhood of hitting neutrals as mine. So its still hit or miss (though my ability to sink his ships as a counter is very limited so even an unsuccessful attack will likely leave him unscathed).



BTW Ryan I was assigning random numbers to your armies since I didn't have any more specific data than the 16th being spread between N Colombia, NE Venezuela, and Panama. Since you are designating the 180th as occupying Panama proper I'm going to bluntly state that those would be the troops I over-ran with the 102nd being the unit with 1 Corps in Panama and 1 corps on its way in. When we rolled it was based on 3 of your 6 available corps being in Panama so I'm changing the designation of the units attacked.
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Re: SDN World 3 Commentary Thread II

Post by Lascaris »

CmdrWilkens wrote: BTW Ryan I was assigning random numbers to your armies since I didn't have any more specific data than the 16th being spread between N Colombia, NE Venezuela, and Panama. Since you are designating the 180th as occupying Panama proper I'm going to bluntly state that those would be the troops I over-ran with the 102nd being the unit with 1 Corps in Panama and 1 corps on its way in. When we rolled it was based on 3 of your 6 available corps being in Panama so I'm changing the designation of the units attacked.
Well at a quick look at the map it is roughly 60km from sea to sea. 6 divisions would tie it shut. 12 would be an unmovable object. Add a sufficient mobile reserve behind and the first to establish a line will bleed the other side white.
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Re: SDN World 3 Commentary Thread II

Post by Ryan Thunder »

Questions:

What are the exact composition of the following Mexican units:
- Battlecruiser Fleet
- Heavy Cruiser Squadron
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Re: SDN World 3 Commentary Thread II

Post by Siege »

Do note: if the escaping ships of the Kenyan squadron cannot reach the Western African colonies in one go (which it would appear they cannot), they will refuel in South Africa if they are allowed to do so. If they are not, they will attempt to reach Angola to refuel there. If they cannot reach Angola or are not allowed to refuel there either, they will hole up in a South African harbour there or surrender to the South African (or Angolan) government. If that for some reason cannot be done they will scuttle their ships and head for the shoreline anyway. They are under strict instructions not surrender to the Germans, or to the French, or the Spanish, or the Grand Dominion, or Cascadia, under any circumstances whatsoever.

PS: Yes, that's right. No less than five imperial powers are making a grab for Union territories. You vultures!
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Re: SDN World 3 Commentary Thread II

Post by Steve »

Hey, Darwin is Cascadian by treaty right! The Dutch were damned squatters! :P

Anyway, I think Congo would take you in, I don't recall if Angola is Socialist-friendly or not. Laws mean that neutral ports would give 24 hour waiting times for refueling.

It's Karmic's fault for forgetting to quantify and place his destroyer tenders. :P
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