Re: SDN World 3 Commentary Thread II
Posted: 2009-12-17 05:32pm
DISNA?
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They do have every right...if they could somehow overcome the numbers game that allowed me to assemble (and still maintain) numeric superiority with Ryan even before engaging our reserves. Attack Costa Rica would require blunting my offensive, going over to the counter-attack, and overcoming the still formidable logistic limitations of having only a limited number of rail lines to supply and reinforce his troops.Lascaris wrote:Well if Spain can't protect the neutrality of its territory Colombia has every right to enter it too in response to Mexico doing so...Thanas wrote:Yeah, sure, demand of Spain that they bleed and lose their territory (which is pretty much guaranteed in the event of such a war) so you can be safe.
Could you retcon the RRA back into existence while you're at it? This viking helmet doesn't fit me right.Steve wrote:Oh, might as well say it now.
We've been too lazy to do this, or rather too occupied, but Shroom's decided not to play. So California's existence is retconned; Cascadia, Mexico, and I believe the USA will each be getting a piece.
So first problem...its 1 Fortress Division (the other is on the other side of the Peninsula and out of range by 40 or so miles) which means he has 6x 17.7" guns (or 1,680 shells) and 8x 13.7" guns (2,240 shells) but lets leave that aside (as well as the 18x 80mm guns) since those numbers are relatively close to what I'm going to calculate and talk about below:MKSheppard wrote:Battery Arizona at Pearl Harbor, which used a turret from the sunken Arizona (the other turret went to Battery Pennslyvania); had room for 280 rounds per gun stowage for ready use under protection.while Ft Sherman fires off all its heavy shells after a day or two of fighting.
So this comes down to:
3,360 rounds of 17.7" for 12 guns
4,480 rounds of 13.7" for 16 guns
Clearly you are confused. There are two battalions per regiment, which is below the standard I usually stick to, but frankly, 18 450L50 guns just seemed... obscene...CmdrWilkens wrote:So first problem...its 1 Fortress Division (the other is on the other side of the Peninsula and out of range by 40 or so miles) which means he has 6x 17.7" guns (or 1,680 shells) and 8x 13.7" guns (2,240 shells) but lets leave that aside (as well as the 18x 80mm guns) since those numbers are relatively close to what I'm going to calculate and talk about below:
Then there are more guns because I didn't know that, and refuse to be punished further for my lack of expertise on the subject. Accept that you can't win this one and let it go already.<snip>
From the wiki as of right now:Ryan Thunder wrote:Clearly you are confused. There are two battalions per regiment, which is below the standard I usually stick to, but frankly, 18 450L50 guns just seemed... obscene...CmdrWilkens wrote:So first problem...its 1 Fortress Division (the other is on the other side of the Peninsula and out of range by 40 or so miles) which means he has 6x 17.7" guns (or 1,680 shells) and 8x 13.7" guns (2,240 shells) but lets leave that aside (as well as the 18x 80mm guns) since those numbers are relatively close to what I'm going to calculate and talk about below:
Emphasis mine. You list a single Main Battery per coastal fortress division with 1 Battery of 2x3 and 2 batterys of 2x2Coastal Fortress Artillery Brigade
Headquarters Company
Brigade HQ Section
Company HQ Section
Supply Section
Food Service Section
Maintenance Section
Chemical Section
Communications Company
Medical Company
Support Battalion
Fortress Artillery Battalion
Headquarters Company
Battalion HQ Section
Company HQ Section
Fire Direction Section
Communications Section
Medical Platoon
Food Service Platoon[/b]
- Main Battery
- Battery HQ Section
Supply Section
Maintenance Section
Communications Section
Chemical Section
Firing Platoon
- Platoon HQ Section
Ammunition Section
2 × 3 × 450L50 emplacement
2 × Firing Platoon
- Platoon HQ Section
Ammunition Section
2 × 2 × 350L45 emplacement
Air Defense Battery
Battery HQ Section
Supply Section
Maintenance Section
Communications Section
Chemical Section
3 × Air Defense Platoon
Platoon HQ Section
Ammunition Section
3 × Air Defense Section
2 × 80L60 anti-aircraft emplacement
Fortress Weapons Company
Company HQ Section
Supply Section
Food Service Section
Communications Section
Chemical Section
6 × Weapons Platoon
Platoon HQ Section
Ammunition Section
3 × Weapons Squad
3 × Automatic Rifle Crew
Must be a typo. I usually pick the numbers before I work out the unit organization. In this case I suppose I must've worked it out in another window and then pasted it in.CmdrWilkens wrote:More specifically you list ONE Fortress Artillery BN with ONE Main Battery
Yours apparently.Ryan Thunder wrote:Must be a typo. I usually pick the numbers before I work out the unit organization. In this case I suppose I must've worked it out in another window and then pasted it in.CmdrWilkens wrote:More specifically you list ONE Fortress Artillery BN with ONE Main Battery
And what kind of brigade only has one business batallion in it anyway?
Sadly, the Mexican advance was too swift, and their obstacles were not extensive enough to require major work by Mexico to open the rails.
[00:20] sbbigsteve: Okay, Wilkens, we're rolling on your coast-wise advance. Honestly you'll advance far under no opposition, but a low roll indicates his rangers were able to do major damage.
[00:21] sbbigsteve: So the rails were mostly intact.
[00:21] nerd359: Ok
[00:21] dagorladsurvivor: I meant your SDN handle, but okay
[00:21] nerd359: Main roll
[00:21] cmdrwilkens: Its "// roll dice-3 sides-6" right?
[00:21] sbbigsteve: The brigade of rangers were forced to retreat by too speedy an advance by Mexican forces.
[00:21] nerd359: <IE real thing>
[00:21] sbbigsteve: .....oh, heh.
[00:21] sbbigsteve: Good luck for Ryan then.
[00:21] nerd359: nerd359 rolled 2 6-sided dice: 5 4
[00:22] nerd359: shit!
[00:22] sbbigsteve: Ryan dodges another bullet, since that was a good roll for 2d6.
[00:22] cmdrwilkens: one moment, baby duty
[00:22] nerd359: I was trying to show a roll, but I didn't put a space between the // and the roll
[00:23] sbbigsteve: It automatically rolls 2d6 unless you do as I just IMed.
[00:23] nerd359: nerd359 rolled 3 6-sided dice: 5 3 4
[00:23] nerd359: 12
[00:23] nerd359: /18
[00:23] nerd359: Slows Mexico down, but not much
[00:24] sbbigsteve: I'd say some rail damage.
[00:24] sbbigsteve: That's a decently high roll.
[00:24] sbbigsteve: Not super-high, but high.
The CL, sadly, suffered a fire and would be abandoned and sunk as a result. But the damaged BC limped back to port.
[00:29] sbbigsteve: Roll between 8-13 is one ship sinks fromd amage - if 10 or above, the CL sinks, if below, the BC sinks - and below 8 both ships sink.
[00:29] sbbigsteve: Somewhat high thresholds for keeping the ships intact, but torpedo damage is nothing to sneeze at.
[00:30] sbbigsteve: Any objections? I'll give a minute or so before the roll commences.
[00:30] cmdrwilkens: If they survived for the subs to withdraw I'd think the double sink shoudl be lower
[00:30] cmdrwilkens: The single sink level is fine
[00:31] sbbigsteve: I'll lower it to 6, but that's as far as I go; torp damage is torp damage.
[00:31] MarshalPurnell: Didn't establish a threshold for damage when they were hit?
[00:31] sbbigsteve: Generally, but we didn't roll for the damage, just for the general engagement, and Ryan only rolled 8 out of 18.
[00:31] MarshalPurnell: If they can get flooding under control and avoid a fire then even a heavy list can be survived.
[00:31] sbbigsteve: However, due to a complete lack of DDs in said force, even that low he got a torp into a capital vessel as well as hits and sinkings on the light cruisers.
[00:31] sbbigsteve: Well, that's what we're rolling for.
[00:32] cmdrwilkens: Fair enough by me, would that change the BC vs CL level for the single sink or keep it at 10?
[00:32] sbbigsteve: I'll let you keep the BC at a roll of 9. That's a 50/50 roll.
[00:32] MarshalPurnell: Generally if something as big as a BC survives being torpedoed the damage won't be severe enough to sink it later.
[00:32] MarshalPurnell: Unless a fire breaks out.
[00:32] MarshalPurnell: Though that applies to all ships.
[00:32] sbbigsteve: Hrm.
[00:33] cmdrwilkens: Cool, no further objections, a <9 roll means a fire did break out
[00:33] sbbigsteve: I'll let you keep the BC at 8.
[00:33] dagorladsurvivor: is anyone else thinking of the mittelmeerfdivision?
[00:33] dagorladsurvivor: BC+CL running away ;D
[00:33] cmdrwilkens: Good to go, lets roll (plenty more still to come)
[00:33] nerd359: nerd359 rolled 2 6-sided dice: 2 6
[00:33] dagorladsurvivor: (mittelmeerdivision, even)
[00:33] sbbigsteve: But a roll of 8 indicates a fire did break out and was contained, and so your ship is further damaged.
[00:33] nerd359: gah
[00:33] sbbigsteve: Heh.
[00:34] sbbigsteve: Miss a hyphen?
[00:34] sbbigsteve: //roll-dice 3-sided 6
[00:34] sbbigsteve: sbbigsteve rolled 3 6-sided dice: 4 1 2
[00:34] nerd359: nerd359 rolled 3 6-sided dice: 3 3 5
[00:34] sbbigsteve: Well, this is awkward.
[00:34] dagorladsurvivor: what was that roll for
[00:34] cmdrwilkens: So 11? The CL sinks? He has been doing the rolls
[00:34] sbbigsteve: You lose the CL.
[00:35] sbbigsteve: BC survives.
[00:35] dagorladsurvivor: glub glub glub
[00:35] sbbigsteve: We'll just average our rolls, BC still survives.
Neither side spotted the other.[00:55] sbbigsteve: 3-5 his subs spot your's, 6-8 they spot each other, 9-13 neither side spots the other, 14-18 you spot him but not vice versa.
[00:55] cmdrwilkens: sounds good to me
[00:56] MarshalPurnell: Submarines were basically torpedo boats that could submerge in a pinch.
[00:56] sbbigsteve: His force is bigger than your's so he's more likely to get spotted.
[00:56] sbbigsteve: (10 subs versus 20)
[00:56] sbbigsteve: Anyway, one minute for objections.
[00:56] dagorladsurvivor: I mean, this setting didn't have a proper full Great War and no atlantic convoy stuff so navy tech is basically 1914
[00:56] cmdrwilkens: Is he only going to detect the one strike or both?
[00:56] sbbigsteve: One.
[00:57] cmdrwilkens: Roll for each strike?
[00:57] MarshalPurnell: So they'd only submerge on approach to target, if they knew where the target was ahead of time, or dive to avoid attack.
[00:57] sbbigsteve: He has no subs out of Maracaibo.
[00:57] sbbigsteve: Just monitors and destroyers.
[00:57] cmdrwilkens: Oh damnit, your are right, so no subs comign from Caracas then
[00:57] cmdrwilkens: *coming
[00:58] nerd359: nerd359 rolled 3 6-sided dice: 5 3 5
[00:58] nerd359: 13
[00:58] sbbigsteve: Neither side spotted the other.
[00:58] dagorladsurvivor: you pass in the night
[00:58] nerd359: No spotting by either side
4 monitors were sunk, but one made it to the protection of the guns at Maracaibo.[01:05] cmdrwilkens: Since I can stay out of range and shell him at will the question is whether they can retreat under the guns fast enough
[01:05] nerd359: The monitors are limited in their movement
[01:05] sbbigsteve: Okay. 3-5 roll, you only damage ships, your gunners went to the Gunner's Mate 1st Class Phillip Asshole School of Shooting.
[01:07] sbbigsteve: Actuallly, just a roll of 3 for that utter failure.
[01:07] cmdrwilkens: Well give him 3-4, my ships have never seen combat before so maybe there is an overzealous idiot in FC
[01:08] cmdrwilkens: who I hven't sacked yet because I didn't know he was excitable in battle
[01:08] sbbigsteve: 5-6, you get one monitor, damage the others. 7-8, you sink two monitors, damage the others. 8-9 you sink three. 10-12, you sink 4. 13 and up, you wipe him out.
[01:08] sbbigsteve: Then we'll roll on if he got lucky and damage you.
[01:08] sbbigsteve: *damaged
[01:08] sbbigsteve: Timothy?
[01:08] cmdrwilkens: Okay
[01:08] nerd359: nerd359 rolled 3 6-sided dice: 2 2 6
[01:08] nerd359: 10
[01:08] nerd359: 4 sunk
[01:08] sbbigsteve: 4 sunk.
[01:09] sbbigsteve: 5th damaged, but it got far enough south.
Sadly, that didn't happen.[01:14] nerd359: nerd359 rolled 3 6-sided dice: 1 5 5
[01:14] sbbigsteve: Anyway, let's speed this up. You roll 3, you lost a cruiser that got too close to his monitors. Roll 4-5, you lost a destroyer. Roll from 6-9, damage to a destroyer. Anything higher, nothing.
[01:14] sbbigsteve: 11, no damage.
[01:14] sbbigsteve: Complete domination.
Minor success.[01:18] sbbigsteve: 5 monitors, 5 cruisers, 10 subs.
[01:20] sbbigsteve: I'd say a roll of 3 means you loose 2 subs that got ambushed by one of his or because it got too close to a surface vessel while surfaced or near-surfaced. 4-5 you lose one sub. 6-8 you lose none, torpedo 1-2 ships. 9-11 torpedo 3-4. 12-14 you torpedo 5-6. 15+ you torpedo one more ship for every level, meaning 9 in all.
[01:20] sbbigsteve: Objections?
[01:20] dagorladsurvivor: nyet
[01:21] cmdrwilkens: I would probably cap my max sinking at 7 (1 for every other sub). 9 might be excessive even with a really hot roll
[01:21] sbbigsteve: YOur choice.
[01:21] sbbigsteve: //roll-dice 3-sided 6
[01:21] sbbigsteve: sbbigsteve rolled 3 6-sided dice: 1 1 6
[01:21] sbbigsteve: 8. Your subs don't manage any hits but aren't hurt.
[01:21] dagorladsurvivor: they dodged the wolfpack
[01:22] sbbigsteve: Not surprising, they're hugging the coast and probably mostly staying at the City.
[01:22] dagorladsurvivor: what happened to '6-8 you lose none, torpedo 1-2 ships.'
[01:22] cmdrwilkens: Hey 5-8 means I sunk 1 or 2
[01:22] sbbigsteve: Oh, duh.,
[01:22] sbbigsteve: Okay, 8 was the high roll in that.
[01:22] sbbigsteve: So you hit 2 ships.
[01:22] sbbigsteve: Sink 1.
[01:22] sbbigsteve: I'll roll for one to survive.
[01:22] cmdrwilkens: Sounds good
[01:22] sbbigsteve: I'll just arbitrarily say you sunk a cruiser and hit a monitor.
[01:23] sbbigsteve: //roll-dice 3-sided 6
[01:23] sbbigsteve: sbbigsteve rolled 3 6-sided dice: 4 2 5
[01:23] dagorladsurvivor: glub glub glub
[01:23] sbbigsteve: His monitor survived.
First days of raids have only modest results. Ryan, for D5 and D6 combined have one of your dual-track lines shut down for 9 hours total, resulting in 1 division being late by that time amount.[01:27] sbbigsteve: First roll.
[01:28] sbbigsteve: 18 for you ravaging his railroads completely. 15+ gets you a decent amount of damage. 12+ moderate damage. Minimum roll of 10 needed for noticable damage. Do you agree given your request for high reward threshold?
[01:29] sbbigsteve: He has no air force to attack you with, but I'd say rolls of 3-4 cost you some aircraft from determined AA fire.
[01:29] *** MKSheppard has left the chat.
[01:29] cmdrwilkens: Sounds good to me.
[01:30] sbbigsteve: //roll-dice 3-sided 6
[01:30] sbbigsteve: sbbigsteve rolled 3 6-sided dice: 2 2 6
[01:30] sbbigsteve: 10.
[01:30] cmdrwilkens: Modest damage
[01:30] sbbigsteve: You do some damage but it'll only stop him for, say, 6-8 hours.
[01:30] dagorladsurvivor: ho chi minh railroad continues to operate
[01:31] cmdrwilkens: D+5 and D+6
[01:32] sbbigsteve: Okay. That was when he had to shift back to two-way traffic on his four lines.
[01:33] sbbigsteve: I'd say the moderate damage means you shut down one of his pairs of track for 9 hours.
Another 9 hour delay.
[01:33] sbbigsteve: Second set of raids. Your aircraft can loiter more, but that also gives more time for them move up AA guns.
[01:33] cmdrwilkens: Allrighty, that's 9hrs total between both days right?
[01:34] sbbigsteve: I'd say so, I think that's fair for modest damage.
[01:34] sbbigsteve: So anything below 9 results in some losses, the lower the roll the more lost aircraft.
[01:35] sbbigsteve: More loiter time means you need a minimum of 8 to inflict modest damage. Every other roll moves down 1-2 (17-18 for utter devastation, 13+ for decent damage, 10+ for modest.
[01:35] cmdrwilkens: sounds good
[01:35] sbbigsteve: //roll-dice 3-sided 6
[01:35] sbbigsteve: sbbigsteve rolled 3 6-sided dice: 3 3 2
[01:36] dagorladsurvivor: anyway, modest damage again
[01:36] sbbigsteve: 8. Modest damage inflictred, you have some aircraft damaged and lost.
[01:36] sbbigsteve: *inflicted
So I need to figure losses for both sides and I'm not knowledgeable nor am I impartial. Both sides have 2 divisions dirrectly involved, but I have destroyer support, air support, and a brigade of artillery to tip the scales as well as an infantry squad that stayed behind and will be able to motar over the river into my objective. Key points are my artillery superiority, my opening artillery barrage before landing, destroyer escorts for landing forces in small 8-12 man boats, as well as my landing an equal sized force in the initial stages before bring everything else over once the city was mine.Steve wrote:For Norade's Suriname attack:
[17:12] sbbigsteve: So, 9 for a completely successful crossing. 3-5 is failure, 6-8 is minor success - some footholds but they're bottled up.- 9-12 for general success, 13-16 for outstanding success, 17 and 18 has the Dutch forces utterly routed and Suriname wide open for conquest.
[17:12] sbbigsteve: //roll-dice 3-sided 6
[17:12] sbbigsteve: sbbigsteve rolled 3 6-sided dice: 4 1 4
[17:13] sbbigsteve: General success.
Rogue and I were there, Norse and Lascaris witnessed.
Rogue should be PMing Thanas and Siege results now as well.
Probably, not that I actually would.I am going to say that I am probably going to hand in my resignation in regards to China
Hold on, did I just end up with a huge chunk of extra Libya or is that just something I completely missed on the previous maps? I thought my territory ended at Benghazi...Czechmate wrote:I recolored some of the borders on the map because they were somewhat confusing from all the changes that were made in the pregame phase. All internal borders are now gray and all international borders are white.
Should be much clearer once you navigate to the map and refresh.
Disney's grumpy scottish relative.Steve wrote:DISNA?
Very well. I'll have more to say when I get back from a meeting...Steve wrote:Honestly, Ryan, 14 naval guns at one fort isn't a bad arrangement, this isn't a case where any lack of expertise caused you to do something unrealistic that could hurt you. I'm not against letting you say that it's 8 450mm and 6 350mm, but I think letting you add guns is a bit too much given that circumstance.