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Post by Darko on Jul 10, 2015 21:36:10 GMT
nice enemy list, and by nice i mean, wheres darko with that damned battleship!? Oh yes, I did say I'd join this. Harrab, could you please find me a suitable ship class? I really know nothing of the sort so I'd really appreciate it if you could get me started with the historical details and stuff.
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coolyo294
Iconic
Slayer of Demons
Posts: 1,169
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Post by coolyo294 on Jul 10, 2015 22:42:41 GMT
Be the Arizona darko
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Dewin
Overlord
Posts: 776
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Post by Dewin on Jul 11, 2015 1:03:42 GMT
Clearly Darko should take a ice cream barge as his ship.
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Post by Lord Harrab on Jul 11, 2015 1:17:24 GMT
nice enemy list, and by nice i mean, wheres darko with that damned battleship!? Oh yes, I did say I'd join this. Harrab, could you please find me a suitable ship class? I really know nothing of the sort so I'd really appreciate it if you could get me started with the historical details and stuff. Statwise, all battleships are the same in this game to save my sanity, but here's a few you can look up and learn about if you want. Royal Navy Queen Elizabeth Class BattleshipShips in ClassHMS Queen Elizabeth HMS Warspite HMS Valiant HMS Barham HMS Malaya Armament8 × BL 15-inch Mk I guns (4 x 2) 14 × single BL 6-inch Mk XII guns 8 × 15 in (381 mm) guns (4 × 2) 8 × 6 in (152 mm) guns 8 × 4-inch Mk XVI anti-aircraft guns (4×2) 32 × 2 pounder anti-aircraft guns (4×8) 4 × quadruple 0.5 in Vickers machine guns 1 catapult and 1 spotter aircraft US Navy, North Carolina-class battleship
Ships in Class USS North Carolina USS Washington Armament9 × 16"/45 caliber Mark 6 guns 20 × 5"/38 caliber guns 16 × 1.1"/75 caliber guns Aircraft carried: 3 × SOC Seagull Aviation facilities: 2 × aircraft catapult Imperial Japanese Navy, Fusou Class BattleshipShips in class IJN Fusou IJN Yamashiro Armament6 × 2 - 356 mm guns 14 × 1 - 152 mm guns 4 × 2 - 127 mm (5 in) dual-purpose guns 95 × 25 mm (1 in) AA guns Aircraft carried: 3 × floatplanes Aviation facilities: 1 × catapult
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Post by Darko on Jul 11, 2015 1:45:14 GMT
Ship Name: HMS Warspite Class: Battleship Stats: (I reduced evasion by 1 and added 1 to armour) HP 70 Speed: Slow Armour: 3+ Evasion: 6+ Firepower: 3d10 Anti-Aircraft: 1d6 Perk: Defiant: regens an extra d3 hp per turn, this is not bound by the regen cap but does not restore health outside of battle. Armament: 8 × BL 15-inch Mk I guns (4 x 2) 14 × single BL 6-inch Mk XII guns 8 × 15 in (381 mm) guns (4 × 2) 8 × 6 in (152 mm) guns 8 × 4-inch Mk XVI anti-aircraft guns (4×2) 32 × 2 pounder anti-aircraft guns (4×8) 4 × quadruple 0.5 in Vickers machine guns 1 catapult and 1 spotter aircraft Captain: Percival Richard Jones History: after having been refurbished and given a new commander, the Warspite was sunk on captain Jones' maiden voyage. She had two escorts and she fought valiantly against an enemy fleet, outnumbered three to one. The captain ordered them to charge fearlessly into the midst of the enemy with no regard for their own safety, trusting in the Warspite's own heavy armour to keep her safe... at least long enough to do some damage and allow her escorts to retreat to safety. To her credit, she managed to destroy one enemy vessel and cripple another before overwhelming firepower and alien air support riddled her with holes. Sailors jumped from her deck as she was claimed by Poseidon, but captain Percival Jones refused to abandon his ship. It is said that in his final moments he climbed the exterior of the ship and shouted expletives at the enemy, waving his hat furiously in the air and firing his service pistol in the general direction of the enemy. The last anyone saw of the Warspite, she was ramming full speed into the side of an enemy cruiser, damn near splitting her in half even as the Warspite herself went down. Although many lives were lost that day, two vessels escaped to tell the tale of the Warspite because of the sacrifice captain Jones made. Some say he was a madman with no regard for the safety of his vessel, while others claimed him to be a hero without equal for his bravery and selflessness.
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Post by Lord Harrab on Jul 11, 2015 3:46:01 GMT
Darko Alrighty. here's what I've got. Heart of SteelEvery time Warspite's armor stops a damaging hit, immediately restore an extra 3 HP Gunnery DuelWhenever the Warspite hits an enemy ship with gunfire, they must switch targets to her and return fire if possible. Once more into the breachHMS Warpsite gains accuracy and firepower the closer she is to sinking, in addition if her Hp is below 50% she gains the taunt perk.
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Post by Darko on Jul 12, 2015 3:11:04 GMT
I'll take once more into the breach, thanks.
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Post by Lord Harrab on Jul 16, 2015 2:00:14 GMT
Alright i think we're getting everyone who's interested, the fleet will be expanded with NPC non-enhanced vessels when the game starts.
I'm going to edit this post with an example of a battle map, an explanation of how combat will work, the importance of formations and recon, and perhaps shortly afterwards the game can get started.
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Post by Lord Harrab on Jul 18, 2015 8:53:56 GMT
Turns out MS paint is bad and should feel bad. So I've decided because i'm lazy, to forgo maps entirely and instead rely on more of a narrative approach.
Time will tell how clever that was.
The flagship.
Every fleet needs a flagship, this is the vessel that carries the commander of the fleet, often a rear admiral, who's job is to mange the battle-group and decide on tactics and formations, in Revenants, the Flagship gives a passive accuracy bonus to all ships in formation with it, in addition to the bonuses given by the formation itself.
The flagship is also the priority target for the enemy, as sinking it will cause chaos in the fleet and in addition most often remove a powerful ship, like a carrier of battleship from the engagement, therefore its protection is paramount if the enemy discover it. Therefore, allied ships may take any incoming torpedoes or gunnery fire themselves. if a player wises to do this, they can declare it at the end of their action in a round and if the flagship takes fire, i roll an evasion check and if successful, the attack is resolved against them instead. Enemy ships may also take advantage of this and can be used to identify which ship in formation is the flag.
Formations
Used not only to mange a fleet at sea, but also direct their fire and provide mutual protection, formations give bonuses to every ship that is using them, some are best used offensively, some are defensive, and some just make sure little ships don't collide with big ships.
Players can join or leave a formation at the beginning or end of their turn and only receive the bonuses while they are a part of a formation, Also at the tart of a turn, the flagship may declare a change in formation. they can also form formations with allied vessels on the fly as the situation demands.
Available formations are:
Line astern
The flagship takes the fore with all overs behind it, drawing more fire upon itself, but allowing all ships to fully utilize their firepower to either side, ships to adjust heading without risk of collision, and cruisers and destroyers can fire torpedoes without risk of hitting friendlies. However, the formation is extremely vulnerable to air attack.
+Torpedo and Gunnery accuracy bonus +Evasion re-rolls -extra damage from aircraft -Flagship evasion reduced
Diamond
The flagship sails in a ring of steel. Provides excellent protection for the flagship and makes life difficult for hostile bombers, as they can combine AA fire and block torpedo attacks if necessary. Submarines also find it nearly impossible to get close to targets of opportunity like carriers and supply ships. However, ships cannot take evasive action without risk of collision and friendly torpedo launches could sink allies
+Flagship Armour and evasion increased +Ships can pool AA Dice +interlocked sonar nets - failed evasion rolls inflict d6 damage on nearby allies - torpedoes cannot be launched
Echelon
an attack formation, ships follow the flagship in a staggered line, with each ship behind and starboard of the ship in front, this allows them all to fire forward or to the sides without risk of damaging allies, as well as launch torpedoes and take evasive action as needed, the flagship is also vulnerable to enemy fire and like line astern AA defense remains a weakness.
+ Ships can combine firepower to all sides + torpedo and gunnery attacks gain rerolls to hit + Uboats can combine torpedo volleys -extra damage from aircraft
-Flagship evasion reduced -vulnerable to submarines
Reconnaissance
Although allied radar is almost as advanced as that of the enemy, it suffers from the drawback of limited range and painting a big target on your back saying "some one is here come and kill them." as while radar has a limited range to detect foes, it itself can be detected from further out than it can see.
Enter recon aircraft. Heavy cruisers, Battleships and Carriers often come with some form of seaplane or recon capable bomber of some sort that if even is discovered, tells the enemy nothing of where its mother ship is
in the game, a successful recon sweep does two things. 1) it tells you the location and number of enemy vessels, and 2) what formation they are using.
if one side achieves air superiority with its carrier based planes, their attacks do more damage and spotter planes are free to perform spotting and fire direction for their parent ship while carrier based ones give the benefits to the entire fleet. this increase their chance to hit with gunnery attacks and reduces enemy evasion.
some recon aircraft, like the Catalina and the Vampire's Familiar, come equipped with sonar, allowing them to sweep for hostile submarines with impunity, but only while their side has air superiority.
Carrier airwings
the new power at sea, the ability to deliver powerful and accurate strikes from beyond visual range is an advantage and one we seek to deny the enemy as much as possible, locating enemy carriers while keeping ours hidden is a constant cat and mouse game and many a battle can be decided before they start by a sudden and unexpected bomber strike.
Once an enemy fleet is located, Carriers will begin to prepare their aircraft for a strike. this takes time and once away the carrier must wait for its planes to return before it can launch another, but these strikes can cripple or sink outright any enemy ship and are worth the wait.
If enemy aircraft are detected, a carrier will launch escorts and Combat air patrols and will always try to keep at least some fighters nearby to defend itself and the fleet. When fighters meet it becomes a battle for air superiority, with the winner gaining the advantages mentioned above and the loser dealing less damage or perhaps even losing all its attack planes entirely. A carrier without planes is useless.
if a fleet contains more than one carrier they can combine air wings to better increase the chance of a successfully strike or split themselves into offensive or defensive roles, depending on the orders of the flagship.
Combat,
so the enemy fleet has been located and the airings are duking it out overhead, surface vessels may also try and close with the enemy, report their positions and open fire themselves.
at the start of a fight, ships on both sides will be listed with health bars and any status changes placed beside their names, hostile subs will not be listed until they are detected but will remain even if they reenter stealth
Due to the decision to not use a map, players will be informed when their weapons are in range, however, battleships and heavy cruisers will also have to keep in mind the fact that their guns, while powerful, reloadand turn extremely slowly and so will be informed, once they pick a target, if their guns are aimed in and ready to fire. reload times and aiming will also be listed in rounds so they may switch ammo types or targets as required.
Uboats have their own problems, all but immune to the chaos above their heads, they will in fact have to avoid detection by aircraft and escort vessels, this will be represented by a box beside their ship name that lists their stealth status, this can be as follows
[Stealthed] Uboat is invisible
[Hostiles Suspicious] enemy has detected something, but has no reason to believe it is a sub yet and are trying to confirm.
[Hostiles Searching] Sub presence confirmed, but exact location unknown, sub is still stealthed
[Detected] Submarine located, it had better try to escape before escorts get in attack range
[Under ASW attack] submarine is taking fire and will die quickly.
Subs can also adjust their depth to decrease the chance of being detected, but must be at parascope depth to fire torpedoes and if they use their periscope too close to enemy vessels, they could spot it. Firing torpedoes also instantly breaks stealth.
players with ASW sat will be pmed if they detect something untoward and of course NPC allies will report a contact over the radio
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Post by Lord Harrab on Jul 21, 2015 6:11:51 GMT
Alright. Pending any suggestions or late arrivals, we should be good to go. I intend to start the game tomorrow.
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