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File: GenericBC.jpg (136 KB, 950x751)
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War has broken out between the two nations of Ouesterra and Ostland. In a series of decisive naval engagements, the Ouesterran navy has crippled the Ostland's navy. Long range and carrier based bombing missions have begun on the Ostland mainland, and they seem poised to begin a land invasion in the near future. But all is not lost. Ostland has an Ace up its sleeve, a shiny new Battlecruiser is rolling off the Ostland dry docks. This new design seeks to test a new theory for naval asymmetrical warfare: a warship with high enough speed to outrun other capital ships, and enough firepower to overpower anything it can't outrun. Ostland High Command has ordered this new Battlecruiser and her escort to interdict Ouesterran convoys from Neutral Southern Nations to choke out their war economy, and perhaps turn the tide in this war. You are set to captain this ship on its maiden voyage.


========================================================

This is my attempt at making a tactical naval quest. You will be involved in designing, deploying, and captaining a WW2 era Battlecruiser and its escort in a fictional setting. Combat will be based mostly around d100s for accuracy, and damage per hit based on the size of the gun. I hardly know everything about ship maneuvers, physics, and general naval warfare, and this is probably very simplified, and likely inaccurate and imbalanced in some places, but please bear with me.

I'm going to be posting all the design options for the ship for context, and you're going to be voting on these incrementally until we have a finished setup.
>>
>>5117686
Design_______________________________


Main Guns_________
normal accuracy against large ships (CV, BB, BC), moderate accuracy against medium ships (CA, CL), poor accuracy against small ships (DD)

x1 - +7 accuracy, +5 to weight each battery
x2 - +3 accuracy, +10 to weight each battery
x3 - +0 accuracy, +20 to weight each battery
x4 - -5 accuracy, +30 to weight each battery
Light Slots_________
Each battery acquired counts as a battery on both sides of the ship

Secondary Battery - Can only directly hit ships, normal accuracy against all ships
- +10 accuracy, +1 to weight each battery, 5 km range
Dual Purpose Battery - Can target either ships or aircraft, normal accuracy against all ships, +1 to weight each battery
- vs ships: +0 accuracy, 4 km range
- vs aircraft: +12 accuracy 3-4 km, +0 accuracy 1-2 km, -15 accuracy 0-1 km
Heavy Anti-Aircraft Battery - Can only directly hit aircraft
- +15 accuracy 3-5 km, +3 accuracy 1-3 km, -20 accuracy 0-1 km, +1 to weight each battery
Light Anti-Aircract Battery - Can only directly hit aircraft
- -20 accuracy 2-3 km, +0 accuracy 1-2 km, +35 accuracy 0-1 km, +0.5 to weight each battery


Superstructure Options____________
Optional additions to Superstructure, can be damaged/destroyed. Superstructure by default has 3 HP, you get -5 accuracy to Main Guns per HP lost.

Primitive RADAR - +2 accuracy against ships, unit detection up to 30 km of uninterrupted space, +12 to weight
Early RADAR - +3 accuracy against ships, unit detection up to 45 km of uninterrupted space, +18 to weight
Secondary Tower - +10 Light Slot Battery accuracy, 1/2 penalty from Main Tower damage/destruction, +10 to weight
Primitive SONAR - 1 km torpedo detection, +5 to weight
Early SONAR - 1.5 km torpedo detection, +8 to weight


Maneuverability______________

1 km turning circle - +0 to weight
800 m turning circle - +5 to weight
600 m turning circle - +12 to weight
400 m turning circle - +22 to weight
>>
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>>5117688
Miscellaneous________________

Turtleback Armor Scheme - If a Citadel hit is rolled on the crit table, reroll up to one more time, +5 to weight
Preventative Maintenance - Enemies roll -5 on the crit table against you, +5 to weight
Superheavy Shells - your Penetration result of 19 is also now a crit, also roll +10 on the crit table, +7 to weight
Extra Bulkheads - +10 HP, take 25% less damage from torpedoes (rounded up), +3 to weight
Extra Torpedo Belt Plating - take 50% less damage from torpedoes (rounded up) that hit your torpedo belt (the area between the exterior Main Guns), +3 to weight
Extra Armor Plating +X - Enemies Gain -1 to Penetration rolls against you per X, +3 to weight per X
Float Plane - Recon plane launchable by catapult, 400 km range, up to 2 planes, +4 to weight per plane


Hull Options_______________
Gain +1 kn top speed for every 5 weight unused from weight budget (rounded down)

A Hull - 2 Main Gun slots, 8 Light slots, 100 weight budget, default top speed 33 kn, 50 HP
B Hull - 3 Main Gun slots, 20 Light slots, 135 weight budget, default top speed 29 kn, 60 HP
C Hull - 4 Main Gun slots, 25 Light slots, 160 weight budget, default top speed 25 kn, 70 HP


Escort Options_______________
Choose one

1 CA - 3x3 Main Guns, 4 Dual Purpose Batteries, 2 Light AA Batteries, Float Plane, Extra Armor Plating +2, 30 HP
1 CL - 3x2 Main Guns, 3 Heavy AA Batteries, 5 Light AA Batteries, Primitive RADAR, Secondary Tower, 27 HP
2 DD - Each ship: 2x2 Main Guns, 1 Dual Purpose Battery, 2 Light AA Batteries, 3x2 Torpedo Launchers, Primitive SONAR, 17 HP
>>
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>>5117691
The first vote will be for the Hull of the ship.

Hull Options_______________
Gain +1 kn top speed for every 5 weight unused from weight budget (rounded down)

>A Hull - 2 Main Gun slots, 8 Light slots, 100 weight budget, default top speed 33 kn, 50 HP
>B Hull - 3 Main Gun slots, 20 Light slots, 135 weight budget, default top speed 29 kn, 60 HP
>C Hull - 4 Main Gun slots, 25 Light slots, 160 weight budget, default top speed 25 kn, 70 HP
>>
>>5117693
>A Hull - 2 Main Gun slots, 8 Light slots, 100 weight budget, default top speed 33 kn, 50 HP
>>
>>5117693
>B Hull
It is the most efficient option
>>
>>5117693
>C Hull - 4 Main Gun slots, 25 Light slots, 160 weight budget, default top speed 25 kn, 70 HP

The Yamato shall rule the seas once more!
>>
>>5117693
>>C Hull - 4 Main Gun slots, 25 Light slots, 160 weight budget, default top speed 25 kn, 70 HP
We'll need the extra firepower and HP when they inevitably start sending task forces after us...
>>
>>5117693
>B Hull - 3 Main Gun slots, 20 Light slots, 135 weight budget, default top speed 29 kn, 60 HP
Anons you don’t want to get raped by planes
>>
>>5117693
B Hull
>>
>>5117691
>C Hull - 4 Main Gun slots, 25 Light slots, 160 weight budget, default top speed 25 kn, 70 HP

A tad slow, but considering we are the only one with real firepower that extra weight and guns might prove critical.
>>
>>5117693
>B Hull - 3 Main Gun slots, 20 Light slots, 135 weight budget, default top speed 29 kn, 60 HP
A battlecruiser that only goes 25 knots in a World War 2 era setting isn't going to cut it. The C Hull won't let us bully Heavy/Light Cruisers and Destroyers like we're supposed to do.
>>
>>5117693
>>A Hull - 2 Main Gun slots, 8 Light slots, 100 weight budget, default top speed 33 kn, 50 HP


Contemporary battleships could get up to 30Kts so ideally we want to be faster.
>>
>>5117693
>B Hull - 3 Main Gun slots, 20 Light slots, 135 weight budget, default top speed 29 kn, 60 HP
I like big boom but we don't want to be too slow, we also don't want to get mega fucked by planes.
>>
Why is the premise "one battlecruiser group vs their entire navy" instead "our navy vs their navy and we control this one battlecruiser group". It's just so unrealistic right now.
>>
>>5118274
>Ostland High Command has ordered this new Battlecruiser and her escort to interdict Ouesterran convoys from Neutral Southern Nations to choke out their war economy, and perhaps turn the tide in this war
We are in fact not fighting the enemy navy, we are a surface convoy raider squadron. We're supposed to dodge enemy task forces and strike convoys and their escorts.
>>
>>5117693
>B Hull - 3 Main Gun slots, 20 Light slots, 135 weight budget, default top speed 29 kn, 60 HP
Balance is best

>>5118276
This is important considering we are a battlecruiser, not a battleship - basically an upgunned and upsized heavy cruiser. BCs tend to come off poorly in fleet engagements against battleships as the Brits found out when they kept exploding at Jutland, and if we try and fight a BB one-on-one we're going to get murdered like HMS Hood did. We're a cruiser's nightmare though.
>>
>>5118284
>Hood
That was because she was 20 years out of date when she sunk. She was designed with Jutland in mind and was theoretically capable of going toe to toe with a battleship of the same era.
>>
>>5117693
>>A Hull - 2 Main Gun slots, 8 Light slots, 100 weight budget, default top speed 33 kn, 50 HP
>>
>>5118289
That is true, but this made it closer to an undergunned fast BB than a nominal BC.
>>
>>5118304
>undergunned

Hood mounted 8 15 inch guns, that's hardly undergunned. Never mind the fact that the kind of gun it mounted was useful throughout the Second World War.
>>
>>5118310
My bad, I read that as four guns not four pairs. In any case, the point here is that its design was effectively a BC in name only and closer in spirit to a true fast BB before it was cool. WWII-era BC designs made the BC-BB distinction a lot clearer.
>>
>>5117693
>B Hull - 3 Main Gun slots, 20 Light slots, 135 weight budget, default top speed 29 kn, 60 HP
>>
>>5118276
The only plausible scenario I can think of is Ostland still having land-based guns and aircraft so Ouesterrans cannot bring their navy close to land.

But this still doesn't answer how a battlecruiser group would be allowed to operate since once they leave port it's game over. Even if they were to escape a blockade succesfully, they have to return sooner or later for maintenance and refueling breaks.

There's just no realistic way for this battlecruiser to keep existing.
>>
>>5118340
>maintenance and refueling breaks

Once they're out past the blockade, they can refuel out of neutral ports and conduct their own maintenance as long as it isn't too intensive.
>>
>>5118340
Our mission is akin to German interdiction operations early during WWII using the Scharhorsts and the Bismarck. Of course the Ouesterran Navy would send every available unit to sink us and our odds of survival isn’t great. In rl once Bismarck was lost the Germans realized that the cost of such operations was too great compared to its benefits and kept the remaining BBs as a fleet in being.
https://en.wikipedia.org/wiki/Operation_Berlin_(Atlantic)
https://en.wikipedia.org/wiki/Operation_Rheinübung
>>
>>5118340
The idea is that Ouesterra can't constantly have fleets out patrolling, especially not near Ostland, since fuel doesn't grow on trees. You should remain unopposed while near Ostland, but after that, who knows? My plan is for it to largely depend on how well you can manage detection, fuel usage, damage to your group, and avoiding ships capable enough to challenge you should you choose. The last part especially is how I'd like to make speed matter somewhat. Also, don't underestimate how difficult it can be to find 2-3 ships in an ocean, even only a part of it. It is also, of course, very possible that you don't survive this mission. Sorry I forgot to specify, but this was originally intended as a oneshot, unless maybe if things end up going very well.

>>5118274
>>5118276 is correct, your immediate goal is not the destruction of Ouesterra's navy, but raiding their convoys and escorts. You aren't a Super battleship, you are a Battlecruiser.

>>5118353
There might also be fuel tankers sent out from command to keep you out there depending on how things play out. The western Mainland continent is Ouesterra, but all the islands are neutral. Not all of them might have ports capable or willing to service your ship though.
>>
>B Hull - 3 Main Gun slots, 20 Light slots, 135 weight budget, default top speed 29 kn, 60 HP

Now on to the Armament. Main Guns are powerful weapons with good range and large penetration, well suited for making short work of semi-armored ships, and even capable of delivering blows to large armored ships as well. However, they have a tendency to over-penetrate ships with little-to-no armor, especially with AP loaded, and don't have great accuracy against these small ships that tend to have that little armor as well.

That's where your Light Slots can help fill the gap. Secondary Batteries have less range and firepower, but are much lighter and much more accurate against smaller targets, though they might struggle to damage larger ships. Dual Purpose batteries function very similarly to Secondaries, but can also target aircraft. The drawback is that they have a little less range than either Secondaries or Heavy AA, and are slightly less accurate than both at most ranges. Heavy AA is a good tool for long range damage against incoming aircraft, which can often force them to take evasive maneuvers and slow their approach, giving more time for your ships to respond to them. However, it struggles to hit them once they have closed in. Light AA on the other hand excels when aircraft get close, and ways half as much, but has significantly reduced firing range, and is largely ineffective at range as well. Torpedo Bombers in particular prove problematic to it, since they drop torpedoes at 1.4-1.8 km, which is just as they start to get more accurate.

You do not need to use all of your slots. If you really wanted to, you can even use none of them, though it might be difficult for you to fulfill your mission that way. Keep in mind you might want to use weight for other things in design after this, perhaps even leaving some unused to gain a boost to top speed.

Ship:
3 Main Guns slots
20 Light Slots
135 weight budget

Main Guns:
Choose how many and in what configuration (e.g. "3x2" for 3 turrets of two guns each, or "2x4 1x1" for 2 turrets of 4 guns and one with 1)
>x1 - +7 accuracy, +5 to weight each battery
>x2 - +3 accuracy, +10 to weight each battery
>x3 - +0 accuracy, +20 to weight each battery
>x4 - -5 accuracy, +30 to weight each battery

Light Slots:
Choose how many of each (up to 20 total) to mount on your ship. Each battery acquired counts as a battery on both sides of the ship (e.g. Having 1 secondary means having 1 secondary on each side). Find more specifics for each here: >>5117688
>Secondary Battery - Can only directly hit ships, normal accuracy against all ships, +1 to weight each battery
>Dual Purpose Battery - Can target either ships or aircraft, normal accuracy against all ships, +1 to weight each battery
>Heavy Anti-Aircraft Battery - Can only directly hit aircraft, +1 to weight each battery
>Light Anti-Aircraft Battery - Can only directly hit aircraft, +0.5 to weight each battery
>>
>>5118367
also a reminder that accuracy is based on d100
>>
>>5118353
Okay, I think I got it. Third nation built this battlecruiser for Ostland but it hasn't been finished in time to participate in the decisive naval actions. But Ostland is not giving up. They carefully seeded the port with personnel (https://en.wikipedia.org/wiki/Cherbourg_Project) and now they are ready to sail.

Ousterrans think there's no way for Ostland to take delivery given the present strategic and political situation. All Ousterran carrier groups are busy but nevertheless, Ousterrans dispatch something to blockade the neutral port, just in case.

Destroying this force and sailing out of the neutral port is our very first mission.
>>
>>5118367
Would it not be better to expidite the process and let us put together the whole build now that the Hull has been selected as opposed to voting on each part seperately? Just a thought.
>>
>>5118378
I thought of doing that, but I thought it would be a bit much to throw at you all at once, and also this way, discussion could be focused around certain design decisions. I don't mind holding a vote all at once if you guys want to though.

>>5118373
This is a really cool idea and not how I initially planned on starting us off, but I think I'll use this to start us off if people don't mind.
>>
>>5118367
>Main Guns
“3x3” classic, simple, effective

>Light Slots
4 x Secondaries
8 x DP
4 x HAA
4 x LAA
>>
>>5118367
main guns
>3x2
light slots
>10x secondary battery
>10x heavy anti-aircraft battery
>>
>>5118383
>I thought of doing that, but I thought it would be a bit much to throw at you all at once
Since we're working to a weight limit I feel that doing it all at once is the better, otherwise we could potentially lock ourselves out of later upgrades if we overstack weight early on. Since people are already voting though I guess it's best to stick to the normal voting format.

>>5118367
Main Battery
>3x2 - +3 accuracy, +10 to weight each battery
30

>Secondary Battery - Can only directly hit ships, normal accuracy against all ships - +10 accuracy, +1 to weight each battery, 5 km range x7
>Dual Purpose Battery - Can target either ships or aircraft, normal accuracy against all ships, +1 to weight each battery x3
>Heavy Anti-Aircraft Battery - Can only directly hit aircraft x6
>Light Anti-Aircract Battery - Can only directly hit aircraft x4
18

48 total weight
>>
>>5118392
What about if after this vote, we do all the rest at the same time?
>>
>>5118367
Main guns whatever works but for light slots equal mix of Light and Heavy AA.

Secondary battery is useless due to reduced range, dual purpose similar. Let our escorts handle this.

On the other hand carrier strikes rape us. Heavy AA coverage is the only thing which can protect us somewhat (assuming we have 0 air capacity).

If we there will be option to select training traits or something like that I want night battle doctrine and training.
>>
>>5118394
Nah, this is good. 1-3 choices per junction is definitely better than 20 or however much is left.
>>
>>5118367
>3x2
The classic BC/CA configuration

>6x DP Battery
>7x Heavy AA
>7x Light AA
Our escorts should handle the little bastards, but we still need some defence just in case. Our main threat will be aircraft, and we should turn our ship into a total AA porcupine. 46.5 total weight so far.
I'm curious as to how QM will reconcile the conflicting numbers here. Make some averaged kludge solution?
>>
>>5118416
Each gun has its own roll when attacking, so more guns = more rolls. The accuracy mods are to its own firing.
>>
>>5118419
I mean for the votes tally. It's not as simple as most popular option wins here.
>>
>>5118427
That's a good question. I'm thinking Main Gun configuration is looking to be a simple "whichever has the most votes", but the Light Slots I'm thinking I'll choose which "idea" has the most support and average out the votes from those. Unless people start supporting specific Light Slot configurations, then I might pick the most popular.
>>
>>5118367

x1 - 5 weight per gun
x2 - 5 weight per gun
x3 - 6.67 weight per gun
x4 - 7.5 weight per gun

2s are the most weight-efficient and we need to save as much as possible to be fast so

>3x2

For lights, our main problem is going to be planes so we want dual purposes. Historically heavy batteries were effectively useless against carrier planes but useful against any level bombers but this is a game so I suppose
>10 DP Batteries
>4 Heavy
>6 Light
>>
>>5118416
>Our escorts should handle the little bastards
Honestly, looking at the Escort options I believe the Light Cruiser to be the best option for an escort with it's fantastic AA battery loadout, the Radar and the Secondary tower giving it insane AA accuracy. We can drop some light AA batteries and one or two Heavy ones for additional Secondaries to better protect our escort from seaborne threats, because lets face it, in the end we'll be the big brother who'll engage most enemy ships, not the Escort. Better to have the neccessary armament to deal with things like Destroyers then.
>>
>>5118438

We'll both want to be capable of dealing with planes since they're the biggest threat to us (both in terms of spotting and crippling us for the fleet to catch up).

Our main guns are for dealing with surface targets.
>>
>>5118438
If enemy ships are getting through our screen to knife-fighting range with us and potentially torpedo strike range as well, then something's gone quite wrong. While our escorts being floating AA batteries is nice, they have to be able to effectively engage enemy screens and keep them away from us as well, and AA guns are more effective when they're firing at aircraft attacking the ship they are on.

I will amend >>5118416 to
>4x Heavy AA
>10X Light AA
since the DP guns serve as heavy AA as well.

situational listening https://www.youtube.com/watch?v=HZqMqhUnVMU
>>
>>5118383
>This is a really cool idea and not how I initially planned on starting us off, but I think I'll use this to start us off if people don't mind.

Sorry but no. It's just not plausible. A Battlecruiser isn't a missile boat. It takes months to train and familiarize the crew with the ship before it's considered seaworthy. This isn't even getting into the logistics issue of getting proper ammunition aboard. Something that can only take place on our own shores.
>>
>>5118454
>If enemy ships are getting through our screen to knife-fighting range with us and potentially torpedo strike range as well, then something's gone quite wrong
Yes, my argument stems from the same reasoning. Planning only for ideal circumstances means you'll be shit out of luck when things do go wrong. With the Light Cruiser as our escort we can downgrade our AA armament from 'Good' to 'Below Adequate' and let it's 'Great' AA armament bring the task force up to an 'Alright' standard, while letting us equip more guns to handle a situation as you describe that has gone wrong. At least that's the thought process I'm having.
>>
>>5118481
Kneecapping the ability of our escorts to shoot at surface targets by shifting the AA responsibility to them and anti-surface to us will dramatically increase the likelihood of us having to fight ships at close range in the first place, making it a self-fulfilling prophecy. Likewise, in the same way as us having to fight small ships is a bad situation that can happen, bombers getting through our escorts' AA screen and making a run at us that we can't effectively defend from is also possible under this plan, so we've just swapped one worst-case scenario for another.
>>
>>5118416
>+1
>>
>>5118367
>2x2 - +3 accuracy, +10 to weight each battery
>1x4 - -5 accuracy, +30 to weight each battery
Let's get a balance between accuracy and power. Putting all our eggs in the average basket doesn't allow for much flexibility.

For light batteries this anon >>5118436 has it on the nose. DPs can essentially be made into secondary batteries with a secondary tower.
>>
>>5118416
>>5118454
+1 to this, good mix of AA and also 3 main guns.
>>
>>5118367
>3x3

>10 DP Batteries
>4 Heavy
>6 Light
>>
I'm going to keep the Main Gun vote open until later tonight (probably 6-7 hours from now), and consolidate the current votes for Light Slots into a runoff vote. The two most popular "archetypes" I'm seeing are "DP Focus with AA" and "AA Focus with DP". This vote will also last until the Main Gun vote expires.

>10 Dual Purpose, 4 Heavy AA, 6 Light AA
>6 Dual Purpose, 4 Heavy AA, 10 Light AA
>>
>>5118762
>>10 Dual Purpose, 4 Heavy AA, 6 Light AA
>>
>>5118762
>10 Dual Purpose, 4 Heavy AA, 6 Light AA
With a stonking radar the DP guns are as good as they get.
>>
>>5118762
>>10 Dual Purpose, 4 Heavy AA, 6 Light AA
>>
>>5118762
>10 Dual Purpose, 4 Heavy AA, 6 Light AA
>>
>>5118762
>>10 Dual Purpose, 4 Heavy AA, 6 Light AA
>>
>>5118762
>10 Dual Purpose, 4 Heavy AA, 6 Light AA
>>
Since I don't know if I'll be around for the next vote I'm going to put my thoughts here on the other options to hopefully convince some of you.

Superstructure
>Early RADAR
>Secondary Tower - +10 Light Slot Battery accuracy, 1/2 penalty from Main Tower damage/destruction, +10 to weight
>Early SONAR

The best radar we can have is a must have. Ignoring its historical usefulness, we want to kill anything we're forced to fight ASAP which this helps with and the further we can see, the better we can avoid anything hunting us. Weight isn't really a concern when it comes to this. Honestly, if the buffs stacked I would consider Primitive as well. Hell, even though they don't I'm half tempted due to the redundancy - the Littorio class battleships had 7 rangefinders for a reason and were accurate right up until they got their shit kicked in.

Secondary tower is also a must have, anything that adds redundancy to our most important asset (the guns) by reducing the penalty of losing the main tower is a must have. The bonus to the light batteries is just the icing on the cake IMO

Also a must have. Early is 5.33 weight per km and Primitive is 5, so it's not that big a loss. Torpedoes can slow us enough for a fleet to finish us and speed is our greatest weapon

Maneuverability
>800 m turning circle

We have to save on weight somewhere, and as long as we're able to see torpedoes coming due to radar this might as well be it, that being said, if we can stay above 30kts and go any further down, then we should.

Misc
>Turtleback Armor Scheme - If a Citadel hit is rolled on the crit table, reroll up to one more time, +5 to weight
>Extra Bulkheads - +10 HP, take 25% less damage from torpedoes (rounded up), +3 to weight
>Float Plane - Recon plane launchable by catapult, 400 km range, up to 2 planes, +4 to weight per plane x2

All pure survivability. The armour should help us if we get hit, and the float planes will be able to scout for us and ensure there's nothing around to hit us. Float plane will help on the offense too.

Escort
>1 CL - 3x2 Main Guns, 3 Heavy AA Batteries, 5 Light AA Batteries, Primitive RADAR, Secondary Tower, 27 HP

It'll help protect us from planes, which is great and probably the priority, and as many radars as possible is a must have. it also doesn't look to bad for a gunfight. Mind you, historically when a raid like this takes place historically you send out your heaviest cruiser to support them on the battleline but we know with hindsight it's not guns that are the biggest threat.

QM, these are my votes if I'm not around. Idk if you'll accept them this early. Anons, feel free to challenge me on anything, but i think this is solid.
>>
>>5118942
As an addition to the Misc, we could add +6 Extra Armor Plating for additional protection from small guns which will likely be the most prevalent on convoy escorts. If the current leading vote loadout for Main and Secondary Guns win (3x2 and 10 DP/4HH/6L) with your suggestions we'll be sitting at a Weight of 104; with 6 additional armor plates we'd be going up to 122 and rounding that down to the lowest 5 interval we'd end up with 15 spare weight giving us a +3 knots to top speed.

That'd put us at 32 knots which is a respectable top speed and 4 knots faster than the King George V-class of fast Battleships whose contemporaries we'd most likely be trying to outrun. In fact the only class of Battleships that would be able to outrun us at that speed would be the Iowa-class contemporaries, whose top speed is 33 knots, but if we assume this world follows a similar timeline to our own those do not come in to service until the fourth year of the war so we should be relatively safe from their threat.

Alternatively we could exchange the Early RADAR for a Primitive RADAR (that 6 extra weight for +1 Accuracy and 15km detection radius I feel isn't worth it if we bring the Floatplanes for scouting) and drop two Extra Armor Plates, which would put us at 110 Weight and give us a Top Sped of 34 Knots while stilling giving us Accuracy bonuses and extra protection. We could then also be sneaky and slap in Superheavy Shells here which would put us at 117 weight and a top speed of 33 Knots.
>>
>>5117693
>C Hull - 4 Main Gun slots, 25 Light slots, 160 weight budget, default top speed 25 kn, 70 HP
Pocket Battleship go!
>>
>>5119012
well, I was late
>>5118762
>10 Dual Purpose, 4 Heavy AA, 6 Light AA
>>5118367
>x2 - +3 accuracy, +10 to weight each battery

We need the space for extra stuff
>>
>>5118980
I like those ideas. In an ideal world we wouldn't be trading fire with escorts at all and would just sit out of their range and pick them off, but since we'll be mostly unescorted we'll have to deal with that. I didn't realise our escort would be so thin before now.

>>5119012
You're a bit late for that vote anon.
>>
>>5118980

I agree with your first suggestion, 32 kts is imo enough that we don't need to worry too much.

>Alternatively we could exchange the Early RADAR for a Primitive RADAR (that 6 extra weight for +1 Accuracy and 15km detection radius I feel isn't worth it if we bring the Floatplanes for scouting)

Have to disagree with this. There's weather, especially in the (not-)Atlantic that can easily ground (Sea?) aircraft while a radar can still operate, even if diminished. That 15km is an extra safety net I'm hesitant to drop even if it could theoretically be covered by aircraft.
>>
>>5119039
>I didn't realise our escort would be so thin before now.
Yes, it is pain to be an Ostlandian Naval Commander. It was why I suggested earlier that we invest in more Secondary Batteries, with the Secondary Tower the Surface-Only batteries would have a +20 to Accuracy which would let them shred any lightly armored target that would attempt to close in on us.

Still, 10 Dual Purpose Batteries with +10 accuracy will hopefully suffice. We'll just have to prioritize the right targets in combat to minimize the chances of anything too scary closing the distance.

>>5119046
Fair point, but the more I look at Superheavy Shells the more inclined I am to suggest we take it. We can keep the Radar if we drop down Extra Armor Plates to 5 and take only a single Floatplane, it'd be a weight drop of exactly 7 so we can replace that with Superheavy Shells instead.
>>
>>5119083

Yeah that suggestion looks fine to me. I’m willing to compromise on the armour and a plane for those shells since they’re pretty good anyway.
>>
Ya know I wonder if we can eventually hook our radar up to our fire control for our guns like the Americans did during ww2, seeing as the RADAR and SONAR are listed as early and primitive I assume there will be higher tiers eventually that'll allow that.
>>
Well the vote is rather conclusive, so I'm going to be calling it here.

>3x2 Main Guns
>10 Dual Purpose Batteries, 4 Heavy AA Batteries, 6 Light AA Batteries

This vote we will vote on Superstructure Options, Miscellaneous Options, And Escort Options. Maneuverability will come after this and will be the final physical design vote. All of these options (minus Maneuverability) are optional. Voting will be tallied for each section separately, so you might agree with someone on say, Miscellaneous, but disagree on Escort.

I will note that unlike most things in this game, Penetration rolls are d20 based, which you might have gleaned from the Superheavy Shells description.

The vote will last approximately 12 hours.

Ship:
3x2 Main Guns
10 Dual Purpose Batteries, 4 Heavy AA Batteries, 6 Light AA Batteries

Remaining Weight: 88/135


Superstructure Options____________
Optional additions to Superstructure, can be damaged/destroyed. Superstructure by default has 3 HP, you get -5 accuracy to Main Guns per HP lost.

>Primitive RADAR - +2 accuracy against ships, unit detection up to 30 km of uninterrupted space, +12 to weight
>Early RADAR - +3 accuracy against ships, unit detection up to 45 km of uninterrupted space, +18 to weight
>Secondary Tower - +10 Light Slot Battery accuracy, 1/2 penalty from Main Tower damage/destruction, +10 to weight
>Primitive SONAR - 1 km torpedo detection, +5 to weight
>Early SONAR - 1.5 km torpedo detection, +8 to weight

Miscellaneous Options________________

>Turtleback Armor Scheme - If a Citadel hit is rolled on the crit table, reroll up to one more time, +5 to weight
>Preventative Maintenance - Enemies roll -5 on the crit table against you, +5 to weight
>Superheavy Shells - your Penetration result of 19 is also now a crit, also roll +10 on the crit table, +7 to weight
>Extra Bulkheads - +10 HP, take 25% less damage from torpedoes (rounded up), +3 to weight
>Extra Torpedo Belt Plating - take 50% less damage from torpedoes (rounded up) that hit your torpedo belt (the area between the exterior Main Guns), +3 to weight
>Extra Armor Plating +X - Enemies Gain -1 to Penetration rolls against you per X, +3 to weight per X
>Float Plane - Recon plane launchable by catapult, 400 km range, up to 2 planes, +4 to weight per plane

Escort Options_______________
Choose one

>1 CA - 3x3 Main Guns, 4 Dual Purpose Batteries, 2 Light AA Batteries, Float Plane, Extra Armor Plating +2, 30 HP
>1 CL - 3x2 Main Guns, 3 Heavy AA Batteries, 5 Light AA Batteries, Primitive RADAR, Secondary Tower, 27 HP
>2 DD - Each ship: 2x2 Main Guns, 1 Dual Purpose Battery, 2 Light AA Batteries, 3x2 Torpedo Launchers, Primitive SONAR, 17 HP
>Hard Mode: No escort

I think I've been too generous with the weight budget this game. Oh well, let's have fun with it. Maybe I can compensate elsewhere >:)
>>
>>5118942
I don't mind counting this, but I'd like to prevent voting for future votes unless absolutely necessary.
>>
>>5119250
>>5118942
>>5119156
+1 to this guys stuff, RADAR and SONAR are both very important, wouldn't want to get fucked by torpedos and such ya know.
>>
>>5119250
>>5119252

No worries boss

Just to clarify I think the final tally of what we agreed is:

>Early RADAR
>Secondary Tower - +10 Light Slot Battery accuracy, 1/2 penalty from Main Tower damage/destruction, +10 to weight
>Early SONAR

>800 m turning circle

>Turtleback Armor Scheme - If a Citadel hit is rolled on the crit table, reroll up to one more time, +5 to weight
>Extra Bulkheads - +10 HP, take 25% less damage from torpedoes (rounded up), +3 to weight
>Float Plane - Recon plane launchable by catapult, 400 km range, up to 2 planes, +4 to weight per plane x1
>Extra Armor Plating +X - Enemies Gain -1 to Penetration rolls against you per X, +3 to weight per X x5
>Superheavy shells

>1 CL - 3x2 Main Guns, 3 Heavy AA Batteries, 5 Light AA Batteries, Primitive RADAR, Secondary Tower, 27 HP
>>
>>5119416
+1
>>
>>5119416
>+1, but with the DD escort instead
>>
>>5119250
>>5119416
Drop the floatplanes completely. 2 planes won't scout shit and besides, the failure rate due to ditching and combat losses is so high we will likely lose them soon. Moreover, fueled planes are fire hazard.

I also vote for utilizing only 80% of our weight limit for more interesting game.
>>
>>5119250
Just caught up. This looks interesting though a bit complicated to me, though that may just be because of the relatively large ship gen.

I guess I'll support >>5119416
>>
>>5119574
>2 planes won't scout shit and besides

An average WW2 spotter plane could see about 100nm away combined with being hundreds of km away anyway, that’s a ridiculously large area. Why do you think so many battleships had them?

>failure rate due to ditching and combat losses is so high we will likely lose them soon

Our floats are scout planes. Obviously we there’s a chance of fighters to knock it out, but at least we’ll know they’re there. As for ditching, the are float planes so as long as they don’t land upside down there’s the potential of repair.

> fueled planes are fire hazard.

True, but it’s a hazard on the deck outside the ship without any bombs or ammunition to make it worse. In the grand scheme of things it’s a tiny one.
>>
>>5119416
Can we switch out the superheavy shells and extra bulkheads for preventative maintenance and extra torpedo belt plating?
>>
>>5119678

Dude, read up on the Battles off Savo Island and around Guadalcanal and what happened to the cruisers with float planes when a shell ignited the av gas.

Float planes are an extreme liability and it became standard practice to ditch them before going into battle because of what happened in the early war engagements.
>>
>>5119711
Do you have some reading about that? I have read about Savo Island and Guadalcanal before and again just now and not found one mention of floatplanes exploding, only their use by either side.
Little hard to believe it's a threat to the ship given there shouldn't be more the volume of avgas carried should be small.
>>
>>5119711

I'll admit that my knowledge is mainly based on the RN so I didn't know about that.

That being said, Bismarck carried 4 float planes on her mission to raid convoys and we're doing that same mission with a quarter of the same planes. Ultimately, if we're in fleet actions where we're under threat then we've made a mistake.
>>
>>5119250
>>5119265
>>5119416
Just to make sure my vote is counted +1 to this.
>>
>>5119716
>>5119721

Neptune’s Inferno is a good starting point. There’s also Morrison’s naval history that makes mention of it if you don’t like Hornfischer.
>>
It seems people have a consensus on Maneuverability as well, so if you don't mind I'm going to go ahead and just throw that in as well.

Next vote will be for Perks for your captain. In here you will notice something called "Morale Points". This is a type of currency you gain by doing well in your mission and by performing heroic/bold actions (in the eyes of your crew). Be careful though, the line between bold/heroic and reckless is pretty thin and blurry. Details are below:

Morale Points_________

You get +2 Morale Points for sinking Medium size ships (CA, CL), +5 for Large (BC, BB, CV), +1 per 3 Convoy ships, and also through heroic/bold action. After this we should be done with setup, and we can get started on our heroic voyage to sink as much merchant shipping as humanly possible.

Morale Points can be spent:

1 to reroll a set of guns (Mains, Secondaries/DPs, or DPs/HAA/LAA)
3 to repair either 2d4 of HP up to a maximum of 80% of missing HP (takes one day)
3 to repair one piece of large equipment (Main Guns, Superstructure) from destroyed to damaged or damaged to undamaged (takes one day)
3 to repair 1d6 of Light equipment (Secondaries, DPs, HAA, LAA) from destroyed to damaged or damaged to undamaged (takes one day)
10 to gain an additional perk (not while in combat)

This vote will last approximately 12 hours. The two individual Perks with the most support will be chosen.

Choose 2:

Perks__________

>Secondary Gunner - Secondary and Dual Purpose Batteries gain 2km of range vs ships, and +5 accuracy vs ships
>Inspiring Leader - Whenever you would gain any morale points, gain one additional morale point
>Logistician - Whenever you refuel, gain 25% more fuel
>Camouflage Expert - Enemies roll -5/10/15 to spot your ship (at close/medium/long range)
>Air Traffic Disruptor - Enemy aircraft suffer an additional -2 (on a d10) when rolling to attack while under your AA fire
>Squadron Leader - Your immediate escort ship(s) gain any perks your ship has with half effectiveness
>Night Fighter - Suffer half as much penalty from fighting at night
>Stubborn to the End - Once per day, if your ship would be reduced below 1 HP, it is instead reduced to 1 HP
>Flak Gunner - When heavy AA exceeds the DC to shoot down an aircraft in a squadron by 20 or more, it destroys an additional aircraft
>Patchwork Improvisor - Damaged Large equipment or 1d6 Light equipment can be repaired to a "patched" state, halving the damaged penalty over a day; can still be destroyed by being damaged again
>Keen Spotter - Float Planes gain +10 to spotting and identifying enemies
>Decisive Gunner - Ships your ship destroys don't get to fire back or take any action the round they are destroyed
>Damage Control Expert - Fires need 2 successful rolls to spread instead of 1

Also:
>Name the ship (Write in)
>Imagine naming things (Leave it to QM)

>Name the captain (Write in)
>Imagine naming things (Leave it to QM)
>>
>>5119745
Ship:
Top Speed: 33 kn (29 + 4 from excess unspent weight)

3x2 Main Guns
10 Dual Purpose Batteries, 4 Heavy AA Batteries, 6 Light AA Batteries

Early RADAR
Secondary Tower - +10 Light Slot Battery accuracy, 1/2 penalty from Main Tower damage/destruction, +10 to weight
Early SONAR

Turtleback Armor Scheme - If a Citadel hit is rolled on the crit table, reroll up to one more time, +5 to weight
Extra Bulkheads - +10 HP, take 25% less damage from torpedoes (rounded up), +3 to weight
Float Plane - Recon plane launchable by catapult, 400 km range, up to 2 planes, +4 to weight per plane x1
Extra Armor Plating +X - Enemies Gain -1 to Penetration rolls against you per X, +3 to weight per X x5
Superheavy shells

800m turning circle

Escort:
1 CL - 3x2 Main Guns, 3 Heavy AA Batteries, 5 Light AA Batteries, Primitive RADAR, Secondary Tower, 27 HP
>>
>>5119745
Goddamn that Secondary Gunner, 7km Secondary Batteries with +25 to accuracy against ships. Such a shame we didn't pick up any normal ones.

>Air Traffic Disruptor - Enemy aircraft suffer an additional -2 (on a d10) when rolling to attack while under your AA fire
>Night Fighter - Suffer half as much penalty from fighting at night
>>
>>5119745
>Inspiring Leader - Whenever you would gain any morale points, gain one additional morale point
This for racking up those morale points, we can quickly get more perks with this.
>Stubborn to the End - Once per day, if your ship would be reduced below 1 HP, it is instead reduced to 1 HP
And this for just pure survival, wouldn't want to get fucked over by a enemy getting a lucky roll on us ya know.
>>
>>5119745
>>Inspiring Leader - Whenever you would gain any morale points, gain one additional morale point
>>Logistician - Whenever you refuel, gain 25% more fuel
>>
>>5119745
>Inspiring Leader - Whenever you would gain any morale points, gain one additional morale point
>Camouflage Expert - Enemies roll -5/10/15 to spot your ship (at close/medium/long range)

The obligatory "gain XP faster" perk and the stealthy perk.

I think not being spotted will be pretty important. We want to choose our engagements well, and Keen Spotter would be good for that, but not been spotted is more important given our mission, both for attacking and maneuvering.
>>
>>5119745
Damn so many good perks and only two to choose from

>Night Fighter - Suffer half as much penalty from fighting at night
>Decisive Gunner - Ships your ship destroys don't get to fire back or take any action the round they are destroyed

alternatively instead of Night Fighter
>Camouflage Expert - Enemies roll -5/10/15 to spot your ship (at close/medium/long range)
>>
>>5119745
>>5119760
>Imagine naming things (Leave it to QM)
>Imagine naming things (Leave it to QM)
Just remembered should probably vote for this as well, gonna leave it as leaving it to the QM until someone figures out a good name for both the ship and captain.
>>
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>>5119745

All of these options are really good, well done on the compelling choice QM

While I'm very tempted by the damage control skill and a couple others, ultimately I think it comes down to the onion and avoiding being seen in the first place.

>Camouflage Expert - Enemies roll -5/10/15 to spot your ship (at close/medium/long range)

So we're not seen is a pretty obvious one. For the second one it's a bit harder since it'd be nice to have the Disruptor perk to disrupt aircraft but depending on the length of the mission I think

>Inspiring Leader - Whenever you would gain any morale points, gain one additional morale point

Is better, both to use on perks and on rolls/repairs.

For names I have a list in order of my own preference

Personal favourite
>Kreigärgern - Warspite

Honourable mentions.
>König von Preußen - King of Prussia (if that exists in not-Europe)
>Rache - Revenge
>Zenturio - Centurion
>Tapfer - Valiant
>Eroberer - Conqueror
>Lowe - Lion

> Admiral Fritz Lutjens
Since this is based on the bismarck I thought it best to pay homage to her captain.
>>
>>5119745
Ship names
Insufferable for notBrittish
Götenland for notGermans
>>
>>5119745
>Inspiring Leader - Whenever you would gain any morale points, gain one additional morale point
>Logistician - Whenever you refuel, gain 25% more fuel

>Ship names
Vengeance
Retribution
Revenant
Unyielding
Lord Fritz

>Captain name
Vice Admiral [First name] Janssens
>>
>>5119745
>Night Fighter - Suffer half as much penalty from fighting at night

>Damage Control Expert - Fires need 2 successful rolls to spread instead of 1

>Ship Names
Der Edle Ritter, The Noble Knight
Prinzessin Erika, Princess Erica
Unvermeidlich, Inevitable
Admiral Graf Orlok, Admiral-Count Orlok

>Captain Name, Heinrich Raeder
>>
>>5119745
>Night Fighter - Suffer half as much penalty from fighting at night
>Air Traffic Disruptor - Enemy aircraft suffer an additional -2 (on a d10) when rolling to attack while under your AA fire
>>
>>5119745
>>5119849
>Imagine naming things (Leave it to QM)
>Imagine naming things (Leave it to QM)
>>
>Inspiring Leader - Whenever you would gain any morale points, gain one additional morale point
>Night Fighter - Suffer half as much penalty from fighting at night
>Imagine naming things (Leave it to QM)


You are Captain Heinrich Lutjens. The truck you're in arrives at your new ship, the Kreigärgern. Upon stepping out, you're greeted by the sight of sailors and dockhands loading cargo onto the ship. An enlisted man, a Warrant Officer by his rank flash, spots you, approaches and salutes.

"Captain Lutjens! Good to meet you, I'm Warrant Officer Fritz Maier, your senior NCO."

"Good to meet you Fritz. Kreigärgern sure looks pretty, but for the newest ship in the fleet, it doesn't look all the extraordinary."

"Not at first glance, no, but I'd be surprised if there's anything she can't do. If you'll follow me sir, I'll give you a tour of the ship," Fritz says before leading you towards the gangplank.

"She's just got a standard compliment of 3x2 guns, dual purpose secondaries, and AA, but under the hood, she's got all the newest innovations. Our best RADAR and SONAR detection, Turtleback citadel armor, Superheavy shells, enough armor to shrug off even the biggest cruisers' guns, and she runs a smooth 33 knots on a good day. She's the fastest capital ship in the fleet. Now I'm not military intelligence, but I doubt the Ouesterrans have anything remotely this big that can catch her. And if that wasn't enough, our escort, the Prinzessin Erika, backs us up with a stellar AA compliment and a redundant RADAR array, though its RADAR isn't as powerful as ours. Don't let Kreigärgern's might get to your head though, the Prinzessin Erika isn't nearly as well armored."

"I understand, thank you Warrant Officer. When are we due to set off?"

"Admiral Vogel wants us out by the end of the week, but we should be ready to cast off by tonight, and the Prinzessin Erika is ready whenever we are. Personally, I think we should invite the sailors' families and the townsfolk here in Heilbronn to celebrate the start of Kreigärgern's maiden voyage. Frankly sir, I'm positive this ship will be instrumental to Ostland's victory in the war, and the fanfare will put us in the right mood to do so. We would also get a much needed boost to morale after all these nasty defeats the navy's had lately."
>>
>>5120306

"Absolutely not!" An officer marches up to the two of you. "I'm Commander Ernst Janssens, sorry to make your acquaintance in so brash a manner sir, but what Warrant Officer Maier is suggesting is rank foolishness. He would have us announce to the Ouesterrans our departure. They would surely detect us, and have a head start on forcing us back to port before we've even started. We should instead seize the initiative and head out this very night under the cover of darkness. We're soldiers, not performers. By the time they notice we're gone, we'll be halfway there."

"I don't see any Ouesterrans around here, sir," Maier replies. "Any of their ships who would dare get this close would incur the wrath of the airforce. We've got nothing to worry about. Imagine what the crew would think, departing in a battlecruiser without any ceremony whatsoever, and like a thief at night at that! The gallant men at Dachau Academy wouldn't even consider such a thing, sir."

It's becoming clear that the two of them aren't very fond of each other. The two of them continue to argue, but ultimately, the decision lies with you.

>Set out tonight under the cover of darkness [Cautious]
>Send out invitations to the townsfolk and sailors' families and hold fanfare for departure at the end of the week [Bold]
>Compromise, Set out tomorrow morning, but without any fanfare [Pragmatic]
>Write in

Vote will last for approximately 12 hours
>>
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>>5120308

I forgot two Heavy AA on each side, and by the time I realized, I didn't have the dock file anymore. You'll see the correct version of the ship later.
>>
>>5120308
Cover of Darkness. Get a head start, delay any news that the new interdictor is out for a couple hours. Informants are everywhere, always.
>>
>>5120311
We've got a pretty wide ship huh : )
>>
>>5120308
>Set out tonight under the cover of darkness [Cautious]

Morale will increase once we've got some victories under our belts and we can always order a hot meal whenever to brighten the mood. Take on board some more palatable food if it pleases the Warrant Officer, but our mission demands the utmost secrecy, there could be spies anywhere!
>>
>>5120308
>Set out tonight under the cover of darkness [Cautious]
Honestly fine with any of these options but gonna go with this since we got the Night Fighter perk.
>>
>>5120308
>Set out tonight under the cover of darkness [Cautious]
>>
>>5120308
>Set out tonight under the cover of darkness [Cautious]
The enemy might not have ships in striking range but they surely will have spies. A celebration practically gives the game away before it begins. We can celebrate after we strike a few blows.
>>
>>5120308
>Set out tonight under the cover of darkness [Cautious]
>>
>>5120308
>Set out tonight under the cover of darkness [Cautious]
Best to move fast, don't want spies to catch wind.
>>
>>5120308
>Send out invitations to the townsfolk and sailors' families and hold fanfare for departure at the end of the week [Bold]
It’s likely our last time seeing them, why not?
>>
>>5120308

>Send out invitations to the townsfolk and sailors' families and hold fanfare for departure at the end of the week [Bold]
>>
>>5120427
+1
>>
>>5120308
>Compromise, Set out tomorrow morning, but without any fanfare [Pragmatic]
>>
>>5120308
>Set out tonight under the cover of darkness [Cautious]
We're a night fighter for a reason.

>>5120320
Good thing there's no canals in the area.
>>
>>5120308
>>Set out tonight under the cover of darkness [Cautious]
>>
>>5120308
>>Send out invitations to the townsfolk and sailors' families and hold fanfare for departure at the end of the week [Bold]
>>
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>Set out tonight under the cover of darkness [Cautious]

You've made your decision.

"We shall set out tonight under cover of darkness. It's better to be on the safe side in case of any informants in our midst, and we can celebrate after we've put half the Ouesterran Merchant Marine at the bottom. If you're concerned about the mood Warrant Officer Maier, perhaps we can take on board some better food?"

Maier looks slightly embarrassed at this. "Er, no thank you sir. We are soldiers after all. I just thought it fitting to have a send-off for Ostland's latest and greatest."

"Very well then. With that out of the way, please show me around the rest of Kreigärgern."

=======================================================

Monday, April 24 1254, 9:32 pm

The sun is well below the horizon by now, and the town of Heilbronn is asleep. Commander Janssens meets you on the bridge.

"Preparations are complete Captain, we're ready to head out on your command."

"Very good commander, take us out. Steady on a course to the south west, ahead standard."

"Yes, sir."

The Kreigärgern's engines start up, and the ship pulls out of port, with Prinzessin Erika shortly behind her.

=======================================================
>>
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>>5120764

Tuesday, April 25 1254, 4:05 am

It's the early morning hours when you're roused from your quarters and ushered to the bridge.

Commander Janssens reports, "RADAR contact sir! Two signatures to our North West bearing South. Who would've thought the Ouesterrans would have a presence so close to our shores?"

Officer Maier interjects, "It's probably a couple of fishing boats, nothing to get worked up about. And if they are Ouesterrans, they're almost certainly not a threat to this task force. What would you have us do, delay our mission and wait for a couple of civilian vessels to pass a battlecruiser?"

"If they are Ouesterrans, would they not be able to radio back to Ouesterran command if they spotted us?" you reply.

"Not if we blow them out of the water before they can! It's still plenty dark, we can easily get the jump on them."

"And what if it's say, a battleship or two, instead of a patrol boat? We would be putting the entire mission in jeopardy." Janssens warns.

"A battleship or two, all by themselves near Ostland's waters? Unlikely." Maier replies.

"Like us?"

>Steady as she goes, we'll pass by them [Unrelenting]
>Either stop and wait for them to pass, or divert course to avoid them (which? and if the latter, which direction?) [Pensive]
>Move to intercept the RADAR contacts [Deliberate]
>Write in

Voting will last approximately 12 hours
>>
>>5120765
Is the moon out tonight? If it is, we might be able to catch them between the moon and us and get a look at their silhouettes for ID while remaining hidden ourselves.
>>
>>5120765
>Move to intercept the RADAR contacts [Deliberate]
Get the float plane up there to check it out ahead of us, this is what it's for.
>>
>>5120774
Yes, the moon is out, but it's too high in the sky to be useful for the purpose of putting yourself between them and it.
>>
>>5120765
>>Move to intercept the RADAR contacts [Deliberate]
>>
>>5120765
>>Move to intercept the RADAR contacts [Deliberate]
>Send the floatplane up too
>>
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>>5120779
It doesn't have to be right on the horizon since the moon does have a habit of shining off the water, but I'll take your word for it.

>Move to intercept the RADAR contacts [Deliberate]
In that case, let's pull what the Brits did at Cape Matapan. We can close to well within gun range unseen, prepare to open fire and then shoot off a star shell and switch on the searchlights. If it's not an enemy, better luck next time. If it is, we've caught them with their pants down. A floatplane won't be able to see much in the dark.
>>
>>5120765
>Move to intercept the RADAR contacts [Deliberate]
>>
>>5120765
>>5120776
Ignore the sending up of the float plane, didn't realize it was still dark out and we'll likely just alert the enemy with it.
>>
>>5120765
>Move to intercept the RADAR contacts [Deliberate]
Do not send the floatplane.
>>
>>5120765
>Move to intercept the RADAR contacts [Deliberate]
>>
>>5120765
>Move to intercept the RADAR contacts [Deliberate]
Minor and pedantic nitpick but it should be Kriegärgern
>>
>>5120765
>>Move to intercept the RADAR contacts [Deliberate]
>>
>>5120765
>Move to intercept the RADAR contacts [Deliberate]
>>
>>5120765
>Divert course south [Pensive]

Would fishing boats be this far out away from green water?

I'd rather not give away any information that the enemy could convey to their command. There is also no point risking damage or wasting ammunition on foes not directly related to our mission.
>>
>>5120765
>>Move to intercept the RADAR contacts [Deliberate]
HMS Hood 2.0?
>>
>>5120765
Actually...you know what? If they have radar they'll probably decide to check us out anyways if we divert and either way their course takes them close to our path. Better to take the initiative in conditions that favour us.

Switching to...
>Move to intercept the RADAR contacts [Deliberate]
>>
>>5120765
>>Move to intercept the RADAR contacts [Deliberate]
Let's prosecute those contacts.
>>
>>5120765
>Move to intercept the RADAR contacts [Deliberate]
>>
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>Move to intercept the RADAR contacts [Deliberate]

"We move to intercept the contacts. We can't afford to delay our mission, nor can we risk them finding us and sending word to Ouesterra should they be hostile ships. If they're just civilians, then we can just move on."

"Yes, sir!" both respond.

About a half hour later and you are nearing firing range. You are now able to make out the vague forms of their ships, though due to the obscurity of night, if it weren't for your RADAR, you probably wouldn't even know how many there were. The ships continue their course, whether that's due to them not noticing you, not caring, or something else is anyone's guess.

There are a few ways you can approach intercepting them. In any case, provided you aren't spotted first, you can reveal the contacts by popping up a star shell and showering them with spotlights. This should startle and blind them, and provide you with the initiative to neutralize them if necessary before they can respond. Or, it could scare the daylights out of a few civilians. First, you can charge ahead and "cross the T" on them, cutting them off with all your guns brought to bear, and if they're armed, would leave them only with their forward facing guns towards you. A powerful advantage in a fight, but also the most likely way to get you spotted, it is indeed a bold maneuver. Second, you can turn and present broadside inside your Main Guns' range, and then try to get the drop on them. This is the least likely way to get spotted, but also the least tactically advantageous, though with a good initiation, should still give you a good edge. Lastly, you can present broadside within your Dual Purpose guns' range, allowing you the maximum amount of firepower you can bring to bear. This also brings the benefit of a higher accuracy from close range.
>>
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>>5121459
Aside from that, you won't have time to switch rounds when the ambush starts, so you'll need to preemptively load either HE or AP into your guns. AP, as the name implies, does well in penetrating armor and causing damage or destroying components of enemy ships on critical hits. However, against sufficiently lightly armored targets, it has a tendency to over-penetrate due to the fuse failing to arm, and deal significantly less damage. HE has substantially less penetration, which lends itself to solving the previously mentioned issue. HE, however, does not damage or destroy components directly on critical hits, and instead causes fires, which if gone unchecked, can easily overwhelm a ship.

(All of these options involve the "star shell and floodlight" method unless you specify otherwise)
>Ahead Full and attempt to Cross-the-T (yellow)
>Enter into Main Gun range and present broadside (blue)
>Enter into Dual Purpose range and present broadside (green)
>Write in

Main Guns
>Load AP
>Load HE
>A mix? (Write in)

Dual Purpose batteries
>Load AP
>Load HE
>A mix? (Write in)

Voting will last for approximately 14 hours or so. I would normally like to get faster updates for encounters like this, but I'm busy tonight and also might not be able to get an update out tomorrow morning in a timely manner, but hopefully we can even get some faster updates tomorrow.

Let me know if you like the version with the grid or without the grid more. Also, I couldn't find a way to rotate the ship symbols with this tool, so if this is too inconvenient or off-putting, I can try my hand at something else.
>>
>>5121461
>>Ahead Full and attempt to Cross-the-T (yellow)

Load HE on all guns. I don't think these ships are heavily armoured.
>>
>>5121461
>Enter into Dual Purpose range and present broadside (green)
>Write in

Maingun
>A mix?
AP, HE, HE repeat

DP
>Load HE
>>
>>5121461
>>>Ahead Full and attempt to Cross-the-T (yellow)
>Load AP, HE, AP in all main turrets. 2 AP and 1 HE per turret
>Dual purpose, Even split on HE and AP
>>
>>5121461
>Enter into Dual Purpose range and present broadside (green)
Main Guns
>HE
Fires will also illuminate them better, allowing us to fire more accurately at them.
Dual Purpose
>Load HE
>>
>>5121484
better to be prepared to face a battleship and to instead only fire 3 HE and Dual purpose guns than be caught with only 3 AP loaded to deal with 2 heavy cruisers or some other big boy targets.
>>
>>5121461
>Enter into Dual Purpose range and present broadside (green)
>Ap on two main turrets, He on all others
I prefer the grid, and the symbol direction isn’t terrible.
>>
>>5121459
>>5121461

Do not use spotlights. The use of spotlights is what got ships targeted and blown to hell during night actions throughout WWII.

Spotlights only provided a target for enemy ships.

Use star shells to illuminate. HE to set fires. Fires will illuminate enemy ships better than spotlights will, without giving targets to the enemy.

This isn't "theory" or "talking out the ass". This is actual practice. Go read up on the Guadalcanal Campaigns and the night actions. Ships that used spotlights, both Japanese and Americans, got lit the fuck up immediately.

>Cross the T
>Load AP for main guns
>Load HE for secondaries

Lightly armored or not, an AP round from a 14-15" gun will absolutely still wreck a destroyer and render it combat ineffective depending on where it hits.

Effective torpedo range is typically less than 5000 yards, which was the maximum launch range for the Japanese destroyers, who were the experts at destroyer torpedo attacks. American and British navies typically waited until 3000-4000 yards before launching. We want to stay, for safety, outside of 7000 yards. Because at point-blank range, even a cruiser's 8" guns can absolutely fuck up a battleship's armor, as was shown when the Hiei, which is probably comparable to our ship, got wrecked by the 8" guns of American heavy cruisers.
>>
>>5121461
>Ahead Full and attempt to Cross-the-T (yellow)
>Load HE
>Load HE

I like the grid version.

I'm a bit paranoid that the enemy could be using civilian vessels to spy on us, even captured vessels of our nations. So perhaps it would be wise to also try and avoid being spotted or trying to board them if we are spotted and the vessels appear to be civilian ships, or perhaps not and I'm simply being paranoid.
>>
>>5121461
>Ahead Full and attempt to Cross-the-T (yellow)
Main: AP, AP, HE
DP: 5 AP, 5 HE

If we're firing perpendicular to the enemy our shots should be able to pierce a lot more of the enemy's interior systems before they exit right?.
>>
>>5121504
+1 to this because this dude clearly knows more about naval history and tactics than I ever will, also just plainly looks good to me.
>>
>>5121504
support, for the reasons
>>5121641
outlined
>>
>>5121504
+1
>>
>>5121461
>Ahead Full and attempt to Cross-the-T (yellow)

>Load AP

>Load HE

>>5121504
To be fair it worked at Cape Matapan. Though that’s probably because it was against the Italians and several battleships bulling some cruisers.
>>
>>5121504
+1. Anon is also right about spotlights, no lights at least at first.
Huge AP shells will overpenetrate a DD, and they can take a lot of penetrating shots so long as they don't hit something vital e.g. at Samar. A hole straight through the hull is pretty easy to deal with compared to an explosion.
>>5121790
At Matapan the Italians were caught so off guard and blasted apart so quickly they didn't even have time to get most of their crew to action stations, let alone proper return fire.
>>
>>5121461
>Enter into Main Gun range and present broadside (blue)
>mix of AP and HE into all guns
>>
Woke up earlier than I expected, new update soonish, and faster updates following
>>
>>5121921
Good fucking show, keep it up. One good quest on this damned board.
>>
>>5121924
Thanks anon, you flatter me
>>
>>5121461
I'll switch to support >>5121504
>>
>>5121504
+1
>>5121924
May I recommend the Antipaladin quest?
>>
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>Ahead Full and attempt to Cross-the-T (yellow)
>Load AP for main guns
>Load HE for secondaries

>You have performed a *bold* action! Gained 1(+1) Morale Points.
>Morale Points: 2


"Ahead Full, we'll pull right in front of them. Main Guns to load Armor Piercing, Dual Purpose to load High Explosive. All hands to Action Stations."

A grin appears on Warrant Officer Maier's face, "With pleasure, sir!"

The Kriegärgern lurches forwards as it races to cutoff the two unknown ships. Her crew races around to their posts - manning the guns, forming damage control teams, heading to the boilers, and officers scrambling to reach the bridge.

As you close in, clouds pass over the moon, and you still aren't able to get any better of a direct visual. Hopefully the same applies to the two unfortunate ships you're pulling in front of. You arrive near the ambush point with enough time that you need to slow to Ahead Half to not overshoot.

Finally, the moment arrives. You can just barely make out two ships perpendicular to yours, well within firing range.

"Launch the star shell."

Illuminated, you now make out the forms of two Ouesterran destroyers!

Firing
>Concentrate all fire on nearest DD
>Concentrate all fire on furthest DD
>Spread fire evenly
>Write in

The Prinzessin Erika will fire on the nearest DD

Maneuvering
>Turn in (red)
>Maintain course (green)
>Turn away (yellow)

Current speed: Ahead Half (14 kn)
>Change speed?

>Roll 6d100, 10d100 (Accuracy), 6d20, 10d20 (Penetration)

Voting will last 1-2 hours
>>
>>5121962
Ideally I'd like multiple people to be able to roll, so please only roll one set of dice (e.g. the 6d100). Also, like previously stated, I'll try to make combat rounds shorter updates.

Accuracy (Main Guns):
Base - 80
Large targeting small ship - +20
Night (reduced) - +5
Illuminated - -5
Range 3-4km Main Guns - -5

DC: 95


Accuracy (Dual Purpose):
Base - 80
Small/secondary targeting small ship - +0
Night (reduced) - +5
Illuminated - -5

DC: 80


Penetration (Main Guns):
Base - 11
Large vs small - -18

DC: -7, 3+ overpenetrates


Penetration (Dual Purpose):
Base - 11
Small/secondary vs small - -5
Firing HE - +8

DC: 13
>>
>>5121963
Penetration DC should be 14 for Dual Purpose, not 13. Basic arithmetic strikes again!
>>
Rolled 11, 97, 74, 53, 98, 8 = 341 (6d100)

>>5121956
I bet he's salty over Antipaladin for some reason

>>5121962
I'll just roll one set of dice
>>
Rolled 100, 83, 16, 28, 38, 48, 76, 10, 62, 63 = 524 (10d100)

>>5121962

>Spread fire evenly
>Maintain course (green)
>>
Rolled 39, 21, 59, 91, 57, 49 = 316 (6d100)

>>5121963
Prinzessin Erika Accuracy
>>
Rolled 11, 7, 2, 18, 8, 2 = 48 (6d20)

>>5121971
Prinzessin Erika Penetration
>>
Rolled 2, 16, 14, 14, 5, 7 = 58 (6d20)

>>5121962
>Spread fire evenly
>Maintain course (green)
>>
Rolled 6 (1d6)

>>5121972
damage
>>
Rolled 13, 14, 9, 18, 12, 5, 14, 15, 16, 4 = 120 (10d20)

>>5121962
>>Concentrate all fire on furthest DD
>Turn in (red)
>>
>>5121963
Oops again, completely forgot your RADAR and Secondary Tower bonuses.

Actual actual DCs are:
Main (acc): 92

DP (acc): 67
>>
2 Main Gun hits, 3 Dual Purpose hits
>Roll 2d10 and 3d4 for damage
>>
Rolled 13, 4, 8, 15, 5, 3, 9, 3, 3, 7 = 70 (10d20)

>>5121990
>>5121963
Do we roll Penetration for the main guns even if our DC is negative, and do we roll penetration for all shells, even those we miss?

Rolling for the secondary batteries since at least those have a DC.
>>
>>5122004
Yes, you roll pen for negative DC because what you roll for penetration determines if it's a normal pen, over pen, or crit
>>
Rolled 7, 9 = 16 (2d10)

>>5122003
>>
Rolled 2, 1, 1 = 4 (3d4)

>>5121962
>Concentrate all fire on furthest DD
The furthest one is more likely to escape, we need to make sure they both sink.
>Maintain course (green)
>Change speed?
No
>>5122003
Rolling damage
>>
Rolled 2 (1d2)

>Spread fire evenly = 1
>Concentrate on furthest DD = 2
>>
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Rolled 22, 64, 14, 38, 76, 7 = 221 (6d100)

>Concentrate all fire on furthest DD
>Maintain course (green)

"All guns on that far Destroyer! Open fire!"

The heavy guns of Kriegärgern sing, and seconds later, explosions rock the unfortunate hull of the rear Destroyer, followed by a peppering of smaller ones. The poor ship blows apart, scrap raining down into the water around it. Prinzessin Erika follows suit and also opens fire, raining shots all around the other Destroyer, with one seemingly over-penetrating. A few seconds later and the sole enemy ship begins turning to Port and gaining speed, and you can see crew start rushing around on her deck. You surmise you don't have much time before they start sending some kind of message out, if they haven't already.

>Load HE
>Load AP
>A mix? (Write in)

Maneuvering
>Turn in (red)
>Maintain course (green)
>Turn away (yellow)

Current speed: Ahead Half (14 kn)
>Change speed?


>Roll 1x6d100, 1x10d100 (Accuracy), 1x6d20, 1x10d20 (Penetration)

Voting will last 1-2 hours
>>
Rolled 15, 12, 19, 18, 1, 2 = 67 (6d20)

>>5122072
Accuracy (Main Guns):
Base - 80
Large targeting small ship - +20
Night (reduced) - +5
Illuminated - -5
Range 3-4km Main Guns - -5
Early RADAR - -3

DC: 92


Accuracy (Dual Purpose):
Base - 80
Small/secondary targeting small ship - +0
Night (reduced) - +5
Illuminated - -5
Early RADAR - -3
Secondary Tower - -10

DC: 67


Penetration (Main Guns):
Base - 11
Large vs small - -18

DC: -7, 3+ overpenetrates


Penetration (Dual Purpose):
Base - 11
Small/secondary vs small - -5
Firing HE - +8

DC: 14
>>
Rolled 89, 23, 59, 13, 9, 90 = 283 (6d100)

>>5122072
>>Load HE
>Turn in (red)
>>
>>5122080
DCs may change depending on ammo type loaded
>>
Rolled 30, 11, 52, 14, 82, 87, 17, 13, 86, 49 = 441 (10d100)

>>5122072
>Load HE
>Turn in (red)
Don't let it get away! Lets go Secondaries!
>>
Rolled 96, 12, 58, 49, 42, 36, 31, 57, 33, 68 = 482 (10d100)

>>5122072
>>
Rolled 9, 3, 4, 5, 13, 12, 18, 2, 2, 3 = 71 (10d20)

>>5122072
Load full HE and turn in. We will burn them to the ground.
>>
>>5122080
I also forgot the bonuses from x2 guns and the range from dual purposes, baka. Good news is that it doesn't change *that* much (only 2 extra DP shots would have hit if not for my error), since you blew the shit outta that DD anyways.

ACTUAL Actual actual DCs:

Mains (acc): 89
DPs (acc): 55
>>
>>5122072
>Load HE
>Turn in (red)
>>
Rolled 15, 11, 4, 2, 7, 15 = 54 (6d20)

>>5122080
>>
>>5122100
It changes things for this round though, we go from zero main guns hitting to two main guns hitting. These boats ain't got squat on us.
>>
>>5122100
And now I applied the AA range for the DPs instead of their vs. ships bonus, which is +0. One of these days I might present you guys with a correct DC.

>>5122104
Yes it does, good thing I caught it in time
>>
2 Main Gun hits, 3 DP hits but the DPs don't pen
>roll 1x2d10 for damage
>>
Rolled 10, 6 = 16 (2d10)

>>5122119
>>
>>5122120
Praise the Lord, this Destoryer patrol is no more. Glory to Ostland and her Kaiser!
>>
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>>5122136
Tennōheika Banzai!
>>
>>5122136
...glugluglug, splash.
>>
What do you think lads, should we send out lifeboats for the survivors?
>>
>>5122156
Depends if these are Shark infsted waters. But honestly I think we shouldn't.
>>
>>5122156
We must, and we are close to shore anyway so they may be offloaded quickly
>>
>>5122161
If this is a not-Nordsee operational environment those sailors will go hypothermic and drown well before the sharks get involved. Also it's a warcrime to leave them, and we're not a U-boat.
>>
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>Load HE
>Turn in (red)

"Right Standard Rudder, load HE in all batteries. Don't let that thing get away!"

As your Main Guns traverse over to the other Destroyer desperately trying to turn away, the Prinzessin Erika fires off another volley, splashing rounds all around the helpless Destroyer, one landing perilously close, but none connecting. Then your secondaries begin opening up again, raining fire all around it with some bouncing HE shells off the thin armor. Finally, the big guns of Kriegärgern unleash another devastating salvo, ripping apart the final Destroyer and putting an end to this decisive encounter. Cheers are raised around the bridge.

"Praise the Lord!"

"Glory to Ostland!"

"Für den Kaiser!"

>You have had a successful first encounter! You have gained 2(+1) Morale Points
>Morale Points: 5

After the celebration died down some, Warrant Officer Maier gets your attention.

"Sir, I hate to cut short relishing our first win, but what Ouesterrans didn't get blown to smithereens out there didn't have much time to get to lifeboats before those ships rapidly sunk, and are now out there in the water. We're about 500 kilometers from the nearest shore, there's no way they'll survive if we just leave them. We should send out lifeboats to pick up who we can."

Commander Jenssens chimes in, "We would be spending even more time dallying around here than we need to. Also, who knows how long before another Ouesterran patrol comes by, or comes to check on them once they fail to report in? I hate to leave good sailors at sea, but they are our bitter enemy."

>Rescue everyone you can [Compassionate]
>Rescue the easiest to get to, then move on [Calculating]
>Waste no more time here, move on [Indifferent]
>Write in
>>
>>5122194
Voting will last approximately 7 hours
>>
>>5122194
>Rescue everyone you can [Compassionate]
>>
>>5122194
>Rescue everyone you can [Compassionate]
They may be our adversaries, but every sailor's true enemy is the sea.
>>
>>5122194
>Rescue everyone you can [Compassionate]
We may want to leave 1 ship alive if we face a large group. That way they can get their stragglers and then we won't waste time.
>>
>>5122194
>>Rescue everyone you can [Compassionate]
Far better to be thought a gentleman corsair than a bloody minded pirate.
>>
>>5122255
On that note, take a bunch of archive photos of the sinking ships and the lifeboats to send back with our dispatches. It'll be useful for propaganda purposes if nothing else.
>>
>>5122194
Question to QM: How does the rest of the world see the Ouesterra-Ostland war? Are there heavily armed neutrals waiting to jump in, or are we two world spanning powers fighting for overall hegemony? Inquiring minds wanna know...
>>
>>5122194
>>Rescue everyone you can [Compassionate]
There's rules out at sea. It's every man against the sea, no matter the nation nor the flag.
>>
>>5122265
There are indeed heavily armed neutrals, but Ostland and Ouesterra are easily the most powerful of the bunch.
>>
>>5122194
>>Rescue everyone you can [Compassionate]
>>
>>5122194
>>Waste no more time here, move on [Indifferent]
sucks to suck
>>
>>5122194
>Rescue the easiest to get to, then move on [Calculating]
If Oesterrans are this close to our territory there's gotta be something more to it. Rescuing the enemy is not our top priority here.
>>
>>5122194
>>Rescue everyone you can [Compassionate]
>>
>>5122194
>Waste no more time here, move on [Indifferent]
>>
>>5122194
>Rescue everyone you can [Compassionate]
Gotta get a good record in case the war is lost so we don't get hung, also make sure to take pics for propaganda good shit.
>>
>>5122194
>Rescue everyone you can [Compassionate]
>>
>>5122194
>>Rescue everyone you can [Compassionate]
>>
>>5122194
>Rescue the easiest to get to, then move on [Calculating]
>>
>>5122194
>Rescue the easiest to get to, then move on [Calculating]
>>5122293
Very suspicious indeed.
>>
>>5122194
>>Rescue everyone you can [Compassionate]
>>
>>5122194
Write in
>Fire the AA guns on the survivors (War Criminal)
>>
>>5122386
Absolut Nuremberg
>>
>>5122386
+1
Based
>>
>>5122194
>>Rescue the easiest to get to, then move on [Calculating]
>>
>>5122386
+1
Sam “Butcher of Ouesterra” Hyde must be stopped.
>>
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>>5122194
>Rescue the easiest to get to, then move on [Calculating]

>>5122386
>>
>>5122194
>>Rescue everyone you can [Compassionate]
>>
>>5122386
changing to this based option
>>
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>Rescue everyone you can [Compassionate]

"They may be our adversaries, but every sailor's true enemy is the sea. We rescue everyone we can."

Janssens' face takes on a look of worry.

"Yes sir."

=======================================================

Tuesday, April 25 1254, 6:36 pm

Rescuing a couple hundred survivors from the wrecks took around two hours. The sun was rising by the time you finished, and no other ships disturbed you for the duration. You are now nearing the island nation of Cypria, and are most of the way to the shipping lanes of the Surtierra-controlled Savantes island chain.

Maiers addresses you, "If we wanted to, we could dock in a Cyprian port to refuel, or perhaps even drop off our PoWs."

"Wouldn't that expose us to being sighted by Ouesterran infiltrators?"

"If there are indeed Ouesterran infiltrators in a neutral country, I suppose. But it could very well be worth it; we're already almost a third of the way through our fuel."

"What are our alternatives?"

"We can continue sailing by, and be less likely to be detected by any 'infiltrators', or if you're that worried, we can take a route that avoids Cypria, but that would take slightly longer."

Jansses advises, "We could also hold onto these until we pick up more enemy sailors, then dump them all off at once, perhaps in the Savantes. Or we could just hold onto them until we make it back to Ostland, but that might eat into our supplies some. Maybe if things go well enough, we could convince command to send out a supply ship to keep us out here and take back these prisoners with them."

Fuel: 1174/1500

>Dock in Cypria to refuel
>Dock in Cypria to refuel and unload your prisoners
>Pass by Cypria
>Chart a course around Cypria
>Write in


Tomorrow is a busy day for me, so I might not be able to get out an update until this time tomorrow, maybe around 3-5pm EST if things work out. Voting open until then.

I keep getting signed out and forced to redo maps from scratch since the map tool doesn't recognize me as the one who made it, and I'm starting to get tired of the spaghetti code. I might be changing map tools soon, and that may reduce the visual quality of these maps going forward, but I really do not feel like remaking these from almost scratch every time I update.
>>
>>5122784
>Dock in Cypria to refuel and unload your prisoners
Might as well.
>>
>>5122784
>>Dock in Cypria to refuel

We can probably get more food to feed our extra mouths as well. If we leave them in a neutral port I don't think the authorities will be too happy.
>>
>>5122784
>>Pass by Cypria
>>
>>5122784
>Dock in Cypria to refuel and unload your prisoners
Considering how close we are to Questerra the discovery of our mission is a matter of sooner rather than later. There shouldn't be much lost by dropping the prisoners off.
>>
>>5122909
+1
>>
>>5122784
>>Dock in Cypria to refuel and unload your prisoners
>>
>>5122784
>Chart a course around Cypria
>>
>>5122784
>Dock in Cypria to refuel and unload your prisoners

Less of a pain to drop them off. Hell, the less time they have to go over the internal layout and mechanisms the better.
>>
>>5123043
>the less time they have to go over the internal layout and mechanisms the better.

They're all probably imprisoned in a specific location on the ship.
>>
>>5122784
>Dock in Cypria to refuel
>>
>>5122784
>Dock in Cypria to refuel and unload your prisoners
>>
>>5122784
>Dock in Cypria to refuel and unload your prisoners
>>
>>5122784
>>Dock in Cypria to refuel
>>
>>5122784
>Dock in Cypria to refuel and unload your prisoners
>>
>>5122784
>Dock in Cypria to refuel and unload your prisoners
>>
>>5122784
>Chart a course around Cypria
We can return later once we sunk a few more ships
>>
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>Dock in Cypria to refuel and unload your prisoners

"We will dock in Cypria for refueling and to unload our prisoners. We won't need to worry about any problems they might cause while aboard, and they're going to know of our mission shortly anyways."

=======================================================

Wednesday, April 26 1254, 4:45 pm

You're just about topped off on fuel, and you just loosed the prisoners onto the island. The native Cyprians didn't look very pleased about it, but the prisoners are their problem now.

You're making preparations to set off again when you're approached by Warrant Officer Maier.

"Captain Lutjens, big news from command! The Ouesterrans have launched an invasion of Kreta!"

Distressed murmurs echo around the bridge.

This was not good news. Firstly, should they succeed in capturing the island, it gave Ouesterrans a forward operating base disturbingly close to Ostland. Second, it meant there was already likely a sizable fleet deployed somewhere in the ocean, which might divert some or all of its forces to you sometime in the future. It might also make it more difficult to return to Ostland by going north, especially if they installed an airbase on there.
>>
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>>5124012
"How far out are the shipping lanes from here?"

"At standard speeds, we should be there around midnight sir."

>Wait until dark to set off for the shipping lanes
>Set off immediately
>Something else? (Write in)

Vote will last approximately 12 hours
>>
>>5124014
>>Set off immediately
>>
>>5124014
>>Set off immediately.
Perfect time to raid the sea-lanes. Let's just hope we don't get caught by a larger force in the dark....
>>
>>5124012
>Set off immediately

Hope we can catch some of the invasion supplies, give the boys on the island a better shot.
>>
>>5124014
>>Set off immediately
>>
>>5124014
>Set off immediately
Well we do have the night fighter perk and also radar so this is perfect.
>>
>>5124014
>Wait until dark to set off for the shipping lanes
>>
>>5124012
>Set off immediately
While Kreta is far enough off that their task force probably won't be able to intercept us if they wanted, that we remain still in a neutral port will eventually reach enemy ears. Our best defence is to remain mobile on the oceans as often as possible.
>>
>>5124014
>>Set off immediately
>>
>>5124014
>>Set off immediately
>>
>>5124014
>Set off immediately
Let's go commerce raiding...
>>
>>5124014
>Set off immediately
>>
>>5124014
>Set off immediately
>>
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>Set off immediately

"We leave immediately. Operating in the dark is optimal for us, and with any luck, we might hit some supplies headed for Kreta."

"Yes sir!" Maier responds enthusiastically.

Maier heads around giving orders with zeal. The real mission was about to start.

The freshly resupplied Kriegärgern task force sets off.

=======================================================

Wednesday, April 26 1254, 11:50 pm

You've arrived in the operation area, and so far, nothing shows on RADAR. It's just about midnight, so visibility is terrible. The weather however has held up so far, not even being particularly cloudy.

You know that convoys often travel through this general area, but the longitude isn't very exact. The convoys travel from south-southeast to north-northwest.

Finding them right now is largely guesswork, unless you have some sort of strategy in mind?

(Yellow circle is RADAR range)

>Search North West (green)
>Maintain course (red)
>Search South West (yellow)
>Patrol your current area (blue)
>Write in

Launch Float Plane? (400 km range (can fly 800 km total), 75 km view range in current conditions and reduced spot chance at night)
>Yes (specify where it will search, and any patrol pattern, and where it will rendezvous with you, and any additional orders)
>Do not launch Float Plane


Shorter update and I have more time today, so voting will last 4 hours.
>>
>>5124659
Rendezvous with Float Plane should also include a time
>>
>>5124659
>Search North West (green), then turn South West and pass in between the two Islands

>Launch Float Plane, heading South West along the yellow line, then banking west halfway to the large island before turning North East to rendezvous with us as we head South West. If it makes confirmed contact with enemy shipping or patrols it is to break off and seek to rendezvous ASAP

This will let us cover ground optimally, our Radar has enough coverage to find contacts passing through the island chain while the Float Plane has longer view range and can cover the open sea better. I'm not exactly sure how long it would take our vessel to reach the rendezvous I have in mind so I can't set a specific time, maybe that can be done automatically in character.
>>
>>5124701
+1 Sounds good to me.
>>
>>5124701
+1
>>
>>5124659
Supporting >>5124701

Sounds like as solid a plan as any I guess.
>>
>>5124701

+1
>>
>>5124701
+1 sounds good to me
>>
>>5124701
+1 to PlanAnon choice
>>
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>Search North West (green), then turn South West and pass in between the two Islands
>Launch Float Plane, heading South West along the yellow line, then banking west halfway to the large island before turning North East to rendezvous with us as we head South West. If it makes confirmed contact with enemy shipping or patrols it is to break off and seek to rendezvous ASAP

You give orders to launch the Float Plane and chart its course to meet up with you between the islands up ahead to the north west, which should give you a good circle of vision, and then plot a course for your task force to head north west for just over 100 km, then to turn south west.

Barely 5 minutes later, you receive a report from one of the bridge officers, "Captain, news from the recon flight!"

"Already?"

"Yes, sir! Report reads: visuals unclear, group of 13 ships spotted heading north west, what looks to be 1 battleship, 2 heavy cruisers, 1 light cruiser, 9 convoys."

Commander Janssens looks perplexed as he contributes, "That's a strangely heavy escort for a convoy. And a battleship? Are they sure?"

"That's what the report reads, sir." The bridge officer replies.

"Can we even engage such a threat? The size of the force is considerable enough, but a battleship as well? There's no way we could hope to engage that, even if we were able to perform a surprise attack. We can't rely on every opponent not spotting us anyways," Janssens elaborates.

Warrant Officer Maiers seems confident. "There's no way that's actually a battleship. The pilot must have gotten confused or misidentified their number or class, especially in the poor visual conditions. How many battleships would be able to keep up with a convoy? I'd say half of those cruisers are actually convoys themselves!"

"Is that a risk we can really be taking?" You inquire.

"I think it's a good bet." Maiers replies. "Besides, we won't get much done out here without taking a few risks. We can even take out some of their forces in the area to make our job going forward, especially in the day, much easier."

"But surely not all of their convoys are this well guarded, if guarded at all. Something must have spooked them into guarding this one, I bet if we look around or wait a bit more, we'll find other convoys, loosely guarded to harass instead of engaging their strongpoint," Janssens argues.

White circle is radio range, blue circle is spotting range.

Task Force
>Continue as planned (green)
>Move to the rear of the enemy group (blue)
>Write in

>Accelerate to Ahead Full
>Maintain Ahead Standard
>Write in

Float Plane
>Continue as planned
>Return to Kriegärgern
>Follow the enemy group (from what distance and angle?)
>Write in

Voting will last about 4 hours
>>
>>5124905
>Continue as planned (green)
>Accelerate to Ahead Full
>Continue as planned

The rest of the convoy could simply have slowed down to allow the Battleship to keep pace, yes?

Anyways, it isn't worth the risk, there will be others.
>>
>>5124913
+1 I'd rather not go up against a battleship.
>>
>>5124905
> head straight ahead at the island getting to just within our radar range to hopefully further ID and see what we are dealing with. If we positively I’d a battleship then break north of island if we think it’s not then we swing in behind the convoys to cause havoc as they think it’s their own ships firing giving us more time to target warships
> all ahead full
> float plane returns to ship but going north west to either link up after we’ve gone north or south of the island letting them get some more looks in. Have them try and be unseen and skirt edges of visual range
>>
>>5124905
>"Gentlemen, I shall quote our dear Feldmarschall Erik von Römmel as I feel it is rather fitting for this moment. 'If you wish to live as a hero, your first and foremost need to survive'. We are no use to the War Effort if our bones are being picked clean at the bottom of the Ocean. Tell the pilot to scout as close as he dares, we need accurate information on this convoy to make the descision to engage or not. Helmsman, put us at All Ahead Full same course. If we can round the Island before the convoy passes we can make Radar contact and hopefully find out for ourselves just how big this escort feelt really is."

>Continue as planned (green)
>Accelerate to Ahead Full

Float Plane
>Follow the enemy group (35-45Km, Southwest), if spotted east and then north west after losing contact
Classic deception tactic if he gets himself spotted, it might even divert a few escort ships to figure out where he's going if the Questerrans are being overconfident.
>>
>>5124905
All right, let's analyse the situation. It could well be a BB - in WWII, BBs were used as convoy escorts, but this task was most commonly the preserve of older, unmodernised BBs (especially earlier in the war) that were too old to stand up to modern capital ships but could be used to free up better BBs elsewhere. Thus it's probably slow (merchant ships of the era make a pretty ponderous 10-15kt and not an issue for even an old warship to keep pace with) and obsolete with no RADAR and old fire-control especially, which means we can probably outrange it by a large margin especially at night and if it does seem too stronk for us we can easily withdraw. The cruisers might be a significant problem thanks to their speed and possibility of being more modern. All in all, if our intel is good, we could probably give this escort a good run for its money but success is not guaranteed, it might be something more modern and we'd take damage in the process - which is exactly the kind of deterrence factor these BBs were included in escorts for.
>Continue as planned (green)
>Maintain Ahead Standard
>Circle around to get a second closer look, but otherwise continue as planned
There's easier targets out there we should go after instead, but we do need to be mindful of our fuel reserves which will go quickly at full speed.
>>
>>5124935
>getting to just within our radar range to hopefully further ID and see what we are dealing with
FYI your radar cannot distinguish between sizes of vessels, only that they are there. However, you could do this and see how many there are.
>>
>>5124905
>Continue as planned (green).
>Accelerate to Ahead Full

>Return to Kriegärgern
>>
>>5124940
+1
>>
>>5124905
Sighting reports are often unreliable. I vote for going in.
>>
>>5124905
>Move to the rear of the enemy group (blue)

>Accelerate to Ahead Full

>Continue as planned

The pilot is drunk. That BB is at best a large tanker. You got deceived.
>>
>>5124905
>Continue as planned (green)
>Accelerate to Ahead Full
>Continue as planned
>>
>>5124905
>>Continue as planned (green)

>Accelerate to Ahead Full

>Follow the enemy group (35-45Km, Southwest), if spotted east and then north west after losing contact
>>
>>5124905
I’ll take our chances that it’s not actually a Battleship. Prepare to engage.
>>
>>5124913 >>5124932 >>5124935 >>5124940 >>5124942 >>5124992 >>5125024 >>5125033 >>5125039 >>5125084 >>5125087 >>5125092


Since the vote for the plane is diverse and the two prevailing options are close, I'm going to hold a runoff vote for it.

Voting will last for approximately 1 hour.

Float Plane
>Continue as planned
>Follow the enemy group (35-45Km, Southwest), if spotted east and then north west after losing contact
>>
>>5125153
>>Follow the enemy group (35-45Km, Southwest), if spotted east and then north west after losing contact
>>
>>5125153
>Continue as planned
>>
>>5125153
Voting for the previous options is still open for the same timeframe
>>
>>5125153
>>Follow the enemy group (35-45Km, Southwest), if spotted east and then north west after losing contact
>>
>>5125153
>Follow the enemy group (35-45Km, Southwest), if spotted east and then north west after losing contact
>>
>>5125153
>>Continue as planned
>>
>>5125153
>>Follow the enemy group (35-45Km, Southwest), if spotted east and then north west after losing contact
>>
>>5125153
>Follow the enemy group (35-45Km, Southwest), if spotted east and then north west after losing contact
>>
Locked in

>Continue as planned (green)
>Accelerate to Ahead Full
>Follow the enemy group (35-45Km, Southwest), if spotted east and then north west after losing contact

Processing
>>
>>5125153
>>Follow the enemy group (35-45Km, Southwest), if spotted east and then north west after losing contact
>>
>Continue as planned (green)
>Accelerate to Ahead Full
>Follow the enemy group (35-45Km, Southwest), if spotted east and then north west after losing contact


=======================================================


Thursday, April 27 1254, 1:36 am

The same bridge officer pipes up again, "Another report from the Float Plane sir: 'Better visuals, group composition of 1 battlecruiser, 1 escort carrier, 2 light cruisers, 3 destroyers, and 6 convoys. Group has changed heading to north and is currently just west of the island.'"

"Thank you, officer."

Somehow, despite the late hour, Warrant Officer Maiers seems as excited as ever. "What a prize! It's not a battleship after all, and there's an escort carrier ripe for the pickings!"

"Yes, but now there are 3 extra warships that we hadn't accounted for before. Still, we don't quite know how accurate this report is either," You reply.

"Well if the 'more accurate' report gives them smaller ships, all the better, sir!"

"Is this even a better composition to be facing?" Janssens queries. "If they detect us before we can close in, we can be facing planes as well. Hell, there might be planes incoming this very moment! And don't discount those destroyers just because we made short work of the last two we faced. A lucky torpedo or two could cripple us and end this mission before it even started. And those extra guns pointed at us don't help either."

"If planes were incoming, we would pick them up on RADAR, and their behavior sure doesn't suggest to me that they know we're here." Maiers returns.

"What if it's a trap?"

"Not every convenient situation is a trap, sir. We've got to take advantage of this!"

Kriegärgern
>Sail straight at them, give them as little time to detect and respond to you as possible [Engage] (green)
>Attempt to come at them from the side [Engage] (yellow)
>Sail ahead and attempt to hit their weaker flank [Engage] (orange)
>Disengage and turn around to look for other convoys (blue)
>Write in

>Maintain Ahead Full
>Decelerate to Ahead Standard
>Write in

Prinzessin Erika (if engaging)
>Stay with Kriegärgern
>Take another path (which?)
>Write in

Float Plane
>Continue plan of tailing/retreating if spotted
>Fall back to a safer range (direction?)
>Write in

Voting will last approximately 14 hours.

If you decide to engage, it's going to be going into an encounter, but tomorrow I likely won't have as much time as I've had today, so paradoxically we might get slower updates for an encounter. Sorry if that ends up happening.
>>
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>>5125355
forgot pics
>>
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>>5125357
Ignore the Float Plane location here, it is actually to the south west of the convoy group, I messed up here
>>
>>5125355
>hit them from the weaker side (orange)
>Full Ahead
>Stay with Erika
>Continue tailing and retreat to East if spotted
>>
>>5125355
>Attempt to come at them from the side [Engage] (yellow)
>Maintain Ahead Full
>Take a wider turn, approaching from an angle further back
>Continue plan of tailing/retreating if spotted
That BC needs to be our first target, since it represents the greatest immediate threat to us out of the whole unit. The carrier is a secondary threat since it needs to wake up its crew, turn into the wind, get its aircraft on deck, fuel and arm them, launch them and marshal them into formation before it can even think about attacking, and this process takes a substantial amount of time so it will have a very delayed response if not already on combat alert, as well as its aircraft having a harder time in the dark and versus our AA. While we slug it out with the big boy and everyone's looking at us, the Erika can enter the scene and attempt to close on the CVL and turn it into Swiss cheese, preferably before it can initiate a strike - followed by attacking smaller escorts or the convoy. This is why carriers are not meant to be near the battleline in fleet engagements.
Side note, do we have a scale for this map or is everything only representative?
>>
>>5125355
>Sail ahead and attempt to hit their weaker flank [Engage] (orange)

>Maintain Ahead Full

>Stay with Kriegärgern

I know separating from your friendly ships has uses in naval warfare for deception purposes or something, but I'm pretty sure naval warfare is explicitly attritional, we need to concentrate our firepower and we cannot afford any failures in synchronization, so best just stay together.

That being said, no need to be where they expect us to be.

>Continue plan of tailing/retreating if spotted
>>
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>>5125396
Sorry, here you go
>>
>>5125355
>>Sail ahead and attempt to hit their weaker flank [Engage] (orange)
>>Maintain Ahead Full
>>Stay with Kriegärgern
>Continue plan of tailing/retreating if spotted

Lets see if we can't lay down the smackdown.
>>
>>5125355
>>Sail ahead and attempt to hit their weaker flank [Engage] (orange)
>Maintain Ahead Full

>Stay with Kriegärgern

>Continue plan of tailing/retreating if spotted
They most likely already spotted the float plane. It returning to us Before we engage can tip them off of its position.
>>
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>>5125421
and from that I can work out a scale for the battlemap, assuming it is to scale.

Anyway, RE the Erika. I want to put the reasoning up for discussion here - we cannot effectively engage both the carrier and BC sequentially. If we engage the carrier first, we lose the vital element of surprise on the BC and give its escort screen time to form up, and we cannot fight its screen and the BC itself at once. If we engage the BC first, in the time it takes for that scuffle to conclude and to close the range on the carrier while fending off angry escorts, it might well be launching aircraft at us. If we split our fire, it'll be ineffective. As much as I don't like splitting up, I think it's the only way to not get a wedgie from either of them. The CVL is also separated from its escorts and more or less defenceless to start with, so it will be easy meat for the Erika alone if it can get close. We are still in radio range.
>>
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>>5125396
+1
Lets burn that carrier.
>>
>>5125463
The distances between ships in that map is not to scale. It's like that to show the formation of the ships that your plane identified, but they are in close proximity to each other. Sorry for the confusion.
>>
>>5125355
Fine, you've convinced me, just in time too since I as about to go to sleep. Though just to clarify both for my and the QM's sake, we are separating from the Kriegärgern, yes.

Supporting >>5125463

My original vote is here >>5125405
>>
>>5125463
Ah, sorry I meant we are separating from the Prinzessin Erika.

To be more specific, the Erika is going after the carrier using the orange path, while we take the yellow path and engage the BC, yes?
>>
>>5125472
Yes. Ideally we coordinate our approach to initiate our attack at the same time, if coordination or maintaining radio silence is a concern we can have the Erika arrive in its position a bit before us and hang back out of visual range with us opening fire being its signal.
>>
>>5125467
So, QM, how close proximity are we talking? Are we talking about "they are lined up super tight like they are showing off for a crowd like the naval version of a parade formation" or are we just talking about a regular escort formation but one that still tries to buy their larger ships distance from submarines or destroyers while still being close enough to provide a degree of mutual defence?

Is >>5125463 >>5125475 workable or obviously not? 'cause we are working off the assumption that we can reasonably engage the carrier and BC simultaneously and the rest sequentially after the carrier and BC, at least I think.
>>
>>5125494
I want to say closer to the latter, but I'm no naval expert like some in the thread are. If you engage any part of the formation, the rest will be in immediate visual range, and will likely respond.

Coordinating a near-simultaneous attack should be feasible, yes.
>>
>>5125463
+1 to this guys idea.
>>
>>5125355
>Sail ahead and attempt to hit their weaker flank [Engage] (orange)
>Maintain Ahead Full
>Stay with Kriegärgern


It's the middle of the night. No complicated plans, just order our floatplane to drop flare if possible at our estimate of when we will get into firing range. Our escort hangs around, we fire a couple of salvos at the carrier, then start retreating. Maintain radio silence after we communicate these orders.
>>
>>5125463
supporting
>>
>>5125355
>Sail ahead and attempt to hit their weaker flank [Engage] (orange)
>ahead full
>stay with Krieg
>continue tailing plan
>>
>>5125463
+1
>>
>Attempt to come at them from the side [Engage] (yellow)
>Maintain Ahead Full
>Take a wider turn, approaching from an angle further back
>Continue plan of tailing/retreating if spotted

Processing
>>
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>Attempt to come at them from the side [Engage] (yellow)
>Maintain Ahead Full
>Take a wider turn, approaching from an angle further back
>Continue plan of tailing/retreating if spotted

>You have performed a *bold* action in engaging the sizable Convoy Escort! Gained 1(+1) Morale Points.
>Morale Points: 7

"This isn't an opportunity that we can pass up. We will engage the Convoy and its escort. To this end, we will move to its eastern flank, and the Prinzessin Erika will separate and swing around to the western flank."

50 minutes later, both parts of the Task Force are closing in on the Convoy.

Your RADAR officer speaks up, "RADAR contacts! Four ships closing in fast!"

"Yet we still have no visual contact. So much for a surprise attack. But where is the rest of the escort?"

Another bridge officer contributes, "The Float Plane confirms, the battlecruiser, light cruisers, and a destroyer broke off to the east to intercept us. Two destroyers and the escort carrier remained with the convoy, and they have altered their heading to the north west."

"That's right in the path of the Prinzessin Erika!" Maiers exclaims. "Hah! They're in for a nasty surprise! There's no way two destroyers and an escort carrier on a battle line will be able to contend with a modern Ostlandian light cruiser!"

"We've got our own problems to worry about," Janssens intervenes. "We're outnumbered and quite possibly outgunned."

"We can take 'em, sir. Trust in the armor of Kriegärgern. Those peashooters won't do anything to us."

>Maintain course (green)
>Shift north to start to put distance between you and the approaching ships (blue)
>Shift south to engage what looks to be the destroyer before the rest of the group (yellow)
>Write in

>Maintain Ahead Full
>Decelerate (to what speed? (Ahead Standard, Ahead Half, Ahead Slow, Stop))
>Write in

Main Guns
>Load AP
>Load HE
>A mix? (Write in)

Dual Purpose (These might not get in range for a bit, so if you ever want to change the shell type going forward, include it in following prompts)
>Load AP
>Load HE
>A mix? (Write in)

Voting will last between 2-6 hours (depending on how much time I can find)
>>
>>5126000
>write in
Change course to Go NW

>Decelerate
Ahead Standard

>Load AP
>Load AP
>>
>>5126000
>Shift south to engage what looks to be the destroyer before the rest of the group (yellow)
Main Guns
>Load HE
Dual Purpose
>Load HE

Focus all fire on the destroyer. We have to take it out before it launches torpedoes at us.
>>
>>5126000
>>5126010
I left out my speed vote.
>Maintain Ahead Full
>>
>>5126000
>Shift south to engage what looks to be the destroyer before the rest of the group (yellow)

>Maintain Ahead Full

So much for engaging the BC first and taking them unawares.

>A mix? (Half of each, alternating)

>Load AP
>>
>>5126000
>>Shift north to start to put distance between you and the approaching ships (blue)

Ideally we want to keep a wide berth from the destroyer and have time to put some shots into the cruisers.

>Maintain Ahead Full

>Load AP

>Load HE
>>
>>5126021
+1 lets kite these bastards
>>
if we shift and kite them away we dont have to focus really at all on the destroyer since it has to not only run to catch up to us but get well into our secondary range to launch a torpedo attack that wont run out of fuel before reaching us. And taking out the cruisers first has a better chance of happening than targeting a destroyer that we most likely wont kill in 1 round unless we get lucky. Plus given we want to keep them as far from Convoy as possible suckering them in more is helpful and lets us use our long range guns on cruisers and secondaries on the destroyer since we dont want to get into secondary range of the cruisers.
>>
>>5126000
Hmm. I wonder if they have radar too and spotted us on that. It should be something to consider in future encounters, especially when capital ships that are most likely to have radar are around.
>Shift north to start to put distance between you and the approaching ships (blue)
Benny Hill intensifies
>Maintain Ahead Full
>Load AP
>Load HE
We should be in range of the BC and the CLs with the main guns already. Trying to shoot at a DD at long range with the main battery is a pointless endeavour, but the secondaries should engage it first before they start duelling with the cruisers while we play tennis with the real warships. The DD will probably have to close to well within gun range before it can attempt a torpedo attack, at which point we can blow it to scrap.

Also while the sneaking might have failed, those two DDs and that carrier are still in for a world of hurt.
>>
>>5126036
The 10km circle in the image is the range of your main guns FYI
>>
>>5126036
I'm certain they do have radar, though I think theirs is inferior to ours.
>>
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>>5126040
>tfw remember bismark
>tfw cant start firing 15 miles away.
>>
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>>5126047
>tfw we're that German battleship that's making such a fuss
10km is really dinky, shorter than a destroyer peashooter. When the Hood had its fight with Bismarck, it scored a hit from nearly 20km away, though I suppose effective range is shorter at night.
>>
>>5126076
You shouldn't be outranged by most enemies if that's what you're worried about. I chose 10 km for range because it was more convenient for drawing tactical maps on that would kind of allow us to maneuver on, and also it seemed like a reasonable range to me at the time.
>>
>>5126085
That's fair enough, though space compression does rather throw off the tactical calculus based on real life. 10km would be approaching knife-fight range for WWII-standard BBs, though beyond about 15km gun accuracy starts to fall off - fights have been done at very long range, such as USS West Virginia scoring a hit on IJN Kirishima from 21km away and IJN Yamato was taking potshots at Samar from over 30km.
>>
The QM can make adjustments if he wants, but we probably shouldn't throw off the established math for this fight, it may delay our update or cause confusion.
>>
>>5126121
I don't plan on changing the range numbers for this particular game. *Maybe* in any future ones, but like I said, I want maneuvering to matter, and if we have longer ranges, I feel like it would turn into simply who shoots better rather than having any other nuance to it.
>>
>>5126133
If our range on the main guns is 10km, what's the range on the secondaries and AAs? And is range incorporated into accuracy rolls?
>>
>>5126135
We have Dual Purpose guns for secondaries, and their range is 4 km. Our Heavy AA is 5 km, Light AA is 3 km. Most guns get more accurate the closer the range is at certain increments. You can find most of the stats here >>5117688

And here is what we have on Kriegärgern:

Kriegärgern

Ship: Kriegärgern
Top Speed: 33 kn (29 + 4 from excess weight)

3x2 Main Guns
10 Dual Purpose Batteries, 4 Heavy AA Batteries, 6 Light AA Batteries

Early RADAR - +3 accuracy against ships, unit detection up to 45 km of uninterrupted space
Secondary Tower - +10 Light Slot Battery accuracy, 1/2 penalty from Main Tower damage/destruction
Early SONAR - 1.5 km torpedo detection

Turtleback Armor Scheme - If a Citadel hit is rolled on the crit table, reroll up to one more time
Extra Bulkheads - +10 HP, take 25% less damage from torpedoes (rounded up)
Float Plane x1 - Recon plane launchable by catapult, 400 km range
Extra Armor Plating +5 - Enemies Gain -5 to Penetration rolls against you
Superheavy shells - your Penetration result of 19 is also now a crit, also roll +10 on the crit table

800m turning circle

Escort: Prinzessin Erika
1 CL - 3x2 Main Guns, 3 Heavy AA Batteries, 5 Light AA Batteries, Primitive RADAR, Secondary Tower, 27 HP


Perks:

Inspiring Leader - Whenever you would gain any morale points, gain one additional morale point
Night Fighter - Suffer half as much penalty from fighting at night
>>
>>5126000
Hmm, no planes around us? They have a carrier...
>start retreating, looking to disengage

I don't like this.

Our cruiser is presumably in good tactical situation and can fulfill our general objective. Our ship doesn't have to enter this fight.
>>
>>5126139
Oh, my bad, I forgot you posted all the stats in shipgen. My brain is something of a colander for things people say earlier in threads or earlier threads.
>>
>>5126154
No problem, lmk if you have any other questions.
>>
>>5126133
I mean, couldn't you just do range penalties for accuracy and damage, thus making getting closer important in certain circumstances?
>>
>>5126161
I could, but then we have to take a lot of time rolling attacks at range. It's definitely something to think about for the future.
>>
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>Shift north to start to put distance between you and the approaching ships (blue)
>Maintain Ahead Full
>Load AP
>Load HE

"They're approaching a little too fast for comfort. Turn to starboard, Main Batteries load Armor Piercing, Dual Purpose Batteries load High Explosive. All hands to action stations."

The Kriegärgern makes a wide turn to starboard and brings her port guns to bear on the enemy ships rapidly closing in.

"We have a visual sir!" One of your bridge officers exclaims. "Two enemy ships have entered firing range of the Main Batteries!"

>Concentrate fire on what appears to be a Light Cruiser
>Concentrate fire on what appears to be a Destroyer
>Spread fire (how?)
>Hold fire
>Write in

>Continue turning (blue)
>Straighten out to steady the ship to fire (green)
>Turn in (yellow)
>Write in

>Maintain Ahead Full
>Decelerate (to what speed? (Ahead Standard, Ahead Half, Ahead Slow, Stop))
>Write in

Voting will last 2-3 hours
>>
>>5126207
Roll 1x6d100 and 1x6d20 unless you are holding fire
>>
Rolled 37, 42, 64, 10, 50, 51 = 254 (6d100)

>>5126207

>Concentrate fire on what appears to be a Light Cruiser
>Straighten out to steady the ship to fire (green)
>Maintain Ahead Full

We have some time till the destroyer gets close, and moving fast while heading slightly away should be enough to keep them away for a turn or two. I would like to start cutting down on the large surface combatants since we're very much outnumbered.
>>
Rolled 18, 13, 19, 16, 3, 12 = 81 (6d20)

>>5126207
>Concentrate fire on what appears to be a Light Cruiser
>Continue turning (blue)
>Maintain Ahead Full
>>
>>5126224
>Concentrate fire on what appears to be a Light Cruiser
>Straighten out to steady the ship to fire (green)
>Maintain Ahead Full
Nail its hide to the wall. Keep Benny Hilling the BC for now, and don't let the DD distract us.
>>
Rolled 2, 35, 78, 10, 16, 78 = 219 (6d100)

>>5126207
>>Concentrate fire on what appears to be a Light Cruiser
>Straighten out to steady the ship to fire (green)
>Maintain Ahead Full

We should be able to gun down that CL with better accuracy before the DD gets close
Also just caught up on the quest and I have to say that I like what you are doing here QM
>>
>>5126253
much appreciated, hope you have fun
>>
>>5126207
>Concentrate fire on what appears to be a Light Cruiser
>Straighten out to steady the ship to fire (green)
>Maintain Ahead Full
>>
Rolled 8, 14, 15, 6, 17, 17 = 77 (6d20)

>>5126207
>Concentrate fire on what appears to be a Destroyer
We have to sink the destroyer before she launches torpedoes at us.
>Straighten out to steady the ship to fire (green)
>Maintain Ahead Full
>>5126212
Rolling 6d20
>>
Base - 80
Large targeting medium ship - +10
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3

DC: 89

No hits
>>
File: encounter2-3.jpg (94 KB, 966x968)
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>Concentrate fire on what appears to be a Light Cruiser
>Straighten out to steady the ship to fire (green)
>Maintain Ahead Full

"All guns on the furtherest target! Open fire!"

The mighty guns of Kriegärgern roar to open the battle. None of the shells meet their mark, however, all landing a good distance away from the ship. The enemy advances unabated.

>Fire again on CL1(?)
>Switch fire to CL2(?)
>Switch fire to DD(?)
>Spread fire (how?)
>Write in

Current Ammo: AP (Mains), HE (DPs)
>Ammo type change? (will take effect next turn)

>Turn to starboard (blue)
>Maintain course (green)
>Turn to port (yellow)
>Write in

>Maintain Ahead Full
>Decelerate (to what speed? (Ahead Standard, Ahead Half, Ahead Slow, Stop))
>Write in

To get multiple people the chance to roll, we'll temporarily switch to rolling by turret.
>Roll 3x2d100
>Roll 3x2d20

Voting will last approximately 1 hour
>>
>>5126329
>>Switch fire to DD(?)
They're about to launch their torpedoes.
>Ammo type change? (will take effect next turn)
Yes, change main ammo to HE
>Maintain Ahead Full

Rolling
>>
if we get a magazine hit on that BC, it better not turn out to have been the pride of their fleet. we would be tempting fate
>>
Rolled 81, 54 = 135 (2d100)

Ignore my previous post.

>>5126329
>>Switch fire to DD(?)
They're about to launch their torpedoes.
>Ammo type change? (will take effect next turn)
Yes, change main ammo to HE
>Maintain course (green)
>Maintain Ahead Full

Rolling.
>>
Rolled 70, 48 = 118 (2d100)

>>5126329
> Fire again on Cl1

Do we get a bonus for being able to adjust our aim from our last shots at the same target.

>turn to starboard
> maintain all ahead full
>>
Rolled 7, 12 = 19 (2d20)

>>5126348
rolling d 20s
>>
>>5126348
Yes, you do. You gain a stacking bonus for firing at the same target which maxes out at 5 rounds (at which point you keep this bonus for all consecutive shots on that target). This bonus is lost when you change targets.
>>
Rolled 11, 97 = 108 (2d100)

>>5126329

>Fire again on CL1(?)
>Maintain course (green)
>Maintain Ahead Full

Destroyer isn't going to be in range for another couple turns, and it's going to be firing its torpedoes from behind meaning we can potentially out run them.
>>
>>5126360
Hot damn Anon that looks like a crit
>>
Don’t forget d 20s anon
>>
Also shouldn’t we be shooting with all 3 of our turrets since we’re broad sided more or less
>>
>>5126364
You are indeed shooting with all 3 of your turrets, that is why you are rolling 3x2d100 and 3x2d20.
>>
Rolled 10, 7 = 17 (2d20)

>>5126329
>>Fire again on CL1
>Maintain course (green)
>Maintain Ahead Full

>>5126360
>97
Nice
>>
>>5126365
Ahhh so the 2 guns is per turretgotcha, also can I roll more d20s if nobody else will?
>>
Rolled 95, 33 = 128 (2d100)

>>5126329
Supporting >>5126340
>>
>>5126369
Speak of the devil
>>
>>5126370
I would say yes if things were inactive, but with things as they are, not right now, no.
>>
>>5126378
So question but should we just assume that all ranges of ww2 weapon ranges is half? Cause that’d make torp range around 7-8 kilometers and match with weapon ranges
>>
>>5126379
You can assume that gun ranges correspond with the class of the ship (Medium ~8km, Small ~6km) and torpedoes max range 5km, reliable around 2km based off talk from naval nerds more knowledgeable than I. You may find some ships having some variation in this though.
>>
>>5126379
That depends on how fast it wants to launch them. We're a speedy target so it would probably go for a higher speed setting, further reducing their range.
>>
Rolled 5, 5 = 10 (2d20)

>>5126329
>>
>>5126384
Cool, I imagine that only some special torpedo like the Long Lance would have a nearing 10k range in this quest
>>
Accuracy

Base - 80
Large targeting medium ship - +10
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3
Has already fired at the target - -3

DC: 86


Penetration:

Base - 11
Large vs Medium- -15
Accuracy Crit - -2 (doesn't reduce crit range)

DC: -4, crits on 3-6 (range increased from acc. crit), cannot overpen (acc. crit)
One Crit. Roll 1d10 for damage and 1d100(+10) for the crit table (can be found >>5117693)
>>
Rolled 8 (1d10)

>>5126433
>>
Rolled 49 + 10 (1d100 + 10)

>>5126433
crit table
>>
>>5126434
>>5126439

That's about 15 damage plus some superstructure, right? Light cruisers have what? 27?

That's not bad.
>>
>>5126445
The CL you got to choose has 27, yes. You might find that not every ship has the same stats. Remember that you had 3 hulls to choose from. This one isn't quite dead yet though.
>>
File: encounter2-4.jpg (98 KB, 971x968)
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>Fire again on CL1(?)
>Maintain course (green)
>Maintain Ahead Full

The guns adjust their aim and unleash another volley. This time, that cruiser isn't so lucky. Most of the shots miss again, but one lands on the money, making a full penetration and taking out a good part of its superstructure.

Cannon fire can be heard in the distance, and from the flashes you can see, it's not from those immediately opposing you. Prinzessin Erika must have made contact.

The enemies continue to close.

>Fire again on CL1(?)
>Switch fire to CL2(?)
>Switch fire to DD(?)
>Spread fire (how?)
>Write in

Current Ammo: AP (Mains), HE (DPs)
>Ammo type change? (will take effect next turn)

>Turn to starboard (blue)
>Maintain course (green)
>Turn to port (yellow)
>Write in

>Maintain Ahead Full
>Decelerate (to what speed? (Ahead Standard, Ahead Half, Ahead Slow, Stop))
>Write in

>Roll 3x2d100
>Roll 3x2d20

Voting will last approximately 1 hour
>>
Rolled 39, 80 = 119 (2d100)

>>5126457
>Fire again on CL1(?)

>Ammo type change? (HE HE)
We need to be ready for the DD next turn.

>Maintain course (green)

>Maintain Ahead Full
>>
Rolled 27, 10 = 37 (2d100)

>>5126457
>fire again on CL1
>switch to half HE and half AP
>maintain course
> full ahead
>>
>>5126479
Damn not great
>>
>>5126457
>Fire again on CL1
>Turn to starboard (blue)
>Do not change ammo type
>Maintain Ahead Full
Keep at the CL, keep the range open on the BC. Do not change ammo type - we're going to take a -20 penalty to hit the DD with the main guns, so if we try and do that all we're going to achieve is kicking up a lot of water while not hitting the priority targets. Leave it to the secondaries if it gets close (this is what they're for!), and if it suddenly turns and retreats, start evading.
>>
Rolled 99, 3 = 102 (2d100)

>>5126457

>Fire again on CL1
>Ammo type change? (HE/AP)
>Maintain course (green)
>Maintain Ahead Full
>>
>>5126489
Wow, what a contrast.
>>
Rolled 10, 13 = 23 (2d20)

>>5126488
oh, and rolling?
>>
Rolled 16, 12 = 28 (2d20)

>>5126488
>>5126457
Oh wait, yeah this anon is right, the DD is small, and we have secondaries that so far haven't been doing shit to take care of the destroyers with.

Supporting this >>5126488
>>
Rolled 13, 7 = 20 (2d20)

Letssss go>>5126489
>>
Wonder what we will roll for crit this time and if it can be applied retroactively to the second Cl cause even without the crit that ships fucked
>>
>>5126499
There is no kill like overkill, anon
>>
>>5126499
With an accuracy crit, you get -2 to the Penetration DC (makes it easier), double the penetration crit range, and prevent over-penetration. You cannot re-target your guns based on your damage.
>>
>>5126504
Thought so but one could hope lol
>>
Base - 80
Large targeting medium ship - +10
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3
Has already fired at the target - -6

DC: 83

AP
Base - 11
Large vs Medium- -15
Accuracy Crit - -2 (doesn't reduce crit range)

DC: -6, crits on 3-6 (range increased from acc. crit), cannot overpen (acc. crit)

One Hit. Roll 1d10 for damage
>>
Rolled 5 (1d10)

>>
Rolled 1 (1d2)

>Turn to starboard (blue) - 1
>Maintain course (green) - 2
>>
Rolled 50, 28 = 78 (2d100)

>Fire again on CL1
>Turn to starboard (blue)
>Maintain Ahead Full

Kriegärgern makes another wide turn to starboard as she fire off again. Another penetrating shot connects, not as devastating, but clearly this cruiser is on its last legs.

The destroyer takes aim with its front guns, it seems it has finally entered range.

Due to your ship's alignment, only your rear turret is able to fire this round.

>Fire again on CL1(?)
>Switch fire to CL2(?)
>Switch fire to DD(?)
>Spread fire (how?)
>Write in

Current Ammo: AP (Mains), HE (DPs)
>Ammo type change? (will take effect next turn)

>Continue turning to starboard (blue)
>Straighten out (green)
>Turn back to port (yellow)
>Write in

>Maintain Ahead Full
>Decelerate (to what speed? (Ahead Standard, Ahead Half, Ahead Slow, Stop))
>Write in

>Roll 1x2d100
>Roll 1x2d20

(Enemy Accuracy DC: 87)

Voting will last for about 15 hours, hopefully to more fast updates.
>>
By the way fellas, if you crunch the numbers, for our DP secondary guns it makes sense to fire AP at destroyers rather than HE since the damage is more consistent and better on crits, even if it can’t set fires.
>>
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>>5126577
>>
Rolled 14 (1d20)

>>5126577

>Fire again on CL1(?)

>Ammo type change AP / AP

>Continue turning to starboard (blue)

>Maintain Ahead Full
>>
wait im confused? why did we only do 5 damage? doesnt the crit mean we add that extra d10 onto the damage we do?
>>
Rolled 28, 39 = 67 (2d100)

>>5126577
>>Switch fire to DD(?)
Seriously anons, this destroyer is the greatest threat. We're going to get hit by torpedoes if we don't sink it.
>Ammo type change? (will take effect next turn)
Yes, change main to HE
>Turn back to port (yellow)
We need to be able to fire with all our guns.
>Maintain Ahead Full
>>5126581
AP shells overpenetrate destroyers.
>>
>>5126589
>>5126504
Accuracy crits do not automatically add damage, they make you much more likely to do damage and more likely to get a Penetration crit. Penetration crits allow you to roll on the crit table, which involves more damage as well as giving structural faults to the ship you hit.
>>
>>5126590
QM stated that torps have around a 5km range and we are actively running away. as long as we dont go in a straight line and charge at them the destroyer has to close into within 4km of us and our secondaries
>>
>>5126593
Also, if not for that Accuracy crit, you would have over-penetrated and dealt half damage.
>>
>>5126577
>Fire again on CL1(?)

>Turn back to port (yellow)

>Maintain Ahead Full
>>
wait so what are the d 20s for?
>>
>>5126603
Pen?
>>
>>5126603
The d20s are for Penetration. Depending on what you roll, the size of the gun firing, and the armor of the target, you can fail to penetrate, penetrate, critically penetrate, or over-penetrate.
>>
Rolled 21 (1d100)

>>5126577
>Fire again on CL1(?)

>Turn back to port (yellow)

>Maintain Ahead Full
>>
Rolled 18 (1d20)

>>5126613
gotcha
>>
>>5126590

I’m talking about the lower calibre secondary guns. Which according to the QMs rules will do more damage.
>>
>>5126577
Oof, didn't mean to turn quite that far
>Fire again on CL1
>Turn back to port (yellow)
>Continue turning to starboard (blue)
>Maintain Ahead Full
Who does that CL1 captain think he is, the USS Johnston? Suicidal loon.
If that DD comes much closer and tries to get into torpedo range, it's going to be shot at by ten secondary batteries at once and turned into scrap.
>>
>>5126653
You...kinda just choose to turn in two opposite directions there anon. Unless you meant for us to straighten out after an initial turn or something.
>>
>>5126661
I meant first time to turn a bit to starboard to open the angle some more, not a full 90 degree turn so we've basically over-turned according to what I had in mind.
>>
>>5126676
and yes, that was my fault. I should have specified that, and because I didn't we've now handicapped ourselves this round.
>>
Base - 80
Large targeting medium ship - +10
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3
Has already fired at the target - -9

DC: 80

>Rolled 28, 39
No hits
>>
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Rolled 85, 77, 37, 77, 26 = 302 (5d100)

>Fire again on CL1(?)
>Turn back to port (yellow)
>Maintain Ahead Full

You've delayed their advance slightly as you turn away from the oncoming ships, however only the rear turret was able to fire. It missed its mark, but the enemy firing at you also failed to hit.

The first light cruiser begins to take aim as well.

Your forward two Main Batteries have lost their ranging bonus against CL1.

>Fire again on CL1(?)
>Switch fire to CL2(?)
>Switch fire to DD(?)
>Spread fire (how?)
>Write in

Current Ammo: AP (Mains), HE (DPs)
>Ammo type change? (will take effect next turn)

>Turn back to starboard (blue)
>Straighten out (green)
>Continue turning to port (yellow)
>Write in

Current Speed: Ahead Full
>Decelerate? (to what speed? (Ahead Standard, Ahead Half, Ahead Slow, Stop))


>Roll 3x2d100
>Roll 3x2d20

(Enemy Accuracy DC: 87 (2), 95 (3))
>>
>>5127675
Voting will last approximately 1 hour
>>
Rolled 54, 81 = 135 (2d100)

>>5127675
>Fire again on CL1
>Turn back to port (yellow)
>Maintain Ahead Full
Same ammo.
>>
Rolled 38, 6 = 44 (2d100)

>>5127675
>Fire again on CL1(?)
>Straighten out (green)
>>
Rolled 19, 23 = 42 (2d100)

>>5127675
>Fire again on CL1
>Straighten out (green)
die you bastard
>>
Rolled 38, 25 = 63 (2d100)

>>5127675
>>Continue turning to port (yellow)

>Switch fire to CL2(?)

>Ammo type change?
(AP / AP)

>Ahead Full

Hopefully now that its been spanked, the first CL will back off a bit.
>>
Rolled 18, 27 = 45 (2d100)

>>5127675
>>Continue turning to port (yellow)
>Fire again on CL1(?)
>>
Rolled 5, 6 = 11 (2d20)

>>5127675
>>
Rolled 20, 14 = 34 (2d20)

>>5127675
>>
Base - 80
Large targeting medium ship - +10
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3
Has already fired at the target (Rear Battery) - -12

DC: 89 for Front 2 Batteries (4), 77 for Rear Battery (2)

>Rolled 54, 81, 38, 6, 19, 23
No hits
>>
Rolled 45, 88, 23, 89, 20, 53, 38, 38, 66, 4, 37, 57, 95, 91 = 744 (14d100)

>Fire again on CL1(?)
>Continue turning to port (yellow)

The dark seems to be playing a pivotal role in tonight's fighting, all sides continue to miss their mark. This probably does not work out to your advantage, as now the first cruiser is turning to bring more guns to bear, and the last two ships appear to be entering firing range.

Your rear battery has reached maximum ranging bonus against CL1.

>Fire again on CL1(?)
>Switch fire to CL2(?)
>Switch fire to DD(?)
>Spread fire (how?)
>Write in

Current Ammo: AP (Mains), HE (DPs)
>Ammo type change? (will take effect next turn)

>Turn back to starboard (blue)
>Straighten out (green)
>Continue turning to port (yellow)
>Write in

Current Speed: Ahead Full
>Decelerate? (to what speed? (Ahead Standard, Ahead Half, Ahead Slow, Stop))


>Roll 3x2d100
>Roll 3x2d20

Enemy Accuracy DCs (DD front, CL1 front, CL1 rear, CL2 front, BC front): 84(2), 95(3), 98(3), 88(3), 90(3))

Voting will last approximately 1 hour
>>
File: encounter2-7.jpg (96 KB, 968x968)
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>>5127740
>>
Rolled 6, 13, 15 = 34 (3d20)

>>5127740
Enemy Penetration DCs: 33 (1), 16 (2)
>>
Rolled 94, 57 = 151 (2d100)

>>5127741
>Fire again on CL1(?)
>Turn back to starboard (blue)
We are getting way to close.
>>
Rolled 75, 51 = 126 (2d100)

>>5127740
>Fire again on CL1(?)
>Straighten out (green)
>>
>>5127740
We still cool despite going Ahead Full for some time now?
>>
>>5127760
You may continue going Ahead Full as long as you like, just know that doing so consumes more fuel.
>>
>>5127756
>>5127745
You can roll d20s and the other 2d100 since it seems to be slow right now
>>
Rolled 11, 47 = 58 (2d100)

>>5127806
>>
Rolled 18 (1d20)

>>5127740
>Fire again on CL1(?)
>Straighten out (green)
>Decelerate: Ahead Standard

That 94 at least ensure we put this Light Cruiser in the ground already.
>>
>>5127740
>Switch fire to DD(?)
>Ammo type change? (will take effect next turn)
Change mains to HE.
>Straighten out (green)
>Decelerate?
No.
>>5127806
Rolling
>>
Rolled 14 (1d20)

>>5127764
>>
Rolled 17, 15 = 32 (2d20)

>>5127806
>>
Rolled 7, 11, 4, 16 = 38 (4d20)

>>5127811
>>5127840

When I said you could roll d20s, I meant 2d20 each like we've been doing, I'll try to be more explicit in the future. I'll roll the rest to help expedite things.
>>
Accuracy:
Base - 80
Large targeting medium ship - +10
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3
Has already fired at the target (Rear Battery) - -15

DC: 86 for Front 2 Batteries (4), 74 for Rear Battery (2)

Penetration:
AP
Base - 11
Large vs Medium- -15

DC: -4, crits on 4-5, over-penetrates on 6+

>Rolled 94, 57, 75, 51, 11, 47
>Rolled 18, 14, 17, 15, 7, 11

One over-penetration (will be divided by 2 to a minimum of 1)
>Roll 1d10 for damage
>>
Rolled 7 (1d10)

>>5127854
If this cruiser survives yet again I'm going to be mad
>>
Rolled 2 (1d10)

>>5127854
>>
>>5127861
(which way are we rounding? That should be 4dmg, unless we're always rounding down?).
>>
>>5127863
in the case of over-penetrations you round down
>>
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Rolled 47, 13, 54, 52, 88, 76, 20, 96, 37, 67, 83, 40, 89, 15 = 777 (14d100)

>Fire again on CL1(?)
>Straighten out (green)

Yet again a Main Gun shell lands into the cruiser, but this time it unfortunately over-penetrates and does not deal enough damage to put it down for good. The crippled cruiser continues its turn to port, now headed away from Kriegärgern, and the other cruiser turns and presents its rear guns. The destroyer activates a searchlight, and illuminates the hull of Kriegärgern while still charging forward towards her.

>Fire again on CL1(?)
>Switch fire to CL2(?)
>Switch fire to DD(?)
>Spread fire (how?)
>Write in

Current Ammo: AP (Mains), HE (DPs)
>Ammo type change? (will take effect next turn)

>Turn to starboard (blue)
>Maintain course (green)
>Turn to port (yellow)
>Write in

Current Speed: Ahead Full
>Decelerate? (to what speed? (Ahead Standard, Ahead Half, Ahead Slow, Stop))


>Roll 3x2d100
>Roll 3x2d20

Enemy Accuracy DCs (DD front, CL1 rear, CL2 front, CL2 rear, BC front): 81(2), 95(3), 88(3), 91(3), 90(3)

Voting will last approximately 1-2 hours
>>
Rolled 15, 10 = 25 (2d20)

>>5127878
DCs were incorrect for enemies, should have been: 76, 90, 83, 86, 85

Enemy Penetration DCs: 26 (1), 16 (1)
>>
Rolled 49, 4 = 53 (2d100)

>>5127878
>Fire again on CL1(?)
Can we sink this fucking loser already, goddamn.

>Turn to port (yellow)
Bring the Secondaries in range of the Destroyer so we can start pelting it.

>Ammo type change: Main Guns > HE
So we can focus down the Destroyer illuminating us next turn, which is the biggest threat right now.
>>
Rolled 1, 1 = 2 (2d20)

>>5127878
>Switch fire to CL2
>Maintain course (green)
>HE main guns
>>
Rolled 1, 48 = 49 (2d100)

>>5127878
>Fire again on CL1(?)
>Turn to starboard (blue)
>>
Rolled 31, 25 = 56 (2d100)

>>5127878
>>Switch fire to CL2(?)
>Maintain course (green)
>>
Rolled 32, 14 = 46 (2d100)

>>5127878
>Switch fire to DD(?)
>Ammo type change? (will take effect next turn)
Change main guns to HE
>Maintain course (green)
>Decelerate
No.
>>
Rolled 1 (1d2)

>Fire again on CL1(?) - 1
>Switch fire to CL2(?) - 2
>>
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Rolled 40, 62, 65, 18, 2, 83, 14, 35, 59, 35, 74, 13, 21, 83, 57 = 661 (15d100)

>Fire again on CL1(?)
>Maintain course (green)
>Change main guns to HE

More shells shatter against your hull as the battle rages on. The cruiser escapes its demise yet again, shells splashing down around it as it flees your firing range.

The destroyer has entered the range of your Dual Purpose secondaries, and your Main Guns have been loaded with High Explosive.

>Fire again on CL1
>Switch fire to CL2
>Switch fire to DD
>Switch fire to BC
>Spread fire (how?)
>Write in

Current Ammo: HE (Mains), HE (DPs)
>Ammo type change? (will take effect next turn)

>Turn to starboard (blue)
>Maintain course (green)
>Turn to port (yellow)
>Write in

Current Speed: Ahead Full
>Decelerate? (to what speed? (Ahead Standard, Ahead Half, Ahead Slow, Stop))


>Roll 1x6d100, 1x10d100
>Roll 1x6d20, 1x10d20

Enemy Accuracy DCs (DD front, DD rear, CL1 rear, CL2 front, CL2 rear, BC front): 73(2), 85(1), 84(3), 74(3), 77(3), 79(3)

I have a busy afternoon/evening today, so voting will last for around 18-19 hours.
>>
Rolled 14 (1d20)

>>5127999

Enemy Penetration DC: 16
>>
Rolled 8, 23, 49, 82, 2, 85 = 249 (6d100)

>>5127999
>Fire again on CL1
>Maintain course (green)
>>
On another note, I've noticed encounters might be taking too long to resolve. I have a few potential solutions for this. I could increase accuracy for guns, I could simulate multiple rounds per update (thinking two right now), or maybe both. What do you guys think? Have any ideas or preferences, or do you think the pacing for encounters is good right now?
>>
>>5128023
Here are my opinions

>remove speed change
>Multiple rounds sounds good
>Increase in accuracy is also good
>>
>>5128023
I think the accuracy is fine, most rounds should probably miss for verisimilitude's sake, but I definitely think you should simulate multiple rounds.
>>
Rolled 51, 31, 11, 95, 24, 24, 11, 57, 60, 12 = 376 (10d100)

>>5127999
>Switch fire to DD
>Ammo type change? (will take effect next turn)
No.
>Maintain course (green)
>Decelerate?
Yes, ahead standard.
>>
i think that the boost to shooting at the same target should also get a boost because it makes sense that we would be walking our shots in much closer especially if we manage to score hits. Also id say our radar should get a bigger boost to accuracy. And id definitely say maybe we should vote out a multi stage plan so you can run a engagement in its near entirety. Maybe having a mid way plan to reassess
>>
>>5128023
Simulate multiple rounds per update.
>>
>>5128023
You could simplify rounds, and just assume everything remains the default unless it is specified to switch ammo/turn/switch targets and just ask for a new target on sinking the current one, which would let us blitz through rounds of rolling faster. This in addition to rolling for multiple sets of salvos per round per party to compress it down. Basically distil the rounds down into quick-fire dice rolling, which isn't quite as prosey per se but would be vastly quicker.
>Switch fire to CL2
>Maintain course (green)
CL1 is crippled and withdrawing, we can catch it later. The secondaries will handle the DD, and we've crossed the T on the BC so its fire is limited.
I also wonder how the Erika is getting on. Get on the horn for an update, but the lack of aircraft is a good sign.
>>
>>5128196
>Simplify the rounds
The problem with this is that I still need to simulate everything that happens: the DCs, movement, damage, et cetera. The updates would only come out marginally quicker if I just ran things as "default unless players specify otherwise." Your suggestion isn't inherently bad though, I might try that way out to simplify voting.

>>5128113
You already get a significant boost to shooting the same target: up to a maximum of -15 to accuracy DC. I'm cautious to increase either the rate or the max, but if enough of you think it warrants an increase, I can try increasing it (note this will also apply to your enemies). Also, the RADAR only giving a limited boost to accuracy is intentional. I wanted its pick to be because of its utility for detection, and the accuracy boost was for the sake of verisimilitude. Also note that this is *early* radar.

I going to try out simulating 2 rounds per update. If at any point going forward you feel the pacing is still off, feel free to bring it up and we can try to think of another change.
>>
Rolled 3 (1d3)

>Fire again on CL1 - 1
>Switch fire to DD - 2
>Switch fire to CL2 - 3
>>
Main Accuracy:
Base - 80
Large targeting medium ship - +10
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3

DC: 89

>Rolled: 8, 23, 49, 82, 2, 85
No Main Battery hits

DP Accuracy:
Base - 80
Secondary - +0
Night(reduced) - +5
Early RADAR - -3
Target has searchlight on - -3

DC: 79

DP Penetration:
HE
Base - 11
Secondary vs small - -5
Firing HE - +8

DC: 14, cannot overpen (HE)

>Rolled: 51, 31, 11, 95, 24, 24, 11, 57, 60, 12
>Roll 1d20 for Penetration and 1d4 for damage
>>
Rolled 10 (1d20)

>>5129122
>>
Rolled 2 (1d4)

>>5129122
Small damage hours
>>
File: encounter2-10.jpg (96 KB, 969x968)
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>Switch fire to CL2
>Maintain course (green)

Kriegärgern continues to weather the rain of fire from her enemies. The hostile battlecruiser has been disturbingly accurate thus far, though has yet to penetrate the tough armor of your ship.

"All Secondary Batteries on that destroyer! Take it down!"

The guns traverse over and start pelting the destroyer with HE fire. The initial salvos mostly fail to find their target, and the few that do failed to significantly penetrate.

Your firing officers seem conflicted on Main Battery targeting priority.

"That destroyer is way too close! We should've been firing on it for minutes now, who knows when it will launch torpedoes? That is easily our most significant threat!"

Warrant Officer Maiers seems to be of the opinion of targeting the cruisers.

"And let their cruisers get away? Let our secondaries handle the pathetic torpedo boat, we should sink those most capable of running away."

Commander Janssens favors targeting the battlecruiser.

"Yes, our armor has held up for now, but for how long will that last? The battlecruiser is the most capable of damaging us, it needs to be removed as quickly as possible."

Among the chaos of battle, you remember the presence of the escort carrier, and the danger planes could pose, and ring up Prinzessin Erika on the radio.

"This is Captain Lutjens of the Kriegärgern, what's your status?"

"Captain Weber of Prinzessin Erika speaking, we've taken them by complete surprise. The escort carrier is down for the count with no planes launched, and one of the destroyers is as well. The other destroyer is on the run. My current plan is to sink every last one of them."

>"Very good captain, proceed."
>Write in

Status:
Target - CL2
Ammo (Mains / DPs) - HE / HE
Speed - Ahead Full
Heading - North East

This vote will be for two rounds, so you may choose to separate actions by round if you wish. If your current target is destroyed, default targeting will prioritize the closest enemy. Default course is straight ahead unless specified otherwise
>Any changes/plans?

>Roll 1x12d100, 1x20d100
>Roll 1x12d20, 1x20d20

Voting will last for 1-2 hours
>>
>>5129157
>Heading - North East
Should be North West
>>
>>5129157
>>"Very good captain, proceed."

Focus all fire on the destroyer. Once it is sunk, fire on the nearest enemy ship.

Change our heading to due west, we don't want the enemy to cross the T.
>>
Rolled 24, 91, 62, 94, 18, 59, 25, 93, 96, 44, 74, 98 = 778 (12d100)

>>5129157
>>5129170
Rolling
>>
Rolled 67, 43, 87, 65, 72, 21, 67, 53, 12, 54, 61, 39, 8, 45, 47, 19, 33, 5, 36, 17 = 851 (20d100)

>>5129157
Can we sink this fucking Destroyer already.
>>
Rolled 3, 3, 15, 11, 7, 3, 8, 6, 20, 13, 11, 12 = 112 (12d20)

>>5129157
>>>"Very good captain, proceed."
>>
Rolled 18 (1d20)

>>
Main Accuracy:
Base - 80
Large targeting small ship - +20
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3
3-4 km range Main Guns - -5
Target has searchlight active - -3
Already fired at target (round 2) - -3

DC: 91 (6), 88 (6)

Main Penetration:
HE
Base - 11
Large vs Small - -18
Firing HE - +8

DC: 1, crits on 9-10 and 20, cannot overpen (HE)

>Rolled: 24, 91, 62, 94, 18, 59, 25, 93, 96, 44, 74, 98
>Rolled: 3, 3, 15, 11, 7, 3, 8, 6, 20, 13, 11, 12
2 penetrations round 1; 2 penetrations, 1 crit round 2
>Roll 5d10 for damage

DP Accuracy:
Base - 80
Secondary - +0
Night(reduced) - +5
Early RADAR - -3
Target has searchlight active - -3

DC: 79

DP Penetration:
HE
Base - 11
Secondary vs small - -5
Firing HE - +8

DC: 14, cannot overpen (HE)

>Rolled: 67, 43, 87, 65, 72, 21, 67, 53, 12, 54, 61, 39, 8, 45, 47, 19, 33, 5, 36, 17
>Rolled: 18
One penetration round 1; no hits round 2
>Roll 1d4 for damage
>>
Rolled 6, 6, 6, 6, 2 = 26 (5d10)

>>5129259
I think that destroyer might be scrap
>>
Rolled 1 (1d4)

>>5129259
It do be looking like a dead destroyer.
>>
>>5129266
a destroyed, if you will
>>
Rolled 67, 71, 12, 26, 55, 42, 87, 54, 11, 98, 29, 22, 21, 67, 25, 98, 41, 36, 82, 86, 52, 58, 9, 72, 29 = 1250 (25d100)

Enemy Accuracy DCs: 73(2), 85(1), 81(3), 71(3), 74(3), 76(3), 73(2), 82(1), 78(3), 68(3), 71(3), 73(3), 85(3)
(DD front, DD rear, CL1 rear, CL2 front, CL2 rear, BC front, BC rear (2nd round))
>>
Rolled 76, 10, 44, 4, 100, 88, 49, 87 = 458 (8d100)

>>5129279
>>
Rolled 1, 15, 3, 17, 11, 1, 9, 10, 3, 14 = 84 (10d20)

Enemy Penetration DCs: 23(1), 16(1), 26(1), 23(4), 9(1), 16(2)
>>
Rolled 7 (1d10)

>>5129296
damage
>>
>>5129279
How is the DD still firing at us? Didn't we just blast it into next week?
>>
>>5129302
Enemy ships get to fire at you at the same time you fire at them (unless you have the Decisive Gunner perk). You destroyed the DD on your second round, so it got to fire twice.
>>
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>Target Destroyer
>"Very good captain, proceed."

"Yes, sir." Captain Weber replies, as you end the radio transmission.

"Get me all of those guns on the Destroyer, I'm finished having that searchlight in my eyes."

Your Main Batteries traverse to the destroyer and fire, the close range helping to make the shot much easier. Two shots connect, with one of the secondary shells also penetrating, dealing crippling damage to the destroyer.

The battlecruiser turns to starboard and starts to present its rear battery. More shots clang and shatter off your sturdy armor.
>>
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>>5129330
Your next volley obliterates the destroyer. Three Main Gun shells connect, and there is little left of the vessel.

"Searchlight eliminated, sir!" A cheeky bridge officer calls out to some chuckles as a response.

A barrage of enemy fire connects with your hull, and they all bounce off harmlessly.

"Hah! What did I say captain? Cruisers can't touch us! We're the king of the sea!" Maiers exclaims.

Seconds later, an explosion rings out as a battlecruiser shell penetrates your armor.

"Shit! Damage report!" Maiers calls out.

"Nothing critical," a bridge officer replies. "Moderate damage to the aft armor belt."

Ship HP: 63/70

Status:
Target - CL2
Ammo (Mains / DPs) - HE / HE
Speed - Ahead Full
Heading - North West

(2 rounds)
>Any changes/plans?

>Roll 1x12d100
>Roll 1x12d20

Voting will last for 1-2 hours
>>
Rolled 9, 74, 29, 35, 84, 6, 49, 98, 24, 75, 19, 38 = 540 (12d100)

>>5129332

>Switch both to AP
>Target the battlecruiser
>>
Rolled 95, 43, 96, 82, 72, 70, 38, 68, 36, 56, 84, 6 = 746 (12d100)

>>5129332
>>
Rolled 7, 12, 3, 7, 7, 9, 3, 9, 8, 17, 3, 2 = 87 (12d20)

>>5129332
Supporting >>5129334
>>
Rolled 10, 4, 7, 1, 6, 16, 8, 6, 7, 15, 15, 16 = 111 (12d20)

>>5129332
>change directions straight west to intercept Crusier with Duals.
>Have the Duals switch to AP
>>
>>5129109
>The problem with this is that I still need to simulate everything that happens: the DCs, movement, damage, et cetera.
Prolly an unpopular opinion but if this is the case I think a good solution would be to zoom out and compress. Throw all the crunch we have out the window and replace it with one single roll. Focus on presenting balanced choices each update.
>>
Rolled 93, 46, 89, 48, 52, 96, 43, 30, 5, 15, 26, 22 = 565 (12d100)

Accuracy:
Base - 80
Large targeting Large ship - +0
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3
Already fired on target (2nd round) - -3

DC: 79(6), 76(6)

Penetration:
HE (round 1)
Base- 11
Large vs Large - +0
Firing HE - +8

DC: 19, crits on 20 (HE)

AP (round 2)
Base - 11
Large vs Large - +0

DC: 11, crits on 19-20


>Rolled: 9, 74, 29, 35, 84, 6, 49, 98, 24, 75, 19, 38
>Rolled: 7, 12, 3, 7, 7, 9, 3, 9, 8, 17, 3, 2
One non-penetration, one penetration

>Roll 1d10 for damage

Enemy DCs: 73(6), 75(3), 87(3)
>>
Rolled 6 (1d10)

>>5129423
>>
Rolled 31, 82, 18, 14, 79, 89, 56, 72, 37, 53, 12, 95 = 638 (12d100)

>>5129423
round 2
>>
Rolled 17, 20, 13, 3, 12, 14, 19 = 98 (7d20)

>>5129429
Enemy Penetration DCs: 26(6), 16(1)
>>
Rolled 6 (1d10)

>>5129440
damage
>>
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>Switch both to AP
>Target the battlecruiser

"Bring the guns to bear on the battlecruiser, we can't keep taking hits like that."

"Yes, sir!"

The next target of Kriegärgern's fury is the battlecruiser. The first volley from the Main Guns finds one connection, but the HE shell fails to penetrate the armor. The wounded cruiser exits its firing range, and is no longer able to harass you.

In response, their other cruiser lobs more shells at you, one of them exploding on the bow.
>>
File: onfire.png (49 KB, 970x968)
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>>5129516
"Fire on deck! Scramble damage control teams!" One of the bridge officers barks.

The fire engulfs the area around one of your Heavy AA guns, and by the time damage control arrives, it spreads to the Light AA battery nearby. The brave teams, however, are making quick work of the original fire.

>-1 HP
>Ship HP: 62/70
>>
File: encounter2-14.png (116 KB, 967x969)
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>>5129518
Your ship's next volley is loaded with Armor Piercing, and lands a penetrating hit on the battlecruiser. They respond in kind, delivering a similar blow to Kriegärgern.

>-6 HP
>Ship HP: 56/70

Status:
Target - BC
Ammo (Mains / DPs) - AP/AP
Speed - Ahead Full
Heading - North West

(2 rounds)
>Any changes/plans?

>Roll 2x6d100
>Roll 2x6d20

Voting will last for 1-2 hours
>>
Rolled 40, 75, 53, 27, 42, 18 = 255 (6d100)

>>5129519
>>
Rolled 76, 52, 49, 39, 39, 53 = 308 (6d100)

>>5129519
>Turn 45 degrees to port
Maintain broadside angle. Don't let them cross our T from behind.
>>
>>5129527
+1
>>
Rolled 2, 18, 17, 12, 8, 16 = 73 (6d20)

>>5129519
Turn to intercept cruiser with DPs
>>
Rolled 6, 4, 1, 3, 2, 19 = 35 (6d20)

>>5129519
>>
>>5129519
>>5129527
Turn our ship to port to make our heading south-west. Focus main guns on BC and secondary guns on CL2. Load main guns with AP and secondary guns with HE.
>>
>>5129519

Do the cruisers have torpedoes? Not interested in finding out the hard way.

>Turn 45 degrees to port
>Maintain broadside angle

This is a good plan. Ideally I'd like to disengage and link up with Erika again, but I don't know if that's possible at this point.
>>
>>5129519
Supporting >>5129527
>>
Rolled 85, 60, 19, 59, 69, 81, 8, 14, 76, 60, 78, 35, 52, 16, 10, 89, 32, 4, 62, 44, 90, 4, 16, 18 = 1081 (24d100)

Accuracy:
Base - 80
Large targeting Large ship - +0
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3
Already fired on target - -6/-9

DC: 76(6)/73(6)

Penetration:
AP
Base - 11
Large vs Large - +0

DC: 11, crits on 19-20

>Rolled: 40, 75, 53, 27, 42, 18, 76, 52, 49, 39, 39, 53
>Rolled: 2, 18, 17, 12, 8, 16, 6, 4, 1, 3, 2, 19
One non-penetration


Enemy Accuracy DCs: 73(6), 75(3), 84(3), 73(6), 75(3), 81(3)
>>
Rolled 11, 2, 17, 4, 12 = 46 (5d20)

>>5129637
Enemy Penetration DCs: 26(2), 16(1), 26(1), 16(1)
>>
Rolled 8 (1d10)

>>5129647
damage
>>
File: encounter2-15.png (114 KB, 967x968)
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>Turn 45 degrees to port

"Change heading to West, we need that cruiser in secondary range."

Kriegärgern makes another full speed wide turn, catching a nasty penetration from the battlecruiser on the main armor belt.

>-8 HP
>Ship HP: 48/70

"Fire's extinguished, sir!" Janssens announces. "Minimal damage reported from the crews, AA guns are still fully operational."

"Very good."
>>
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>>5129704
Your ship fires off two full volleys, and none of them leave a satisfying connection.

"Since when did Ouesterrans out-gun Ostlandians?: Janssens berates some poor fire control officers. "We can't weather this fire forever! I want those shells on target! Correct fire and fire again!"

Status:
Target - BC
Ammo (Mains / DPs) - AP/AP
Speed - Ahead Full
Heading - West

(2 rounds)
>Any changes/plans?

>Roll 2x6d100, 1x10d100
>Roll 2x6d20, 1x10d20

Voting will last for 17-18 hours
>>
Rolled 20, 96, 78, 71, 94, 20 = 379 (6d100)

>>5129706
>>
Rolled 88, 39, 30, 69, 68, 42 = 336 (6d100)

>>5129706

We're too close to disengage at this point, we have to buckle down and try to beat the storm

>Turn 10 degrees port
So we're not going to go too far and lose it
>>
Rolled 2, 45, 52, 1, 82, 57, 42, 44, 10, 35 = 370 (10d100)

>>5129706
>>
Rolled 1, 2, 18, 10, 8, 5 = 44 (6d20)

>>5129706
>>
Rolled 20, 2, 14, 18, 8, 19 = 81 (6d20)

>>5129706
>>
Rolled 18, 3, 3, 10, 16, 10, 19, 1, 5, 9 = 94 (10d20)

>>5129706
Change DPs to HE. Fire on the BC with mains and CL2 with DPs.
>>
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Rolled 18, 83, 53, 90, 85, 71, 74, 85, 16, 47, 76, 71, 26, 19, 69, 9, 71, 63, 59, 73, 41, 15, 67, 8 = 1289 (24d100)

Mains Accuracy:
Base - 80
Large targeting Large ship - +0
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3
Already fired on target - -12/-15

DC: 67/64

Mains Penetration:
AP
Base - 11
Large vs Large - +0

DC: 11, crits on 19-20

>Rolled: 20, 96, 78, 71, 94, 20, 88, 39, 30, 69, 68, 42
>Rolled: 1, 2, 18, 10, 8, 5, 20, 2, 14, 18, 8, 19
One Penetration first round; One crit, One Penetration second round
>roll 3d10 for damage
>roll 1d100 on crit table

DPs Accuracy:
Base - 80
Secondary - +0
Night(reduced) - +5
Early RADAR - -3

DC: 82

DPs Penetration:
AP
Base - 11
Secondary vs Medium - +2

DC: 13

>Rolled: 2, 45, 52, 1, 82, 57, 42, 44, 10, 35
>Rolled: 18, 3, 3, 10, 16, 10, 19, 1, 5, 9
One Penetration second round
>roll 1d4 for damage

Enemy Accuracy DCs: 73(6), 75(3), 78(3), 73(6), 75(6)
>>
Rolled 6, 11, 1, 15 = 33 (4d20)

>>5130420
Enemy Penetration DCs: 26(3), 16(1)
>>
Rolled 9, 1, 5 = 15 (3d10)

>>5130420
>crit on the enemy Battlecruiser
Is this our Bismarck crit on the Hood?
>>
Rolled 42 (1d100)

>>5130420

>>5130423
not unless we roll a 100
>>
>>5130427
22 Damage total in two combat turns isn't something to snort at, I'll take that.
>>
Rolled 3 (1d4)

>>
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Commander Janssens seems to have an inspiring effect over your fire control team. He has begun to take measures into his own hands to make sure the guns are aimed properly.

"Now, fire!"

Another salvo screams towards the Ouesterran battlecruiser, and she takes a solid hit through the armor belt, with several others slamming against the hull but failing to fully penetrate.

"Haha! Just like that!" Janssens celebrates. "Now, adjust your aim just a hair here..."

The return fire proves ineffective, nothing even touching your hull. It seems they may be wavering.
>>
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>>5130447
"And... fire!" He directs. "The next salvo proves devastating. Two penetrating hits, one of which took out a part of their main tower.

Your secondary batteries open up on the cruiser just ahead of you, and it seems to begin to realize the predicament it is in as it starts to turn to port in an attempt to distance itself from Kriegärgern.

Status:
Target - BC
Ammo (Mains / DPs) - AP/AP
Speed - Ahead Full
Heading - West

(2 rounds)
>Any changes/plans?

>Roll 1x12d100, 1x20d100
>Roll 1x12d20, 1x20d20

Voting will last 1-2 hours
>>
Rolled 23, 8, 81, 84, 77, 9, 61, 53, 92, 70, 92, 80 = 730 (12d100)

>>5130448
the time is now
>turn inwards to close the distance to the BC
>>
Rolled 6, 7, 46, 77, 95, 73, 64, 29, 54, 59, 7, 4, 24, 29, 72, 41, 44, 57, 13, 9 = 810 (20d100)

>>5130454
>>5130448
Agreed, it's time to send the not!-Hood to the bottom of the sea.
>>
Rolled 17, 1, 16, 7, 3, 9, 13, 16, 2, 12, 20, 12 = 128 (12d20)

>>5130448
>>
File: Critical Hit.gif (591 KB, 236x158)
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>>5130465
>7 main battery hits
>another crit in the second salvo
Praise the fucking lord, these Questerran scum stand no chance.
>>
Rolled 13, 18, 2, 19, 3, 7, 12, 18, 17, 13, 14, 4, 12, 15, 19, 12, 10, 13, 13, 4 = 238 (20d20)

>>5130448
>>
>>5130448
Do superstructure hits have a mechanical impact on the enemy ship like damaging its fire-control or command facilities, or are they just extra damage?
>>
>>5130507
Yes, if they have things like RADAR, it can disable that, otherwise it can introduce a stacking permanent debuff to accuracy.
>>
>>5130508
Do we know what we just wrecked, or is it hidden in fog of war?
>>
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Rolled 89, 68, 33, 13, 7, 44, 74, 78, 35, 32, 4, 65, 52, 22, 26, 94, 10, 48 = 794 (18d100)

Mains Accuracy:
Base - 80
Large targeting Large ship - +0
Night(reduced) - +5
Early RADAR - -3
x2 guns - -3
Already fired on target - -15

DC: 64

Mains Penetration:
AP
Base - 11
Large vs Large - +0

DC: 11, crits on 19-20

>Rolled: 23, 8, 81, 84, 77, 9, 61, 53, 92, 70, 92, 80
>Rolled: 17, 1, 16, 7, 3, 9, 13, 16, 2, 12, 20, 12
One Penetration first round; One crit, Two Penetrations second round
>roll 4d10 for damage
>roll 1d100 on crit table

DPs Accuracy:
Base - 80
Secondary - +0
Night(reduced) - +5
Early RADAR - -3
Already fired on target - -3/-6

DC: 79/76

DPs Penetration:
AP
Base - 11
Secondary vs Medium - +2

DC: 13

>Rolled: 6, 7, 46, 77, 95, 73, 64, 29, 54, 59, 7, 4, 24, 29, 72, 41, 44, 57, 13, 9
>Rolled: 13, 18, 2, 19, 3, 7, 12, 18, 17, 13, 14, 4, 12, 15, 19, 12, 10, 13, 13, 4
Non Penetration first round; No hits second round


Enemy Accuracy DCs: 73(6), 80(6), 73(3), 80(3)
>>
>>5130515
You damaged their Main Tower
>>
Rolled 8, 5 = 13 (2d20)

>>5130518
Enemy Penetration DCs: 26(1), 16(1)
>>
Rolled 10, 6, 9, 10 = 35 (4d10)

>>5130518
>>
Rolled 59 (1d100)

>>5130518
What is the Main Tower and what does it do anyway?
>>
>>5130542
The Main Tower is the main part of the superstructure that houses the bridge and fire control operations. Every ship has one, and it doesn't "do" anything per se, but losing it puts you at a hefty disadvantage.
>>
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>turn inwards to close the distance to the BC

"The enemy has lost their nerve! They all flee from our might!" Maiers exclaims.

"After that battlecruiser, we're not letting our prize get away."

Kriegärgern makes a wide turn to port and fires again. Another painful blow is dealt to the battlecruiser as it turns away.
>>
>>5130575


It fires one more futile volley back at you, before you finish it off with a decisive coup de grace, landing three penetrating hits, one of which is yet another blow to the crippled superstructure. The battlecruiser slows to a stop and begins listing to port, down for the count.

You are left with two pathetic light cruisers scurrying away from you, who pose no real threat to your destruction.

>Sink them both
>Let one go (which?)
>Let them both go
>Write in

Voting will last approximately 3-4 hours
>>
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>>5130578
>>
>>5130578
What's the status of the convoy that was our primary target in the first place? I'm going to guess they scattered when the battle started.
>>
>>5130578
>Let one go (which?)
>CL1
It's heavily damaged and limping from the battle, it'll take the longest to return to port and the longest to repair. Finish the least damaged one to cause as much casualties as possible.

Also contact Prinzessin Erika and confirm her status.
>>
>>5130597
+1 to this
>>5130592
Let's hope they are still within radar range, and if not then we can send our float plane after them.
>>
>>5130592
>>5130597

You ring up the Prinzessin Erika again.

"Captain Weber, what's your status?"

"We've sunk all them all Captain, a total of 7 convoys, 2 destroyers, and an escort carrier. Once we opened up on them, there was chaos as their escorts buzzed about trying to find where their assailant was, and the convoys were too lost in the clutter and slow to make much progress in running from us before we hunted them all down."

"Thank you Captain, head east to rendezvous with Kriegärgern. We've struck a good blow tonight."

"Yes, sir."

>Voting continues
>>
>>5130578
>let CL1 go
It might even sink on its own if it encounters a large wave.

Also, we've just kicked the hornet's next here. They've lost a whole convoy, two important ships and several others and overall gotten a very bloody nose from the encounter, and we've taken some hits as well. Might be best to lie low for a bit or move to a different area that won't be on high alert.
>>
so we got:
1 BC
1 CVE
3 DD
7 Convoy
and last but not least, heavily damaged 2 CL. an excellent result considering how outnumbered we were.
>>
>>5130578
>>Sink them both

No mercy.
>>
>>5130578
>Let one go (which?)
>CL1
Someone has to spread the legend of how a single ship took on a task group that outnumbered and sunk all but one near crippled cruiser.
>>
>>5130578
>>Sink them both
We don't want reinforcements
>>
>>5130606
>Let one go (which?)
>CL1
Let them gather the survivors.
>>
>>5130578
>>Sink them both

It's been long enough I believe they had to have sent out some sort of message so it's time to wrap this up and gtfo before we get the Bismarck treatment
>>
>>5130578
>Sink them both
>>
>>5130578
>Sink them both
Pussies
>>
>>5130578
>>Sink them both
>>
>>5130617
Actually
>Sink them both
No tactical or strategic reason not to, they haven't actually surrendered, and enemy reinforcements and S&R are probably already on their way. Sucks to be them, but that's war.
>>
>>5130578
>Sink them both
>>
>Sink them both

Your main threat in the battlecruiser now finished, you turn and take care of the two light cruisers as they in vain try to flee from your might.

>You have sank a considerable amount of significant enemy warships and convoys! (1 BC, 2 CL, 1 CVE, 6 Convoy)
>You have gained 13(+1) Morale Points
>Morale Points: 21

With such a bounty, it would probably be wise to spend some of it.

You have unlocked some new Perks! These have been unlocked based on Perks you have previously unlocked. The full Perk list is below:
>Secondary Gunner - Secondary and Dual Purpose Batteries gain 2km of range vs ships, and +5 accuracy vs ships
>Logistician - Whenever you refuel, gain 25% more fuel
>Camouflage Expert - Enemies roll -5/10/15 to spot your ship (at close/medium/long range)
>Air Traffic Disruptor - Enemy aircraft suffer an additional -2 (on a d10) when rolling to attack while under your AA fire
>Squadron Leader - Your immediate escort ship(s) gain any perks your ship has with half effectiveness
>Stubborn to the End - Once per day, if your ship would be reduced below 1 HP, it is instead reduced to 1 HP
>Flak Gunner - When heavy AA exceeds the DC to shoot down an aircraft in a squadron by 20 or more, it destroys an additional aircraft
>Patchwork Improvisor - Damaged Large equipment or 1d6 Light equipment can be repaired to a "patched" state, halving the damaged penalty over a day; can still be destroyed by being damaged again
>Keen Spotter - Float Planes gain +10 to spotting and identifying enemies
>Decisive Gunner - Ships your ship destroys don't get to fire back or take any action the round they are destroyed
>Damage Control Expert - Fires need 2 successful rolls to spread instead of 1

>Night Hunter(NEW) - Suffer no penalty from fighting at night, and gain +5 to your ship's direct spotting at night (replaces Night Fighter)
>Valiant Leader(NEW) - You gain double Morale Points (replaces Inspiring Leader)
>Dark Champion(NEW) - Any warship sunk at night grants one additional Morale Point (Light 0->1, Medium 2->3, Large 5->6)

Ship Status:
All equipment undamaged
Fuel: 1337/1500
HP: 48/70

Perks:
Inspiring Leader - Whenever you would gain any morale points, gain one additional morale point
Night Fighter - Suffer half as much penalty from fighting at night


Spend as many Morale Points as you wish (you can pick an option multiple times):
>Acquire a new Perk (which?) - 10 Morale Points
>Repair 2d4 of HP up to a maximum of 80% (17) of missing HP (22), takes one day - 3 Morale Points
>Save them for now
>>
>>5130757
Voting will last approximately 6-7 hours (ignore previous post, I've extended the duration as it's a relatively significant vote)
>>
>>5130757
>Repair 2d4 of HP up to a maximum of 80% (17) of missing HP (22), takes one day - 3 Morale Points
Do this three times
>Camouflage Expert - Enemies roll -5/10/15 to spot your ship (at close/medium/long range)

2 morale points left over.
>>
>>5130757
>Camouflage Expert - Enemies roll -5/10/15 to spot your ship (at close/medium/long range)


>Acquire a new Perk (which?) - 10 Morale Points
>Repair 2d4 of HP up to a maximum of 80% (17) of missing HP (22), takes one day - 3 Morale Points
>Repair 2d4 of HP up to a maximum of 80% (17) of missing HP (22), takes one day - 3 Morale Points
...repair one more time if we haven't repaired at least 12 HP
>>
>>5130757
>Acquire a new Perk (which?) - 10 Morale Points
>Secondary Gunner - Secondary and Dual Purpose Batteries gain 2km of range vs ships, and +5 accuracy vs ships
If torpedo range is 5 km then I'd like to raise our DPs range enough to be able to out range torpedoes
>Repair 2d4 of HP up to a maximum of 80% (17) of missing HP (22), takes one day - 3 Morale Points
Repair again if we miss some HP.
>>
>>5130757
>Secondary Gunner - Secondary and Dual Purpose Batteries gain 2km of range vs ships, and +5 accuracy vs ships
Our Secondary batteries have awful hit chance and low range, if we had additional range during the last combat we could've poured fire on those cruiser for longer.
>>
>>5130850
Supporting
>>
>>5130850
supporting
>>
>>5130850
+1
We can double blam people at a longer range then.
>>
>>5130757
>>Secondary Gunner - Secondary and Dual Purpose Batteries gain 2km of range vs ships, and +5 accuracy vs ships

We're not always going to be able to keep the destroyers away.
>>
>>5130850
+1
>>
Man, I would love to have a chance to see the enemy’s high command reaction to the report of these losses.
>>
>>5131266
It's going to be hunt the Kriegärgern soon enough...
>>
File: ConvoyKillAftermath.png (1.44 MB, 1240x873)
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Rolled 2, 4, 3, 4 = 13 (4d4)

>Acquire a new Perk (which?) - 10 Morale Points
>Secondary Gunner - Secondary and Dual Purpose Batteries gain 2km of range vs ships, and +5 accuracy vs ships
>Repair 2d4 of HP up to a maximum of 80% (17) of missing HP (22), takes one day - 3 Morale Points
>Repair 2d4 of HP up to a maximum of 80% (17) of missing HP (22), takes one day - 3 Morale Points


=======================================================


Thursday, April 27 1254, 2:34 am

Following your reuniting with Prinzessin Erika, your Float Plane was very nearly out of fuel, and needed to land and be recovered on Kriegärgern. You call a meeting of your officers. You are all exhausted, but you must plan your next course of action before you can get some rest.

"Gentlemen, we've struck a mighty blow to the Ouesterrans tonight, but our mission is not over. While it is true that any convoys in the area will likely be avoiding these lanes for tonight, I doubt command will be satisfied with merely one convoy sank and a night of disruption. There's also the matter of getting back to Ostland in one piece, and we've really kicked the hornets nest now. Let's discuss our options."

Janssens speaks up first, "I've got a few ideas, sir. Most of the major Ouesterran Ports lie to the North, and the invasion fleet at Kreta lies to the North East, so those are where we should most likely expect a response to come from. I propose we head West. We should evade most of their search efforts, and without a reliable sighting, they may assume we escaped back to Ostland. Otherwise, we might hide out in one of the nearby Surtierra ports for a little bit."

Maiers is next, "I think hiding away is exactly what they'd expect us to do. You know what they wouldn't expect? For us to sail North or North East, maybe catch some sneaky convoy groups trying to get around the threat area, or perhaps there were some others just north of the one we caught that we catch up with. We could also catch an enemy force before it's properly assembled and ready with their pants down, score some more kills and glory, and then head back for even more disruption! I also bet they wouldn't expect us to continue patrolling in place. I wonder if we could catch any daring convoys that way..."


Ship Status:
All equipment undamaged
Fuel: 1337/1500
HP: 48/70 (repairing - +x HP on Friday, 2:29 am)
Speed: Ahead Standard (default)


>Rescue all the survivors you can
>Rescue those closest to you and move on
>Leave it to any who might be responding / any locals that come out
>Write in

>Head West (blue)
>Dock in a nearby port (which?) (green)
>Head North (red)
>Head North East (orange)
>Patrol the area (yellow)
>Write in

Voting will last approximately 16-19 hours. I'm busy tomorrow morning, so no update until the afternoon.
>>
>>5131413
What's enemy air cover like further north? How close can we get to the Ousterran mainland before we're at risk of being swarmed by bombers?
>>
>>5131446
You don't know the air-based naval strike capability from the Ouesterran mainland, but you surmise that so long as you don't stay in one place or are too predictable in your movement around, say, 100-200 km out from shore where you're more likely to be spotted and have a strike coordinated against, you figure it's unlikely to be hit by any significant land-based strike force. Though I'll emphasize that you don't really know their capabilities very well.
>>
>>5131413
>Rescue those closest to you and move on

Should be a safe bet

>Head North (red)

Do the unexpected
>>
>>5131413
Well, I wish we got camouflage or a perk related to dealing with aircraft, as we are perpetually outnumbered and aircraft dominate during the day. As we are not a carrier or part of a taskforce with any significant number of aircraft we should really focus on night battles and evasive operational movements. Really, scout and anti-scouting and our movement and choices on who to engage really determines our success more than the nuances of any particular battle.

>Rescue all the survivors you can

>Head West (blue)

While heading west may be predictable, I think there are still convoys for us to sink in that area(?) and the further away we get the more area they need to search due to the way that works.
>>
>>5131463
Okay, let's be generous and assume 250km. We can do over 60kph at full ahead, which means that if we really gun it we could get in and out of their air cover zone in a bit over 8h. I don't know Ousterra's latitude, but I'll say 40N so for this time of year we should have about 9h of darkness to play in. Therefore, if we have the chutzpah for it, I think we could get away with something really outrageous and unexpected that could be much more impactful than sinking a convoy or two.
>>5131413
>Rescue those closest to you and move on
>Head North (red)
Right now, they probably have us pegged as a surface raider going after shipping (correct), and are most likely to pull ships off their defensive home fleet and send them south to search for us (the invasion fleet being on a mission and a timetable). If we head north and avoid contact, we could sail up to one of their ports in the middle of the night and pull an Ancona by shelling the crap out any ships unlucky enough to be in port, port infrastructure and anything that looks important and then skedaddle under cover of darkness before they can muster a proper response or find us in the dark. We could catch warships with their pants down, convoys assembling before setting out and wreck their ability to utilise the port (until they bring in new equipment, repair the buildings and salvage the wreckage) for some time to lob a giant spanner into their logistics. This will only work once, and is best done before they realise the magnitude of the threat we pose.
As for survivors, unlike with the destroyers, there will be a response force on the way to pick them up and find us. They can pick up those we don't.
>>
>>5131413
>Leave it to any who might be responding / any locals that come out
>Head North East (orange)
>>
>>5131413
>Leave it to any who might be responding / any locals that come out
>Head North (red)
>>
>>5131413
>Rescue those closest to you and move on
>Head North (red)
Our mission is to cause chaos, and chaos it shall be.
>>
>>5131413
>Leave it to any who might be responding / any locals that come out
>Head North (red)
>>
>>5131502
That seems fairly viable, we could get intercepted by a patroll though that's unlikely as they would likely have been diverted to protect convoys. I can almost guarantee you that once we get in range to shell they'll try and return fire with the docked ships and any ground based defences. Enemy air is also a big possibility that close to land though as long as we're quick we should be able to get out before they can scramble anything bigger than fighters.
>>
>>5131413
>Rescue those closest to you and move on
>Head North (red)
I really want to go shell a major port.
>>
>>5131413
I'll switch to >>5131502 owing to the seemingly sound logic and the effort with actually doing some minor calculations going into it.
>>
>>5131413
>Leave it to any who might be responding / any locals that come out
>Head North (red)
>>
>>5131680
Harbour defence batteries shouldn't pose much threat since I doubt they'll have any capital-ship-grade guns and more on the order of a few light guns to dissuade casual raiders since in most situations an enemy capital ship shooting up your port means something's gone catastrophically wrong. Ships in dock will take some time to wake up and get to battle stations and even longer to raise steam and cast off, in which time they'll be stationary targets in a target-rich environment where there's no such thing as a missed shot. I reckon we at least can get to within a few Ks before we're noticed.
Aircraft are by far the biggest threat. If we're spotted before we get there, we'd need to abort before we're buried in bombers. We'd need to get in, blow up as much as we can and then make ourselves scarce and rely on the darkness to stay hidden until we get out of range again. Hopefully they've gotten a bit complacent what with how little threat they think the Ostish navy poses right now.
>>
>>5131413
>>Rescue all the survivors you can
>Head North East
The invasion fleet needs to be dispatched

Send out the float plane to scout our North West to find any intercepting fleets.
>>
>>5131413
>Leave it to any who might be responding / any locals that come out

>Head West (blue)
>>
>>5131413
>Rescue those closest to you and move on
>Head North East (orange)

We can't stick around to attempt to save everyone. We're not just a few clicks off the Ostlandian coast anymore, we're in hostile waters. If we stick around for too long we're going to end up in the water with those we're trying to rescue.
>>
>>5131502
Supporting. We might also get some intel from the prisoners or whatever papers they might carry. No need to actively press them, but it would still be nice to know what's going on in the Ouesterra Navy right now, or what we're going up against in a port raid
>>
>>5131413
>>Leave it to any who might be responding / any locals that come out
>>Head North East (orange)
>>
>>5131413
>Rescue all the survivors you can
>Head North (red)
>>
>Rescue those closest to you and move on
>Head North (red)

Vote locked, processing
>>
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>Rescue those closest to you and move on
>Head North (red)

"Rescue sailor from the nearby Ouesterran ships, then chart a course North. We're not in Ostlandian waters anymore, if we stick around, we're the ones who'll need rescuing."

Warrant Officer Maiers salutes you, "Yes sir, we'll sail right under their noses, as it were."

"As for me, this night has gone on long enough. I'm off to rest, and I recommend you all do the same."

The rest salute as you leave the bridge for your personal quarters.

=======================================================


Thursday, April 27 1254, 8:35 am

Several hours later and you're back on the bridge. You can't afford to rest too much in a time like this. You had thought you had slept a decent amount of time, but it doesn't appear very bright outside.

"Welcome back to the bridge captain," Commander Janssens welcomes you. "Kriegärgern spent a couple hours rescuing many survivors from the wrecks of the enemy battlecruiser and light cruisers, then sailed North. Currently, we're about 100 kilometers South of the Northernmost island in the Surtierra Island chain. Nothing showed on RADAR, all's quiet."
>>
File: SailNorth.png (1.43 MB, 1240x973)
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>>5132618

"How's the float plane?"

"All refueled and ready for another go should you need it, sir. Though I might recommend against using it in the near future, weather outside looks like a storm is brewing."

"You know Captain, I've been doing some thinking, and we're in a prime position to make a raid on one of Ouesterra's Major Ports." Maiers offers. "There's no way they'll suspect us even being in the area. We could do serious damage to any convoys and warships anchored there, cripple their ability to sustain ships and logistics, and if we time it right, we could escape under cover of dark. Both are a little over six and a half hours sail from here at Ahead Standard, so if we went straight there, we'd get there around 3pm, so I imagine that we'd want to delay it a little somehow if we wanted to leave in the dark. Or perhaps we want as much daylight as possible to see during the raid?"

"That sounds risky. We'd be opening ourselves up to air attack from land, and if we're not careful, such a bold action could get cornered in Ouesterran waters. There's a reason the Ouesterrans didn't tread that close to our waters, even with naval superiority. Do you have any other ideas?"

"We could divert course to the North East, maybe catch a response force still gathering, or maybe even move to relieve the island of Kreta!"

"That's outside our mission," Janssens interjects. "I don't think command would be pleased by us disobeying orders."

"But we didn't disobey orders," he replies. "We already sunk a convoy, and an escorted one at that."

"Perhaps we could patrol in place for a bit to search for any more convoys in the area," Janssens suggests.

>Plan a raid on one of the Major Ports (which and when? if you delay, what will you do/where will you go in the meantime?) (red)
>Head North East (orange)
>Patrol the area (yellow)
>Write in

Send out Float Plane? (range 400 km)
>Yes (Plan a course and rendezvous point)
>No

Voting will last 3-4 hours
>>
>>5132621

>Plan a raid on one of the Major Ports
The one to the north of us rather than north west. A chance to strike a massive blow against the war effort.

>Patrol the area while we wait.
If we catch anymore convoys great, if not, we already have a target.

>No float plane due to the weather.
>>
>>5132621
>Patrol the area (yellow)

>No

Kill some time, but don't recon with the plane, not a good idea with the storm brewing.
>>
>>5132621
Ah, switching to >>5132646 as it is closer to my intent, I didn't read the raiding prompt closely.
>>
>>5132646
When would you set out for the Port?
>which and when?
>>
>>5132657

>which

The one that’s to the north rather than northwest- the one that’s closer to the open ocean for an easier escape.

>When

Spend however long patrolling we can before we have to leave to reach it while it’s dark.
>>
>>5132621
>Plan a raid on one of the Major Ports
West port, timed to arrive in the small hours of the morning. Go to Full Ahead when within 200km of the coast.
>Patrol the area (yellow)
>No floatplane
Conditions could not be more perfect. The storm is just the cherry on top, since it will further shield us from detection and make air attack extremely hard. Any targets of opportunity we spot while patrolling should only be engaged if we can be sure to sink them before they can report our position.
>>
>>5132621
>>Head North East (orange)

>No
>>
>>5132621
>Plan a raid on one of the Major Ports (The Outer Port, approach at dusk, until then use the storm as cover from enemy air patrols)
Right, so the plan is this: We'll pose as the Battlecruiser that we just sunk, acting like we're limping back to port with our one remaining escort cruiser. We'll communicate through Morse Code signals via lanterns as opposed to radio, pretending the radio equipment was badly damaged in the fighting and that we need to dock to unload gravely wounded sailors. When we make our approach we blast as many on shore gun installations as we can before we shell the port, after we destroy the main docking facilities we skeddadle away as fast as possible. In-and-out job, 30 minutes of combat maximum.

While we wait for the time to strike, search the survivors (interrogate them lightly if they have no papers or documents on them) and see if we can find any information pertaining to the task force we sunk. Prioirty is the name of the Battlecruiser, it's captain or one of the Escort Cruisers, since we can have Prinzessin Erika send the message in our stead then. Alternatively a Questteran code book would be jackpot, but chances are low.

If we don't find out any of that, we might have to wait until nightfall to make the raid since we probably can't reliably bluff our way in without at least a ship name.
>>
>>5132621
Patrol the area until 4 PM, then go raid the nearest enemy port. That should get us there at nightfall.
> Send out Float Plane? (range 400 km)
No.
>>
>>5132677
Supporting this
>>
>>5132621
>Plan a raid on one of the Major Ports (The Outer Port, approach at dusk, until then use the storm as cover from enemy air patrols)
>No

This is the best time possible to smash a port, the storm will ground air cover and make identification impossible till the shells start flying.
>>
>>5132677
I would support this, but they're almost certainly going to be expecting a response with naval codes which we don't have. Unless we manage to find someone who knows the codes and can winkle it out of them, they're not going to be fooled. For example, at the St. Nazaire raid, the destroyer bomb only managed to confuse the Germans for a few minutes and get close by flashing correct codes obtained beforehand at them.
>>
>>5132646
+1 to this
>>5132677
This likely won't work.
>>
>>5132621
>Plan a raid on one of the Major Ports
Westernmost port, time it for Midnight. Spend some time patrolling the nearby area to burn time before heading over. Don't send out the float plane.
>>
>>5132646
+1
>>
>Plan a raid on one of the Major Ports (which and when? if you delay, what will you do/where will you go in the meantime?) (red)
>North Port, reach at dark
>No

Vote locked in, processing
>>
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>Plan a raid on one of the Major Ports (which and when? if you delay, what will you do/where will you go in the meantime?) (red)
>North Port, reach at dark
>No


"We'll deal another hammer blow to the Ouesterrans. We'll patrol around here for about four hours, then move to strike the Northern Port. The elements as well as the dark will do well to hide our movement. They will learn to fear Ostland. They will learn to fear Kriegärgern."


=======================================================


Thursday, April 27 1254, 5:42 pm

Earlier today, the storm set in. Visibility outside is awful, and most need to keep off the deck in these turbulent seas. At the very least, it should be difficult for anything to spot you, and highly unlikely for recon planes to be flying around.

It's currently late in the afternoon, and the sun is nearing the horizon. In an hour or so, it should be night, and you should be arriving in the Ouesterran Port.

Perhaps the close proximity is what makes what comes next somewhat more disturbing.

"RADAR contacts, sir!" one of your bridge officers announces. "Four of them to our north."

"Sounds like a convoy, sir", says Maiers. "I bet they thought they escaped us. Or perhaps they're being daring and trying to leave port."

"Or, it could be a fleet contingent, setting out to hunt us," counters Janssens. "I doubt they'll send anything less capable at us than last time, it makes me worry about what those ships are packing if there are only four. Either way, we can't afford to engage them here, it would alert the port of our presence and ruin our opportunity."

"Can't we, sir?" Maiers replies. "We shouldn't have to worry about air raids in this weather. I think if we're quick about it, we can pop in and say hello, move on to the port, and scamper out before they can properly respond. And if it is something to fearsome for us to face, we can always just pull back."

"And then we would have gained nothing, and potentially revealed our position."

"Perhaps... we could launch the Float Plane?"

"And throw away a valuable scouting tool and pilot?"

"It's not a sure thing that we'd lose it, sir. You gotta take a few risks to get great rewards after all."

>Dodge out to the West/East, then continue on to the port (which?) (yellow)
>Move to engage the Contacts (red)
>Ignore it and move on to the Port (green)
>Launch Float Plane to attempt to identify the contacts
>Write in


Voting will last approximately 18-26 hours. Tomorrow is another busy day for me, probably won't have many updates.
>>
>>5133382
>>Move to engage the Contacts (red)
>>
>>5133382
>>Move to engage the Contacts (red)


Well, we’re here to sink ships.

Port can come afterwards if they’re not alerted. No point launching the plane since we only have one. I’d call it a mistake not to have taken two, but the armour has come in useful.
>>
>>5133382
>>Move to engage the Contacts (red)
>>