Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Great War Arms Race Design Phase Year 1903. New Players Always Welcomed!  (Read 1551 times)

Maxim_inc

  • Bay Watcher
    • View Profile

Hello Engineers! Welcome to the continent of Aurelia in a world much similar to ours but definitely not our own in the year 1900. Here the two nations on Aurelia are once more marching towards conflict after years of posturing politicians and generals rattling sabers in their scabbards. Of course this would be much more of a big deal if these two nations were major powers and not moderately sized nations tucked away between the ocean and the mountains. All things aside lets see who we’ll be focusing on, shall we?

To the West we have the Kalcha Confederation. A confederation formed originally by tribes banding together for mutual benefit and now standing as a Socialist Parliamentary Confederation with mostly equal representation for its citizens. It is mainly industrial spirited nation with a strong culture of self determination. The name and national theme is Mongolian, use at your discretion.

To the East we have the Grand Duchy of the Vornfolk. Lead by the Grand Duke Charles XI and his royal court the Grand Duke exerts control over a rigid system of castes and social status symbols, all to make sure the peasants never get too uppity. Its a mainly traditional spirited nation with a strong culture of duty and chivalry. The name and national theme is Swedish, use at your discretion.

These two nations have been fighting over their little corner of Aurelia for so many generations that neither of them really remember why they were fighting, just that they hate each other. That much they can remember, and they remember it well! Though recently both sides have been in a bit of a long lasting peace, not of their own volition mind you, after the Wars of Alliance tore apart Aurelia half a century ago and both nations found themselves allied to the losing power in the war they both also found themselves being disarmed entirely until a few months ago when the treaty finally expired and they were allowed to begin raising armies once more.

Though both nations are quite bashful to admit that their arms development has languished with the restrictions on military size. As such they both only posses a pattern of single shot rifle to arm their troops with, hence their reason for elevating you hopefully bright minded individuals to the R&D team!

Now, lets get onto some rules and regulations!

Designs and revisions involve a dice roll: 2d4 will be rolled, producing a number between 2 and 8 with an average of 5. They also have a difficulty, in the form of a bonus or penalty.
Spoiler (click to show/hide)

The wonderful word of resource management!: Things cost money, well more specifically they cost resources. There are two resources you need to worry about: Ore, Fuel and Exotic. Ore constitutes any form of standard metals or materials used in the production of a weapon, Fuel being anything that is burned for fuel in a vehicle which could be anything from wood to coal to petrol and finally Exotic which is any form of exotic metals or materials used such as titanium or special chemicals used in designs. Each nation starts with a set number of resources in their territories which is gained and lost by taking territory from eachother.

Here is a guide on resource cost:
Spoiler (click to show/hide)
Each team starts with 3 Ore, 3 Fuel and 1 Exotic. A map detailing where each resource is located will be included with the game map.

Both teams start with a mirrored armory of a rifle and some other bits and bobs which are listed bellow, here is a list of what technology is like currently:
Spoiler (click to show/hide)

Vornfolk Armory:
Spoiler (click to show/hide)

Confederation Armory:
Spoiler (click to show/hide)

Let me explain how resources work. The main 2 lanes are split with 4 pips of control, the main two lanes each contain 1 Ore and 1 Fuel. Each team controls 2 out of 4 pips in the main lanes, if one team gains 3 out of 4 pips in the main lane they cut off the other team from their resource, if one team gets all 4 pips in the main lane they get both resources from the lane. This is the same for all other zones except for the Island, whoever has the full advantage takes control of the resource present there, if it is contested then neither side controls the resource.

Now the Island and its special rules. The Island is made up of 3 zones, East Coast, Central Zone and West Coast. Both nations have full control of either coasts with the central zone being a single pip zone not controlled by either nation. Each of the coasts has 3 pips and has a Native Land modifier as special rules. The East Coast is native land of the Grand Duchy and the West Coast is native land of the Confederation; this means that as long as the native controller of one of the coasts has at least 2/3 of pips in control they will still receive their exotic resource.
Here is the resource distribution map, apologies for roughness: https://cdn.discordapp.com/attachments/849018419231850543/849020762957414440/Great_War_Map_Resources.png

Here is the standard map, apologies for roughness: https://cdn.discordapp.com/attachments/848651853788479489/849018228915175474/Great_War_Map_9.png

Here is the listing of connections, any confusions will be cleared if requested. Red lines denote connections for the more confusing lanes.:
The West Capital leads to Tundra in the North and Desert 1 to the south.
Tundra connects to Deep Forest, and Desert 1 to Desert 2.
Deep Forest A connects to Forested Plains, and Desert 2 connects to Rolling Hills.
Forested Plains connects to Deep Forest B, and Rolling Hills connects to Wetland Marsh 1.
Deep Forrest B connects to Alpine Mountains, and Wetland Marsh 1 connects to Wetland Marsh 2.
Both Alpine Mountains and Wetland Marsh 2 connect to the East Capital.

Discord Link: https://discord.gg/nv9m6wj3jf

Confederation Thread Link: http://www.bay12forums.com/smf/index.php?topic=178579.0

Duchy Thread Link: http://www.bay12forums.com/smf/index.php?topic=178580.0
« Last Edit: June 25, 2021, 10:38:40 pm by Maxim_inc »
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Great War Arms Race Pre-Game Design Phase Year 1899.
« Reply #1 on: May 31, 2021, 06:22:26 pm »

Down with the East, Up with the West.
Logged

Happerry

  • Bay Watcher
    • View Profile
Re: Great War Arms Race Pre-Game Design Phase Year 1899.
« Reply #2 on: May 31, 2021, 06:22:42 pm »

Well, I guess it's time to export a class structure and the nobility in the name of the Grand Duchy of the Vornfolk.
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

TheFantasticMsFox

  • Bay Watcher
  • Ckk Ckk
    • View Profile
Re: Great War Arms Race Pre-Game Design Phase Year 1899.
« Reply #3 on: May 31, 2021, 06:25:07 pm »

Joining the Kalcha Confederation.
Logged


Taricus

  • Bay Watcher
    • View Profile
Re: Great War Arms Race Pre-Game Design Phase Year 1899.
« Reply #4 on: May 31, 2021, 07:02:54 pm »

Glory to the Kalcha Confederation!
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

m1895

  • Bay Watcher
    • View Profile
Re: Great War Arms Race Pre-Game Design Phase Year 1899.
« Reply #5 on: May 31, 2021, 08:00:03 pm »

God Bless the Duke!
Logged

Madman198237

  • Bay Watcher
    • View Profile
Re: Great War Arms Race Pre-Game Design Phase Year 1899.
« Reply #6 on: June 01, 2021, 10:25:38 pm »

PTW, joined Confeds.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Thanatos Russ

  • Bay Watcher
    • View Profile
Re: Great War Arms Race Pre-Game Design Phase Year 1899.
« Reply #7 on: June 03, 2021, 05:09:36 pm »

Heh, joining the commies as I am compelled to do
Logged

Maxim_inc

  • Bay Watcher
    • View Profile
Re: Great War Arms Race Design Phase Year 1900.
« Reply #8 on: June 05, 2021, 09:50:11 pm »

It is the battle phase of the year 1899!


Both teams have made two designs and both have made a revision!

Firstly the Grand Duchy! They have designed the The M1899 8.0cm Fält Kanone Mk.I an 8.0cm Cannon firing one-piece shrapnel and HE ammunition with help from a recoiling dampening piston. They have also designed the M1899 Kortrevar "Arbetshäst" a medium sized rifle firing 12 of their new 6.5x55mm smokeless rounds alongside a triangular bayonet. They have also revised their combat dress into the New Pattern Vornfolk Field Combat Dress dying their previous uniforms a drab color alongside new boots and a greatcoat with ammunition bandoleers sown onto it for easier reloads. They also include a half steel pith helmet, with the forehead covered by a shiny steel plate bearing the Grand Duke's crest. They also get a handy spade as well.

Secondly the Kalcha Confederation! They have designed the "Ganna" 75mm Artillery piece, which also fires one-piece shrapnel and HE ammunition with its own hydraulic recoil system, though it doesn't enjoy long continuous fire. Alongside they have designed, and then revised, the R-I-M1900a1 a medium sized rifle which also fires 6.5mm smokeless ammunition out of a 10 round magazine and comes equipped with a blade style bayonet.



The Forested Plains

Here, in the summer mid-day heat, both armies march to the field of battle as their grandfathers did many years ago before the Alliance Wars and their forefathers before them did. Under the cover of light forests both forces march to pre-mapped plains in which they may once more line up for volley fire as their officers command. Both armies march to extreme ranges as they had during the age of the musket though this time it goes differently, as both lines march to meet each other the scream of shell fire is heard as high explosive shells and shrapnel rain among both sides from their own respective artillery cutting men down in droves, though notably the Confederate artillery thins out faster than the artillery of the Duchy. Notably the half-steel helms of the Duchies troops stops some pieces of shrapnel but not all, it is the exception more than the rule.

As they reach extreme range both armies level their rifles at their officers orders and release volleys into each other, though here a difference is noted as well. When before during a volley only maybe a dozen or half a dozen enemies would fall as the musket balls sailed inaccurately through the air this time dozens fall on both sides in each volley in equal numbers. Soon both sides called about-march and the infantry moved into the edges of the clearings to fire from behind trees, compared to the Duchy with their drab uniforms the Confederate troops are easy to pick out in the brush and pick off; though the shiny helmets of the Duchy are great targets for Kalchan marksmen. Cavalry doesn't make much of an appearance here as the thick forests are hard for them to maneuver through and there is rarely enough room to get a good run up before smashing into the enemy infantry. Over all the infantry and NCO's on both sides prefer to stick to the thick brush and fire at eachother whenever given the chance, though occasionally commissioned officers convince, force, the men to march out into the clearings and fire at eachother in rank and file; when this happens the Duchy tends to have a better advantage thanks to a higher ammo capacity though when time to reload comes they still suffer compared to the speed strips used by the Confederation which allows them to return fire faster. All in all this front is a stalemate between the two as it has been for many generations. Both sides dig in in small foxholes, the Duchy with their spades and eventually the Confederation with shovels brought in from the rear. While artillery and accurate rifle fire poses a large threat without the ability to lock down fields of fire for a long time from either nation fighting in the typical line formation is the most common form of fighting.

Neither side is able to gain the advantage and no land is exchanged.


The Rolling Hills

Here is a different story, both sides amass for lines as before in the plains and both sides retreat for better cover as before though here the Duchy is able to eek out an advantage. Both sides retreating to advantageous hilltops and ridgelines to fire at each other the Duchy is able to keep up a higher and more steady rate of fire with their artillery as the Confederation is forced to retire some of their guns early as soon as wear starts to make itself apparent on their barrels and breechblocks; though the Confederation is still able to field an artillery force of comparable size as any given time. Though the Duchy is able to take advantage in the lulls of artillery fire and mount infantry and cavalry assaults to take key positions allowing them to take the advantage this turn. Once again the drab uniforms and half-steel helmets of the Duchy is another thing which helps them among the dark grass and light soil of the hills. Cavalry is present here on both sides but is repelled more often than not by massed and accurate rifle fire as well as artillery.

The Duchy gains a pip in the Rolling Hills if only barely and both sides take up positions on advantageous hills. Kalcha loses 1 fuel node.


The Volcano

Here the contested highland of the Volcanic Island is assaulted by both sides with an opening artillery bombardment as the two sides march up the slopes to try and gain the initiative. No on knows which side gave the order first but soon both lines of men are charging up the volcanic slopes to meet at the highest point on the volcanic rim screaming battle cries in their native tongues, men clash in the dark volcanic soil in hand to hand combat as artillery fire rains down on them from both sides. Uniforms are stained with blood and ash as bayonets tear flesh and entrenching tools smash in skulls as their rifles are found to be too slow to reload in the maelstrom and in some cases ripped from their own hands by an assaulting foe. As the sun disappears over the horizon neither side is able to gain an advantage over the other and instead dig into the rough volcanic soil illuminated by the glowing magma from the still active volcano. The territory is too rough for cavalry to make an appearance. Due to the elevation of the combat artillery fire is sporadic on both sides as the guns are too heavy to haul up the peak.

Both sides gain half a pip, oooh shocker, in the Volcano. Neither side gains a resource.



It is now the Design Phase of the year 1900.

 The Duchy holds 3 Ore and 3 Fuel and 1 Exotic, the Confederation holds 3 Ore and 2 Fuel and 1 Exotic.

Current Territory Map: https://cdn.discordapp.com/attachments/850484571568996392/850928964083253258/Great_War_Map_10.png
Logged

Maxim_inc

  • Bay Watcher
    • View Profile

Its the Battle Phase of the year 1900!

Oh ho ho! Guess what you numbnuts did again? You samesied!

The Kalchan Confederation designed the Witchfire 6.5mm Light Machinegun Model 1900 a light machinegun at 25 pounds firing the same 6.5mm round as their rifle from a 40 round pan magazine and uses heat fins to disperse heat from the barrel. It comes with a foregrip and bipod for ease of use. They also revise the Confederation Combat Dress 1900 replacing their old bright uniform with drag greys and browns and equipping their men with leather bandoleers for ammunition and full metal helms with a drab cloth covering to prevent metal shine.

The Grand Duchy designed the Kulspruta-900 a heavy machinegun chambered in the same 6.5mm round as their rifle from 120 round non-disintegrating metal belts using a water jacket and hand pump to keep cool while mounted on a tripod for continuous fire. They also revised their Kulspruta into the Kulspruta-900 Rörlig a lightened mobile version of the gun replacing the water jacket with cooling fins and adding a mounter for 120 round belt boxes alongside a carry sling and a bipod.



The Forested Plains

Here in the clearings and thick brush of the plains men gather on both sides for another assault, in recent days both sides have been receiving new weapons which are promised by their officers to win them the Plains. As Duchy marksmen themselves are quite miffed over the fact that they can't use the bright colors of the Kalchan battle dress to pick off men from a distance anymore. Officers from both nations grumble about the dishonor of wearing hard to see clothing and the lack of glory in the fighting. Soon one of the Kalchan officers decides to rally his men for an attack to probe the Duchies defenses, leading his division out from their holes they charge over the open ground expecting the usual scattered artillery shells but doesn't expect the hail of Kulsprata machinegun fire which rips into his men forcing them backwards and into their holes once more. Seeing this the Duchy officers rally their infantry and lead them into the open for a counter attack only to be ripped apart from the sides as Kalchan gunners stayed behind hiding in the brush trapping the men in a crossfire between their guns and other Witchfire machineguns from the Kalchan lines forcing them backwards.

Much of the combat in the Plains carries on like this, men being cut down when they climb out of their fortifications and the increasing number of artillery pieces on both sides forcing men to dig deeper into the ground to keep their heads down. The Duchy troopers using their emplacement machineguns to good effect cutting down advancing assault parties and the Kalchans quickly running up and down their lines setting up their machineguns where needed, the distinct shifting and rattling sound of their pan magazines as their weapons fire and the rapid strikes of their gunnners earning the Witchfire the nickname "The Kalchan Rattlesnake" or simple "Rattleguns" among the Vornfolk as officers quickly learn from the Kalchans and use their Rörligs in a similar manner to the Witchfire, it having the advantage of being able to fire for longer before needing to reload but markedly less accurate due to high recoil and a poor bipod.

 At the end of the year the Forested plains has become a blasted picture of hell with opposing trenchlines staring at eachother across no mans land where the once vibrant trees are gone and replaced by charred mud with hundreds of yards distance from eachother and in some cases mere feet where both sides can hear the other nations combatants chatting inside their own trench. While artillery is deadly when in the open both sides are employing field cannons uncapable of launching shells at an angle where they can both land in trenches and kill infantry nor land inside fortified positions knocking out the deadly machineguns which enforce this oh so dishonorable combat of sitting in the mud hoping the helmet they wear stops whatever shrapnel makes it into the trench from both sides fields cannons, speaking of helmets both have roughly the same effectiveness at stopping shrapnel though the Vornfolk helmet only covering half of the head tends to stop less shrapnel than the full helm the Kalchans employ. Both sides capture trenches and advantageous positions from eachother with large attacks but no substantial ground is gained and victories are measured in yards taken not miles.
Neither side gains territory, trench warfare has set in.



The Rolling Hills

Here we see a similar story to the Plains but only similar. Situated on advantageous high ridges and hills Vornfolk gunners cut down Kalchan warriors as they charge up the slopes as both sides artillery falls around. While Vornfolk Kulsprata machineguns hold back most of the assaulters in some sectors Kalchans are able to overwhelm the machineguns by pure mass of numbers and luck capturing trenches on fortified hills and ridges though they carry an advantage with them, that being their Rattleguns carried with them allowing them to set up machineguns quickly and return fire at Vornfolk counter attacks to re take their lines, once again the Vornfolk copy the tactics of the Kalchans with their Rörligs to similar success. Cavalry on both sides is shocked as machineguns rip through their lines when attempting shock attacks against fortified positions.

Artillery here isn't as thick as the Plains but still an ever present danger, though they suffer the same problem being unable to land high explosive shells directly into trenches and fortified positions instead having to hope that shrapnel shells exploding above the trenches is able to kill unlucky troopers which is slightly hampered once more by the metal helms both sides employ. Once more like the plains trench warfare sets in quickly thanks to the introduction of machineguns but the Kalchans are able to regain their lost ground due to superior assault weaponry, though both sides in the Hills and other sectors bemoan having to rely on bayonets and blades when diving into trenches, particularly officers who must rely on a either a rapier or a saber for their life with only those willing to stoop themselves down from their position of honor and wield a troopers rifle, something very unfitting of an officer.

Kalchans regain their lost territory and control of their fuel pip. Trench warfare sets in.



The Volcano

Here, compared to other sectors fighting has taken a different turn. Both sides have brought up their elite assault units to attempt to tackle the unique conditions of the volcanic island. The Vornfolk bring up their elite Jägare units, light infantry famed for their infiltration and marksmenship; the Kalchans bring up their Torguts, made up of men of large stature known for their brute force attacks and crushing assaults.

In the shadow of the volcano, illuminated by the boiling magma and dressed in clothing stained black by the volcanic soil and ash these two elite units have dealt with many dangers over the past year of fighting since their arrival. Loose volcanic soil which occasionally prevents the digging of fortified trenches and hard volcanic rock in which they spend hours trying to bore into to make fortifications, the choking ash and sulfur which floats down from the mouth of the volcano choking their lungs and the distinct lack of an artillery advantage from both sides up in the extreme altitudes bringing trouble to both sides.


Here, at the end of the year, we zoom into the frontline as both sides are once more preparing an assault to capture a strategic ridge that neither side has been able to control long enough to dig into properly. Men in both trenched check an re check their equipment as officers hand out orders and sharpen their sabers and rapiers. As the light artillery fire from both sides slows to allow men to climb out of the trenches the distinct shrill sound of an officers assault whistle pierces as the air as both sides climb out of their trenches screaming their units battle cries; the Torguts letting out a bellowing "Uraaaa!" and the Jägare shouting in unison "I dag jagar vi på huvuden!", "Today we hunt for heads!". Rattleguns and Rörligs letting out a sonata of death as both sides machine gunners find positions to cut down eachother with the infantry clashing at the highest points of the ridgeline with bayonet locking against bayonet and saber against rapier. Men fight in close quarters as rifles are soon discarded in the maelstrom for makeshift melee clubs and combat knives both sides carry with them. Flesh is rent by blades and heads caved in by rocks as fighting once more devolves into viscous close quarters carnage with men fighting like rabid dogs as machinegun fire rips them apart. As the fighting nears its crescendo as it usually does before both sides are forced to withdraw the sound of an incoming unexpected artillery barrage forces both sides to thrown themselves to the ground but instead of high explosive death ripping apart men from both sides it seems that whoever fired the shells aimed high and instead hit one of the faces of the volcanic rim and men on both sides watch in horror as an searing hot lava spews from the heart of the planet and wash down the ridgeline consuming both men and material in river of molten death causing an unknown number of casualties to the already weakened assault parties. Both sides are forced to retire from combat as the uncovered lava tube sweeps away the ridgeline in their river of molted stone halts combat for a week while men wait for it to cool, just in time for both sides to celebrate the new year of 1901 in their respective trenches.


Neither side gains land and the volcano remains in stalemate as a very nasty incident where an active lava tube was uncovered by an artillery bombardment which swept away an entire fortified position both sides were in the middle of intense hand to hand combat over in a river of searing lava from the heart of the planet. Trench warfare sets in here too, though on a smaller and more brutal scale.



Its now the Design Phase of the year 1901!

Both sides have become embroiled in trench warfare as once vibrant landscape in the Plains and Hills is turned into a scorched wasteland, and the Volcanic island even more of one. As the static conflict drags on both sides are forced to spend most of their time waiting for the artillery fire to cease and then charge across no mans land into each others artillery fire. The Kalchans using their dedicated light machineguns to great effect in assaults and of holding ground after assault, and the Vornfolk their heavy machineguns  to equal effect in the defense with their own Rörligs proving of similar if slightly less accurate compared to the Kalchan Rattleguns.

Another thing has appeared out of the static war, due to the inability of cavalry to conduct lighting assaults as before both sides have been launching infantry raiding parties alongside the main assaults which take place. Both parties also bemoan the lack of a close combat weapon, with officers particularly requesting befitting their status. Another thing is both sides lack of heavy artillery to destroy defensive fortifications and light artillery for assaults and for combat in the Volcanic highlands, the ever present danger of machinegun fire for infantry is also a problem across all fronts. Speaking of the Volcano both elite units have lost their banners in the unfortunate lava flow and request a new design for them to carry into battle with them with honor when assaulting their respective rival elite units and with this the governments of both nations have also commissioned a new banner for regular infantry units to carry into battle for glory since their uniforms no longer are colored in such a way to carry it.

The national banners will be judged after this turn and whoever designs the best National Banner gains a free +1 to any design, with regular dice rolls, for the 1902 design turn and whoever designs the best Elite Regimental Banner by the end of this design turn gains a free +1 to any revision of their choosing.

The Map:
« Last Edit: June 09, 2021, 01:11:54 pm by Maxim_inc »
Logged

Sensei

  • Bay Watcher
  • Haven't tried coffee crisps.
    • View Profile

COWER BEFORE THE DRAGON, VORN-FOOLS!
Logged
Let's Play: Automation! Bay 12 Motor Company Buy the 1950 Urist Wagon for just $4500! Safety features optional.
The Bay 12 & Mates Discord Join now! Voice/text chat and play games with other Bay12'ers!
Add me on Steam: [DFC] Sensei

WorldOfHurt

  • Bay Watcher
    • View Profile

The Grand Duchy of the Vornfolk cower before nobody, we stand proud beneath our flag and behind the Grand Duke!

Behold the glory of our national flag!



And you would do well to fear the regimental banner of our Jaegers!

Translation for illiterate tribals:
"Grand Duchy Jaegers"
"Last Resort of Kings"
« Last Edit: June 14, 2021, 04:10:13 pm by WorldOfHurt »
Logged

TricMagic

  • Bay Watcher
    • View Profile

Dragon eats tasty birds.
Logged

Maxim_inc

  • Bay Watcher
    • View Profile

It is the Battle Phase of the year 1901

This time you guys didn't samsie, you guys probably went the extreme opposites of eachother this round. Though you guys came this close to doing another samsie.

The Grand Duchy has designed the Ajax War Rockets; a series of Heavy and Light rockets carrying HE, Smoke and Incendiary warheads. The heaviest rockets are fired from a wagon launcher in groups of 24 and the light rockets launched in groups of 4 by man portable racks. And they revised their rockets into the Raketgevär-901 allowing the lightest rockets to be fired with deadly accuracy from a shoulder tube.

The Confederation designed the immense Godstrike 120mm Howitzer which allows them to drop one-piece HE shells at extreme ranges and thanks to a streamlined breach is able to deliver devastating alpha-strikes before the loaders tire out. They also revised their field gun into the lighter and smaller Uul Ganaa 75mm L/12 mountain gun firing modified low-velocity 75mm shells and be broken down for a team of mules or very brawny men to carry.



The Forested Plains

Private Second Class Chimbai Dargan remembered in the opening days of the war when the plains were still lush with life and elder trees that had stood since before his father had been born. Now when he looks out at no-mans-land through the trench periscopes all he can see is a charred sea of mud, barbed wire and the rotting corpses of friends and foes. He new an attack was coming in his sector, even though the political officer hadn't announced one yet, since they had been gathering heavy artillery in the rear lines to shell the Vornfolk positions for the next few weeks to soften them up before an assault. He had seen them too when rotating out for his week of leave, massive guns capable of firing shells at a higher arc than their field cannons.

Sitting on the firestep he shivers as a cold wind blows down the trench bringing the stench of death into the trench. His teeth rattle in his head as the heavy guns in the rear line split the air with their booms. Chuckling to himself he pictures the monarchist dogs hiding in their dugouts as the shells rain death around them, standing up he walks over to the trench periscope to watch the artillery shells strike. Though he is shocked as a sound like a shriek from hell fills the air and make his ears hurt, looking to the sky he sees hundreds of trails of fire streaking through the air....and getting closer almost as if they're arcing towards his position... OH SHI-


Private Second Class Chimbai Dargan would become one of the many casualties on the frontline this year as both armies fielded new and terrifying artillery weapons. Machinegunners on both side confident in their bunkers learning the fear of the common soldier as they die to either high explosive shells or a mix of shrapnel and burning fire from rockets. The Ajax rockets make themselves useful in the forest saturating entire lengths of forward trenches from a single launcher and destroying a good number of entrenched machineguns though are usually repositioned or abandoned immediately after firing as their rockets leave a nice and pretty trail for any observer to spot and guide Godstrike howitzers to bombard the position to kingdom come. The L/12 is trailed here but found to be inadequate for more than saturating no-mans-land during an enemy assault and harassing the trenchlines by plopping shells downwards into the positions.

Both sides dig in deeper due to the increasing threat of a shell landing inside the trench, proper concrete bunkers are now appearing to try and defend against the artillery on both sides but is more often than not only capable of stopping a few direct hits before collapsing. An ever growing sea of barbed wire between the two sides trenches also require weeks of saturation bombardment to even hope to make a slight clearing for infantry to cross through, more often than not teams of cutters are sent as the first wave to cut through the wire dodging machinegun and artillery fire as they go with their own artillery attempting to keep the enemies heads down. Vornfolk cutting teams are given the luxury of having smoke rockets obscure the vision of artillery spotters and machinegun crews.

The Vornfolk infantry also finds advantage in the assault as their Raketgevär-901 is proved capable of taking out any surviving machinegun positions, though once it comes time to dive into the trench the launcher tube is put aside for a rifle. Though most soldiers on both sides prefer to use homemade clubs or bayonets for fighting in trench assaults as their rifles are hard to use in the tight conditions despite their moderate length as well as working the bolt being a problem but a manageable one with proper experience.


While the Godstrike Howitzer is devastating the Duchy is once more able to claw their lines forward and gain 1 Pip in the Forested Plains.


The Rolling Hills

Here battle is just as static but not as widespread as the Forested Plains. Most trenches are situated on advantageous ridges and hills while the relatively open ground to the flanks of the high ground is left as a non-combat zone since anyone who tries to make an infantry or cavalry assault through there ends up being cut down by machinegun fire or artillery. The Cavalry on both sides still insist that with a good charge they can take the highlands but time and time again find themselves cut down by machinegun fire and tangled in barbed wire.

The Godstrike Howitzer once more outranges the devastating Ajax rockets and destroys their positions as soon as they launch their destructive payload devastating Confederate positions. Assaults on both sides are hampered by the increasing fortification of the no-mans-land between the positions causing men to be cut down like their mounted brethren when crossing, the Raketgevär-901 proves to be effective here as in the plains but successful assaults from either party is rare as parties are devastated by defensive fire by the time they fix bayonets and dive into the opposing trench, including the Vornfolk even with their smoke rockets. The L/12 proves to be well suited to dropping shells into the no-mans-land between positions and becomes a constant trouble of Vornfolk assault parties.

Its a stalemate here, everyone is miserable or dying or both. Neither side gets a Pip


The Volcano

Here...things are different.

Bearing their new banners both elite forces clash on the volcanic rim once more in brutal fighting in the beginning of the year, but as time drags on the newer artillery pieces of both sides make their appearance. The light Ajax rocket racks proving portable in the rough terrain and useful for light bombardment and smoke cover and the Raketgevär-901 as very light artillery and as an assault weapon during fighting but both are outclassed by the Godstrike and the L/12. The Godstrike capable of firing bombardments up into the high ground and the L/12 providing deadly close fire support giving the Torguts the advantage needed to push the Jagers and their glorious battle standard down from the rim of the mountain and raise their regimental banner over the Volcano's rim!

The Confederation captures the Volcano! They will push into the the Eastern Volcanic Slopes next Battle Phase!


It is now the Design Phase of the year 1902!

Currently the Duchy is the only nation with a national banner submitted, the Confederation has until the DESIGN dice are rolled to submit a banner or the +1 design bonus will go to the Duchy by default!

I apologize for the lack of content for the Volcano, but I can only write so much! The Plains and the Hills are where the real meat and potatoes are compared to the Volcano when it comes to innovation.

« Last Edit: June 18, 2021, 12:10:42 am by Maxim_inc »
Logged

Sensei

  • Bay Watcher
  • Haven't tried coffee crisps.
    • View Profile

The Flag of the Kalcha Confederation

Maxim said the last flag I made looked like a crayon drawing so this one should be just as good.

It's a triangle shape because triangles are cool. The red symbolizes strength. The yellow symbolizes more strength. The white area is because we don't have all the strength yet. It also has a dragon, and our slogan, translate it yourself you lazy fuck. Don't mind the spilled salt shaker. It has no significance.

So far I'm the only person on this team who can be bothered to draw anything so as far as I'm concerned we can just call this official now.
Logged
Let's Play: Automation! Bay 12 Motor Company Buy the 1950 Urist Wagon for just $4500! Safety features optional.
The Bay 12 & Mates Discord Join now! Voice/text chat and play games with other Bay12'ers!
Add me on Steam: [DFC] Sensei
Pages: [1] 2