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  • File : 1325119519.jpg-(92 KB, 744x983, admiral_graf_spee_22.jpg)
    92 KB BATTLESHIP QUEST: FIRST ENGAGEMENT HEIL OP 12/28/11(Wed)19:45 No.17360227  
    You are Hans Langsdorff, Captain of the German battlecruiser Graff Spee. After narrowly dodging three British cruisers laying for you at the River Plate estuary, you resolved upon a bold course of action, which is why you're currently only eighty miles North-West of the English base in the Falkland Islands.

    Before you, the Graff Spee's tenth and final victim, the French freighter Bordeaux, is vanishing beneath the waves after you fired a single torpedo into her side, her crew safely interned aboard your warship. You were forced to fire on her to silence her wireless, and the damage ruled out any usefulness as a prize ship, or a decoy.

    One of the bridge lookouts comes barreling in, shouting. "Captain! Smoke on horizon, bearing two-two-eight!"

    Seizing your optics, you quickly confirm the report. There's one, perhaps two, whips of smoke just coming into view. Forty-thousand yards, at best, from the direction of the Falklands. You disembarked the freighter crew just in time, it would seem.

    "Well!" you say, dropping your glasses. "It looks like we're finally going to have an interesting day."

    >Dispose of the canvas disguise and false turrets so they don't get in your way, or keep them?
    >Run or fight?
    >What Speed?
    >Launch spotters?
    >> HEIL OP 12/28/11(Wed)19:51 No.17360289
         File1325119916.jpg-(263 KB, 1885x1885, TURN ONE.jpg)
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    Please note that the ship icons are not to scale.
    >> Anonymous 12/28/11(Wed)19:53 No.17360302
    >dispose of the camouflage
    >make for a run but it's only a feint
    >Limp aways to have them think we have engine problem then go at the safest speed possible during the engagement.
    >Hmm It's probably not necessary.
    >> Anonymous 12/28/11(Wed)19:56 No.17360328
    Dispose of our disguise. Sound general quarters. Check our intel, radar returns and anything else relevant to see if we can start figuring out just what we're looking at.

    If we had spotters I'd say to launch them, but IIRC we lost ours at the start of the first thread.

    Run or fight will depend on what we'd be fighting.

    Speed... 15-20 knots. We don't want to go up to flank speed until we know how we're going to play this encounter, especially given the engine situation.
    >> Anonymous 12/28/11(Wed)19:57 No.17360333
    action stations, remove the disguise with absolute haste, use radar to confirm target approaching, our 28cm guns' maximum range is 39,000 yards, and we can certainly use rangefinder and radar to have a firing solution to get within 50m.

    plunging fire into the upper decks, as soon as possible.
    >> Anonymous 12/28/11(Wed)19:58 No.17360341
    Make sure the Oil Purification Plant is in full working order.

    Launch figh- I mean spotters.
    >> Anonymous 12/28/11(Wed)20:00 No.17360359
    check, are we making smoke ourselves, given we've been idle for several hours while dealing with the Freighter, Bordeaux.

    if we have not been making smoke, order engines to idle, and they may not even see our smoke.
    >> Anonymous 12/28/11(Wed)20:01 No.17360365
    At our maximum range, they won't be able to penetrate worth shit.

    On the other hand, our torpedoes might be useful.
    >> HEIL OP 12/28/11(Wed)20:03 No.17360384
         File1325120594.jpg-(108 KB, 744x1133, 1939_11_27_false_guns_neu.jpg)
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    "Mr. Kay, sound battle stations, if you would." Your XO nods and does so, and soon the entire Graf Spee is vibrating with the thunder of two thousand booted feet pounding down corridors and up ladderways as every man finds his action station.

    "And get that fucking canvas off my ship," you say, pointing at the false turrets and guns. Against warships they'll avail you nothing; the British know damn well where the Tripitz is, since she'd have to run the Home Fleet blockade of the North Sea to get anywhere. It can only get in your way.

    The telegraph rings for flank speed, and soon the Spee's powerful diesels are moving her through the water at a decent clip.
    >> Anonymous 12/28/11(Wed)20:03 No.17360385
    Last thread:

    >> Anonymous 12/28/11(Wed)20:05 No.17360408

    Given that she's still under construction, the British sure as fuck won't be expecting to see her in the South Atlantic.
    >> HEIL OP 12/28/11(Wed)20:07 No.17360432
         File1325120864.jpg-(172 KB, 850x608, arado 196 on catapult.jpg)
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    Once the Spee hits fifteen knots, you deem it a good time to launch your spotter. You give the order, and one of your two Arado 196 floatplanes bolts off the catapult, rising ungainly into the air as its airspeed builds. It's a good little ship, but can't hold a candle to what the wounded young pilot in your sickbay can manage.

    Could manage, that is.

    You grit your teeth. The time for running is over. At long last, the English are going to taste their own medicine.
    >> Anonymous 12/28/11(Wed)20:08 No.17360437
         File1325120886.jpg-(68 KB, 800x575, 28cm naval gun.jpg)
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    the Algerie, I think you meant
    >> Anonymous 12/28/11(Wed)20:09 No.17360448

    She's been launched, and she's got canvas fakery all over her as work continues. Word on the street is that British intel, once held in such high regard, is a joke these days, so who knows what they know?
    >> Anonymous 12/28/11(Wed)20:11 No.17360461
    Better to assume the enemy is competent and be pleasantly surprised when they aren't than the reverse.
    >> Anonymous 12/28/11(Wed)20:15 No.17360493
    Yeah, never underestimate those sneaky britz.
    >> Anonymous 12/28/11(Wed)20:16 No.17360506
    Especially as we are down our best spotter. A shame, that.
    >> HEIL OP 12/28/11(Wed)20:20 No.17360534
         File1325121625.jpg-(282 KB, 1885x1885, TURN TWO.jpg)
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    After a few tense minutes, your Arado radios back in short order. "Two heavy cruisers, coming straight for you at thirty knots! One Kent, one London!"

    "A London class?" Kay asks, frowning. "Probably the Shropshire, then. I thought she was in Africa?"

    "Only takes a week to cross, if you push it, and they've got a refueling base," you point out. "The Kent is certainly the Cumberland."

    You review your options swiftly. Both ships have full batteries of eight-inch guns, which can do you some damage... but only if they get close, and you've got the reach advantage.

    On the other hand, the English cruisers were faster then you to begin with, and your diesels aren't in the greatest shape.

    >Heading, Speed, Firing orders?
    >> Anonymous 12/28/11(Wed)20:23 No.17360565
    >Firing orders

    No idea of naval combat but I'd suggest we should try to damage anything that will impact their speed or maneuverability.

    Would be priceless to damage their rudders and have them be unable to do anything while we shell the Falklands.
    >> Anonymous 12/28/11(Wed)20:26 No.17360585
    maybe try and hit the bridges or engines?
    >> HEIL OP 12/28/11(Wed)20:26 No.17360588

    Brotips on that; ships typically start firing at a range of five or six MILES or so. You're lucky to hit the ship at all, much less aim for specific parts.

    Of course, with the size of shells you fire, that doesn't much matter.

    Your choices here boil down to your movement vs. your firing - if you try to keep the range open as long as possible, you have to sail away from the English, but then you can only fire with your rear turret. If you turn abeam to give them broadsides, they'll close quickly.

    Of course, if they want to close quickly, they've got to limit themselves to their forward turrets as well.
    >> Anonymous 12/28/11(Wed)20:29 No.17360607
    Flanking speed (as far as the machines allow for it), shell the fuckers while we get to their sides.
    We can't risk to get between them.
    We won't do much with the front, but things might change if we get a decent hit quickly.
    >> Anonymous 12/28/11(Wed)20:29 No.17360608
    Launch torpedoes. Then turn so that we can present our full broadside to them and start firing. We want to damage them as badly as possible before they close the range.
    >> Anonymous 12/28/11(Wed)20:29 No.17360612
    Hmmm, if our guns are really that good, I think we'll want to keep our distance as long as possible and hope for a lucky hit.
    >> Anonymous 12/28/11(Wed)20:29 No.17360613
    heading, 305 degrees, 25 knots, make that our heading is for Argentina. its too late to try to get there now, if they've spotted us, reeinforcements will be already heading towards our location.
    the tangent from their vector will minimise their approach while maximising our radial speed relative to theirs. our radar will allow us to outrange them and we can get hits on them before they close and put them out of action. we can then then shake them off by heading due north once they break.

    Clearing crews have 2 minutes to get that camoflage off the hull. Expect fire in 3 mins
    >> Anonymous 12/28/11(Wed)20:30 No.17360620
    start moving away and use rear turrets, there's a difference between bravery and stupidity
    >> Anonymous 12/28/11(Wed)20:31 No.17360627
    Close while firing broadsides. If the British want a knife fight against ship built to direct fire on the North Sea with their guns built for plunging fire, we shall oblige them.
    >> Anonymous 12/28/11(Wed)20:32 No.17360637
    our ship is better at direct fire?
    >> Anonymous 12/28/11(Wed)20:32 No.17360641
    Radio your surrender and raise the white flag.
    Ship speed to null.
    Fire when they get into maximum-effect range.
    >> Anonymous 12/28/11(Wed)20:33 No.17360650
    Better at turning it out, better at withstanding it. Our deck armor is shit, theirs isn't.
    >> Anonymous 12/28/11(Wed)20:33 No.17360653
    Out of my thread.
    >> Anonymous 12/28/11(Wed)20:33 No.17360657
    thread music
    >yes i know we're not a u-boot
    >> Anonymous 12/28/11(Wed)20:35 No.17360670
    They're faster than us at the moment, so running isn't going to work until we cripple or sink them.

    Idea, though: turn as if we're heading away from them, then abruptly reduce our speed. Make it look like our engines just gave out. Once they've closed enough, launch a full spread of torpedoes (our tubes are in the stern), then kick back up to full speed while turning to broadside them. Put one shaft in forward and one shaft in reverse to make that turn as quickly as possible, then both to forward after our first salvo.

    How long until nightfall? Our radar would give us a massive advantage once the sun goes down.
    >> Anonymous 12/28/11(Wed)20:36 No.17360680
    this might work, the sudden torpedo attack could cause them to panic
    >> Anonymous 12/28/11(Wed)20:37 No.17360686
    So show them broadside, "kill" the engine and launch torpedoes. I agree with this plan.
    >> Anonymous 12/28/11(Wed)20:37 No.17360689
         File1325122670.jpg-(130 KB, 1885x1885, t2 - 305degrees.jpg)
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    bearing 305 degrees marked on the map will allow both fore and aft turrets to fire, while minimising our closing velocity as they will be forced to turn towards us to maintain range, forcing them to only fire forward batteries.
    we can increase speed once we have a full fire solution to worsen their rate of closing.
    >> Anonymous 12/28/11(Wed)20:40 No.17360712
    Good idea.
    The least effect would be confusion and panic, the most crippling hits.
    Let's hope we get some of their fire power out of the way before they can damage us with that.
    I like my rudder functional.
    >> Anonymous 12/28/11(Wed)20:41 No.17360716
    Please. The Royal Navy, panic? Has this happened in a century?

    This engagement will not be won with clever little tricks. It's either a decisive clash, or a delaying tactic until nightfall.
    >> Anonymous 12/28/11(Wed)20:43 No.17360732
    Can we drop mines or similar in our track?
    >> Anonymous 12/28/11(Wed)20:44 No.17360742
    All eight of our torpedo tubes are in the stern, so we can launch torpedoes that way instead.
    >> HEIL OP 12/28/11(Wed)20:44 No.17360745
         File1325123086.jpg-(1.49 MB, 1885x1885, TURN THREE.jpg)
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    Analyzing the situation, you order the helm to come about to bearing 3-0-5. You bring your ship up to flank, which at the moment is a rather sedate 25 knots.

    Range is 27,000 yards, approximately. You've somewhere around a twenty percent chance of scoring at this range, and can bring both turrets to bear.

    >> Anonymous 12/28/11(Wed)20:46 No.17360760
         File1325123207.png-(372 KB, 1019x1019, 1313316494708.png)
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    >26,000 yards

    u guys
    >> Anonymous 12/28/11(Wed)20:47 No.17360762
    shit, looks like one of them is gonna try and slip behind us
    >> Anonymous 12/28/11(Wed)20:47 No.17360767
    Fire all torpedoes! Just to spite the touhoufag here >>17360760
    >> Anonymous 12/28/11(Wed)20:47 No.17360769

    It was a common tactic actually, to scare the hell out of the enemy ships. Plus that they'll not be expecting them and thus will not be preforming evasive maneuvers.
    >> Anonymous 12/28/11(Wed)20:48 No.17360777
    are you fucking serious?
    >> Anonymous 12/28/11(Wed)20:50 No.17360786
    continue on this bearing for 5,000m, make radar resolution on the targets to know if they are following.

    radio room observe for coded communications or open broadcast.

    gunnery, prepare for action.

    mark note in log, what time is it exactly?
    >> Anonymous 12/28/11(Wed)20:50 No.17360787

    Like a faulty condom.
    >> Anonymous 12/28/11(Wed)20:50 No.17360793
    Yeah. This is pretty damn retarded.
    >> Anonymous 12/28/11(Wed)20:53 No.17360808
    Can we agree on torpedoing the shit out of them once they are in range to make for a 15% hit chance?
    That will result in an average one hit per salvo.
    >> Anonymous 12/28/11(Wed)20:54 No.17360813
    our G7a torpedoes have a maximum range of 12.5kilometres.

    waste of munitions to even fire them at this range.
    >> Anonymous 12/28/11(Wed)20:56 No.17360828
    Start firing ranging shots at Shropshire. As soon as we take a hit or near miss, start in with the plan from >>17360670; make it look like they've knocked out our steering, one of our propellers or something else along those lines, then SURPRISE BUTTSEX with our torps and undamaged maneuverability.
    >> Anonymous 12/28/11(Wed)20:56 No.17360830
    Remember they are following us which extends their range as they run into the torpedoes.
    Has anybody done the math on that?
    >> Anonymous 12/28/11(Wed)20:58 No.17360846
    Well obviously wait until the enemy is within range. That goes without saying.

    We could probably fire them from slightly beyond their max range, though, since the enemy is closing with us and would thus be within range of our torps by the time they reached the target.
    >> Anonymous 12/28/11(Wed)20:58 No.17360848
    Let's keep this heading and hook around their right, bringing our guns to bear while preventing the Cumberland from gaining a bead on our stern.
    >> Anonymous 12/28/11(Wed)20:59 No.17360855
         File1325123957.jpg-(143 KB, 528x396, 1298937447488.jpg)
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    "Range?" you ask the gunnery officer.

    "Twenty-seven thousand and closing, sir."

    You turn to your XO. "Mr. Kay, prepare torpedoes."

    Mr. Kay is silent for several seconds.

    "Captain, you are aware that if you die, I get control of the Spee, right?"

    "Yes. Yes, I am."

    "Just making sure," he says tightly.

    You consult the chronograph. It's 5:30 in the evening, exactly, giving you plenty of daylight hours to wage the battle - more's the pity.

    "Captain, do you wish to fire?" Kay asks, voice strained.

    "Didn't I just say to ready the tor..." your voice dies in your throat as Kay's gangly body seems to expand with Teutonic wrath.


    >DECLARE TARGETS FOR TOoorrrhahahaha
    >> HEIL OP 12/28/11(Wed)21:00 No.17360861
    (Pardon, my name slipped)
    >> Anonymous 12/28/11(Wed)21:01 No.17360869
    Since the Brits are splitting up, we can try to defeat them in detail. Target Shropshire, try to stay in range of it while extending the distance between us and Cumberland. Once Shropshire is out of action, we start turning Cumberland into a pile of scrap.
    >> Anonymous 12/28/11(Wed)21:01 No.17360873
    Why should we fire the torpedoes? It's a silly thing to do right no.
    >> Anonymous 12/28/11(Wed)21:02 No.17360879
    >>DECLARE TARGETS FOR TOoorrrhahahaha
    >> Anonymous 12/28/11(Wed)21:02 No.17360880
    (PS, OP. therey're german, they dont use yards. Kilometres and metric.)
    >> Anonymous 12/28/11(Wed)21:03 No.17360890
    >once within range, SHROPSHIRE
    >once within range, SHROPSHIRE, although if CUMBERLAND tries coming up behind us we can also send a little present her way

    And we still want to ready the torpedoes, since it would let us launch them that much more quickly once we're within range.
    >> Anonymous 12/28/11(Wed)21:05 No.17360902
    "Zielt auf das Schiff mit dem Scheissnamen!"
    "Torpedos bereithalten! Feuern auf 13 Kilometer!"
    >> Anonymous 12/28/11(Wed)21:05 No.17360909
    all batteries, target the shropshire.
    Radar and Rangefinder, firing solution required immediately for all guns.
    torpedo tubes be prepared for use as they close.
    prepare smoke for turning.
    >> HEIL OP 12/28/11(Wed)21:11 No.17360965

    Far as I know, nautical miles/yards are an international standard for navies, much like all pilots and aircraft measure altitude in feet (note that the aviation standards weren't made universal till after WWII, though.)

    >Resolving fire! Please wait warmly...
    >> Anonymous 12/28/11(Wed)21:11 No.17360968
    Turn to port and increase speed if the engines can take it for a short while. We want to try to cross SHROPSHIRE's T if at all possible.

    If CUMBERLAND presents herself in that manner, send a few shots her way to take advantage of it.
    >> Anonymous 12/28/11(Wed)21:12 No.17360973

    I'm now imagining the two ships dodging and grazing the bullet hell from us.
    >> Anonymous 12/28/11(Wed)21:16 No.17361001
    >We want to try to cross SHROPSHIRE's T if at all possible.

    this is 1939, not 1809. its not broadsides and ships of the line.
    >> Anonymous 12/28/11(Wed)21:17 No.17361007

    crossing the T of your enemy is still a valid tactic, as it allows you to fire ALL of your guns while they can only fire their forward guns.
    >> Anonymous 12/28/11(Wed)21:18 No.17361020
    Yes, but the ships cannon are divided on the front and on the back, a broadside mean shooting all the turret while it can only return front turret fire.
    >> Anonymous 12/28/11(Wed)21:19 No.17361027
    It also, IIRC, makes it more likely that your fire will hit something.
    >> Anonymous 12/28/11(Wed)21:23 No.17361057
    Since they won't have torpedoes until 1943, this might actually work.
    >> HEIL OP 12/28/11(Wed)21:27 No.17361101
         File1325125672.jpg-(1.43 MB, 1885x1885, TURN FOUR.jpg)
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    At long last, after many months of sailing, the Graf Spee's mighty guns roar. The entire ship shakes with the fury of the 11'' rifle's blasts, and from belowdecks you can faintly hear the roars and cheers of the crew as the Graf Spee engages the enemy.

    "... No hits," Kay says, voicing what you can all see. "Bracketed her with our first salvo, though!"

    You see the lead turrets on the Shropshire flash. You know the chances of the first shots hitting at this range, so you remain calm and composed as four eight-inch shells come whistling in at you.

    "When they whistle that loud, does that mean they're going to-"

    A heart-shattering CLAAANG! scares your heart right out your mouth and sends it galloping down the steerageways.

    "What the hell was that!?" Kay says, picking himself up.

    "Strike on number-two secondary turret. Bounced off." A few seconds later, reports come from the back of the ship that an 8-inch shell punched through the after deck and buried itself in the ship, but didn't detonate.

    "Neptune must favor the English," Kay growls darkly.

    >> Anonymous 12/28/11(Wed)21:29 No.17361117
    ...Do NOT ready torpedoes, concentrate fire on the SHROPSHIRE.
    >> Anonymous 12/28/11(Wed)21:30 No.17361122
    The fuck?
    >> Anonymous 12/28/11(Wed)21:30 No.17361124
    change course 5 degrees, speed up two more knots.
    just enough to throw their tracking.

    continue fire, relay to turrets.

    prepare to lay smoke and turn to heading 35 degrees.
    >> Anonymous 12/28/11(Wed)21:31 No.17361130
    >buried itself in the ship, but didn't detonate.
    that's going to be a problem, isn't it?
    >> Anonymous 12/28/11(Wed)21:31 No.17361131
    25 knot, bearing to 2-9-0, fire everything at the shropshire.

    We'll want to circle them so the cumberland doesn't get a shot at our back.
    >> Anonymous 12/28/11(Wed)21:32 No.17361137
    rolled 18 = 18

    Turn to port, increase speed to 30, keep firing at Shropshire. We're going to try to swing past and around her. Once she's disabled or sinking, we switch targets to Cumberland.
    >> Anonymous 12/28/11(Wed)21:34 No.17361151
    rolled 19 = 19

    Less of one than if it detonated like it was supposed to.

    Agreeing with the "turn to port, keep firing everything at Shropshire" votes.
    >> Anonymous 12/28/11(Wed)21:36 No.17361170
    rolled 56 = 56

    Do you want us to roll for anything, or...?
    >> Anonymous 12/28/11(Wed)21:37 No.17361184
    I sincerely hope not given how bad those other rolls were.......
    >> Anonymous 12/28/11(Wed)21:37 No.17361187

    Dude, even if he wanted us to roll dice, you probably shouldn't with that track record.
    >> Anonymous 12/28/11(Wed)21:37 No.17361193
    Thirding turining to port.

    "Steuer backbord, beschleunigen Sie auf 26 Knoten, alle Geschütze weiter auf Shropshire einschießen."
    >> Anonymous 12/28/11(Wed)21:40 No.17361210
    rolled 6 = 6

    Yeah, you're probably right.
    >> Anonymous 12/28/11(Wed)21:41 No.17361217
    abso-fucking-lutely right, with that roll simply cementing that fact in place.
    >> Anonymous 12/28/11(Wed)21:43 No.17361236
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    Oh, fuck you /tg/ dice. Fuck you right in the ear.
    >> Anonymous 12/28/11(Wed)21:44 No.17361240
    Well, you should. Unless you can start rolling for the enemy.
    >> Anonymous 12/28/11(Wed)21:56 No.17361358

    Congratulations, your horrible rolls not only sunk the Graf Spee, but also killed OP as well.
    >> Anonymous 12/28/11(Wed)21:57 No.17361376
    Obviously the British have infiltrated and sabotaged our dice-rolling software.
    >> Anonymous 12/28/11(Wed)22:00 No.17361398
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    >> Anonymous 12/28/11(Wed)22:00 No.17361402
    damn british
    >> Anonymous 12/28/11(Wed)22:02 No.17361426
    dont worry, the americans will claim the credit for it, and make a film of it with some short-arsed actor...
    >> Anonymous 12/28/11(Wed)22:02 No.17361428
    ITT: Critical strike to the bridge everyone dies the quest. Lenght 2 thread
    >> Anonymous 12/28/11(Wed)22:03 No.17361436
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    waiting for OP
    >> Anonymous 12/28/11(Wed)22:03 No.17361453
    >> Time: 5:06 HEIL OP 12/28/11(Wed)22:05 No.17361468
         File1325127917.jpg-(276 KB, 1885x1885, TURN 5.jpg)
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    "Helm, come 'round to Two-nine-zero. Flank speed, give it everything." The Spee heels a little as the helmsman adjusts course, and the tired diesels surge with fresh power. You're making 28 knots now, what the Spee's rated for... when the engines are fresh, you can easily push 30.

    The turn is slight enough for your heavy turrets to keep tracking, and soon all six eleven-inch guns roar again. The first salvo falls short, but the second...

    "Hits! A very palpable hit!" one of the bridge officers cries. "Strike on the bridge!" Nobody cheers, but grim smiles of satisfaction are working their way around. 8-inch shells splash in the water around you, but with the Shropshire still at 24,700 yards or so, you don't fear her guns much.

    A few seconds later, the Cumberland lands a single 8-inch shell on the Spee - this time, on one of the aft 6-inch turrets. The shell explodes, ripping up the superstructure, but from 26,000 yards the British shells simply can't penetrate the secondary turrets armor.

    "I don't fucking believe it," Kay breathes, looking at the Shropshire. Despite taking an 11'' shell right to the bridge, she keeps on coming as if unimpeded. "They can't be that fucking lucky!"

    It would appear they are.

    >> Anonymous 12/28/11(Wed)22:05 No.17361474
    >> Anonymous 12/28/11(Wed)22:07 No.17361493
    > Despite taking an 11'' shell right to the bridge, she keeps on coming as if unimpeded
    >> Anonymous 12/28/11(Wed)22:07 No.17361494
    >Forward large battery
    >Secondary guns
    >Aft gun turrets
    >> Anonymous 12/28/11(Wed)22:07 No.17361504

    Look like we're aiming abit too high to get them to slow down.

    Depress turrets. Aim for the waterline. Full barrage.
    >> Anonymous 12/28/11(Wed)22:09 No.17361530
    bearing 2-7-0, 25 knot , keep firing at the shropshire
    >> Anonymous 12/28/11(Wed)22:10 No.17361534
    We are at 24.000 yards. How do you expect to aim for the waterline instead of the superstructure? We are lucky if we hit them at all.
    >> Anonymous 12/28/11(Wed)22:10 No.17361535
    Turn to 260. Maintain present speed, maintain fire on Shropshire.

    Is the bridge of the Shropshire visibly damaged? If so, there's a decent chance they weren't actually that lucky, and they're still coming on because everyone on the bridge is dead and they haven't had the chance to switch to whatever alternative controls they have.
    >> Anonymous 12/28/11(Wed)22:11 No.17361555

    Just aim abit lower?

    we're striking the bridge already and the distance is continuously shrinking. Just decreasing the elevation will make a strike on the lower part of the ship more likely.
    >> Anonymous 12/28/11(Wed)22:12 No.17361558
    If we are lucky and the bridge was destroyed we'll probably be able to use the shropshire as a shield against the cumberland.
    >> Anonymous 12/28/11(Wed)22:12 No.17361568
    Turn to 265, maintain speed at 28, continue firing.

    "Steuermann, bringen is uns auf Kurs zwei-sechs-fünf. Fahrt voraus bei 28 Knoten beibehalten.
    Nummer Eins, weiter auf Shropshire feuern, irgendwann müssen wir sie wo erwischenn wo's wehtut."
    >> Anonymous 12/28/11(Wed)22:13 No.17361582
    make smoke, shift heading to 280.
    we will cross the shropshire's bows, while covering our aft from the Cumberland with the smoke to obscure us.

    Radio to Arado, pass the shropshire by the bow at 5,000 metres, report damage on the bridge.

    Continue to fire on the shropshire. take out her front battery, andshe will be mostly neutralised. there cant be many on the bridge to order a change of course, even if her engines are unharmed.

    Damage control, reports on our damage now.
    >> Anonymous 12/28/11(Wed)22:14 No.17361592
    that was meant to be 275, damnit
    >> HEIL OP 12/28/11(Wed)22:17 No.17361633

    Confirm this splitting of fire Y/N? You'll have to bring your secondary fire director into play for this, which isn't as accurate as your main one.

    ... or you could use radar for one and the primary rangefinder for the other...
    >> Anonymous 12/28/11(Wed)22:21 No.17361666
    do not split fire.
    deplay smokescreens to obscure us from the cumberland. use radar and primary rangefinder to ensure absolute accuracy on the shropshire and take it out of action wholly.

    we will then turn to take the cumberland out of action, we do not split our fire.
    >> Anonymous 12/28/11(Wed)22:22 No.17361682
    Nein! Do not split the fire, focus on the Shropshire.
    >> Anonymous 12/28/11(Wed)22:22 No.17361687
    Satan has a point. Smokescreen, no splitting of fire.
    >> Anonymous 12/28/11(Wed)22:22 No.17361689
    seconding this
    >> Anonymous 12/28/11(Wed)22:22 No.17361690
    Splitting fire would be a stupid move unless one battery can not engage the main target.
    >> Anonymous 12/28/11(Wed)22:24 No.17361705
    I suggest if we do that turn portside after disabling it, so we can use radar to our advantage while the remaining ship cannot see us maneuver because of smoke screen we've left behind.
    >> Anonymous 12/28/11(Wed)22:26 No.17361732
    and currently we're virtually crossing their bows, with both main turrets and half the secondary turrets bearing fire on Shropshire.
    it would be madness to split that focus of fire.
    >> Anonymous 12/28/11(Wed)22:39 No.17361862
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    >> Anonymous 12/28/11(Wed)22:42 No.17361897
    I guess OP just has to sweet-coat our incredible misses again.

    Or the British actually managed to hit our bridge this time.
    >> Anonymous 12/28/11(Wed)22:51 No.17361996
    rolled 44 = 44

    Let's roll and find out.
    >> HEIL OP 12/28/11(Wed)23:00 No.17362083
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    You order the helmsman to turn into the charging Shropshire, hoping to close the distance. With lethal short-range accuracy, you hope to put the cruiser down with swift 11-inch hammerblows before dealing with her friend.

    Both three-gun turrets continue firing on the English heavy cruiser, and the quality of German engineering and your gunnery crews is soon made apparent, laying a salvo from your "A" turret right across the Shropshire. One smashes into the base of the conning tower, just barely missing her second forward turret, and the other plows into the aft superstructure, sending debris flying through the air. Your 5.9 centimeter secondary batteries are blasting away now, finally in range. A single shell bounces off Shropshire's "X" turret aft, but doesn't do much.

    "Captain, she's turning!" Turning she is, finally swinging around hard to port, bringing her aft turrets into play. Too late, you remember that eight-inch guns fire rather faster then your heavy armaments. Shell splashes fill the water, and the Graf Spee rocks under no less then four eight-inch shell hits in short order. Two strike the aft superstructure, sending debris flying a hundred feet in the air, and #2 port secondary turret takes yet another hit. The gunnery crew reports armor spalling and a jammed traverse ring. A single 8-inch shell strikes the hull over the Spee's vitals, but bounces off the thick belt armor like so much chaff.
    >> Anonymous 12/28/11(Wed)23:01 No.17362093
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    >> Time: 5:10 HEIL OP 12/28/11(Wed)23:05 No.17362118
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    Too late, you realize you've erred: the Shropshire was trying to run the gauntlet of your superior fire zone to get within effective 8-inch range, and now her impressive, fast-firing battery of eight guns is close enough to hammer you apart.

    On the other hand, the English have erred too: the Cumberland, in an apparent attempt to split your fire, wandered too far east, and is still out of effective 8-inch range. Too bad for her. You order smokescreens laid to make her life even harder as you ponder how to handle the Shropshire.

    "Herr Captain. Floatpane reports that our shell punched clean through the bridge and exploded above the deck on the other side!"

    So that's what it was. Shropshire was a lucky ship, all right.

    Rotten bastards.

    >> HEIL OP 12/28/11(Wed)23:06 No.17362135
    >Shropshire: 17,000 yards
    >Cumberland: 21,700 yards
    >> Anonymous 12/28/11(Wed)23:07 No.17362145
    another volley into the Shropshire, all guns, try to silence her batteries.
    then make smoke and hard starboard, about-turn to heading 60 degrees, so we're leaving her to break off, and allow the undamaged starboard guns to come to bear.
    >> Anonymous 12/28/11(Wed)23:10 No.17362173
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    I'm turning in for the night.

    This is taking too long, I have no idea what to do, and the whole battle has been surprisingly unfulfilling so far.
    >> Anonymous 12/28/11(Wed)23:11 No.17362185
    rather inclined to agree that waiting an entire hour between responses from OP rather kills any sense of urgency, or interest.
    >> Anonymous 12/28/11(Wed)23:14 No.17362206
    rolled 55 = 55

    Keep pounding Shropshire. Not like we've got much choice.

    During the starboard turn suggested by >>17362145, launch a torpedo or two at Shropshire. A hit is unlikely, but we might at least give her something else to worry about.
    >> HEIL OP 12/28/11(Wed)23:19 No.17362258
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    Well fuck you too. Here's the rules, if you think you can resolve them faster then I can, knock yourselves out.

    >> Anonymous 12/28/11(Wed)23:21 No.17362268
    Nah, the battle is just such a letdown after all the crazy ideas we had been throwing around in the first thread.

    The realism hit a bit too hard after that.
    >> Anonymous 12/28/11(Wed)23:22 No.17362275
    rule #1 of running a game.
    if the rules bog down to the point where you're taking an hour to inform players of the actions, fudge the rules.

    rule #2 of running a game:
    all rules are there to be broken when narrative requires it.
    >> Anonymous 12/28/11(Wed)23:28 No.17362335
    no point in doing it half-heartedly. full compliment of torpedoes in a fan from both lauchers as we turn, first the port side launcher, then the starboard as we turn. that should give them a scare and potentially force them to break off or make an emergency turn.
    >> Anonymous 12/28/11(Wed)23:43 No.17362504
    We need to weaponise rule discussions. They obviously managed to sink this thread.
    >> Anonymous 12/28/11(Wed)23:43 No.17362506
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    >the rules

    Pic expresses my reaction entirely.

    no, really.

    it perfectly sums up my response to the thought of why on earth you thought that these mechanics could ever be considered appropriate for a realtime game on an imageboard online...

    PBEM, yes. realtime board? you've got to be fucking kidding.
    >> HEIL OP 12/28/11(Wed)23:44 No.17362515
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    You grimly turn into the Shropshire, determined to knock her out. The heavy cruiser's guns continue their unrelenting hail of fire. At only 14,000 yards distance, one of the 8-inch shells finally puts the #2 port-side secondary turret out of action with a frontal penetration, killing the gun crew. An explosion aft signals the penetration of another 8-inch shell punching through your weaker stern armor. You don't even want to think of what got destroyed. Two more hits to your vitals, however, bounce off the Graf Spee's thick belt armor, but if the English get any closer, even that won't stop them.

    The eleven-inchers, however, apparently will.

    "Floatplane reports hits on "X" and "Y" turrets, sir!" A cheer goes up amonst the bridge crew - at last, good news! Peering through your optics you can see he's right - both of the Shropshire's aft turrets are silent, guns canted at odd angels. You can even make out the huge hole punched right through the thin turret armor by your big guns.

    "She's turning away, sir!"

    Indeed she is. Will you let her?

    >> HEIL OP 12/28/11(Wed)23:47 No.17362558
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    Hilariously enough, that's exactly what I thought at first... but even with a single night's practice (and a LOT of preparation: as in, you have no idea how much,) things are going a lot faster already. Making the map takes only a minute or two, and resolving fire is actually pretty fast, since I've got the tables printed out, laid around me. Recording the damage actually takes longer then anything.
    >> Anonymous 12/28/11(Wed)23:51 No.17362601
    continue firing and make a slower starboard turn, as planned at >>17362145
    make it to 15 degrees instead of 60, launch torpedoes from #1, 2, 7 and #8 tubes (2port side, 2starboard) as the turn is made towards the shropshire to discourage its approach, and assign rangefinder and radar to the Cumberland.

    damage control reports, while we have a few moments before we have to turn attention to the cumberland.
    >> Anonymous 12/28/11(Wed)23:54 No.17362632
    Clearly, it's a matter of staying on Shropshire and getting away from London.
    >> Anonymous 12/28/11(Wed)23:55 No.17362646
    Hail the Shropshire and offer them the chance to get off their ship before we sink it.
    >> Anonymous 12/28/11(Wed)23:55 No.17362653
    not while the london-class cruiser is bearing down on us. if that's disabled, perhaps yes.
    >> HEIL OP 12/28/11(Wed)23:56 No.17362657
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    Oh well. /tg/ is too ADD for this, I guess. OP is bailing, this is too much work if only two people are reading. Time for dorf fort.
    >> Anonymous 12/28/11(Wed)23:58 No.17362679
    an hour per turn is not "ADD..."

    particularly when its now 5am here.....
    >> Anonymous 12/29/11(Thu)00:07 No.17362780

    I just browse elsewhere and use the thread watcher to check on slower quest threads. Who refreshes one thread and only one thread?

    Unless it's Maid Quest?
    >> Anonymous 12/29/11(Thu)02:59 No.17364064
    More than two people here that I can claim.

    If you streamline the behind-the-scenes a bit, OP, it should be fine to keep going.
    >> Anonymous 12/29/11(Thu)06:48 No.17364316
    Three peoples even.
    >> Anonymous 12/29/11(Thu)08:05 No.17364608

    Six hours late, even.

    HEIL OP, if you're still paying attention to all this after the loss of players clusterfuck, may I suggest ditching the convoluted-as-fuck rules set you were using in favour of just running shit using Victory at Sea? It's good enough for forum-quest purposes, while still being mechanically sound for all us WW2 history buffs infesting /tg/.

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