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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
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>>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!
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>>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...
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>>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
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>>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.
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>>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.
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>>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.
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>>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.
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>>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.
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>>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.
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>>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.
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>>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.
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>>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.
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>>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.
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>>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
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>>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
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>>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.
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>>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.
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>>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.
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>>5118367
>Main Guns
“3x3” classic, simple, effective

>Light Slots
4 x Secondaries
8 x DP
4 x HAA
4 x LAA
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>>5118367
main guns
>3x2
light slots
>10x secondary battery
>10x heavy anti-aircraft battery
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>>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
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>>5118392
What about if after this vote, we do all the rest at the same time?
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>>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.
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>>5118394
Nah, this is good. 1-3 choices per junction is definitely better than 20 or however much is left.
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>>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?
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>>5118416
Each gun has its own roll when attacking, so more guns = more rolls. The accuracy mods are to its own firing.
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>>5118419
I mean for the votes tally. It's not as simple as most popular option wins here.
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>>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.
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>>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
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>>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.
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>>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
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>>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.
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>>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.
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>>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.
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>>5118416
>+1
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>>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.
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>>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
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>>5118762
>>10 Dual Purpose, 4 Heavy AA, 6 Light AA
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>>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.
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>>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.
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>>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
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>>5124905
Sighting reports are often unreliable. I vote for going in.
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>>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.
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>>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
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>>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.
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>>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.
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>>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
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>>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
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>>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.
>>
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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
>>
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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.
>>
File: encounter2-18.png (118 KB, 968x968)
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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
>>
File: RadarContactByPort.png (1.06 MB, 1209x969)
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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)
>>
>>5133382
>>Move to engage the Contacts (red)
>>
>>5133382
>Dodge out to the West/East, then continue on to the port (which?) (yellow)
See which way they are moving, and pass behind them to give them a wide berth.
I think those are warships, since it's unlikely a merchant ship would put to sea in terrible weather (and are probably all in the port, waiting to depart). And even if we sink them and their aircraft are grounded, alerting them to our presence and blowing our cover will put their nearby fleet assets (including those in the port) on alert or possibly even make them sortie - we're likely going to be about 30-45 minutes out from the port when we engage, which is vital time for them. We're in the lion's den here, and can't get too greedy. Besides, the enemy comms are going to light up like a christmas tree when we rock up on their doorstep and we may have an opportunity to engage them later when they come to the defence of their home port.

If we do choose to move on them, only engage if there are no capital ships among them. We can't afford to get bogged down in another slugging match.
>>
>>5133482
+1>>5133382
>>
>>5133382
>Dodge out to the West/East, then continue on to the port (which?) (yellow)
Surprise is key.
>>
>>5133382
>>Move to engage the Contacts (red)
We have the advantage of surprise. Don't waste it.
>>
>>5133382
Supporting >>5133482

Even if we don't get engaged, having the enemy be alerted and follow in our wake closely behind could doom us if they chase us with decisive force. We need to attack as suddenly as possible and then put as much distance between us and the port as possible.
>>
>>5133482
+1

Completely wrecking a major port is more beneficial to the war effort in the long run.
>>
>>5133482
+1 If we want to take the port by surprise then we shouldn't engage, attacking the port is more important than these ships.
>>
>>5133482
Support. We'll fight them once the port gets hit, best to keep the element of surprise.
>>
>>5133482
+1
>>
>>5133482
support
>>
>>5133482
Support. Attacking them would mean losing the element of surprise and possibly prevent us from performing the port raid, which is why we're here in the first place and hurt Ouesterra much more than just the sinking of a few ships
>>
>>5133382
Changing from >>5133439
to >>5133482
>>
>>5132677
Wouldn't fool them, we don't have the codes they would want from one of there ships and the gig would be up instantly, do the planed attack just without that bit and disable any lights and such that could let them detect us on approach, storm will help with stealth to.
As for ammo configuration AP main guns HE secondaries, for ground emplacements as well as big ships and for infrastructure and smaller ships respectively.
>>
>Dodge out to the West/East, then continue on to the port (which?) (yellow)
Best option to avoid blowing our cover.
>>
>>5134369
We'll also need to decide on the role for the Erika. I'm thinking it comes with HE for shore targets so it can attack them along with our secondaries while our main battery handles any warships and shore batteries. Actually, is HE or AP better for shooting at gun emplacements?
>>
>>5134401
I'd say HE. If the guns are out uncovered, even a near miss should do the trick. As for bunkers, AP is designed to go through a few dozen centimenters of metal, not meters of concrete. But we would need a direct HE hit on the bunker to crack it open.
The only situation I could see AP working is if their coastal guns are in turrets emplacements instead of bunkers.
>>
>>5134422
Downside to HE for main guns is that we lose stopping power for big ships, have Erika use AP for its main guns to target the big ships while we load HE to crack the emplacements?
Putting a different round type in of the main guns is also an option.
>>
>>5134444
Or maybe we just ignore the shore guns and tank a few shots from them while we focus on more important targets. They will be a distraction, and for all we know they might not even pose a major threat to us.
>>
>>5134450
Just saw your post ignore >>5134455 AP mains HE secondaries AP in agreement then? For the Erika we could have go HE main AP secondaries for the extra striking power against small ship and if needed ground emplacements.
>>
>>5134458
I agree. I think the Erika should start with all HE for bombardment and for attacking small vessels, we can switch it up to HE if we need assistance with anything larger.
>>
>>5134465
*switch up to AP
>>
>>5134850
That depends on which way they are moving. Observe the radar for a bit, if they are moving east then dodge west, if they are moving west then dodge east. If moving south, dodge west.
>>
File: Port.png (539 KB, 750x604)
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>Dodge out to the West/East, then continue on to the port (which?) (yellow)

"We'll avoid them for now. The bigger prize lies in the port, and we shouldn't be compromising our position earlier than we need to."

Your task force veers to the West, and soon enough the contacts are not on RADAR any longer.


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


Thursday, April 27 1254, 7:56 pm

The sun is well below the horizon now, and it is dark out. As you were approaching the port, four RADAR contacts showed up again, this time much closer to the port, so it's likely these were the same ones you saw earlier, and had been heading in.

You were able to shadow them from a distance, and soon enough, you entered visual range of the port.

"I see seven Convoy ships, captain, but no warships," a bridge officer reports.

"Anything here must have already departed to look for us. A bit strange then that we didn't run into anything on the way in then. Perhaps those two groups of four RADAR contacts were different after all?"

"It would strike me as odd that they would just be departing as we were just arriving at their port," Janssens comments. "I don't think it would take that long to ready a response force."

"Either way, this place is now our shooting range," Maiers expresses with glee.
The times listed are how long you would spend to completely reduce the given facility, you can list a different time if you wish to merely damage it. If you are not currently reducing the Coastal Batteries, for every minute you are here, they will do a 3x1 Large gun attack. The time costs for Prinzessin Erika are tripled. Spend as much or as little time here as you wish.

>Coastal Batteries - (10 minutes)
>Fuel Depots - (3 minutes)
>Warehouses - (5 minutes)
>Dockyards - (10 minutes)
>Shipyards - (8 minutes)
>Ships in Construction - (3 minutes)
>Docked Ships - (4 minutes)
>Power Stations - (3 minutes)
>Headquarters Buildings - (5 minutes)
>Barraging the City - X
>Write in

>Throw the prisoners into the port (free)
>Lower the prisoners from your lifeboats into the port (free, lose lifeboats)
>Attempt to dock in the dockyards to unload the prisoners (10 minutes, may not succeed)
>Write in
>>
>>5134924
You may also keep the prisoners aboard your ships if you wish.
>>
>>5134924
Voting will last 6-8 hours
>>
>>5134924
What happens if Kriegärgern and Erika attack the same facility at the same time? How exactly does that affect the time it takes to destroy it?
>>
>>5134946
Good question. Let's say it takes 3/4 the listed time to destroy if you both target the same facility type, slightly slowed down due to redundant targeting and firing, complicated by the weather.
>>
>>5134924
>Coastal Batteries - (10 minutes)
Let's get coastal batteries first so we don't take damage from them while dealing with the rest,
>Docked Ships - (4 minutes)
This next of course so that they don't get out and start firing on us too, after we got both of these we should be free to destroy other things,
>Fuel Depots - (3 minutes)
Fuel obviously so that they can't use this place to refuel for a while and have to use farther away ports for fuel,
>Warehouses - (5 minutes)
Gotta destroy their storage too of course, it'll likely hold ammo, spare parts, and possibly building materials for the ships in construction so we can ignore those.
After we destroy all of these things listed we should sail out but I'm up for staying longer if other people also want to, also make sure to have the Erika attack the same things as we are to take less time destroying them.
>>
>>5134924


Ok, so the nearest port is about 200km away. If we assume that the nearest enemy ship is 100km or less, at 25 knots that's about four hours, halfing that again to be safe, I'd say we have about two hours to go sicko mode

Krieg + Erika
>Costal Batteries for 7.5 minutes

First priority since I'd rather not get bodied.

Krieg - total 33 mins
>Dockyards - (10 minutes)
>Shipyards - (8 minutes)
>Headquarters Buildings - (5 minutes)
>Warehouses - (5 minutes)
>Fuel Depots - (3 minutes)

Erika - total 10 x 3 = 30 minutes
>Power Stations - (3 minutes)
>Ships in Construction - (3 minutes)
>Docked Ships - (4 minutes)

We can get through everything in less than an hour. Then skeddale. I don't know how much of an advantage bombing the town will be.

>Throw the prisoners into the port (free)
Tell them all that they're free to swim for it if they want to go back. I'm sure most will take us up on the offer.
>>
>>5135007
>Lower the prisoners from your lifeboats into the port (free, lose lifeboats)
Oh also forgot to vote for this, we're probably gonna return back to a friendly port after this anyway so might as well be good fellow sailors to them.
>>
>>5134924

Kreig
>Coastal Batteries - (10 minutes)
>Warehouses - (5 minutes)
>Fuel Depots - (3 minutes)
>Headquarters Buildings - (5 minutes)
>Dockyards - (10 minutes)

Erika
>Coastal Batteries - (10 minutes)
>Ships in Construction - (3 minutes)
>Docked Ships - (4 minutes)
>Power Stations - (3 minutes)

>Throw the prisoners into the port (free)

30 mins until shit goes south
>>
>>5134924
Ouch, those batteries are real mean SOBs.
Ranked in order of their tactical and strategic importance according to me:
>Coastal Batteries - (10 minutes)
They need to be suppressed asap or we are going to get shot an awful lot. Three shots every minute are really going to add up.
>Docked Ships - (4 minutes)
Before they can shoot back or make a break for it
>Fuel Depots - (3 minutes)
How to strand a navy? Blow up their fuel.
>Dockyards
You can't load or unload ships without them
>Shipyards
Those things take a long time to replace
>Warehouses
Big target, and probably full of war materiel
>HQ Buildings
For some temporary disruption to strategic coordination
>Power Stations
Will provide some industrial disruption, but power can be rerouted or jennies brought in.
>Ships in Construction
Wrecking the yards will seriously delay their completion already
>Barraging the city
This is just terror bombing and unlikely to hit much of importance

Now, all of that together would take a total of 51 minutes to completely destroy. I think we should spend a maximum of half an hour here, so I propose an order of attack:

Kreigärgern:
>Coastal Batteries (10 minutes) (note that they so long as we are firing at them, they will not be firing at us).
>Dockyards (10 minutes)
>Shipyards (8 minutes) (should also be bad news for the ships under construction)
>Warehouses (5 minutes)

Prinzessin Erika:
>Docked Ships (12 minutes)
>Fuel Depots (9 minutes)
>Power Stations (9 minutes)
>Ships In Construction (3 minutes) (just lob a few shells at them while the big K finishes up)

Which makes a total of 33 minutes and most strategic targets destroyed.

>Throw the prisoners into the port (free)
If they want to swim for it, let them go. If not, they can stay in the brig.
>>
>>5134924
I think we simply must be attacking the coastal batteries, so that is 1/3 of our window of opportunity gone. I think the dockyards are too much of a chunk of time, and losing the rest of the surrounding infrastructure is probably very damaging and expensive as well.

The Fuel depots be gone can hinder any docked ships that we don't destroy or any ships that come into port from leaving in any shape to do anything of note. Killing the docked ships or ships in construction could net us a lot of morale points and be good as we may catch some warships or convoys. I'm ambivalent about the rest, but they are all good opportunities.

As for the prisoners...well, they can swim can't they?
>>
>>5135009
Supporting. The gloves are off. We need to utterly ravage this port if we want to have a lasting impact on Ouesterra's war effort.
>>
>>5135030
Changing to >>5135024 for better efficency
>>
>>5135009
While attacking the batteries together would destroy them quicker, we don't need to be. As per
>If you are not currently reducing the Coastal Batteries, for every minute you are here, they will do a 3x1 Large gun attack
while we are shooting at them, they will be suppressed and not shooting back it seems.
>>
>>5134924
Supporting >>5135009
>>
>>5135007
Changing to >>5135024
>>
>>5135045
This is a good point.

>>5134924
Switching to support >>5135024
>>
>>5135009
+1
>>
>>5135009
support
>>
>>5134984
Do we know whether the coastal batteries will still be able to fire if the power stations are destroyed?
>>
>>5135118
Yes, they will
>>
>>5135118
Doubtful that a vital isolated military asset relies on the civilian power grid to function. They've probably got backup generators or might not even need power to function at all.
That said however, blowing up the power stations may trip the local power grid, which could shut off things like searchlights and shore radar and with all the lights out the chaos on the ground would be amped up.
>>
>>5134924
Have both ships attack the facilities in this order, using HE shells.

>Coastal Batteries - (7.5 minutes)
>Fuel Depots - (2.25 minutes) (This might start a fire and cause further damage)
>Docked Ships - (3 minutes)
>Ships in Construction - (2.25 minutes)
>Power Stations - (2.25 minutes)
>Headquarters Buildings - (3.75 minutes)
>Dockyards - (7.5 minutes)
>Shipyards - (6 minutes)
>Warehouses - (3.75 minutes)
Do not barrage the city.
Total: 38.25 minutes.

>Throw the prisoners into the port (free)
Do this AFTER we finish our bombardment. We need someone to appreciate our handiwork after all. I hope the cells we're keeping them in have windows.
>>
>>5135070
on second thought, I change my vote to
>>5135024
>>
>>5135024
Supporting
>>
>>5135009
Support
>>
>>5135009
+1
I say we do as much damage as possible
>>5134924
>>
>>5135009
Supporting
>>
>>5134924
>Coastal Batteries - (7.5 minutes)
>Fuel Depots - (2.25 minutes) (This might start a fire and cause further damage)
>Docked Ships - (3 minutes)
>Ships in Construction - (2.25 minutes)
>Power Stations - (2.25 minutes)
>Headquarters Buildings - (3.75 minutes)
>Dockyards - (7.5 minutes)
>Shipyards - (6 minutes)
>Warehouses - (3.75 minutes)
I know, 40 minutes is really pushing it, but the damage we can do here is catastrophic. If the Battlecruiser fleet was a bloody nose, we have a chance to break an arm.
>>
>>5134924
>Lower the prisoners from your lifeboats into the port (free, lose lifeboats)
Oh yeah, we can afford to be nice. It'll just be that much more hilarious.
>>
So by my count we're tied, and we've got a few extra votes sprinkled around here for other things, and also I'm rather tired right now, so we'll do a runoff vote tonight and I'll update tomorrow morning. Also these are extensive votes, so please forgive me for the lazy vote format.

Port raid options:
>2aN/XWkJ's suggestion
(>>5135009)
>4PYFAyj4's suggestion
(>>5135024)


Voting will last approximately 10-12 hours
>>
>>5135843
Supporting >>5135024
>>
>>5135843

>2aN/XWkJ's suggestion
(>>5135009 #)
>>
>>5135843
>2aN/XWkJ's suggestion
(>>5135009 #)
There both effectively the same option This one just gets us more stuff in the same amount of time
>>
>>5135843
>2aN/XWkJ's suggestion
>>
>>5135843
>2aN/XWkJ's suggestion
>>
>>5135843
>4PYFAyj4's suggestion
>>
>>5135843
>4PYFAyj4's suggestion
>>
>>5135843
>2aN/XWkJ's suggestion
Might as well go with this for that extra bit of destruction.
>>
>>5135843
>2aN/XWkJ's suggestion
(>>5135009 #)
>>
>>5135843
>>2aN/XWkJ's suggestion
>>
>>5135843
>2aN/XWkJ's suggestion
(>>5135009)
>>
File: PortDevastastated.jpg (186 KB, 1200x675)
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You set to your demolition of the port. Starting with a concentrated suppression and destruction of the coastal batteries, the port is on full alert by the time you arrive inside it proper. People are running away everywhere, and especially from the docked convoys in port.

Kriegärgern and Prinzessin Erika split up to systematically dismantle everything of significance in the port besides the city itself. Fires rage around the place despite the storm and illuminate the night. The docked convoys are saved for last, and they sink to the bottom of the Port by the time Erika is through with them, some of them apparently still laden with cargo.

>You have crippled an enemy Major Port!
>You have sunk 7 convoys!
>You have gained 6(+1) Morale Points
>Morale Points: 12

Commander Janssens admires the devastation, "I very much doubt this place will serve the Ouesterrans for a long time after this."

"I agree," you respond. "Yet another blow to the Ouesterran war machine. I'm sure command wasn't expecting anything like this. Not only did we sink even more convoys, we struck one of their own port cities. Command would probably be satisfied with what we accomplished this mission, should we return now."
>>
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>>5136226
"Or, we could continue causing them a headache, sir," Maiers says. "Perhaps they wouldn't anticipate us to stick around."

"Or maybe they have enough ships out there to cover all their angles already, and the storm is our only saving grace," Janssens replies. "We should use this opportunity to get out while we can."

"Who knows if we'll ever be able to do anything like this again after what we've accomplished, sir?" Maiers asks. "They'll be much more serious about protecting this area after this mission is over. We should do as much damage as possible while we still can."


Status:
Thursday, April 27 1254, 8:37 pm
Fuel: 1095/1500
HP: 48/70 (repairing 13 HP at 2:29 am)
Speed: Ahead Standard (default)

>Sail North East (red)
>Sail South East (green)
>Sail South (blue)
>Sail South West (yellow)
>Write in

Morale Points: 12
>Spend Morale Points (Perk/repairs)
>Save them for now
>>
>>5136227

Voting will last approximately 12 hours
>>
>>5136226
>You have crippled an enemy Major Port!

Not gonna lie I'm at a full mast right now.
>>
>>5136227
>>Sail North East (red)

>Spend Morale Points (Perk)
>>
>>5136227
>Sail North East (red)
We should attempt to pass to the North of Kreta and attempt to reach a port in Northern Ostlandia, that way we could possibly intercept one more supply convoy heading towards Kreta before we make port.

>Spend Morale Points
We're public enemy #1 right now, we need all the power we can get to not meet the same fate as Bismarck right now. A perk to buff our AA to round us out would be good.
>>
>>5136250
Suppot
>>
>>5136227
Sail due east.
>Spend Morale Points (Perk/repairs)
Night Hunter
>>
>>5136227
>Sail North East (red)
If we kicked the hornets' next before, now we've put it in a bucket and shaken it around repeatedly. Let's head home and try and catch some more invasion convoys along the way before we wait for the heat to die down some. They likely have some serious firepower out looking for us, so we may have to fight our way home.
>Spend Morale Points (Perk)
>Valiant Leader - You gain double Morale Points (replaces Inspiring Leader)
High time we invested in this. It basically means we get two perks for the price of one, and the longer we put off getting it the more we will be behind where we could be,
>>
>>5136272
Supporting. The voyage home isn't going to be a pleasure cruise by any means, if we play our cards right we'll probably get a few more kills on our way back without even looking for them. The perk choice is a pretty smart long-term move too.
>>
>>5136272
supporting

>>5136236
Same, I can only imagine the political and military panic/drama we just caused to the Ouesterran nation
>>
Side note, how are we doing on ammo? We've been in a minor and a major naval engagement and spent close to 3/4 of an hour flinging shells at the port, and will almost certainly get into more fights on the way home in which we'll have to expend even more shells.
>>
>>5136304
As long as you aren't going crazy acting like you have a bottomless clip or something, you won't need to worry about ammo here.
>>
>>5136272

+1
>>
>>5136227
Support >>5136272

Though for our next perks I still think we should improve our camouflage or AA.
>>
>>5136272
+1
>>
>>5136272
+1 to this, eventually I want to get the stubborn till the end perk so we get an extra round of living before we sink if that ever comes to be.
>>
>>5136314
Quick question, once we get back to port could we get an interlude from the Ousterrans pov?
>>
>>5136434
I was actually planning on ending the quest after we either sunk or safely returned, but that's an interesting idea for maybe some kind of epilogue. This is my first time making a quest, so I planned for this to be a oneshot kind of thing. If people are interested enough, I could look into maybe doing more of this world though, maybe even more from our brave Captain Lutjen's perspective. Or maybe even some dabbling as Ouesterrans...
>>
>>5136441
I really hope you continue the quest, I've been having a lot of fun with it.
>>
>>5136441
Please do, you're doing great
>>
>>5136441
If your up to it and have the actual time to do it go ahead.

Here's an Idea, if you do another perspective, do one from a Pilot in one or the others air force. Then maybe a perspective from the ground as a soldier.
>>
I will be honest, im shocked this mission has gone even remotely this well. This mission has all the setup of Operation Rheinübung, the missions of the Graf Spee, the entire debacle of the German East Asian Squadron and so many others. How is it that we managed to break out from a home port through enemy naval supremacy? How is it that we are able to take on a series of ships that outnumber us 4 to 1 without major damage vs sinking ALL of the enemy? If the Ousterrans are this fucking stupid, how did they get Naval Supremacy in the first place? If they can use fucking escort carriers as Convoy escorts, they have to have MASSIVE sea control and/or outnumber us like 5 to 1 in fleet size. How on EARTH is a two pair of ships able to literally sink 15 times its tonnage in WARSHIPS, much less convoys and get off scott free?
>>
>>5136441
Here's another idea for a interlude, a after war perspective from our Captain, maybe Kriegärgern could end up as a museum ship with him visiting it or something.
>>
>>5136441
Genius idea here, hear me out.

After we finish powerleveling Lutjens to Admiral, we perspective shift to the Ouesterran Navy and we put together a strike force to hunt down Lutjens and the Kriegärgen once and for all.
>>
>>5136441
Please do continue if you are up for it. I'd like more of the same naval stuff from the same prospective.

>>5136465
I have no idea how we didn't get spotted and engaged, but the battle's outcome simply came down to the mechanics and dice rolls, which do not necessarily reflect what would happen in reality.
>>
>>5136460
Perhaps, but other great quests already exist for ground forces, and I know even less about air tactics than I do about naval.

>>5136465
I can talk about the Ouesterran response and how things ended up happening the way they did when this is all over to avoid disclosing information that you shouldn't be privy to, but there are reasons for this. I'm also somewhat surprised at how well it's going. Also it's possible that I just didn't have them react realistically enough or your ship was too strong in comparison. Things that *should* improve if I run something else like this based on the experience I am gaining from running this.

>>5136467
>>5136472
I appreciate the ideas and welcome anything else you can come up with. I might not be able to do everything, but this really helps.
>>
>>5136434
If QM doesn't, I might try my hand at writing from the POV of someone shoreside during the bombardment. I think it'd be real fun to basically describe 40 minutes of chaos and explosions.
>>
>>5136477
Look the best example of you handing the Ousterrans the retard ball was, in fact, the Carrier. When we got engaged by the majority of the Ousterran convoy guards, why didnt the Carrier scramble fighters immediately? I know it probably doesn't have THAT many aircraft on it, but if you manage to detect a major warship in the area, you are going to scramble air crews at the least to be ready for immediate launch of your aircraft, because yknow, that the entire purpose of a carrier. And yet, somehow, they didnt get a single aircraft off the deck before getting torp'd by the Erika?
>>
>>5136488

Keep in mind our entire battle with the enemy BC took about 9 minutes game time, and was entirely at night which isn't the best time time for carrier operations anyway.
>>
>>5136488
I forget exactly what my thinking was for why I had the carrier not launch any planes in time, but I have a coupleideas:
- I have carriers take a certain amount of time to launch their planes, and it could be that between them sending their escorts at Kriegärgern and them being sunk, there wasn't enough time to get planes in the air, especially since this was the middle of the night and not everyone was awake.
- I was holding the idiot ball myself and didn't think about starting to launch planes as well as send an escort
>>
>>5136499
If Ousterra had kerbstomped Ostland at sea, they may not have anjoyed the experiences that led to the development of many doctrines in real life. In particular, carriers around this time in combat are a new innovation and many painful lessons in their efficient operation had to be learned from failure.
Alternatively, it could have been just tagging along to ferry aircraft to or base itself near the Kreta force, and was not set up for anti-surface combat a la Samar.
>>
>>5136494
>9 Mins
>To completely devastate/sink an enemy fleet that outnumbers you 4 to 1 AND has equivalent firepower to you.
>With no bullshit luckshots like the Hood
Ummm excuse me but.....WAT? Do we just have the very best gunnery crews in the entire world? The Battle of the River Plate took 30ish mins and no ships were sunk. Samar took 3ish hours and massive casualties were incurred on both sides of that fight. Midway took 3 days and average engagement times were 30 mins or more. How that hell do we pull of a MASSIVE naval victory that would honestly be written about in the history books forever in a mere 10 mins? Sweet Jesus, if we are THAT good we should just keep pillaging the Ousterrans coastlines and fleet for another 2 months.
>>
>>5136530
This is is a thread on an imageboard, not a real-life naval battle. Things do have to be gamified, but I do think the Ousterrans should be given the opportunity to kick our ass.
>>
>>5136533
Mostly im focused on how a Battlecrusier, a ship type that by WW2 was mostly obsolete, has been able to pull off a MONUMENTAL amount of destruction with no significant damage to our fleet, with a mission setup equivalent to that of so many utterly doomed/failed German missions, (Bismarck, Graf Spee, The Ostasian Squadron). It just seems impossible to me for us to pull of THIS much damage if we are utterly backfooted so hard our core territory is being invaded with impunity by the Ousterrans.
>>
>>5136543
Maybe the Germans should've rolled better.
>>
>>5136543
Brother. You have taken away our blessing from the dice gods. why did you do this?
>>
>>5136543
Weird shit that goes against all odds happens in war sometimes. We've had very lucky rolls too
>>
>>5136543
I think it has to do with the damage we take all being abstracted into generic HP damage, with only crit tables having specific parts being damaged. Arguably getting hit at all should probably result on a roll on a table with large knock on consequences and attempts to control damage, but that might slow things down too much or perhaps I'm just wrong about how to "realistically" simulate a WW2 era naval battle.

The changed ranges from real life and our BC's build probably affected things too.
>>
>>5136566
>Blessings from the dice gods.
To be perfectly honest its not the dice gods blessing us here. We didnt get any bullshit Hood type luckshots that instantly blew anything to kingdom come. All of the luck has been in the mission aspects and encounters during this raid. We encounter no resistance on our departure from port other than a tiny patrol of 2 DDs, our first major engagement has us ambushing an enemy carrier that is apparently so out of order it gets sunk without launching a single plane to attack a spotted and known threatening Battlecrusier. And inspite of us getting multiple actual hits on our hull/penetrations we didnt suffer ANY internal damage.
The Bismarck sank the Hood in 10 mins due to a superluck shot. In turn its radar got knocked out by its own gunfire shockwaves and it got one of its fuel tanks pierced, forcing it to abort mission and head for Cherbourg. The oil slick later caused it to get found out and sunk by enemy BIPLANES (Fucking WWI Biplanes of all things) with torpedoes. We took on AND SANK twice the enemy number of ships As the Bismarck did, ALONE. AND we didnt have to suffer from plane attacks at all during that fight.
TBPH i was expecting that fight to be us constantly dodging enemy fire and luring away most of the enemy planes because they CLEARLY tried to focus us down since we were a massive radar signature, so that the Erika could get in close and maybe sink several convoys and a DD. Yet somehow the Ousterran naval group dropped their brains out of their heads and just handed us 15 times our standard displacement in ships to sink at our leisure. If we are THAT lucky/good we really should just keep raiding the Ousterrans for 2 more months because, holy shit, we are clearly the most dangerous thing on the water RN.
>>
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>>5136599

I didn't bother to read whatever you said, but you forget that at the end of the day, this is a game, and it's purpose is to have a blast (heh).

If you want an accurate naval battle simulation I can give you a link to a Harpoon discord.

If you think you can do a better job at simulating a WW2 naval battle go ahead, because it's a pretty open market right now.
>>
>>5136599
Less complaining, MORE RAIDING!!!!
>>
>>5136272
Support.

>>5136441
More would definitely be welcome, but only if you're confident you're up for it.
>>
>>5136644
that's a nice head you have on your shoulders
>>
>>5136909
My lord!
>>
>>5136987
It almost harvesting season.

>>5136634
Eh fair enough. I mean its already done and dusted anyways.
>>
File: OceanMorningChoices.png (1.6 MB, 1240x973)
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>Sail North East (red)
>Spend Morale Points (Perk)
>Valiant Leader - You gain double Morale Points (replaces Inspiring Leader)

"Ostland will be happy with our accomplishments. Let's get out of here before the entire Ouesterran navy falls on top of us. Chart a course to the North East."

Kriegärgern and Prinzessin Erika leave the port behind to burn, and start the long journey back to Ostlandian waters, slipping into the stormy night.


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


Friday, April 28 1254, 5:38 am


You wake up and make your way to the bridge again as you wake up. The sky is still dark, but not very, as the sun is about to come up.

"Good morning captain," Janssens greets you.

"Good morning commander. I take it we didn't happen upon any transports in the night headed for Kreta?"

"Unfortunately, no, sir. However, we didn't run into any other Ouesterran vessels, so that's probably a good sign at least. Though some bad news, as you've probably noticed: either the storm has let up, or we've left its vicinity. All we're left with now is cloudy skies, which won't be enough to deter them from launching scout planes."

"Speaking of scout planes, we should consider launching our own," Maiers says. "Kreta isn't too far off now, we could scout out the area to see how intimidating the fleet is there, maybe even see about relieving the island ourselves!"

"I think we've done quite enough already," Janssens says cautiously. "I say we send it to scout around us to see if any Ouesterran naval groups are nearby."


Status:
Fuel: 972/1500
HP: 61/70
Speed: Ahead Standard (default)

>Travel North (orange)
>Continue North East towards Kreta (red)
>Travel East (green)
>Travel South East (yellow)
>Write in

Float Plane (Green circle is its range, it can travel to the edge of the circle and back in a straight line, give or take some depending on if you want to make it patrol or take a non-linear route. It can fly for about 2 hours maximum)
>Launch Float Plane (plan path)
>Do not launch Float Plane


Voting will last approximately 11-12 hours
>>
>>5137172
>Continue North East towards Kreta (red)
OSTLAND #1 WE WILL BE VICTORIOUS! Also want to see what dealing with planes is like since we haven't had to do that yet and we'll likely encounter a carrier here.
Leaving float plane vote to others.
>>
>>5137172
>>Travel North (orange)
Let's raid another major port to mess up the invasion with minimal risk.

>Do not launch Float Plane
>>
>>5137172
>Travel North (orange)
>Launch Float Plane (plan path)
Let's have the float plane scout ahead of us, see if we can't catch anyone headed to Kreta.
Glad you decided to continue, QM.
>>
>>5137202
>I was actually planning on ending the quest after we either sunk or safely returned
I'm still with you until at least one of these happens. I'm glad to hear people like how things are going here, I'll probably try to think on how I can continue this going forward.
>>
>>5137172
>Travel South East (yellow)
We have done more than enough for Ostland with this raid. We need to avoid taking on an entire naval task force with just two ships that are deep into their ammo + fuel and damaged.
>Launch Float Plane (plan path)
We follow the yellow line and we have the float plane follow the green line making sure to look out for enemy patrols near Kreta.
We are NOT invincible. We have gotten unbelievably lucky so far. Lets just take this on home and rearm/refuel/repair and get a better fleet comp to take on the invasion forces near Kreta.
>>
>>5137172
>Travel East (green)
Let's not get too greedy. Their entire navy will be looking for us now, and we won't be able to catch a port by surprise like we just did again.
>Launch Float Plane (plan path)
Launch it towards Kreta. I'd like to see if we can do anything there to perhaps relieve it, but only if we know what's in the area. And they're likely to retask some ships there to go looking for us anyway.
>>
>>5137172
>>Travel East (green)
>Launch Float Plane (plan path)
Have it fly north and keep along with us as we travel east.
>>
>>5137172
>>Travel East (green)
>>Launch Float Plane (plan path)
Close to the shores of Kreta and back.
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>>5137206
>I'll probably try to think on how I can continue this going forward.
Honestly just have us fight the whole naval war. Introduce the Allies of the Ousterrans, maybe show off the land fronts we are fighting Ousterran allies/troops on. Show the supply lines that recent Ousterran victories have cut. Develop the setting a little bit more. I get that the Ousterrans are !not-bongs and Ostlanders are !not-Germans. But is this war an entirely naval war? I mean inspite of the braindead enemy actions thus far, you have a style of combat that is VERY immersive and pulls me into the combat at the very least.
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>>5137320
Also by "us" i mean as the captain of this fine vessel and Rear Admiral/Commodore/Flottillenadmiral/whatever the Ostlander term for commander of a Squadron is, of a small squadron of other ships we have at our command, not like we become the admiralty or anything.
>>
>>5136465
Similar to how an entire bureo of ordinance could ignore glaring problems with some of their equipment for over a year at war and blame the captains and crew's aim rather than actually do something about it. Or how one could mistake a british fishing ship as a japanese torpedo boat in the atlantic. Slipping out of a naval blockade of the sort described isn't too difficult provided the enemy doesn't have extensive air cover. And considering we did so at night and the only enemy force met was obliterated in the span of likely 5 minutes max, they likely only knew something was out there and not what or where it went. The enemy would likely have most of it's fleet out to sea, and while the lack of any enemy warships at a naval port is a surprise and likely a bit unrealistic, the possibility of doing damage in this sort of situation isn't completely unrealistic as the mobilization of a comprehensive task force would take more than just a day. Especially considering the frankly reckless action done here.

All in all though, you really shouldn't get away with this...Then again, you haven't yet.

>>5136441

Only just found this quest but by god I love it. Naval warfare is one of my favorites. I'd quite like this to continue. Though, as for dabbling as the Ouesterrans, I think if that is done it might be interesting to flip the script and be either a carrier or destroyer captain.

>>5136477

Air force is fairly easy. If you are a fighter? You get assigned missions of Combat Air Patrol or CAP, combat sweeps, escort, and scrambles. While complex from the actual strategic side, if we are just a fighter pilot it shouldn't be too hard. But if we are an air commander you probably can just give us squadrons and just tell us to come up with the missions. If we have ww1 level of aviation, it's even easier. This is a bit of a oversimplification but I think it gets the point. As for tactics, speed is life. Altitude is life insurance. Boelcke's rules and an understanding on Boom n Zoom, energy fighting, and the classic dogfight should be good enough to start from.

Also, I'd not say it's too unrealistic. We only really announced our presence a day ago at this point. Provided they have taskforces in the area and not already assigned to more important duties, even if set up immediately they'd have to find us first and terrible weather combined with such an aggressive move wouldn't really give them enough time to catch us. Though, realistically, the port should have had a few converted fishing boats with guns and maybe depth charges as corvettes.

>>5136488

You mean the carrier that likely had no aircraft on deck ready for immediate launch in the middle of the night? The only time night operations were really done to any significant extent in this time period by carriers was in the med? Night is the one time in this era that carriers aren't the queen of the sea. It also should be mentioned arming and fueling usually takes 30 minutes.
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>>5137342
I can forgive the port raid since we did attack like madmen during a storm at night. DESU us sneaking around like bandits in the darkness is probably the only thing we have had going for us for this entire mission. And probably the only thing that even plausibly lets us get away with half the shit we did.
Also
>Night is the one time in this era that carriers aren't the queen of the sea.
You will pardon me for not knowing this since DESU all the stories of BB/BC on CV/airplane combat from this era are hilarious, one-sided rapes of any BB or BC unlucky enough to get stuck in the cross-hairs of enemy planes (examples being: ALL of Pearl Harbor, Bismarck, Tirpitz, Yamato, Musashi, Leyte Gulf, and god only know how many others).
>>
>>5136530

Yeah, that's a bit ridiculous. It'd be more realistic if it was 30 minutes minimum given the nature of the combat.

>>5136533
Very true.

>>5136543
The Battlecruiser isn't obsolete. Large cruisers that can be considered equivalent to battlecruisers were designed and made in ww1. Though, given the amount of armor the ship has, it's likely more accurate to call it a fast battleship. Though, I will say it also is unrealistic for a single soldier to fight off an entire battalion and take the remaining soldiers of it prisoner. Yet, that has actually happened before.

>>5136599
Okay stop being wrong. First of all, again, departed at night. Facing greater forces in our departure is something that probably should have happened, but it's just as possible for them not to find us and the ship to slip away. Especially if CV's weren't in the area. As for not taking any major damage despite penetrations, this is fair. Though, it can also be argued that the shells simply hit the non vital area's of the ship not protected by the citadel or hit the non vital area's of the superstructure. Thirdly, the swordfish wasn't designed in fucking world war 1. Biplanes were in use and designed for use as combat aircraft as late as the mid thirties, in fact the swordfish was adopted by the brits in 36. Further, the biplanes actually had the benefit of shells overpenetration and their slower speed throwing off the gunners trained for more modern aircraft. Also the Bismark wasn't sunk by the biplanes. They simply ensured that the surface assets would be able to finish her off and that she wouldn't be able to escape. Lastly, storms drastically effect aircrafts spotting and strike capability in this era. Radar doesn't mean shit if you have a heavy storm overhead. In fact, squalls and storms were of major importance in determining weather a taskforce was spotted by scouts or strike force and the ability the latter had to engage them.

>>5137172
>>Travel North (orange)
We should probably do things to help Kreta. I don't think we should do another port raid though. As funny as saying 'they wouldn't expect it a second time' is, unless we get lucky with a good storm, we'll probably get smacked by air before we can do anything. Plus, the ports on this side of the sea will have a greater chance of having sailing combat ships in the way given the fact that they are likely the point of invasion and resupply for the Kreta strike force. Regardless heading north will likely allow us to strike at support coming from the north and also be an unexpected avenue of attack.
>>Launch Float Plane
Specifically in the direction of Kreta

>>5137320
This more or less. Opening up a few glimpses into the wider picture would be good. As would some fun propaganda things.
>>
>>5137353
Aye, night is vital to our success at our true most important goal of 'not dying' as it's when we only need to fear submarines or mines. Speaking of which, that is probably the only real danger we had going for the port strike in those conditions. Mines.

As for CV's, in storms or the night, for most CV designs they are basically just giant light cruisers armored with gasoline soaked rags. Most CV's that were actual proper CV's and not just CVL's or CVE's were sunk by aircraft or subs, but the HMS Glorious (A Courageous-Class Battlecruiser converted to CV) was sunk by the ugly sisters (That being Scharnhorst and Gneisenau). In fact, what happened to the enemy CVE? CVL? is probably similar in that it had no aircraft on deck and prepared for takeoff and it was basically screwed from the start.
>>
>>5137172
>>Travel East (green)

>>Launch Float Plane (plan path)

Should have a look at Kreta and report back,
>>
File: KretaForceSpotted.png (768 KB, 1046x871)
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768 KB PNG
>Travel East (green)
>Launch Float Plane to Kreta

"We might see about helping out Kreta, but first we should prioritize heading East. We probably won't be able to catch them by surprise yet again. Launch the Float Plane towards Kreta so we can have a better idea of what's out here, and maybe even engage the invasion fleet."


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


Friday, April 28 1254, 7:35 am


A bridge officer gets your attention, "Float Plane reporting in on schedule sir! Enemy Carrier Group spotted to the East of Kreta, consisting of one carrier, one battleship, four light cruisers, seven destroyers, twelve convoys."

"That's quite a substantial task force..."

"If we're feeling daring, perhaps another night attack?" Maiers suggests. "A carrier is a fine prize, and though they *do* have a lot of ships, that may only serve to cause chaos in the middle of the night, and only the battleship can really threaten our armor from among those ships. Perhaps we could have the Prinzessin Erika pull another diversionary strike for even more confusion, or just have her run screen duty for us against the destroyers."

"I feel like we're pushing our luck enough as is," Janssens warns. "We've done enough, remember. Let's get home in one piece."


(distance between ships not to scale)

>Divert to attack the invasion fleet (red)
>Continue East (green)
>Write in


Voting will last approximately 11-12 hours
>>
>>5137682
>>Divert to attack the invasion fleet (red)

Ours but to do and die.
We seem to be the only thing standing between our home and the invasion fleet so let's get stuck in.
>>
>>5137682
>>Divert to attack the invasion fleet (red)
>>
>>5137682
>Continue East (green)
That force is far beyond anything we can hurt. We are designed for asymmetric warfare, not for stand up brawls. We can do more for Kreta by returning to base before heading out and smashing more convoys.
>>
>>5137682
>Continue East (green)
Sink convoys not ourself
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>>5137682
>Continue East (green)
We do NOT have any element of surprise after the port raid. There is no storm in the area to provide cover. Unlike the CVE in the convoy (weak excuse but that's the official explanation here so W/e), that is a fleet carrier running constant missions to bomb the island and attack anything in the area. Assaulting this Fleet is suicide. Approaching this fleet to try and peel of some ships to chase us is going to get us sunk by carrier aircraft assaults. We need to go home. Not take on impossible odds to try and save Kreta. We are no good to Ostland dead.
>>
>>5137682
>Continue East (green)

We got some recon in, that's good, now lets skedaddle. Don't let our earlier successes fool you, that task force will eat us alive.
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>>5137682
turn north and patrol north to south near the west coast of Kreta. Stay far enough away not to be seen by the enemy battleship but close enough to sink any further enemy ships heading east.
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>>5137682
>Continue East (green)
We pulled a stunt last time against that CVE, but this is a full sized carrier with a BB and a shitload of DDs. This is too much for a BC and CA to handle alone. Had the CV been the only capital ship and had there been 2/3rds of the destroyers, we might have done something since they're probably entirely focused on the invasion ops.
>>
>>5137682
>Continue East (green)
>>
we've really made such a fuss. Has Churchill told the people: "put every ship a-sail!", yet?
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>>5137682
>Continue East (green)
NOPE
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>>5137682
>Continue East (green)
Fuck that let's get outta here.
>>
BTW here is a random question. What exactly is left of the Ostlandic Navy? I know we were told at quest start that things are looking rather dire, but it is we are literally the flagship of the fleet dire or we are one of like 5 or so Capital ships remaining dire? This is VERY important for us to figure out how important it is that we protect the Kriegärgern from getting sunk.
Also, apart from the task force invading Kreta,do we have any real knowledge of the size of the Ousterran Navy?
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>>5138577
>we are literally the flagship of the fleet dire or we are one of like 5 or so Capital ships remaining dire?
the latter

>size of Ouesterran Navy?
Much bigger than yours. You wouldn't know much of the exact size of it, but there were decisive fleet engagements where they had entire fleets present, so at the *very* least they have have 2-3 full fleets. The Ostlandian navy can probably scrounge together 1 "full" fleet.
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>>5137682
>Continue East (green)
Nope out of here
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>>5138602
>the latter
Ok WHEW! Thank God for that much at least. I really do NOT fancy our chances if we have to have a straight Fleet Engagement where we are on the battleline BUUUUUT at least we wont be alone.
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>>5137682
I'm going to make a bit of a conditional.

>If the weather is particularly cloudy or is stormy, move to engage to take out the enemy carrier and then bail. Otherwise, move to the south as to avoid the enemy task force.

Here's the thoughts behind this. A carrier, as mentioned multiple times, is useless during the night. But right now it's not night and as such we are at the mercy of the enemies air power. If the weather permits, we can rush in, nuke the carrier and maybe strike at the enemies landing transports, and then get out. We can likely outrun any enemy ship other than the destroyers, and if we sail away from the destroyers they will struggle to get a firing solution on us without properly swarming us. Something hard to do at night. If we don't have good weather, continuing to the east will not only leave us incapable of fighting back but also leave us in torpedo bomber range. As it stands, taking out even a single carrier is huge, as presuming the Ouesterran navy is equivalent to the British, they will have more battleships than carriers. And honestly? We stand a better chance against the former rather than the latter. So reducing the number of the latter in ideal conditions is in our best interest. Of course, we don't have that many opportunities to do that, and they'll likely still have plenty of escort carriers. But still, let's be smart about this and not get ourselves killed while attempting to avoid conflict and instead just do the smart thing.
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>>5138760
That is a BAD move on account of the Enemy BB sitting next to that CV. BC are supposed to be for long Range Raiding and keeping distance. That BB is there specifically to fuck us over if we attack it. If it is ANYTHING like a historical matchup BC get utterly bodied HARD by BB. BC have reduced armors to keep distance from the guns of the BB/be faster than the BB and kite them. In this instance BB isnt going to move away from CV at literally ANY cost. And if BB has decent radar it will spot for CV giving CV a semi-decent reason to launch planes at us, especially if any of those DD decide to suicide spotlight us for CV planes which they probably will do here since we are among the last real capital ships available to Ostland. Attacking here is literal suicide. DO NOT DO IT.
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>>5138760
>nuke the carrier

kek, we aren't an Iowa-class, so that may be difficult.

Ignore me
>>
File: FloatPlanePlans.png (1.32 MB, 1227x965)
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1.32 MB PNG
>Continue East (green)

"We continue East for now, if we wanted to continue dealing damage, we would have done so back West. Our main priority remains escaping back to Ostland."

An hour later, nothing of note has happened, besides that your Float Plane is reclaimed, refueled, and ready to scout out again.

>Have the Float Plane scout your path ahead (blue)
>Have the Float Plane divert North and scout your route's Northern flank (red)
>Have the Float Plane divert South and scout your route's Southern flank (red)
>Save the Float Plane until... (when?)
>Do not launch the Float Plane for now
>Write in


>Float Plane plans for the rest of the day?


Voting will last approximately 11-12 hours

Sorry for the shorter update, but I wanted to give you the opportunity to use your Float Plane if you wanted to, and because I don't want to have a ton of mini updates just for the Float Plane, I'm having you set a schedule for it if you desire. If you don't, it won't launch unless something comes up and you decide to launch it then.
>>
>>5138760
>as presuming the Ouesterran navy is equivalent to the British, they will have more battleships than carriers
That is entirely dependant upon how far into the war we are. in 1939 the Bongs had 7 CV and 15 BB/BC. By 1945 the bongs had 20 BB/BC and 60 CV of various sizes and types. WWII really killed the idea of big guns boats as a fighting force HARD.
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>>5138882
>Have the Float Plane divert South and scout your route's Southern flank (yellow)
We know what is attacking Kreta, we do NOT want to get pincered by incoming convoys/reinforcements from the south.
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>>5138897
Support
>>
>>5138882
>Have the Float Plane divert South and scout your route's Southern flank (yellow)

Last thing we need to get is to jumped in the home stretch.
>>
And geez, the dates really put into perspective how bullshit our actions have been. First day, a destroyer picket, second day a battlecruiser, an escort carrier, 2 light cruisers, 3 more destroyers and 7 merchies. That tonnage sunk in and of itself would have justified the effort spent on our ship, but then we went 'Fuck it' and blew an entire port, not a small one but a major port to kingdom come. An entire port, including ships in construction, warehouses full of war material, fuel depots, 7 more merchantmen weighed down with supplies, blammed the local HQ and to top it off smashed the power station for shits and giggles. In short, that port is useless for logistics and ship building. In 3 days we went from an untested ship concept with a single light cruiser escort to one of the deadliest vessels in the war. FUCK we are AWESOME!
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>>5139255
The size of the sea between Ostland and Ousterra is about twice the size of the North Sea. That's not an utterly unreasonable timeline. Considering we have a top cruising speed of 33 kn, we would have a range of about 15000 km give or take, IDK about exact numbers like armor ratios or internal weight displacement cuz the QM didnt go THAT deep into ship construction.
But point being, we are not fighting across the Atlantic or something similar so the timeline isnt what is BS here.
>>
>>5139287
To be honest, the fact that our two homelands are so close together in relative terms of technology AND that the Ousterrans have so thoroughly beaten the dogshit out of our navy is fucking terrifying. You would think that Ostland would have developed more of a naval budget and a much larger fleet in the interim between wars with our natural rivals, the Ousterrans, so that something like this scenario would not in fact cripple our nations ability to make war upon our foes. Sweet Jesus.
>>
>>5138847

The enemy BB is a battleship, not a battlecruiser. We can outrun it. Plus, again, continuing east will just get us nuked anyway. Again, technically we can consider ourselves a fast battleship. Further, the plan I listed is to do so only if weather is in our favor that would prevent the CV from getting a strike off because it'd be night and, ideally, the weather would be poor enough as well. And again, just sailing east will get us spotted by the enemies float planes and other scouts and get the CV to nuke us anyway if weather is clear. The reason CV's don't launch aircraft at night btw is because it's a nightmare to fly at night with this era's tech and it's even more of a nightmare to land, even with all lights on a carrier on. Further we have bonuses to night fighting and I doubt the enemy does.

>>5138877
We just need to get one or two hits in and it will burn. Avgas is extremely flammable.

>>5138886
CV means Fleet carrier specifically. You are thinking of all the CVE's that the US spammed out, of which a good chunk they gave to the British. Please do not compare CVE's to CV's. It's like comparing a pistol to a machine gun, or I suppose in this case a light cruiser with a battlecruiser. This is especially true with British made CVE's of which at least 20 had less than 7 aircraft, and of that 20 19 had less than 5 aircraft. A CVE's job is mainly just to do ASW and provide basic protection from enemy scouts and small strikes. And considering our enemy is not!Britain, it's going to be the former. They are slow, equal to the convoys they escort, do not have a large enough compliment of aircraft to pose a threat to a proper capital ship barring absolutely insane luck, and are even less armored and armed compared to any other carrier class...

>>5138882
>Have the floatplane divert South and scout your route's southern flank, and sail in that direction

When dealing with carriers, you have the option of either charge in as fast as you can in a desperate attempt to kill them before conditions allow them to launch a strike, or you run the fuck away. Since everyone seems to not want to engage, and from my understanding the weather isn't poor, lets not let the enemy CV's scout aircraft and the rest of said enemy fleet's scouts find us and end our carrier...
>>
>>5138882
>>Have the Float Plane divert North and scout your route's Northern flank (red)

Keep an eye on that fleet
>>
>>5139328
>Since everyone seems to not want to engage, and from my understanding the weather isn't poor, lets not let the enemy CV's scout aircraft and the rest of said enemy fleet's scouts find us and end our carrier...
Well DESU we really never should have gotten thus close to the enemy fleet to begin with but OFC ppl want to be brave and junk.
>>
>>5138897
Supporting
>>
>>5138897
Support.
>>
>>5138897
+1
>>
>>5138882
>>Have the Float Plane divert South and scout your route's Southern flank (yellow)

I assume you mean yellow
>>
>>5138882
>>Have the Float Plane divert South and scout your route's Southern flank (yellow)
>>
File: DisturbingProximity.png (653 KB, 1241x967)
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653 KB PNG
>Have the Float Plane divert South and scout your route's Southern flank (yellow)

You decide to launch your Float Plane South along your route to cover your bases.

Nine minutes later, you get a disturbing report from a bridge officer.

"Captain, we have a message from the Float Plane."

"Already? We just launched it."

"Yes, sir. Moderate sized enemy group detected approximately 160 kilometers to our South-South West. Two escort carriers, three light cruisers, and six destroyers. Two squadrons of six torpedo bombers each in the air, about 80 kilometers to our South-South West."

Janssens is alarmed, "What?! This close? They'll be on us in minutes!"

"All crew to action stations!"

>Any way you want to orient / set up your task force?
>Any orders to your Float Plane?
>Any other orders?


Voting will last approximately 3-4 hours
>>
>>5139559
>Any way you want to orient / set up your task force?
Have our escort come along side us to the south to prevent torpedoes from hitting us.

>Any orders to your Float Plane?
Scout North again. See if north carrier has launched torpedo bombers as well.

>Any other orders?
>Maximum speed
>>
>>5139559

Not good to be under air attack, but thankfully we have options. Especially since it's torpedo bombers.

>Speed up to ahead full
First thing is to make it more difficult for the torpedo bombers.

>Turn southeast, aiming to make contact with the group.
Escort carriers and therefore the group can't run too fast. If we can't catch them due to destroyers screening us out, we could at least force them to turn out of the wind and make launching harder.

If they're too far to fight then we make best speed for home since there's a fleet carrier nearby and I don't want to get their attention/give them a chance to strike us.

>Put Erika between us and the planes.
At least 3-4 km away so they'll have space to maneuver, but they'll be close enough for our AA fire to support each other.

>Order the floatplane to return to us.
NOT to land though. It won't be as effective as fighters, but torpedo bombers have to fly predictable, low paths to launch and we can maybe use the threat of the floatplane to disrupt their aim.


>Pray
Thankfully no dive bombers, but we need the help.

>Call home for support
I don't know exactly how close we are, but could we see if they're able to spare some long-range fighters to help escort us back?
Even naval strike bombers would be useful for disrupting the group.

>Filename
lol
>>
>>5139567
You are over 900 kilometers out from the closest patch of the Ostlandian mainland. This is unfortunately almost certainly out of range of even land based aircraft.
>>
>>5139575

Really? Land-based medium bombers had ranges of over 2000km from what I recall.

Suppose we know now why Ostland can't deal with an invasion fleet at their doorstep.
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>>5139582
Bro thats that one japanese modified bomber striped of armor.
>>
>>5139585

https://en.wikipedia.org/wiki/Junkers_Ju_88#Specifications_(Ju_88_A-4)
>Range: 1,790 km (1,110 mi, 970 nmi)

https://en.wikipedia.org/wiki/Heinkel_He_111
>Range: 2,300 km (1,400 mi, 1,200 nmi)

https://en.wikipedia.org/wiki/North_American_B-25_Mitchell
>Range: 1,350 mi (2,170 km, 1,170 nmi)

https://en.wikipedia.org/wiki/Lockheed_P-38_Lightning#Specifications_(P-38L)
>Combat range: 1,300 mi (2,100 km, 1,100 nmi)

https://en.wikipedia.org/wiki/De_Havilland_Mosquito#Surviving_aircraft
>Range: 1,300 mi (2,100 km, 1,100 nmi)

I'm relatively sure more than one contemporary aircraft could go plus 900km.
>>
>>5139559
>Getting pincered by another fleet group.
I fucking KNEW it.
>Torp bombers IN THE AIR!
>Enemy fleet CV directly north of us also now knows that we are here FOR SURE.
>Entire Ousterran navy wants our fucking heads for the last 3-4 days worth of raiding/attacks.
We need to call for help here. BADLY.
>>
>>5139582
>>5139588
Oops, guess I missed that.
Though to be fair, this works both ways. I could retroactively increase the range of land based aircraft, but I'm not sure that would work in your favor..
>>
>>5139604

In my opinion, we need all the help we can get. It's not like the planes from the fleet at Kreta aren't in range anyway,
>>
>>5139582
>>5139588
Here are some contemporaneous fighters for comparison.
Messerschmitt Bf 109:
Range: 880–1,144 km (547–711 mi, 475–618 nmi)
Combat range: 440–572 km (273–355 mi, 238–309 nmi) 440-572 km to the front and back home
Curtiss P-36 Hawk:
Range: 625 mi (1,006 km, 543 nmi) at 270 mph (230 kn; 430 km/h)
860 mi (750 nmi; 1,380 km) at 200 mph (170 kn; 320 km/h)
Curtiss P-40 Warhawk:
Range: 716 mi (1,152 km, 622 nmi) at 70% power
Focke-Wulf Fw 190:
Range: 900–1,000 km (560–620 mi, 490–540 nmi)
Combat range: 400–500 km (250–310 mi, 220–270 nmi)
Lockheed P-38 Lightning:
Combat range: 1,300 mi (2,100 km, 1,100 nmi)
Ferry range: 3,300 mi (5,300 km, 2,900 nmi

BW you will note that we are talking about the difference between total range and combat range here. Total range is just how long an aircraft can fly in a straight line for. COMBAT range is how long and aircraft can stay in a combat zone, doing combat operations for.
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>>5139604
Dont. Its literally unrealistic. The numbers he is quoting are for simple flight range, NOT effective combat range. There is a MAJOR difference. And aircraft needs to have the ablilty to arrive in the combat zone, conduct combat operations, and get to an airbase before running out of gas. In our case we would literally have to have aircraft get to Kreta, refuel, and THEN launch for combat operations. WHILE THE ISLAND IS UNDER SIEGE. Thats not happening. Not anywhere near fast enough to actually be of use to us RIGHT NOW.
>>
>>5139328
I wasn't serious, I knew what you meant but chose to jokingly take you literally and mention the Iowa because of its nuclear shells.

>>5139559
Supporting >>5139567
>>
>>5139616
yeah, wasn't planning on it

>>5139608
Perhaps, but you are closer to the Ouesterran mainland than the Ostlandian, if you catch my drift
>>
>>5139616
>>5139611


This is exactly why I've asked for long-range fighters, like the P38 which had a combat range of over 2000km, or the Mosquito which had one of 1500km plus.

You're using single-engine planes to prove your point completely ignoring the fact I asked for LONG RANGE fighters that can arrive and fight.

Hell, even if you only look at single-engine fighters, the P-51 Mustang could make it to Berlin (900km away), fight for several minutes, and make it back to England.

So it is realistic, and I am not just quoting flight range.


The only thing you've actually managed to contribute with all your crap is that they might not make it in time to help us with this wave of torpedo bombers, but if there are more incoming (which there will be since there's a fleet carrier not far away). They might be able to help with those.
>>
>>5139393

TBF We didn't know where exactly the enemy fleet was until it was a bit late. Still, yeah this is kinda bad.

>>5139617
I didn't actually know the Iowa had nuke shells. Cold war and beyond navy warfare outside of submarines is a bit of a weak point in my knowledge.

>>5139559
Alright so, here's what I'm thinking with regards to this. The enemy taskforce is two escort carriers, and there's six torp bombers heading to us. This means one of two things. Either there's a convoy there and the escort carriers sent all their aircraft at us or unknowingly in our direction, or those aren't CVE's and instead are CVL's. I'm inclined to believe the latter if we don't see any transports as CVE's would just slow a fleet like that down.

>>5139567
Support this. This not only gets us further away from the enemy main CV taskforce, but also means that chances are those 2 squadrons of 6 are all the torp bombers the poor CVE's have. And sinking them now would result in us not having to deal with their aircraft again later. I will say though, I'd much rather dive bombers from a CVE as they'd undoubtedly not have large enough bombs to penetrate our deck. Though, the Erika wouldn't be too happy.

>>5139624
This is fair. Though realistically it'd be useless to send aircraft this far as no bomber has the range to aid us here while armed with torpedoes with the exception of something like a G4M3 maybe. Plus it'd take far too long for the aircraft to be armed, take off, form up, and head to our position. By the time they do so we'd already be dead or the enemy would be. Could be good to send them against the enemy CV task force though. Speaking of, I kinda want to rush back north to the island in the night after this fight. If only so we can snag the CV or at least some landing forces. After all if we take out the enemy main CV in the night, we don't really need to fear being spotted by the enemy as we can just outrun them...Provided they don't have more proper carriers nearby. Also I hope all the ships we sunk have names that we'll learn at the end of this all.
>>
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Alarm bells ring across the ship, signalling crew to run to their action stations.

"Change our heading to South East and put us at Ahead Full. Get Prinzessin Erika on the line, we need to position her to provide a good anti-air screen. Order the Float Plane back, but don't have it land. Also, send word back to command, we need any help they can give us."

Your crew scrambles across the bridge fulfilling your orders.


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


Thursday, April 27 1254, 8:54 am


Another ten minutes, and you can see the enemy bombers closing in. Your crew are at their stations, already tracking the incoming planes. It seems they were anticipating you to continue East, and are now coming from roughly South West as they corrected their approach.

"What word do we have from command?"

"Inconclusive, sir," a bridge officer responds. "They can't get aircraft out this far, but they're discussing mobilizing naval assets."

Prinzessin Erika is set up just over 3 kilometers out, and is similarly ready for action.

As the planes approach your escort's firing range, you have another opportunity for any last actions.

>Continue straight (green)
>Turn out (yellow)
>Turn in (blue)
>Write in

>Any message to Prinzessin Erika? (no complicated orders)

>Any other orders?
>>
>>5139802
Voting will last 2-3 hours, with faster updates following
>>
>>5139802

>Turn in (blue)

I’d prefer to turn out so the drop would be easier to avoid but I don’t want them to hit our screws and leave us dead in the water. This way we’re also moving towards the enemy group.

>Any message to Prinzessin Erika?
Keep the ship in the best possible course to intercept enemy bombers heading for the Krieg. Take any evasive action necessary.

>Make sure the floatplane is ready to try scattering the drop

It’s probably going to die for this but I’d say it’s worth it.
>>
>>5139802
>>Turn in (blue)


>Any message to Prinzessin Erika? (no complicated orders)
Turn in too
>>
>>5139802
>Turn in (blue)

It's far easier to avoid torpedoes if dropped directly ahead or to stern.
>>
>>5139802
>Turn out (yellow)
>Any message to Prinzessin Erika?
Turn out with us and keep yourself between us and the Torp Bombers.
Seeing as we CLEARLY never bothered developing Heavy/Long Range Fighters looks like are going to have the DODGE!!!!!!!111111onewun a LOT of torps, Dive Bombs. Fuck i dont think our micro is gonna be good enough considering we skimped out on turn radius during construction.

>>5139796
>I didn't actually know the Iowa had nuke shells.
The early stages of the Cold War were a fucking WILD time of experimentation bruh, ever hear of the Davy Crockett launcher? The US Army tried to give mini-nukes to group troops to launch at shit.
>>
>>5139936
Yes I heard of the Davy. I also know of the nuclear torpedoes. Anyway seeing as it's only 12 torpedo bombers we should be fine and turning away will give us minimal benefit for crippling damage if we are hit. I refuse to get Bismarcked. I do agree turning radius will cause some issues though... also even if we had heavy fighters there's not even a snowballs chance in hell of them getting here on time to do anything. We have to rely on our floatplane for any kind of CAP.
>>
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If only we'd have chosen the Air Traffic Controller perk instead of Valiant Leader to increase our chances of not dying to aircraft. Picking Greed over Need is never a good idea.
>>
Rolled 20, 83, 91 = 194 (3d100)

Erika AA DC: 53
>>
>>5139974

I mean realistically if we sink everything in the escort fleet south of us we can probably get a healthy point haul to continue our rampage. Providing we aren't running low on ammo. Long term benefit and all that.
>>
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>Turn in (blue)


"Hard to Port. Instruct Prinzessin Erika to take evasive action."

"Yes, sir!"

Kriegärgern and Prinzessin Erika both make wide turns to Port as the latter's heavy anti-aircraft batteries open up on the oncoming planes.
>>
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>>5140055

Puffs of flak burst up around the packed squadron, sending the forward two planes down into the sea. That squadron noticeably slows down some, seemingly to take evasive maneuvers from the fire coming up at it.

In the mean time, you've both completed your turns, and they continue to close in fast.


>Continue straight (green)
>Turn to starboard (yellow)
>Turn to port (red)
>Write in

Heavy AA (1 turn)
>Focus on the left squadron
>Focus on the right squadron
>Spread fire evenly
>Write in

>Other orders? (Float Plane?)

>Roll 1x4d100 for Heavy AA
>>
Rolled 47, 83, 50, 88, 35, 94, 15, 23, 57, 90, 2, 75, 84, 50, 57, 87 = 937 (16d100)

>>5140065
Voting will last approximately 1-2 hours
>>
Rolled 8, 92, 83, 96, 98, 81, 34, 63, 83, 29, 31, 32, 9, 39, 77, 57 = 912 (16d100)

>>5140070
>>
Rolled 31, 54, 70, 22 = 177 (4d100)

>>5140065
>Continue straight (green)
>Focus on the right squadron
>>
Rolled 82, 83, 1, 16 = 182 (4d100)

>>5140065
>Continue straight (green)
>Focus on the left squadron
>Floatplane flies east to avoid bombers
We've ruined their torpedo run angle, they'll need to go around and come back if they want to get a good broadside torpedo spread.
Our AA focuses on the intact squadron, Erika's continues on the already understrength one
The floatplane should not be in the vicinity. While they are not fighter aircraft, torpedo bombers do have tail gunners that would still be more than willing to take shots at it.
>>
Rolled 6, 17, 86, 49 = 158 (4d100)

>>5140065
>Continue straight (green)
>Focus on the left squadron

>Other orders? (Float Plane?)
Land or scout to the north to check if any one is comming
>>
>>5140065

>Focus on the right squadron
>Continue straight (green)
>Floatplane gain altatude and dive on the bombers from their front.

Best to finish them off. The floatplane diving if possible and from the front minimizes the chance of rear gunners being able to do anything about it, and give the thing a chance to do something.
>>
>>5140086
+1
>>
>>5140065
>Continue straight (green)
PRAY we can dodge.
>(Float Plane?)
Scout north, get away from combat. Look for enemy planes, especially dive bombers. Sending the scout plane to die is a TERRIBLE idea. We need as much intel as we can possibly get our hands on. This Task Force has most assuredly informed the main Kretan invasion force of our location and that CV IS scrambling Dive Bombers and Torp Bombers to come and ass rape us. We need to be informed before they just show up out of nowhere and coordinate their attacks to trap us between torps and dive bombs.
>>
>>5140065

>Continue straight (green)
>Focus on the left squadron
>>
>>5140086
+1
>>
>>5140134
>>5140065
+1, the float plane will do a better job keeping an eye on the North. No doubt our position has been reported to the invasion fleet and they could be steaming towards us full speed and aircraft launched.
>>
Rolled 1 (1d2)

>Float Plane goes North - 1
>Float Plane goes East - 2

>Continue straight (green)
>Focus on the left squadron
are locked
>>
>>5140265
At most they will send a few destroyers. They ARE the ones overseeing the landings after all. That CV is the main threat. All it really has to do is scramble two waves of Dive Bombers and we are VERY fucked.
>>
>>5140296

Again, don't fear the dive bombers. Unless they have something like the Dauntless with it's 1k kilo bomb, those bombs won't do any real direct damage other than disabling our AA guns and secondary's and maybe taking out our radar and cause a few fires. I'd be more worried about the torpedo bombers. Still after this we need to b-line for the small CVE taskforce. Not only will it get us further away from the enemy CV but it'll allow us to prevent the CVE's from putting another squadron up in the air. We'll need to go to flank though.
>>
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"All of our guns concentrate on that northern-most squadron, and get that Float Plane north, I don't want to be surprised by another welcoming party from the carrier group up by Kreta."

The light AA on Prinzessin Erika opens fire, and due to her angle, both sides of the ship are firing up at the planes, creating a dazzling spectacle of fire. Four more planes go down from the flak, the light AA failing to meet their marks for now.
>>
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>>5140377
The remaining planes move to fly over and around Erika as they enter your heavy AA's firing range, and then these unfortunate survivors get torn to shreds. A combination of surprising accurate heavy anti-aircraft fire combined with devastating rapid fire light AA from both sides of Prinzessin Erika make short work of all the remaining torpedo bombers.

You check with your RADAR operator.

"Is that everything?"

"That's all, sir. No more enemy bombers in range."

You breathe out a sigh of relief.
>>
>>5140378

"I don't want to jinx things, but that seemed too easy."

"I agree sir," Janssens replies. "I have a few ideas why this may be the case. First of all, they didn't target Prinzessin Erika, even though she was directly in their path. They seem dead set on striking Kriegärgern, which led to them taking the full fury of Erika. Otherwise, they all came in from the same angle, seemed slower than normal attack craft might go, and were few in number for a strike mission. I think they were either desperate or untrained pilots."

"I believe our newest targets have presented themselves to us, sir," Maiers says. "They're not too far of a detour to getting back, and some more tonnage to our name certainly doesn't hurt. They have almost nothing but raw volume of fire and perhaps torpedoes to contest us, but we have the might and reputation of Kriegärgern with us, and our escort to help keep them at bay. We should be more than a match for them."

"Perhaps, but we don't know what else is in the area, maybe there are more planes from the north, or even elsewhere on their way here right now?" Janssens replies.

"Then we'll just have to redirect the Float Plane down south to get a better view. It'll also help us to track down that little carrier group," Maiers answers.


>Travel South West (orange)
>Travel South (green)
>Travel South East (red)
>Travel East (yellow)
>Write in

Float Plane
>Continue North
>Redirect to search South
>Redirect to find and tail the Escort Carrier Group
>Land back on Kriegärgern
>Write in


Voting will last 13-14 hours
>>
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>>5140380
>>
>>5140380
>>Travel East (yellow)
We must get home

>Continue North
>>
>>5140380
>Travel South East (red)
We need to keep distance between us and that Fleet CV. If those CVEs cant do anymore than that then they arent a threat. Skirt the combat area of the fleet group off of Kreta. If the CVEs and their escorts catch up with us, shoot them on the way out.
>Float Plane Continue North
We need to keep an eye on the movements of any ships/planes out of that task force. We NEED to. Judging by the attack patterns of the Torp Bombers, the Kriegärgern has become literally enemy number 1 to the entire Ousterran nation. So much so that they are willing to straight IGNORE a CL whose job it is to shoot airplanes out of the sky. I still dont get what hornets nest we kicked over in reality when we raided that port but we CLEARLY kicked over a BIG one.
>>
>>5140380
>Travel South East (red)
>Float Plane Continue North

South or south East. The CVE's are out of bombers now and have little escorting them. Yet they and their fleet have plenty of scout aircraft still to guide the enemy CV's much larger strike force to us. Let's send a few more enemy ships to the bottom at ease and get us further out of range of the enemy CV force. And ahead flank.

>>5140480
You have the right idea. Though I think taking out the CVE force would be wise. They have little to threaten us outside of scout craft, and taking care of them means that not only do we further aid the war effort but we also hamper the enemies ability to strike at us by removing their scouting ability further. Plus, desu we need to equalize the playing field by sinking as much of their navy as possible.
>>
>>5140480
Also forgot to mention before hitting post. It's not really them ignoring the CL because they hate us but because that's just basic torpedo bomber doctrine. Hit the ship that's less maneuverable and the most valuable. If they were dive bombers it'd be another story.
>>
>>5140489
But they just drove directly over the CL. They didnt try to dodge the incoming fire or anything apparently. So even if they are following training they are doing a rather bad job of it......what the fuck is going on with our enemies?
Also im not for engaging the southern task group directly. If we DO happen to encounter them shot at them as we are leaving yes. But getting stuck in RN with that Fleet CV to our north is not smart.
>>
>>5140496

Them flying directly over the CL is just them being bad pilots desu. Which makes sense given they are likely more trained in spotting submarines and bombing them rather than proper torpedo strikes. If they were trained, they'd not remain close and likely try to put us in a crossfire with their torps. As for engaging the southern task group, we should. Given the fact the heavies thing the fleet has is light cruisers and the CVE's, we can sink them swiftly, and they'll be unable to spot us for the enemy CV once dealt with. Once they are sunk though we'd need to flank south. It should also be noted that the enemy CV likely has orders to bomb the island and will have to change priorities to deal with us, similar to what happened with the Japanese carriers at midway. If we further make distance from our position and reach that enemy task force, we further increase the time the enemy CV's aircraft need to reach us, and by extension the greater chance we can sail out of the area and force them to waste further fuel searching for us, potentially forcing them to head back if they can't find us in time. Really, what I'm concerned about is that enemy taskforce just using float planes to constantly keep us spotted for the enemy CV so we get to deal with this again but with four times the aircraft.
>>
>>5140380
Supporting >>5140480
>>
>>5140380
>Travel South (green)
We want to put as much distance between us and the Kreta fleet as possible. The Kreta force is instadeath for us, the Southern fleet is only dangerous with those planes, of which we just shot down several. And if we manage to sink that Southern group, all the more renown and morale for us.

>Continue North
Keep an eye on the biggest threat.
>>
>>5140620
You know what. Screw it, changing my vote to this provided we do flank. More likely for us to run into the southern fleet then. Actually, we should have the heading of that fleet thanks to the original scout craft, so if we know what direction it's going so we can have a better chance of running into it.
>>
>>5140480
Support
>>
>>5140620
+1
>>
>>5140380
>>Travel South East (red)
>Continue North
>>
>>5140380
>>Travel South East (red)
Cross the T of the south enemy fleet.
>Redirect to find and tail the Escort Carrier Group
Keep an eye on our prey.
>>
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>Travel South East (red)
>Continue North

"We need the Float Plane North to see if anything is coming our way, especially from that invasion fleet. Keep us going South East, we need distance from that fleet, and we might even catch the Escort Carrier group."


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


Thursday, April 27 1254, 9:20 am


A little over twenty minutes later, you get another report, this time from the RADAR officer.

"Captain, we have RADAR contacts!"

"What? That's not right, surely we're still a ways out from that Southern Carrier Group."

"Not from the South sir, from the North West! Three groups of ten, moving fast. Planes, sir!"

"From the North West?" Janssens questions. "That doesn't seem right. If we were getting another air attack, I would expect it to be from the North East. Could it be yet another carrier group? And why didn't our Float Plane report this?"

The comms officer speaks up, "We don't have contact with the Float Plane sir, it may be out of radio range."


>Any way you want to orient / set up your task force?
>Any other orders?


Voting will last 8-9 hours
>>
>>5141015
>About turn!
>Erika take the lead in line
Thirty bombers sounds about right for an early-war CV's entire bomber complement, and they may be disguising their approach. Anyway, same drill as last time. Turn to face them in case they are torpedo bombers, and have the Erika ahead of us to intercept as many as it can. Prepare for evasive manoeuvres if they are dive-bombers.
I'm not sure they know what happened to their torpedo bombers. They would have been out of radio range of the enemy when they were shot down, so all they probably know is they probably got wrecked and are continuing to throw everything and the kitchen sink at us.
>>
>>5141015
Turn to port to go due east. Have the Erika also go due east positioned around 4km north-west of us.

Attempt to contact our float plane and call it back to us, it might have been shot down.
>>
>>5141025

Can we about turn fast enough? We did take the shit turning circle.

>Stay at ahead full and continue on our current bearing.

I don't really want to be heading any direction other than east so we can get the hell out of dodge.

>Order Erika between us and the dive bombers.
>>
>>5141042

Should also be linked to >>5141015
>>
>>5141025
>Thirty bombers sounds about right for an early-war CV's entire bomber complement
Which means that we've successfully disrupted their air operations above Kreta. Every bomber we shoot down won't be able to support the invasion, and won't be able to defend the carrier group
>>
>>5141059
As true as all of that is, do remember we have to SURVIVE the incoming waves of torpedos and bombs to make that a reality. Again, we are no good to Ostland dead.
>>
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>>5141025
Actually, on second thoughts
>Turn North
>Erika to the NW
Turn to due north to provide us with more flexibility. If they are torpedo bombers, we can turn further to present our thin axis to then. If they are dive bombers, we can turn to provide our broadside to them to minimise the length of the exposed target. Have Erika to the NW of us.

>>5141042
Let's see. Our Full Ahead speed is 17m/s, which means it will take us 148 seconds to do a full about-turn (turning circle half-circumference being 2.5km). Assuming those aircraft are at the 15km radar limit and taking the 100m/s speed of early-war British naval dive-bombers, they will take 150 seconds to reach us at full speed. So it'll be a very close shave.
>>
>>5141063
(considering these aircraft have likely come from the carrier at Kreta, I think it is probably they are dive-bombers since it would have been supporting ground ops and not naval ops)
>>
>>5141063

I'll switch to +1 of this from: >>5141042
>>
>>5141015
I'll support >>5141063
>>
>>5141063
Support this
At least if we aren't too badly damaged we are granted further incentives to continue to be aggressive and cause further damage to the energy fleet. Lucky us all our guns are DP's.
>>
They've found that ger- ostlandish battleship, and they're gonna cut it down
>>
>>5141254
(since people keep making references to this song, may as well post it for the benefit of anyone who hasn't heard it)
https://www.youtube.com/watch?v=xLCkkrq417k
>>
>>5141063
FYI, your radar range is 45 km, not 15
>>
>>5141063
+1
>>
DO NOT TURN NORTH

Doesn't anyone remember what happened to the Bismarck? We do not want to be stuck sailing towards a death fleet with our rudder stuck.

>>5141015
>Continue Sailing South
>Bring the Kriegärgern to the front of the line, they've demonstrated we are the only target they care about, better not let this information go to waste. The Erika can have some free shots at the planes which will be ignoring her.
>>
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"Turn the task force North and orient Prinzessin Erika to our North West. Maintain Ahead Full. No matter the type of bombers these are, this will give us flexibility to properly angle ourselves against the attack. All crew to action stations."

Kriegärgern once again explodes into activity for the second time this morning. Hopefully this would be the last air attack she suffered this expedition.

A mere four minutes later, and the planes are in visual range.

"Enemy spotted sir!" Janssens reports. "Two squadrons of torpedo bombers, one of dive bombers. They're splitting up, the dives and torpedos to the East, and the other torpedo to the South. These ones appear to be flying faster than the previous, and their restraint from simply charging in bears ill that they might also be poorly trained sods."


>Continue straight (green)
>Turn to starboard (yellow)
>Turn to port (orange)
>Write in

>Any message to Prinzessin Erika? (no complicated orders)

>Any other orders?


Voting will last 1-2 hours with faster updates following
>>
>>5141460
>>Turn to starboard (yellow)
>Any message to Prinzessin Erika? (no complicated orders)
Turn to starboard.
>>
>>5141460
>Hard a starboard!
>All AA target northern torpedo squadron as soon as in range
I think they're trying to pincer us, with one torpedo squadron attempting to force us to turn into the other and present a good angle for the dive-bombers. If we try and avoid all of them we'll end up avoiding none - the southern torpedo squadron requires less turning to avoid for now and puts the dive-bombers at a bad angle, and we just have to trust in our AA to defend us from the other. I'd also rather take bomb hits than torpedoes, and we can turn further as appropriate next round.
>>
>>5141458
Too late for that advice sadly.
>>5141460
>Turn to starboard (yellow)
I dont want to get tapped with our ass facing away from home. These are their better pilots that have bombed Ostlands bigger ships into oblivion. At this point PRAY we do not suffer the same. For we really dont have much else.
>Prinzessin Erika
Turn to starboard with us. We NEED that AA on us so we dont die.
>Any other orders?
GET THAT FLOAT PLANE BACK HERE NOW! We are getting the fuck out of here, push the goddamn engines if you have to. If ever there was a time for outrunning shit, now is that time.
>>
>>5141460
>>Turn to starboard (yellow)
>Prinzessin Erika
Turn to starboard
>Any other orders?
Pray
>>
>>5141460
Well....Fuck. Not only do these aircraft seem to be doing proper tactics but 20 of the 30 are torp bombers. At least if we survive this and destroy them all we likely won't need to work about the enemy CV anymore. And if we don't take too much damage there will be no reason not to fuck over that one CVE task force.

>>5141470
They are trying to pincer us. Unlike those poor CVE pilots these guys actually are trained to go after surface vessels rather than just Submarines. I just hope that the dive bombers don't go after the Erika. Supporting this. Ideally we can get enough Ack Ack up to take most of them down before they drop, and deal with a good few outward bound as well. At least this'll reduce pressure for our poor soldiers on the island.
>>
>>5141476
+1
>>
>>5141471
No point in running now. It's a bit late for that. Far too late. Best we can do is hope we don't take too much damage, sink the CVE task force, and rush home under the cover of night or use our adamantine balls to protect us as we charge something else in the night.
>>
>>5141485
With luck, our AA will maul the CV's strike force sufficiently to prevent them launching a followup attack, or at least greatly reduce its size.
>>
>>5141485
Bruh we wont have the ship strenght left to attack those CVEs by the time we are done with this, if we even survive. Limping home at best possible speed is really our only option.
>>
>>5141489
Aye. Providing the Erika survives and we don't take any critical damage we'll be good. Considering our ship basically took the American design doctrine for battleships after pearl and the Erika is basically a CLAA we ideally won't be too badly off. I expect at least one torpedo hit or a few bombs though.
>>
>>5141491
Read what I just posted. Also read what I originally said. If we survive with minimal damage no reason not to go for it. Let us trust in our ack ack. Our ship was future proofed a bit due to how many DP guns it has.
>>
>>5141496
I'd be inclined to go for the attack, but the large number of DDs surrounding the CVE taskforce is concerning. If they chose to do a Taffy 3 on us, they'd probably be able to get some torpedo hits in. Depends on how dedicated they are to defending their charges, really.
>>
>>5141508
Not really. If they chase us we just sail away and whittle the destroyers down until they die. A destroyer forced to chase it's target is one that isn't getting torpedoes off. Besides, it's not that risky. We fought a worse taskforce before and came out on top, And will the Erika it'll be trivial unless the CVE's somehow pull more bombers from the aether.
>>
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>Turn to starboard (yellow)
>Erika to starboard

You turn your task force to starboard, Erika managing to complete a 90 degree turn much faster than Kriegärgern can turn. As for you, you manage to turn your battlecruiser most of the way to starboard.
>>
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>>5141540

The Dive Bombers slow down and turn to the South, and the Torpedo Bombers slow down as well.


>Straighten out (green)
>Continue turning to starboard (yellow)
>Straighten out and turn to port(orange)
>Write in

>Any message to Prinzessin Erika? (no complicated orders)

>Any other orders?


Voting will last 1-2 hours
>>
>>5141542
>>Continue turning to starboard (yellow)
Turn so that we're going due east.

Both ships should go at maximum speed if they're not already.
>>
>>5141560
Support. Nothing needs to be said until our ack ack starts it's fire.
>>
>>5141560
+1
>>
>>5141560
This. +1 Also fucking start praying we survive this shit.
>>
>>5141578
I'd be more scared if all our secondary guns couldn't shoot at aircraft. Barring extremely bad luck we'll survive this. The biggest question is with how much damage though.
>>
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>Continue turning to starboard so that we head East (yellow)

Kriegärgern completes her turn to starboard and straightens out, now heading East with Prinzessin Erika.

The Southern Bombers begin to turn East as well.
>>
File: encounter4-5.png (145 KB, 970x970)
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Rolled 98, 91, 28, 34, 8, 39 = 298 (6d100)

>>5141634

And then, the rest of them start turning in, the dive bombers entering Erika's firing range.

Here they come...


>Continue going straight (green)
>Turn to starboard (yellow)
>Turn to port(orange)
>Write in

>Any message to Prinzessin Erika? (no complicated orders)

>Targeting priority? (If any)

>Any other orders?

>Roll 1x4d100

DCs: HAA (6) - 60 (3-5km), (73 1-3km), (95 0-1km)

Voting will last 1-2 hours, will probably be the last of tonight, but I should have more time tomorrow.
>>
>>5141638
Next update will probably be the last of tonight*
>>
Rolled 46, 26, 86, 26 = 184 (4d100)

>>5141638
Honestly nothing we can do. they have EVERY way we can turn covered.
>>
>>5141638
>Turn to port(orange)
>Target priority: Northern torpedo bombers.
Is this turn illogical? Perhaps, but it allows us to present the least face to the southern group and broadside to the dive bombers, and we'll be more or less broadside to the northern group anyway unless we want to present it to the southern group instead. We have to trust in the AA.
>>
>>5141638
Given they are the only things she can target and they'll surely be aiming for her

>Erika focuses on the dive bombers
>Continue going straight (green)

We'll likely need to turn soon but the southern most torpedo bomber formation is closest to us right now.
>>
>>5141638
Prepare our butts. It's going to get painful.
>>
>>5141667
You're a post late, my man. We're already going due east at max speed.
>>
>>5141670
I just realised, so deleted my post. My bad.
>>
>>5141638
Supporting >>5141654
>>
>>5141638
>>5141653
Support.
>>
>>5141653
>>5141654
>>5141664
>>5141670
>>5141673
>>5141676
>>5141680
Ya'll need to roll some dice. Otherwise >>5141649
THAT is our first round of combat.
>>
Rolled 3, 24, 93, 32 = 152 (4d100)

>>5141735
I believe in the power of Ack Ack
>>
>>5141739
I believe I am disappointed.
>>
>>5141739
Were gon fucking die.
>>
>>5141735
It's best of 1, I'll try writing that in the future instead of just 1xYd100
>>
Rolled 32 (1d100)

>>5141744
So its one 1d100 then?
>>
Rolled 2 (1d2)

1:
>Turn to port(orange)
>Target priority: Northern torpedo bombers.

2:
>Erika focuses on the dive bombers
>Continue going straight (green)
>>
>>5141745
it was 1x4d100, as specified in my post: >>5141638

which means one set of 4d100, which has already been rolled
>>
Rolled 8, 79, 87, 1, 57, 10, 14, 55 = 311 (8d100)

>>
>>5141761
What are these numbers for? I assume it's something enemy-related.
>>
>>5141766
Bruh let the QM roll his dice please.
>>
>>5141770
I mean, if I want to ask what a set of rolls are for I don't know what else you expect me to do other than ask about it. This isn't the first set of rolls they've done and I'm curious about what they are for.
>>
>>5141766
This is Erika AA rolls that I didn't account for initially, sorry
>>
File: encounter4-6.png (116 KB, 739x720)
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>Erika focuses on the dive bombers
>Continue going straight (green)

Prinzessin Erika's Heavy Anti-Aircraft batteries start off with a deadly volley, nearly instantly knocking out the leader of the dive bomber squadron and one close behind it, the lethal fire effectively slowing the squadron down.
>>
File: encounter4-7.png (225 KB, 903x885)
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Rolled 50, 2, 26, 73, 27, 89, 7, 10, 97, 92, 92, 10, 82, 28, 58, 85 = 828 (16d100)

>>5141795

This initial success repeats itself as the Southern Torpedo Bomber squadron enters range and also loses two planes. However, the accuracy of the Northern Guns does not hold, and the remaining pilots manage to dodge your incoming flak and now Light AA fire, and press uneasily close to Erika.

All three squadrons are now within your AA range.

>Continue going straight (green)
>Turn to starboard (yellow)
>Turn to port(orange)
>Write in

>Any message to Prinzessin Erika? (no complicated orders)

>Targeting focus? (If any)

>Any other orders?

>Roll 2x4d100, 2x10d100, 1x6d100 Bo1

DCs:
HAA - 60 (3-5km), 72 (1-3km), 95 (0-1km)
LAA - 63 (3-4km), 75 (1-2km), 90 (0-1 km)
DP - 95 (2-3km), 75 (1-2km), 50 (0-1km)

(rolling for Prinzessin Erika AA)


Voting will last for approximately 8-10 hours
>>
Rolled 77, 52, 99, 35, 24, 70, 18, 72, 50, 54, 89, 35, 20, 7, 42, 82 = 826 (16d100)

>>5141797
even more AA
>>
Rolled 68, 64, 6, 17 = 155 (4d100)

>>5141797
>Continue going straight (green)
>Targeting focus?
Northern torp bomber group hasnt been broken up at all. Shoot them first.
And it is a textbook torp pincer run. The dive bombers here almost do not matter. Gentlemen, it has been and honor and a pleasure.
First roll.
>>
If you guys want, ill roll the dice and take all the blame.
>>
Rolled 76, 45, 1, 61, 18, 98, 53, 17, 92, 10 = 471 (10d100)

>>5141797
>Continue going straight (green)
>Targeting focus? (Northernmost Torpedo bomber squadron)
>>
Rolled 99, 66, 37, 51 = 253 (4d100)

>>5141805
Don't be so grim. Our DP guns are great for fucking up the enemy aircraft. Though I will say I am concerned about the dive bombers since I'm fairly sure they'll fuck up Erika. Regardless, we have shot down 4 aircraft already of which two are torpedo bombers. If we focus on the southern torpedo squadron we can nullify their effective ability to cross drop us.

>>5141797
>Continue going straight (green)
>Any message to Prinzessin Erika? Turn to give less of a profile for the dive bombers and prepare for the payload.
>Focus fire on the southern torpedo bomber squadron.
>>
Rolled 11, 21, 96, 17, 19, 43, 88, 52, 17, 11 = 375 (10d100)

>>5141797
>Continue going straight (green)
>Focus: Northern TBs
The southern TBs will have to release their torpedoes into a stern chase and present low danger. They're just there to keep us straight and on target for the northern group, which means we have to play their game until the northern group is dead or we are.
>Erika: Hard a' port!
In case of dive bombers, get your groove on.
>>
>>5141816

Fair, though it would be easier to destroy the southern squadron at this point and turn to avoid the northern one. Honestly it doesn't matter too much, just so long as more torp bombers die. Lucky us the closer they get the more they die to ack ack from the DP guns.
>>
>>5141819
I'm not convinced we'd be able to turn in time to avoid all the fish from the northern group. We just have to make sure as few as possible get that far.
>>
>>5141822
Honestly, so long as we take out one squadron, we should be able to easily dodge all the fish from the other. Honestly my biggest concern is that the Erika will get hit by a dive bomber.
>>
>>5141828
I think they'll be fine. They have a much better ability to dodge and a smaller profile than we do, and likely have enough HP to eat a couple of hits. Their LAA guns will also keep shooting at them.
>>
>>5141830

Thing is, Bombs are light ships worst nightmare while torpedoes are heavy ships worst nightmare. While a 250kg bomb will bounce off our deck armor it'll probably punch right through our escorts and maybe even get through to the citadel.
>>
>>5141833
If they've come equipped with large AP bombs to hurt us, they may suffer the same overpenetrative effect as AP shells on smaller vessels.
Realistically, there's not an awful lot we can do for the Erika right now. The DBs have only just entered our range and we have to focus on saving ourselves as well. They just have to rely on their superior manoeuvrability try and present their broadside to minimise their target and dodge to make it difficult to aim.
>>
Rolled 61, 5, 52, 89, 31, 59 = 297 (6d100)

>>5141797
>>Turn to port(orange)
>Targeting focus? (If any)
The torpedo bombers
>>
>>5141797
>>Turn to port(orange)
>>
>>5141797
>>Turn to port(orange)
>focus on the torpedo bombers to the north
>>
>Continue going straight (green)
>Focus: Northern TBs

Vote locked, processing
>>
Rolled 8, 5, 1 = 14 (3d10)

Dive Bombers
>>
Rolled 2 (1d10)

>>5142183
Damage
>>
Rolled 5, 7, 7, 8, 8, 6, 6, 8 = 55 (8d10)

Dive Bombers (2), Torpedo Bombers (6)
>>
Rolled 8 (1d10)

>>5142199
Damage
>>
File: encounter4-8.png (234 KB, 965x876)
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>Continue going straight (green)
>Focus: Northern TBs

"Erika, evasive maneuvers, now!"

Prinzessin Erika turns hard to port, doing her best to give a poor angle to the imminent Dive Bomber strike. Her AA take three more into the ocean as the rest approach undaunted. Her starboard guns take down two more of the Southern Squadron from the rear of the formation.

The Northern Torpedo Squadron receives a violent volley of fire as they enter range of Kriegärgern. Two bombers go down, and another has a close call as it is damaged by a near hit from flak.
>>
Rolled 92, 14, 57, 5, 4, 79, 25, 26, 21, 76, 100, 99, 34, 69, 70, 29 = 800 (16d100)

>>5142252

reposting for formatting

Then the Dive Bombers finally arrive on their prey. One cleanly misses, another barely misses as ferocious Light AA fire throws off its aim, and a third lands a bomb on to the deck dealing minor damage.

Two more follow closely behind. One releases its payload as it's shot down, missing its mark. Light AA fire takes down one of the retreating bombers as it passes over Erika and damages the other remaining bombers, but leaves an opening for the last bomber to get a clean it for major damage. The Dive Bombers speed off to the North, their loads spent.

The Northern Squadron lower altitude and line up their angles. Fire from Kriegärgern takes down two more on approach before they can launch, and Light AA fire clips the previously damaged plane, but the brave pilot soldiers on. Then the bombers drop their torpedoes in sequence, and pull up and to the North East. Continued fire takes down two more bombers as they retreat, including the damaged plane, finally finishing it off.

"SONAR alarm captain," A bridge officer exclaims, "torpedoes in the water on approach!"

>Continue going straight (green)
>Turn to starboard (yellow)
>Turn to port(orange)
>Write in

>Any message to Prinzessin Erika? (no complicated orders)

>Targeting focus? (If any)

>Any other orders?

>Roll 2x4d100, 2x10d100, 2x6d100 Bo1

DCs:
HAA - 60 (3-5km), 72 (1-3km), 95 (0-1km)
DP - 63 (3-4km), 75 (1-2km), 90 (0-1 km)
LAA - 95 (2-3km), 75 (1-2km), 50 (0-1km)

(rolling for Prinzessin Erika AA)


Voting will last for 2-3 hours
>>
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>>5142255
>>
Rolled 57, 100, 9, 80 = 246 (4d100)

>>5142255
>Turn to starboard (yellow)
Time to see if we can DODGE!!!!!!!!!!!!!!1111111111111onewun
>Any message to Prinzessin Erika?
We are going to have to survive this torp run first. Really hoping there arent any secondary explosions from that hit. Looks REAL BAD desu.
>>
Rolled 24, 69, 73, 53 = 219 (4d100)

>>5142255
>Turn to starboard (yellow)
>Focus: Southern TBs
This isn't as bad as it looks. Those fish are probably doing 35-40kt which actually isn't much faster than us, and they may have underestimated our speed. If we open the range a bit, they can pass behind us. Just don't turn too far thanks to the south group.
>>
>>5142262
Oh shit, forgot.
>Targeting focus?
Switch the AA guns to the western group to try and disrupt as many torp launches as we can.
>>
Rolled 1, 15, 51, 3, 50, 88, 21, 39, 52, 1 = 321 (10d100)

>>5142255
>Turn to starboard (yellow)
>Focus: Southern TBs

Torpedo Beats just like Yuro taught us on youtube!
>>
Rolled 55, 10, 84, 39, 16, 4, 17, 33, 70, 3 = 331 (10d100)

>>5142255
>Turn to starboard (yellow)
>Any message to Prinzessin Erika? (no complicated orders)
Turn to starboard, stay close to us.
>Targeting focus? (If any)
Torpedo bombers
>>
>>5142287
That doesnt work. You actually tru turning a boat this fucking big like its a BIDEO BAME and you'll fucking roll the ship over.
>>
Rolled 41, 3, 57, 36, 33, 42 = 212 (6d100)

>>5142255
>>Turn to starboard (yellow)
>Focus: Southern TBs
>>
Rolled 9, 40, 79, 82, 33, 33 = 276 (6d100)

>>5142255

Called that they'd go after Prinzessin Erika. Glad to see she only took one bomb hit, and that it is clear they aren't using 1000kg bombs otherwise she'd have taken a bit more than half her health. So, that's a plus.

>>5142264
You more or less have the right idea. Supporting ya

Honestly we aren't in a terrible position. We forced the northern squadron to drop early due to damage and from the looks of things they misjudged our speed, meaning worst case scenario we'll get hit by one torpedo. You know what that means? We'll be going after that CVE taskforce boys!...Well unless something stupid happens
>>
>>5142292
Erm, have you seen real navy ships in evasive maneuvers? If your ship is so top heavy it'll capsize if you do a hard turn in good weather you've done something hilariously fucking wrong in the design phase. It won't be as tight or smooth as that but...
>>
>>5142292
How hard do you think we're turning?
>>
>>5142319
Bruh you are saying junk like "TIEM TO BE YURO!!!" and such. This isnt arcade mode in warthunder or fucking WoWS
>>
>>5142255
>Targeting focus - Western Torpedo bombers
>Continue going straight (green)
Why are we turning so the Western Torpedo bombers get a good angle to drop? For real my dudes, that is not a very cash money move.

The torpedoes are, with rough estimates, between 1000-1500 meters out from us. British aerial torpedoes during the war had a speed between 30-40 knots (55-74 Km/h or 34-46 mph) so there will be about 48 seconds before these torpedoes intersect with our path. We travel 33 knots (61 Km/h, 53 mph), so in those 48 seconds we'll travel 720 meters.

Behold my masterpiece, five thousand hours of Paint Scrubbery. The black rectangle indicates our position after those 48 seconds [spoilers](using the Ruler within Paint the 3km radius came out to 230 pixels. 3000/230 = 13.04 meters per pixel. Travel distance of 720 meters over 48 seconds before the torpedoes hit, 720/13 = ~55 pixels traveled, which is where the center of the black rectangle is)[/spoiler].

At the absolute worst case if we continue the course, we'll take two torpedo hits on the stern as we'll outspeed those dropped too early. If we turn starboard, not only will we swing the stern in to the path of the incoming Torpedoes, we'll also give the next squadron an impossible to miss drop from much closer range than the northern squadron dropped that we can't possibly dodge and guaranteeing another 6 torpedo hits center mass. It is death to turn Starboard.
>>
>>5142326
Its still a game and I am having fun are you not?
>>
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>>5142332
And of course as the extreme mongoloid retard that I am, I forget to include the image.
>>
>>5142336
It's ok, I forget the image every other update, we're all mongoloid retards here
>>
>>5142332
Ay torpedoes dropped by the southern squadron will be in a stern chase with only a few kt closing speed, even with a partial turn to the south. We can straighten up with plenty of time to spare and either outrun them or thread the needle.
>>
Rolled 8, 8 = 16 (2d10)

Torp Bombers
>>
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You direct all fire to be concentrated on the Southern Torpedo Bomber squadron as Kriegärgern begins a turn to starboard. One by one, the rear members of the squadron are all taken out, the front two somehow avoiding the blaze of fire put up by the Light AA, which then drop their torpedoes and take off to the North East.
>>
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>>5142372

In the meantime, Prinzessin Erika's port side guns take down two more Dive Bombers before they can cleanly escape, leaving one damaged Dive Bomber to tell the tale.
>>
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>>5142373

Those two Torpedo Bombers' luck don't hold out though, and get chewed up by a flurry of Light AA fire.

The torpedoes continue to close in.


>Continue going straight (green)
>Turn to starboard (yellow)
>Turn to port(orange)
>Write in

>Any message to Prinzessin Erika? (no complicated orders)

>Targeting focus? (If any)

>Any other orders?


Voting will last for 3-5 hours
>>
>>5142375
>>Turn to port

>Targeting focus?
Have all our AA shoot into the water in order to detonate the torpedos
>>
>>5142375

>Any other orders?
Alert the ship to brace for torpedos.
>>
>>5142375
>Turn to starboard (yellow)
We already started leaning to Starboard. Trying to flip the rudder and our momentum now will take too long. Keep going the way we are and we might just out turn the torps.
>>
>>5142375
>Continue going straight (green)
The northern torpedo batch is heading S/SSE and the southern batch is heading E/ESE. We'd be heading out of the path of both of them whether we go straight on or to port.
>>
>>5142375
>>Turn to starboard (yellow)
>>
>>5142378
+1
>>
>>5142398
Going to port in a timely manner is impoosible RN cuz we are already in a turn to Startboard. Even if you heel the rudder over our momentum is in the opposite direction. This take precious seconds to fix. So the answer is to keep turning and use our momentum to swing our fatass out of the way.
>>5142378
>Have all our AA shoot into the water in order to detonate the torpedos
That isnt a thing.
>>
>>5142393
Supporting

>>5142378
>>5142442
Active torpedo countermeasures are still not a thing yet in 2022, and believe me they've tried lots of wacky stuff. Plus, most naval guns do not depress enough to be able to shoot at water level beneath a reasonable range
>>
>>5142452
Dual-purpose and AA guns can usually depress to negative elevation, typically around -10 degrees. I believe there were also incidents featuring sailors detonating torpedoes by shooting at them with small arms from the deck.
This is just technicalities though, shooting torpedoes out of the water is not going to practically happen.
>>
>>5142445
>>5142452
At least we can try. Better than doing nothing
>>
>>5142375
>Continue going straight (green)
>>
>>5142375
>Continue going straight (green)

No real reason not to. We make distance from the torpedoes and cause them to have to also catch up with us while we get out of their range. All in all I believe we might just get out of this without a scratch.
>>
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With the bombers gone, all your attention now is on avoiding the torpedoes racing towards you.

“Helmsman!” You bark. “Keep us going hard to starboard!”

"Aye, Captain!"
>>
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>>5142791

The bridge is silent as the officers sweat, watching the streaks in the water approaching.

Kriegärgern maintains her painfully long term, gracefully made up for by her high speed.

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

>Any other orders?

Voting will last 12-14 hours
>>
>>5142794
>Straighten out (green)
The only danger left is that one directly behind us. We do not want to risk getting the rudder damaged by turning to port, so this is likely the best option.
>>
>>5142794
>>Straighten out (green)
>>
>>5142794
>Straighten out (green)
We could have been out of this if we hadn't turned right back into their path
>>
>>5142794
>Straighten out (green)
please don't hit the rudder please don't hit the rudder please don't hit the rudder
>>
File: Sweating in here.gif (1.69 MB, 480x270)
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>>5142794
>Straighten out (green)
Everyone on the ship rn
>>
>>5142794
>>Straighten out (green)
>>
>>5142794
Well, ladies and gentlemen. Worst case scenario we get hit by only one (1) torpedo. Welp. Revenge shall be had on that southern task force soon.
>>
>>5143049
If we get hit we are leaving. If we dont, yeah ill take you up on that offer.
>>
>>5142794
>Straighten out (green)
>>5143049
I'm up for that if we don't get hit.
>>
>>5142794
>Straighten out (green)
>>
>>5143049
Worst case scenario is the torpedo hits our rudder, jamming it in place and forcing us to continually sail south. (At least we won't be caught out like the Bismarck, sailing in circles because they were making a turn to port when they got hit)
>>
if we get Bismarcked aka hit in the rudder, can we use the Erika to tow/turn us with rope and/or chain?
>>
>>5142794
>>Turn to port (orange)
>>
>Straighten out (green)

Vote locked, processing


>>5143229
Perhaps to change your direction, but it would be a slow thing
>>
Rolled 6, 6 = 12 (2d10)

>>
Rolled 3 (1d3)

>>5143416
>>
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"Keep her steady now," you order.

The torpedoes can be seen now, rapidly approaching. The first two you should pass by, but the last seems uncertain. All eyes are fixed on it as the seconds tick by. Soon, it becomes apparent that it's going to hit.

"Brace for impact!"

An explosion rocks the rear of Kriegärgern, with a plume of water rising high on the starboard side of the stern.

>You have taken 12 damage
>Your maximum speed has been reduced by 3 kn
>HP: 49/70

Five minutes later, you get a report from your damage control officer.

"We took on some flooding sir, but are able to contain it. It seems we won't be able to go as fast, and our standard speed will be reduced. No damage to the rudder."
>>
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>>5143435

Another officer speaks up, "Our Float Plane is also reporting back in, nothing sighted to the North."

"Alright, now we need to get out of here," Janssens implores. "We can't take more of that attack, we're lucky enough that nothing critical was hit on Prinzessin Erika."

"Wasn't that most if not all of a carrier's worth of planes?" Maiers asks. "It seems to me we're in the clear, even if we took a hit. We could probably still catch up to that sluggish escort carrier group to the South."

>Travel East (green)
>Travel South East (red)
>Travel South (yellow)
>Write in

>Plans for the Float Plane for the rest of the day?
(If you don't make a plan for it, you won't have the opportunity to use it until something comes up)


Voting will last for 9-12 hours
>>
>>5143437
>Travel South (yellow)
>Plans for the Float Plane for the rest of the day? Track the CVE group

It's only 3 knots lost, and we still have more than half our HP. Plus, it's just CVE's and CVL's. Besides, it gets us further away from the greater threat and the likely concentration of the enemies main forces.

A shame we got hit anyway though...
>>
>>5143437
>>Travel East (green)
We need to get back home

>Plans for the Float Plane for the rest of the day?
Have it circle us watching for more planes or Ships
>>
>>5143437
>Travel East (green)
Us arriving home after the Great Raid is worth more for morale and national prestige than putting us in danger by glory hunting further. We need to attempt a rendezvous with any naval assets High Command has scrambled and safely return home.

>Plans for the Float Plane for the rest of the day?
Have it circle us watching for more planes or Ships
>>
>>5143453
>>5143446

Going after the CVE's isn't a risk to us. Really, what should be done is we should ask how Erika is doing. There's no reason not to kill the CVE's and then rush home. It'll hardly take any time and will just add to our glory. Besides, most enemy navy forces are going to be in the north near their invasion force, and we have more than half our HP still.
>>
>>5143437
>>Travel South (yellow)

>Plans for the Float Plane
Keep watch in the other directions for anything else that might come our way.
>>
>>5143468
No bro we already set out and finsihed what GC told us too and more. Fighting a Carrier group right next to another carrier group is bad. We have to return home.
>>
>>5143437
>>Travel South East (red)
Cross their T
>Plans for the Float Plane for the rest of the day?
Track the carrier group, but not close enough to be detected.
>>
>>5143437
>Travel East (green)
Let's get home. I would very much like to go raise hell on that Southern group, but:
1- Our speed is reduced, that will make it difficult to evade the torps from 6 DDs and 3 CLs
2- The Invasion fleet's CV is toothless now, but they could still send the BB with some DD escorts to pincer us with the Southern fleet. At least that's what I would do if I was the Ouesterran admiral with intel on our location and no more air attack options. Remember, we're a priority target, and save from some shore gunfire support, their invasion support ops are already at a stop from our destruction of their bombers.
If anyone has ideas to circumvent those problems, I'll gladly change my vote to something more aggressive
>>
>>5143437
>Travel South East (red)
Travel away from the main invasion fleet. Do NOT engage the southern group. We are at reduced speed which is literally our entire MO, we need to leave at best possible speed, and get the hull repaired.
>Write in
Call the Erika. Make sure she isnt dealing with fires or possible magazine explosions/engine damage.
>>
Changing to >>5143581. Green would put us too close to the BB
>>
>Travel South East (red)
If we hadn't taken that hit I'd fully support hammering that escort group. But we can't, or we risk getting run down.
>Write in
Call the Erika. Make sure she isnt dealing with fires or possible magazine explosions/engine damage.
>>
>>5143619
>>5143489

The issue is that carrier group is extremely lightly defended, has no aircraft and is far away from the main CV taskforce that is a threat. Further, we destroyed all aircraft from at least one north CV and the CVE's and have more than half our HP still up. We can do this, and then run. No need to let one good chance slip through our fingers when there's little to no risk.
>>
>>5143437
>>Travel East (green)
>>
>>5143666
Okay let me put it to you this way. Do we know the top speed of the BB? No. Sure we were given SUPER FAST ENGINE N'SHEEEEEEEEEEEEIT! but we took a hit to our top speed and probably stability due to flooding. We take any more real damage from say DD torp launches it could very well be the case that the BB, which is fresher than us by a comfortable margin is now also FASTER than us. With bigger guns, and vastly better armor/armor scheme. It is a risky gambit you are saying to keep going vs going home and getting repairs. The fact that we shot down so many aircraft from ALL of the CVs/CVEs in the area means they are going to be limited in how they can support the invasion of Kreta, slowing it down and making it easier for the defenders to hold out till Ostlandic reinforcements arrive. We could potentially be a part of said reinforcement group if we take little further damage. The CVEs are going to have to retreat to get more aircraft as it is, potentially the main Fleet CV might have to as well if we crippled their ability to bomb land targets enough. We do more good for Ostland by returning home and getting ready to relieve Kreta than gallivanting off to attack the CVEs.
>>
>>5143437
Actually, random question for the QM. Do we have any idea how the invasion of Kreta is curretly going?
>>
>>5143680

You do not. You tend to only get major happenings in the war as messages from command. Though Kreta being definitively lost would certainly fall under this category, so it's likely that there is still fighting going on.
>>
>>5143677
This, in the face of what we've already done (wrecking a major Ouesterran port and stalling the invasion of Kreta), sinking a plane-less CVE and some escorts would be giving them middle finger after burning their house down and killing their pets. And for such a minor blow we risk getting swarmed with torps from SIX DDs and probably the CLs too. All the while we have reduced speed, we're in broad daylight with clear weather and there may be a BB steaming towards us at the moment
>>
>>5143684

Alright, here's the thing. The CVE's will replace those aircraft and continue to be a major nuisance for submarine forces and future raiders like ourselves. Further, they can spot for any other CV forces, alright? Other than this, we still go at 30 knots, battleships aren't much of a threat to catching us. Similarly, the DD's just need us to hit them once, and provided we are crossing their T or are sailing away from them they won't be able to launch torpedoes at us.

It's not just giving them a middle finger. It's more like also throwing a Molotov on their car after too.
>>
>>5143684
>>5143677
Not to mention that we know the location of only two strike groups of the Ousterran Navy when they can muster three full fleets. While I doubt they've put every ship asail to hunt us just yet, I 100% guarantee that every single available task force not locked down in mandatory tasks are out hunting for us right now, and since we've been discovered our heading will get radioed out to them all and they'll try to close the noose before we can escape. If we go gloryhounding now we're just inviting them to come kill us.
>>
>>5143677
Missed this but still. Regardless A single torp hit isn't too bad. From what was described it hit the torpedo bulge or similar and did minimal damage. It sure as hell didn't explode under the ship otherwise we'd be feeling it a lot more. Still, most battleships in this time period are below 30 knots. In fact the Renown class Battlecruiser was only 30.5 knots, and the Hood by this time period was just 30. Even the most modern Battleship Britain made, HMS Vanguard, was only 30 knots, and only the Iowa class realistically could catch us. Regardless in the worst case scenario where they have a battleship that can catch us, they realistically will only be faster by half a knot at best. Further, the CVE's aircraft can easily be replaced. Making 12 aircraft can be done in less than half a week. Making a CVE, even one that is just a Civilian ship converted to a CVE still takes months. We do more good for Ostland by surviving, yes, but we aren't going to die to the CVE task force and here's something I don't think you have considered.

CVE's are Escort carriers. As in, they mainly escort convoys. There's a decent chance that they are guarding a Troop transport force full of soldiers planning on landing on Kreta. With regards to the risks vs the rewards, the chance of the former is minuscule in comparison of the latter. I do agree we should go home soon, however I think it's best we try to take out this escort force and the troops/supply it is escorting before hand.

>>5143703
They can muster three full fleets but I doubt they'll be all in the same place. Last we were sighted bombing their coast until this morning. The enemy has numbers but it is far harder for them to concentrate their forces and smack us down compared to us being able to dodge and weave out of the way. And striking the CVE task force means that we whittle away their forces even further and make it harder for them to be able to surround us and kill us in the future, especially since I'm sure we are priority target no.1 after what we pulled.
>>
>>5143697
>>5143757
You are actualy starting to convince me to go to town on that CVE. I still have a problem though.
If we attack them without the cover of the night, we lose the element of surprise that worked so well in our favour until now, and we won't get to cross their T. As for sailing away from them, that's exactly how we just got torped in the ass a few posts ago, so it's not as safe as you make it sound.
But if we wait until nightfall, we lose what's left of our speed advantage by loitering and the BB will catch us.
>>
>>5143769
We can still cross their T if we are ahead of them. if they try running then we have to play catch up but that'll not be too bad. As for sailing away from them, the issue with them actually hitting us there is that the destroyers don't have torpedoes on the front of their ships. They need to turn noticeably to port or starbord minimum if they want to send fish at us and said fish would not only have to catch us as we sail away but also not run out of steam before they do. There also is the consideration that the enemy cannot drop a cross drop on us like they did with aircraft with their destroyers unless we move into a terrible position, something that our high speed and the clear sight from it being day and us having radar will prevent. We don't need night to be successful. At least not against a taskforce that isn't as capable as our own.
>>
>>5143437
>Travel East (green)

>Plans for the Float Plane for the rest of the day?
Have it circle us watching for more planes or Ships
>>
>>5143446
+1
>>
>>5143804
>There also is the consideration that the enemy cannot drop a cross drop on us like they did with aircraft with their destroyers unless we move into a terrible position
They have six of them, and even the early war Brit destroyers could do well over our 30 knots. That gives them a lot of options to position themselves in a way that allows them to cross torp us. Erika might be able to help us thin their ranks, but we would need luck.
Don't get me wrong, I think we might be able to do it, but it won't be as easy as you make it sound.
>>
>>5143828
Incorrect. Though it depends on the angle.

Lets be reasonable and say that they have the same speed as the L and M class. In this case, that means they have a speed of 36 knots at flank. That's 6 knots faster than us. That's equal to about 7 Miles per hour or 11 kilometers per hour. With this in mind, it'll take quite some time to catch us. If we strike their task force from behind, then they can manuver, but we can as well and force them to chase us as we outrange their guns and realistically the only thing that they can use to sink us is their torpedoes. Further, we also have the Erika, as you stated. I think you are worrying too much. Destroyers are only particularly effective with their torpedoes when they can get the drop on the target or when they are in a proper battle where they won't be focus fired. And, the best part? If they get close enough to us, we can just turn away and remain safe unless they get so close that their torpedoes probably wouldn't even arm before they hit us.

Really, all we need to do is focus on the destroyers first. And given our experience with Destroyers before and how many dice we have, they aren't that strong with regards to their Health pool, and we only need two or three hits to sink them. Something that isn't too hard with all the dice we have. Especially considering we won't have any sort of night penalty to our gunnery.
>>
>>5143437
>Travel South (yellow)
We need to be as far away from the Kreta fleet as possible, even if it means engaging that carrier group.
>>
>>5143847
I'm sold. Changing to
>Travel South (yellow) and prepare for battle
>Have the floatplane track the southern CVE group
>>
>>5143437
>Travel South (yellow)
>>
>>5143847
Its clear you wish for blood. I cannot stop you. But i will reiterate that this is a terrible idea.
>>
>>5143888
Indeed
>>
>>5143888
>>5143910

It's not. If I was really out for blood I'd be saying to charge the more valuable taskforce with the carrier and a battleship. Given our past combat experience with cruisers and destroyers, this shouldn't be a difficult battle and I feel would be a good end note for our patrol. And, again. They have Escort Carriers. Chances are that means that they are escorting transports, potentially troops or supplies heading to assist their invasion.
>>
>>5143446
This. Time to return home in glory.
>>
>>5143947
>>5143446

Can you two at least go south east so we don't remain on the same course we were initially that the enemy saw us on and which allows any carriers or taskforces ahead of us we don't know about to deal with us? If you want to be cautious and retreat at least do so in a reasonable way.
>>
>>5144095
no.
>>
>>5143437
>Travel South East (red)
>Scout aircraft patrol in circles
Time to go home. Put some more distance between us and the CV, avoid further engagements.
>>
This seems like a contentious vote, and one that people care about the outcome of, so I feel bad leaving this up to dice, so I'm going to leave this vote open. Unfortunately I tend to be busy on Sundays, so it's going to be for between 15 and 23 hours. If it's still tied then, I'm going to go ahead and roll for it between the tied contenders.
>>
>>5144128
Okay then. Give us the worst of both worlds by putting us in the most obvious path and in danger of actually getting intercepted by a major taskforce at no gain and not allow us to actually chose our fights while at the same time letting a easy win slip through our fingers.
>>
>>5143437
Eh, I'm convinced, sorry for being late to the vote.

Supporting >>5143443
>>
>>5144095
I don't think so.
>>
>>5143437
>>Travel East (green)
>>
We don't have the element of surprise anymore, they will expect us to come for them. We've taken a nasty blow, we should head back to port for repairs. We can't afford to let our pride blind us to the reality that there is still a massive fleet that can steamroll us if they want to.
>>
>>5144906
There is two issues there though.

1. That fleet knows our last heading is due east.
2. That fleet likely cannot catch up with us.

The entire point is we finish up the southern task force quickly before ditching. Again, I am fine with people wanting to be cautious, but considering the majority of the people who want to be cautious want to do so in a way that just puts us in more danger and don't even give a proper argument for their reasoning other than 'no' and 'I don't think so' kind of shows that the safest move that won't just split votes and cause us to pick the worst of the 3 options we have is to attack. I've already explained why attacking isn't as risky as some think, so I won't repeat myself again. But if we do this we can ideally set ourselves up flawlessly for a second patrol and also give us the morale needed to work on repairing the ship while at sea which can potentially prove vital if we are hit by a major taskforce before we reach port. Though, I kind of doubt anything will catch us other than aircraft if there's any more CV's in the area. But if there was they'd likely have made themselves known by now.
>>
>>5144927
Heading directly into combat only gives time for the fleet to find us, especially if the CV radios in. I say that running away, even if they KNOW we're running away and where is safer.
>>
>>5145235

Heading directly into combat with the CVE taskforce results in them radioing in our position, yes, however, once we sink them it means that they will not be able to utilize that task force to keep us spotted for the others as I'd not be surprised if the last aircraft on the CVE are scouts tracking our movements. Secondly, it takes us further away from where the majority of the enemies taskforces will be and given they are CVE's and not CVL's, there's a decent chance that they are guarding transports for their invasion. Lastly, running away is fine but if we do run it's better to do it to the south east so we A. don't leave ourselves easily intercepted as we are going on the same last known heading and B. so we get further away from the majority of the enemy task forces. My main issue with those wanting to retreat is they want to retreat in a way that is more likely to put us at more risk with no benefit or gain.
>>
Another Question for the QM. What was the result of the Damage to the Erika? Is she still fighting fit?
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>>5145370
I ask this because according to the SHip build Start Erika has 27 HP and she took a bomb for 8 of that. Taking 1/3 damage in a single blow is devastating so i think it prudent for us to know whether or not she isnt suffering any internal issues along with a major chunk of HP gone.
>>
Rolled 1 (1d2)

>>5145370
Yes, she is still fit for fighting if you wish for her to do so, she took no critical hits. By the way, she took 10 HP and 2 hits, not just one hit. I could have organized that update better to show that.

anyways:
>Travel East (green) - 1
>Travel South (yellow) - 2
>>
Float plane should scout our escape route.
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>>5145911
Well since we are outta here yeah the float plane needs to scout the route ahead.
>>
>>5145911

Welp, when we get intercepted by more aircraft or another taskforce don't say I didn't warn ya. Still, Scout should check ahead, slightly to the north east.
>>
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>Travel East (green)
>Float Plane to circle Kriegärgern

You are torn.

You have taken a serious blow, and from a carrier at that. Given that you were just assaulted by two separate air attacks, it's fair to assume that your location is compromised. Even if it wasn't the enemy at least knows your last position and heading. To continue traveling East would play into that, and also put you no further from that Invasion Fleet which could easily come South and join the hunt, if it hasn't already. Going South would not only increase the distance to the Invasion Fleet, but grant the opportunity to go after that pesky Escort Carrier group, which even in your reduced state, you should easily be able to catch.

However, you still don't quite know for sure where the rest of the Ouesterran fleet is. Going South means spending more time not fleeing to Ostlandian waters, giving them more time to tie the noose, even if you do head in an unexpected direction. Perhaps you might run into another fleet, or there might be more carriers around.

Both ideas hold merit, but in the end, you decide to take the more direct route.

"Take us East, I think it's been made clear to us that we've overstayed our welcome and can't afford to hang around here any longer."

"Won't that make us vulnerable to that invasion fleet, sir?" Maiers asks worriedly.

"That's a risk we'll just have to take, Warrant Officer. By the way, ring up Prinzessin Erika."

Shortly after, you have a line to Captain Weber.

"This is Captain Lutjens, how's Erika holding up?"

"Not great sir, but we're in no immediate danger. This thing isn't built to resist dive bombs, even if they aren't of the larger variety. She should still be able to participate in combat and sail wherever Kriegärgern goes."

"Thank you Captain."

With that, you end the connection and continue your treacherous journey back to friendly waters.
>>
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1.74 MB PNG
>>5145984

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


Saturday, April 29 1254, 3:26 am


The atmosphere has been tense on Kriegärgern. A good number of your officers expected to hear of that battleship to come steaming down from the North, or perhaps yet another air attack wave, but it has been eerily quiet. Nothing on RADAR either.

Soon enough, you're well within Ostlandian waters.

"How is this possible," Maiers questions. "Not a sign of them? We were in the middle of the ocean, surely something was in position to get in our way."

"Very mysterious indeed," Janssens replies. "I doubt it was out of any sense of generosity. They couldn't have wanted us to get away, could they?"

"Unthinkable," Janssens says. "If they wanted us to get away, they wouldn't have risked their Escort Carriers and thrown planes at us from their invasion fleet."

"But then, why?"

"Perhaps military intelligence will know better," You contribute. "Let's just be happy that we all got out of there, and that we caused the Ouesterrans some serious pain."

Maiers grins back to you. "Amen to that sir. Glory to Ostland!"

Your officers all cheer out.

"Glory to Ostland!"


>You have successfully completed you mission!
>>
>>5145985

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

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


Having successfully returned to Ostland, this is at the end of what I had planned for this quest. Seeing people's enthusiasm has led me to seriously consider continue this in some form, but that is for the future, probably at least 2 weeks to a month for me to re-balance and prepare, if indeed I do continue this story. Regardless, this is it for this thread. If you're able, I'd like to get some feedback from you all:

>How was character creation / ship design? Was it too long / too short? Would you have liked to instead choose between premade loadouts or have the option to vote for all the components at once, or was the "vote in blocks" system good?

>Did you feel like you had enough agency in battles? If not, do you have suggestions for how you could have more?

>Did anything seem too strong, too weak, or otherwise problematic?

>How is the Perk/Morale Point system?

>Did you enjoy the world and geography? Did they seem realistic? Would I be better off making a new one from scratch for future quests, or would you like to continue in this one?

>Was the amount of dice rolled too much?

>Did you enjoy the characters? Would you like more characterization, less characterization, or was the amount present good?

>How beholden are you to naval action? Would you prefer a ground campaign?

>How was the update frequency? Did I update too frequently / infrequently? Would you prefer longer but regular intervals between updates, or shorter intervals but at irregular times?

>Is there a better way I can be handling tie-breakers besides a runoff vote or rolling a die?

>What would you change to make this quest better?

>Any other feedback/criticism?


Lastly,

>Any questions for me?

Thank you all for playing!
>>
>>5145987
How did we spend more than half an hour destroying a major enemy port with no response? Why didn't they send any warships to the port when we arrived? Was their entire navy preoccupied elsewhere or too far away?
>>
>>5145987
>character creation / ship design
Would've prefered it done in a single go due to the weight limit, but that would probably have lead to lesser engagement from anons as fewer people would be willing to sit down and create a build and would've instead discarded the quest or at least waited until after the ship was built before playing.

>Did you feel like you had enough agency in battles
We got to select targets and heading, not sure what else we as players could realistically do other than that.

>anything too strong, too weak?
While we sank no ships after we got it, I can tell Valiant Leader is an Overpowered trait that would've let us snowball super hard if the quest continued. A trait point for two cruisers and a destroyer sunk is way to strong.

>Perk/Morale Point system
Many of the starter perks are actually just not good or completely useless. Logistician for example would've had zero impact on our journey, same with perks like Patchwork Improvisor and Damage Control Expert because we took no critical hits that could've damaged any of our equipment or caused any fires.

Also we could spend Morale Points to re-roll dice, but it was never needed in combat. Just thought I'd point that out.

>world and geography
We had an ocean to sail on and some islands somewhere in it. It works.

>Was the amount of dice rolled too much?
Absolutely, holy mackerel. Insane amounts of dice.

>Did you enjoy the characters
It's not strictly a neccessity for these types of quests I feel, but it's nice that it was there.

>naval/ground?
I can take either, but I feel it is easier to keep the tension high in a ground campaign. The problem with naval gameplay is that you can't continue to throw ships at the players without a good explanation. If the players keep sinking big ships eventually the enemy has to run out of big ships, and then you can only throw Destoyer and Light Cruiser at the players or risk breaking the immersion.

This affects players too, a decisive defeat could lead to forced periods of inactivity as ships are repaired or new vessel are being constructed to replace losses. This applies less so to this quest and is more true if the sides were even to begin with, as a decisive defeat here would've ended with us sinking which was the Game Over scenario.

Contrast this to a ground war where equipment is cheap to produce, fighting men are expendable and replaceable and it's not as much of a stretch if the enemy gets reinforced to challenge players in their battles.

>handling tie-breakers
Rolling a die to break ties is good. Alternatively, since there are multiple combinations in most of the votes, a tie-breaker vote could be called where only the most popular choices could be voted for. Last vote you had people that voted South East, but it didn't get enough support. Calling a tie-breaker vote where you could only vote to go East or South could've changed the outcome of the last choice.

I'm skirting the character limit right now so I'll stop.
>>
>>5145987
Thanks for running! Been a pretty good quest all in all, even if we were perhaps a blessed with a little more luck than we should. As for your questions:

>How was character creation / ship design?
Though I didn't get to participate, it seemed fine. Ship design is pretty fun to participate in, a shame I missed it. A premade loadout feels too restricting, but that's just me.

>Did you feel like you had enough agency in battles?
Agency was fine. A good balance between too much and too little autonomy to do what we want.

>How is the Perk/Morale Point system?
>Was the amount of dice rolled too much?
>How was the update frequency?
All fine, everything was clearly communicated.

>Did you enjoy the world and geography?
The geography seemed a little silly, but it wasn't a major issue. If anything it seemed a little small, like a skirmish in the Mediterranean rather than a oceanic campaign. However, though it could definitely be improved I would be fine continuing the current setting.

>Did you enjoy the characters?
Characters were fine, but they could have used a little more time in the spotlight. That would be more for a longer campaign though, this one felt relatively short.

>How beholden are you to naval action?
Naval action all the way.

>What would you change to make this quest better?
Mostly the issues talked about earlier, battles feeling a bit too quick and the (seeming) lack of serious resistance from the enemy. I never personally got much feeling of desperation from our journey, the enemy never felt that scary or powerful. But otherwise it was an excellently run quest! Thanks for running it!
>>
>>5145987
>How was character creation / ship design? Was it too long / too short? Would you have liked to instead choose between premade loadouts or have the option to vote for all the components at once, or was the "vote in blocks" system good?
Honestly im used to play Rule the Waves and UA:Dreadnoughts, so my experience with building ships is every detail down to the amount of ammo and fuel we carry. But thats probably too complex for the average person, so what you did was fine.
>Did you feel like you had enough agency in battles? If not, do you have suggestions for how you could have more?
No complaints here.
>Did anything seem too strong, too weak, or otherwise problematic?
I will reiterate that we got away with WAAAAAAAAY to much for a mere BC, but again im used to these types of raids ending in disaster so eh?
>How is the Perk/Morale Point system?
No complaints here.
>Did you enjoy the world and geography? Did they seem realistic? Would I be better off making a new one from scratch for future quests, or would you like to continue in this one?
Take this world and expand upon it. If you need to change positions around do and please add allies in for both our country and the Ousterrans. We can stay the two superpowers but we need more flavor around us.
>Was the amount of dice rolled too much?
Dice were fine.
>Did you enjoy the characters? Would you like more characterization, less characterization, or was the amount present good?
We are really not playing a game type where lots of characterization is really needed. If you want to expand upon characters im not opposed to the idea.
>How beholden are you to naval action? Would you prefer a ground campaign?
Keep us on the naval focus. You can describe land front elsewhere to add flavor to the world, but im here for teh battleboats doing cute battleboat things. Also when/if you do continue, PLEASE DONT make us the Admiralty or whatever, leave us in command of the Krieg and maybe as Commodore of a Squadron.
>How was the update frequency? Did I update too frequently / infrequently? Would you prefer longer but regular intervals between updates, or shorter intervals but at irregular times?
Update frequency is entirely dependant upon your schedule, no opinion.
>Is there a better way I can be handling tie-breakers besides a runoff vote or rolling a die?
Dice are okay but personally i would prefer a vote off between the two contested choices.
>What would you change to make this quest better?
I will reiterate >>5137320 >>5137337
>Any other feedback/criticism?
DESU the enemy fleet/high command felt too braindead for the fact that they cream Ostland's navy into the dirt before we showed up. Also the fights felt way to fast. We should not have been able to sink the entire convoy fleet in ten minute. Two hours of combat would have been more reasonable.

Other than that i had a great time. Cant wait for the next installment.
>>
>>5145987
Oh and one other thing too. These pictures of our boat getting damage/sailing around with the Erika/shooting stuff are great. Keep doing them please.
>>
>>5145987

>How was character creation / ship design?

While not a part of the ship building, I do think the options you laid out for us were interesting and engaging. I think it might have been a bit too many blocks, but dividing the process a bit would probably be wise.

>Did you feel like you had enough agency in battles? If not, do you have suggestions for how you could have more?

Yeah, more or less. I think we had more than enough.

>Did anything seem too strong, too weak, or otherwise problematic?

Some of the skills, like expressed by the other anon with Valiant leader. AA was also really good surprisingly. Then again we are kind of a flack bus.

>How is the Perk/Morale Point system?
I think the morale point was system was fine, though I believe a few of the perks need rebalancing.

>Did you enjoy the world and geography?
The world seems fine. The travel time between points was faster than it probably should given our trip only took a week, but presuming this is equal to the dogger bank area, it fits decently enough. Other than that, world seems fine, and I hope more is done with this.

>Was the amount of dice rolled too much?
Probably. It's also probably part of why we did as well as we did. But I didn't mind it too much from a non mechanical stand point.

>Did you enjoy the characters?
Seemed fine. Captain cautious and German Bull Halsey. I'd certainly not mind more characterization though.

>How beholden are you to naval action? Would you prefer a ground campaign?

I'm a naval autist and an air autist. Ground campaigns are fine but I personally prefer the naval and air side more. Besides, navy and airforce stuff are rare. I can only recall a handful of both. A good way to deal with any potential issues of continuality is simply making things harder before things get to the point where you'd question where so many ships are coming from. Like another power getting involved and pulling a America where they spam out ships. Another thing that could help is taskforces with more than just a single battleship and similar. Still, if a ground campaign is done, I'd prefer to be a general rather than a single soldier, since being Rambo or just a random soldier is overdone. Air also avoids continuality issues, btw. Another way to fix it is to switch sides occasionally, or to be in a smaller ship, like a Uboat.

>How was the update frequency?

I'd like if there was more updates. But that's just because I enjoyed it and wanted more. I think that the frequency was fine, but could be a bit faster.

>Is there a better way I can be handling tie-breakers besides a runoff or die?

Not really to be honest

>Any other Feedback?

Yes. If you plan on flipping things up with us switching sides, interesting ships for us to take over would be subs, destroyers, and carriers. Simply due to how drastically different they are. Also, maybe make aircraft not instantly die if they get hit by ack ack. Mission kill a few rather than properly permanently kill em.
>>
>>5146036
>Honestly im used to play Rule the Waves and UA:Dreadnoughts, so my experience with building ships is every detail down to the amount of ammo and fuel we carry. But thats probably too complex for the average person, so what you did was fine.

I just noticed this. Based. RTW is great.
>>
>>5146069
Indeed it is fren. Indeed it is. Im really hoping UA:Dreadnoughts turns out to be similarly good.
>>
>>5146010
They had previously sent out all the nearby ships in the area to look for you and were not in the area. You caught them by complete surprise.
>>
>>5145987
>How was character creation / ship design? Was it too long / too short? Would you have liked to instead choose between premade loadouts or have the option to vote for all the components at once, or was the "vote in blocks" system good?
It was fine

>Did you feel like you had enough agency in battles? If not, do you have suggestions for how you could have more?
Its all good


>Did anything seem too strong, too weak, or otherwise problematic?
I would like to see some more back ground on our two officers. And the war.

>How is the Perk/Morale Point system?
Fine

>Did you enjoy the world and geography? Did they seem realistic? Would I be better off making a new one from scratch for future quests, or would you like to continue in this one?
This one is fine

>Was the amount of dice rolled too much?
No

>Did you enjoy the characters? Would you like more characterization, less characterization, or was the amount present good?
More characterization of our two officers as mentioned. A tad more of the captain would be appreciated too.

>How beholden are you to naval action? Would you prefer a ground campaign?
anything is good

>How was the update frequency? Did I update too frequently / infrequently? Would you prefer longer but regular intervals between updates, or shorter intervals but at irregular times?
Updates were perfect

>Is there a better way I can be handling tie-breakers besides a runoff vote or rolling a die?
No. Dice gods demand it.

>What would you change to make this quest better?
War progression. Build our fleet better and more on how successful we did.

>Any other feedback/criticism?
No

>Any questions for me?
Timezone?
>>
>>5146550
>Timezone?
EST
>>
>>5146569
Nice
>>
>>5146010
Ironically us dodging that group of four ships in the storm was actually the best move possible. LMAO



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