#1 STGOD! OOC Thread.
Posted: Sat Dec 12, 2009 6:26 am
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Fantasy Gaming, SciFi and Irreverence
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I've thought of a solution to this. Make them squadrons. When you buy a "battleship" unit as in the list, you're not buying a single vessel but a squadron of them, say 5 for battleships, 6 for cruisers, and 10 for escorts/destroyers . You spend that 180 in your starting points for five vessels then, so just three expenditures of such gives you a respectable fleet of 15 battleships.Steve wrote: Secondly, ship starting costs are way too expensive. Seriously, only a 5SML country can even have six basic battleships at start, "upgrades" not counting, and that's if it spends almost all of its points! Frankly a large standing navy could have as much as 4-5 times that number in battleships alone - 20 BBs conservatively, with an equal or greater number of cruisers and maybe 6 or more destroyers per BB.
That's going to throw the relative costs way off. I think we're just short on both industrial and starting points. If I could amend one thing at this point. It'd be that: needs more points. If I could amend two things, then I'd add some thing about bonus industry at full mobilization, since at that time production of consumer products is switched over to production war materiel.Steve wrote:I've thought of a solution to this. Make them squadrons. When you buy a "battleship" unit as in the list, you're not buying a single vessel but a squadron of them, say 5 for battleships, 6 for cruisers, and 10 for escorts/destroyers.
Honestly, destroyers are still too expensive in this system relative to scale. Battleship costs work if you're permitted to spread them out over 6-9 sessions, representing a realistic 2-3 year build time.Hadrianvs wrote:That's going to throw the relative costs way off. I think we're just short on both industrial and starting points. If I could amend one thing at this point. It'd be that: needs more points. If I could amend two things, then I'd add some thing about bonus industry at full mobilization, since at that time production of consumer products is switched over to production war materiel.Steve wrote:I've thought of a solution to this. Make them squadrons. When you buy a "battleship" unit as in the list, you're not buying a single vessel but a squadron of them, say 5 for battleships, 6 for cruisers, and 10 for escorts/destroyers.
In deference to Magi's call that I've been metaphorically shot, I will say nothing more about the rules.
(and Magi, please don't take PMs I sent you at 4:30 am too seriously)
I said you could keep all of your current colonies in Africa. What was the year that we agreed on for the war? It was in the 1800's right? If so I'd like to suggest the war ended in 1855 or so.The Cleric wrote:I'll get my posts up as soon as I'm able, which should be Monday. Christmas is busy at work but I can make 1 post a week no problem. I'll probably hash out specifics over AIM and such. Did we ever finalize the boundaries between my African area and Ethiopia?
I agree with you that we should not be changing rules at this time. I am a relatively late joiner into the game, but I am familiar with the back and forth on the rules and as such, I support this iteration. However, what I would like to see is some minor tweaks to the numbers involved not the fundamental rules themselves. Firstly, the numbers under military have to increase significantly if we want to have even remotely balanced armies. 1200 points as it stands now is not enough, doubling or even tripling that amount may be in line.frigidmagi wrote:Alright, I've been at work all day. So if you sent me a PM, sorry if I didn't reply.
The price of battleships is a mistake. I meant 90. I'll change that. If that is still to expensive I'll downgrade slightly.
As for changing any of the rules or such? No. The answer is no. I'm sorry if that offends anyone but has Ac Nut has pointed out we've been dancing around for 6 weeks. And frankly it was about 5 or 6 players... Out of 17! That means about 11 people were just sitting around waiting for the game to start... For a month and a half. I have no doubt that in the next month some of you will come up with ideas that are amazing improvements. But, we're not using them this game. The rules tinkering for STGOD I is over. Feel free to play with ideas and such but they will not be implemented until the next STGOD.
Basically, 12 really good divisions with plenty of attachments as a national "striking arm", 10 battleships, 4 cruiser-sized CVs, 6 cruisers, and 40 destroyers, with no subs nor upgrades save the BBs - I presumed one squad was of brand-new 1927-laid vessels and one was of 1923 or 1920 generation with the fewer upgrades, and a fighter-heavy air force. I could conceivably cut a couple fighter groups for an extra bomber group, maybe cut one of the fighter upgrades for the points needed for the second bomber group to also have ground attack upgrade.263 Starting points to Army
2 Guard Corps, 6 Elite Divisions 90 points, 3 artillery regiments 9 points, 6 engineer regiments 12 points, and 3 Light Tank brigades 15 points attached = 126 points
2 Motorized Corps, 6 Motorized Divisions 90 points, 2 artillery regiments 6 points, 4 Elite Infantry Regiments 12 points, 1 Heavy Tank regiment 10 points, 2 Light Tank brigades 10 points, 1 AA Artillery 3 points, and 2 engineer regiments 6 points attached = 137 points
Initial desire was 250 point expenditure
440 Starting points to Navy
Assuming Battleship points are for squadrons:
1 BB Squad: 90 points + Anti-Capital w/ no penalty 30 points + Anti-Air w/ no penalty 10 points + Superior Protection w/ no penalty 20 points = 150 points
1 BB Squad: 90 points + Anti-Capital w/ no penalty 30 points + Superior protection w/ speed penalty 10 points = 130 points
1 CV (Cruiser) Squad = 60 points
1 Cruiser Squad = 60 points
4 Escort Squads = 40 points
Initial desire was 400 point expenditure
93 Starting points to Air Force
10 Fighter Groups 50 points + 4 Air Defense Upgrades 20 points + 4 Long Range upgrades 8 points = 78 points
1 Bomber Group 10 points + 1 Ground attack Upgrade 5 points = 15 points
Initial desire was 150 point expenditure
796 points total
Had to dump the Long Range upgrades for fighters to fit 1200. Added 2 more Bomber groups, 1 with a Ground Attack upgrade. 12 more infantry divisions with 4 attachments (1 per Corps really) for another 140,000-150,000 combat troops. As for the Navy, got to add subs and more DDs, with upgrades for both, and an extra squadron of minimal upgrade BBs for 15 total (initially wanted a second added squadron, but of course said killed any hope of army improvement).335 Starting points to Army
2 Guard Corps, 6 Elite Divisions 90 points, 3 artillery regiments 9 points, 6 engineer regiments 12 points, and 3 Light Tank brigades 15 points attached = 126 points
2 Motorized Corps, 6 Motorized Divisions 90 points, 2 artillery regiments 6 points, 4 Elite Infantry Regiments 12 points, 1 Heavy Tank regiment 10 points, 2 Light Tank brigades 10 points, 1 AA Artillery 3 points, and 2 engineer regiments 6 points attached = 137 points
4 Infantry Corps, 12 Infantry Divisions 60 points, 2 artillery regiments 6 points, 2 engineer regiments 6 points = 72 points
Initial desire was 300 point expenditure
755 Starting points to Navy
Assuming Battleship points are for squadrons:
1 BB Squad: 90 points + Anti-Capital w/ no penalty 30 points + Anti-Air w/ no penalty 10 points + Superior Protection w/ no penalty 20 points = 150 points
1 BB Squad: 90 points + Anti-Capital w/ no penalty 30 points + Superior protection w/ speed penalty 10 points = 130 points
1 BB Squad: 90 points + Anti-Capital w/ speed penalty 15 points = 105 points
1 CV (Cruiser) Squad = 60 points
1 Cruiser Squad + 1 Scout Upgrade 5 points = 65 points
10 Escort Squads 80 points + 4 Anti-Sub w/ air attack penalty 40 points + Anti-Sub w/ no penalty 80 points = 220 points
5 Sub Squads = 25 points
Initial desire was 700 point expenditure
110 Starting points to Air Force
10 Fighter Groups 50 points + 4 Air Defense Upgrades 20 points = 70 points
3 Bomber Groups 30 points + 2 Ground attack Upgrade 10 points = 40 points
Initial desire was 200 point expenditure
0 points remaining
Mistake I think, he just forgot to put "Industry".Screwball wrote:Um, I've just sat down to do my numbers, and found that the 'Industry' section appears t have vanished, and been absorbed into the 'Economy' section. Is that a mistake as a result of an edit, or intentional?
So in summation we have 90,000 infantry in guard divisions, another 60,000 in motorized formations, 14,000 combat engineers, 150,000 regulars, and in the two armored divisions another 4,000 regulars plus, say, 6 men per tank (counting a couple replacements along with a 4 man main crew) for 1,200 men per division, or 2,400 overall. 320,400 troops standing forces.SML 3: 800 points
Navy:
1 old BB Squad 90 points * .6 = 54 points
1 Cruiser Squadron = 60 points
3 Escort Squads = 30 points
3 Sub Squads = 15 points
159 points overall
Air Force:
Let's shoot for 150 overall here.
4 Fighter Groups w/ Long Range = 28 points
6 Fighter Groups w/ Air Defense = 60 points
4 Bomber Groups w/ Ground attack = 60 points
148 overall.
This leaves us 493 points to spend on Army.
Let's assume a high-quality army, with motorized and armored assets. Three Guard Corps, 3 Guard divisions each.
9 Guard Divisions = 135 points
12 Motorized Divisions = 180 points
2 Light Armored Divisions = 40 points
We're at 355 points now, 138 left.
Now for a "bulk" force:
15 Infantry Divisions = 75 points
63 left now. Just enough for, say, 10 artillery regiments of various kinds for 30 points, another 4 anti-tank and anti-air regiments for 12 more points, 42 total, and the last 21 points can be taken up by 7 engineer regiments.
10 Arty = 30 points
2 AA Arty = 6 points
2 AT Arty = 6 points
7 Engineers = 21 points
493 overall.
0 points left