Post by Noname117 on May 15, 2018 15:57:23 GMT -6
So, after trying to write an AAR which I gave up on after doing nothing with it, I'm going to try again. This time with a twist.
So, this Italian AAR will be built around an admiral who I have just called "Admiral Slow." If he was British he'd probably be named "Admiral May."
Here is the settings for this game:
Admiral Slow got his name because he championed for a slow battle-line. Specifically, one of 10 knots. Now, he does believe in having a fast, lightly armored component of the battle-line to intercept enemy cruisers and act to chase down and sink damaged enemies.
So this means I'm playing with some house rules this playthrough.
Rule 1: Battleships must be designed to go 10 knots. They cannot be refit to go faster.
Rule 2: The maximum thickness of belt armor I can fit to a cruiser will start out at 3 inches in January 1900 and increase by half an inch every 18 months (I'm allowing the increases to happen in July and January)
Rule 3: The maximum thickness of deck armor I can fit to a cruiser will start out at 1 inch in January 1900 and increase by half an inch every 4 years.
Alright, so there will be some clarifications I need to make to these rules:
A: I am allowed to keep war prizes even if they're outside the rules I've set. Machinery Refits increasing their speed is something I cannot do without the ships already meeting the criteria for their class.
B: I can build a cruiser which breaks rules 2 and 3 if it meets the criteria for rule 1.
C: I can build a battleship which breaks rule 1 if it meets the criteria for rules 2 and 3.
D: I do not need to do a machinery refit on a battleship which winds up going faster than intended.
E: I can build battleships of 12 knots if I immediately refit them with anti-torpedo bulges (which slows down their top speed to 10 knots).
So those are the rules for this playthrough which I must stick to.
I'll try to have my battleship and cruiser construction be fairly regular rather than the normal chaotic schedule it frequently winds up being (say, I have a schedule for laying down each new battleship/battlecruiser/armored cruiser). Not sure if I'll pull this off or not though.
I'll also be trying to keep this playthrough more about the game and less about the world. Trying to come up with characters and how specific events played out both made the writing take too long last time, which made me quickly lose interest. As such, I plan to present less information with this AAR than my first attempt as I think I'll be able to stay motivated longer. Plus, I actually like playing Italy.
I do not intend on playing this campaign past 1940; I'll probably stop sometime in the 1930s. I've set up the rules so decent belt and deck armor should be coming around at about that time.
The rest of this post will be reserved for other features. I may post a timeline of important events here eventually, or I may post links to YouTube videos of the battles of this campaign, if I get around to recording them that is.
So, this Italian AAR will be built around an admiral who I have just called "Admiral Slow." If he was British he'd probably be named "Admiral May."
Here is the settings for this game:
Admiral Slow got his name because he championed for a slow battle-line. Specifically, one of 10 knots. Now, he does believe in having a fast, lightly armored component of the battle-line to intercept enemy cruisers and act to chase down and sink damaged enemies.
So this means I'm playing with some house rules this playthrough.
Rule 1: Battleships must be designed to go 10 knots. They cannot be refit to go faster.
Rule 2: The maximum thickness of belt armor I can fit to a cruiser will start out at 3 inches in January 1900 and increase by half an inch every 18 months (I'm allowing the increases to happen in July and January)
Rule 3: The maximum thickness of deck armor I can fit to a cruiser will start out at 1 inch in January 1900 and increase by half an inch every 4 years.
Alright, so there will be some clarifications I need to make to these rules:
A: I am allowed to keep war prizes even if they're outside the rules I've set. Machinery Refits increasing their speed is something I cannot do without the ships already meeting the criteria for their class.
B: I can build a cruiser which breaks rules 2 and 3 if it meets the criteria for rule 1.
C: I can build a battleship which breaks rule 1 if it meets the criteria for rules 2 and 3.
D: I do not need to do a machinery refit on a battleship which winds up going faster than intended.
E: I can build battleships of 12 knots if I immediately refit them with anti-torpedo bulges (which slows down their top speed to 10 knots).
So those are the rules for this playthrough which I must stick to.
I'll try to have my battleship and cruiser construction be fairly regular rather than the normal chaotic schedule it frequently winds up being (say, I have a schedule for laying down each new battleship/battlecruiser/armored cruiser). Not sure if I'll pull this off or not though.
I'll also be trying to keep this playthrough more about the game and less about the world. Trying to come up with characters and how specific events played out both made the writing take too long last time, which made me quickly lose interest. As such, I plan to present less information with this AAR than my first attempt as I think I'll be able to stay motivated longer. Plus, I actually like playing Italy.
I do not intend on playing this campaign past 1940; I'll probably stop sometime in the 1930s. I've set up the rules so decent belt and deck armor should be coming around at about that time.
The rest of this post will be reserved for other features. I may post a timeline of important events here eventually, or I may post links to YouTube videos of the battles of this campaign, if I get around to recording them that is.