World On Fire: Shadow Ops [a Fantasy WWII Quest]

Should I make a thread in CD&W for you to make characters and draft nations?

  • Ye

    Votes: 4 40.0%
  • Ne

    Votes: 0 0.0%
  • Put the system in this thread

    Votes: 6 60.0%

  • Total voters
    10
  • Poll closed .
Voting is open
... Did the IJN really roll a fucking nat twenty for the shrine maidens and a nat one for the Zeros? And then meanwhile we have the boring USN with its mildly above average rolls, wondering what the fuck's going on with the Japanese. I suppose it's a good thing we deliberately head-hunted the onmyoji and there aren't many of them left.
Yes, unless the rolls are taken in the same order as last time, which would mean that the 12 is for Zeros and 1 for Devastators.
 
Yes, unless the rolls are taken in the same order as last time, which would mean that the 12 is for Zeros and 1 for Devastators.
I suppose that adds another open question to the mix.

If we do still have our full allotment of Devastators, and there isn't any mechanical difference between the carriers, then upon further reflection I think we ought to push our luck a little bit and go for two carriers. Six torpedo bombers per target is still a respectable attack run, and as I said, we really only need to get a single hit in. Pulling this attack without losing a single plane is genuinely impressive, so we can ease off a little and take a gamble for some potentially serious rewards.
 
@Zoosmell - will there be any mechanical difference between the different carriers? For example, the Kaga is a converted Battleship hull and is thus "tougher" than the other carriers, but also slower. Meanwhile, the Hiryuu and Sohryuu are Japan's first purpose-built fleet carriers, and thus zippy little shits, but also literally made out of paper mache. The Akagi is, of course, the Kido Butai's flagship. Will nailing it impact the rest of the fleet with some kind of debuff? Just want to know how much thought we should be putting into this, essentially.

There is. The Kaga and Akagi both get bonuses to their defensive rolls due to having more armor, while the Hiryuu and Sohryuu will both get bonuses to their avoidance rolls - though only a coin toss for points because zippy doesn't mean much against torpedoes that have to fire point blank. Sinking the Akagi will provide a (small) debuff to avoidance rolls for any ships targeted from here on, or a flat decrease to how likely any ships in the Kido Butai will survive. Can't decide which, the point is that sinking it will reduce the KB's ability to coordinate.

... Did the IJN really roll a fucking nat twenty for the shrine maidens and a nat one for the Zeros? And then meanwhile we have the boring USN with its mildly above average rolls, wondering what the fuck's going on with the Japanese. I suppose it's a good thing we deliberately head-hunted the onmyoji and there aren't many of them left.

It's just a really bad day for the IJN right now.
 
There is. The Kaga and Akagi both get bonuses to their defensive rolls due to having more armor, while the Hiryuu and Sohryuu will both get bonuses to their avoidance rolls - though only a coin toss for points because zippy doesn't mean much against torpedoes that have to fire point blank. Sinking the Akagi will provide a (small) debuff to avoidance rolls for any ships targeted from here on, or a flat decrease to how likely any ships in the Kido Butai will survive. Can't decide which, the point is that sinking it will reduce the KB's ability to coordinate.
Well, that simplifies matters. It also doesn't help that the fellow who takes over if Nagumo is knocked out of action was the genius who took Japan's precious remaining fleet carrier and zerged it off towards the US fleet with the intention of avenging his fellows in a 1 v 3 battle, and then failed to sink the Yorktown twice before promptly getting sunk.

[X] Akagi
 
Well, that simplifies matters. It also doesn't help that the fellow who takes over if Nagumo is knocked out of action was the genius who took Japan's precious remaining fleet carrier and zerged it off towards the US fleet with the intention of avenging his fellows in a 1 v 3 battle, and then failed to sink the Yorktown twice before promptly getting sunk.

Remember, folks! Never charge in a carrier.
 
[X] Akagi
Well, that simplifies matters. It also doesn't help that the fellow who takes over if Nagumo is knocked out of action was the genius who took Japan's precious remaining fleet carrier and zerged it off towards the US fleet with the intention of avenging his fellows in a 1 v 3 battle, and then failed to sink the Yorktown twice before promptly getting sunk.

[X] Akagi
To my knowledge that was Nagumo who simply transferred his flag to the Nagara.
 
To my knowledge that was Nagumo who simply transferred his flag to the Nagara.
Yep. That being said, Nagumo was understandably shell-shocked and his immediate reaction was to try and close in for a surface action with the Americans, to somehow salvage the situation. Yamaguchi was the last remaining carrier commander and had no place following the fleets' battleships into combat. Nagumo didn't order him to do a thing, Yamaguchi just ... got caught up in the stress and catastrophe of it all, and latched onto the idea of getting revenge. And so instead of evacuating the scene, the Hiryuu joined her sisters on the ocean floor, culminating the battle of Midway into a complete catastrophe for Japan.
 
Yep. That being said, Nagumo was understandably shell-shocked and his immediate reaction was to try and close in for a surface action with the Americans, to somehow salvage the situation. Yamaguchi was the last remaining carrier commander and had no place following the fleets' battleships into combat. Nagumo didn't order him to do a thing, Yamaguchi just ... got caught up in the stress and catastrophe of it all, and latched onto the idea of getting revenge. And so instead of evacuating the scene, the Hiryuu joined her sisters on the ocean floor, culminating the battle of Midway into a complete catastrophe for Japan.
Yea there was zero need for the Hiryuu to go with them as the Zero had sufficient range to return if the Hiryuu had increased the distance.

Like in general there is probably a degree of institutional culture problems as even after all four carriers are lost the staff officers on Yamato are grasping at straws to find a way to win, and Yamato has to be the voice of reason.
 
what? I though I was rolling for the torpedo bombers :facepalm:
Well, in that case that's a good roll :)
Remember in the future to label your rolls, since technically your roll could have been called invalid since you didn't call what you rolled for.
 
For those interested, Time Ghost has just started covering Midway in their "World War II, Week by Week" -series.
 
Votes were supposed to lock last night but I was tired from work, vote lock in 12 hours.
 
All Guns Blazing Pt. XVII
[><] Akagi

The big bastard right ahead. She's armored, but that just makes her even fatter and slower, a good target for working torpedoes. And if you were a flattop admiral, you'd want to be on a big, armored flattop. She'll do nicely.

<<All right, in we go,>> you say over the radio as your squadron lines up.

- - -​

You are once again Shizuko Saitou-Williams, and as the squadron of Devastators you're escorting lines up for the final approach, storm'd at with shot and shell, several things happen one after another, very quickly.

One of the witches hurls a bolt of flame at one of the onmyoji. With so much distance between the two, the IJN mage easily avoids it. The Zero behind it does, too, snapping into a turn that makes your stomach clench just watching it.

It does not, however, avoid the lead plane of the Zero's squadron, which realizes the change in the other plane's direction far too late.

The two planes explode in a giant fireball, hurtling straight down to the ocean by your reckoning. The onmyoji who dodged turns around, eyes full of fury. She looks at the witch who launched the attack, then looks at you.

"Oh, shi-"

With a battle cry of long life to her emperor, she holsters the ofuda in her belt and draws a shortsword. She raises it over her head, signaling the other onmyoji, and charges. You have just enough time to realize the other onmyoji open up with a wild, rapid-fire barrage of ofuda before your own sword comes up to block the charge. Instinct demands you close your eyes from the inevitable, but you dare not lest your guard not be as close to perfect as you can get it.

The impact jars your body, and you can feel the onmyoji's blade glance off your own and into your shoulder. It stings, but you follow through and use your sword and your other arm to flip her over you and downwards. Out of control, the onmyoji drops dangerously close to the water before forming back up with her fellow mages. And at this distance to the carriers, she'll have to back off soon either way.

You turn around to look at the formation of Devastators and frown. Several have noticeably more damage. Apart from two, already accelerating to get away - one with its torpedo clearly shot away, how it didn't detonate is beyond you, and one with a chunk of wing missing - none seem like they'll need to miss out on dropping their torpedoes.

Which they do.

There are 10 Devastators, each with one torpedo. Since this is a Quest thread, not a game of Warhammer, I won't make you roll 4d20 for each one.

Roll 7d20 - 4d20 for two rolls of torpedo accuracy and damage, 1d20 for ship mobility, and 2d20 for ship armor. Keep in mind:
- All torpedo rolls get 1d4 Difficulty, for accuracy and damage, because the Mark 13 Torpedo is just a godawful torp.
- The Akagi gets 1d4 Difficulty for ship mobility because it's huge and the torpedoes are being dropped fairly close.
- The Akagi, however, gets 1d2 Accuracy for armor, because it's based on a battlecruiser hull.
 
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Rolling for singular torpedo.

Edit: Hmmm... @Zoosmell should I also roll the difficulty as well?

Edit 2: Ignore that 5 it's a misclick.
Thebigpieman threw 2 20-faced dice. Reason: Torping Torps Total: 24
19 19 5 5
Thebigpieman threw 1 4-faced dice. Reason: Shitty Torping Torp Total: 2
2 2
 
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It does not, however, avoid the lead plane of the Zero's squadron, which realizes the change in the other plane's direction far too late.

The two planes explode in a giant fireball, hurtling straight down to the ocean by your reckoning. The onmyoji who dodged turns around, eyes full of fury. She looks at the witch who launched the attack, then looks at you.
Damn, that Nat1 hurt them.
With a battle cry of long life to her emperor, she holsters the ofuda in her belt and draws a shortsword. She raises it over her head, signaling the other onmyoji, and charges. You have just enough time to realize the other onmyoji open up with a wild, rapid-fire barrage of ofuda before your own sword comes up to block the charge. Instinct demands you close your eyes from the inevitable, but you dare not lest your guard not be as close to perfect as you can get it.

The impact jars your body, and you can feel the onmyoji's blade glance off your own and into your shoulder. It stings, but you follow through and use your sword and your other arm to flip her over you and downwards. Out of control, the onmyoji drops dangerously close to the water before forming back up with her fellow mages. And at this distance to the carriers, she'll have to back off soon either way.
Phew, that was a close one. Shizuka could have lost an arm. Or worse.

Edit.
Nice, final roll of 15!
Icipall threw 1 20-faced dice. Reason: Torpedo Attack Total: 16
16 16
Icipall threw 1 4-faced dice. Reason: Shitty Torpedo Difficulty Total: 1
1 1
 
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Roll 7d20 - 4d20 for two rolls of torpedo accuracy and damage, 1d20 for ship mobility, and 2d20 for ship armor. Keep in mind:
- All torpedo rolls get 1d4 Difficulty, for accuracy and damage, because the Mark 13 Torpedo is just a godawful torp.
- The Akagi gets 1d4 Difficulty for ship mobility because it's huge and the torpedoes are being dropped fairly close.
- The Akagi, however, gets 1d2 Accuracy for armor, because it's based on a battlecruiser hull.
To clarify this for everyone:

1st Roll (Torpedo Accuracy): 1d20-1d4 (Final Result: 17)
2nd Roll (Torpedo Accuracy): 1d20-1d4 (Final Result: 15)
3rd Roll (Torpedo Damage): 1d20-1d4 (Final Result: 8)
4th Roll (Torpedo Damage): 1d20-1d4 (Final Result: 9)
5th Roll (Akagi's Mobility): 1d20-1d4 (Final Result: 4)
6th Roll (Akagi's Armor): 1d20+1d2 (Final Result: 8)
7th Roll (Akagi's Armor): 1d20+1d2 (Final Result: 19)
 
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