[X] Hydro Thunder
-[X]Armament shall be a primary gun of at least 7,5cm in a turret and a secondary quick firing cannon.
-[X]Armor shall be resistant to small arms, machine guns, and some level of shrapnel from explosives.
-[X]Tank shall have endurance sufficient to operate for 8 hours without resupply, traveling at least 10 km during that period.
-[X]Speed shall be sufficient to keep pace with an infantry advance under fire.
-[X]Tank shall be capable of crossing rivers up to 30m in width and 5m in depth, using snorkels, floatation devices, or other means.

First draft plan is up. More or less a restatement of the Seebatalion laundry list.
 
Just trying to standardize the endurance so that nobody tries to game the test with 8 hours of idling. If you have a better idea of how to manage that I'm open to changing it.
 
I'd say it also needs a couple more allowances, like needing to fit in a present landing craft without significantly harming its already poor stability. Either that or full amphibious mode.
[X]Very Wet Tank Plan
-[X]Armament must be a primary gun of at least 7,5cm in a turret and one or more secondary quick firing cannons.
-[X]Armor must be resistant to small arms, machine guns, and some level of shrapnel from explosives.
-[X]Tank shall have endurance sufficient to operate for 8 hours without resupply, traveling at least 10 km during that period.
-[X]Speed shall be sufficient to keep pace with an infantry advance under fire.
-[X]Tank shall be capable of crossing rivers up to 30m in width and 5m in depth at a reasonably expedient pace using snorkels, floatation devices, or other means.
-[X]Tank must either fit within a standard landing craft without adversely affecting its seakeeping or must be able to float stably and move at a decent pace while in the sea.
 
I'd say it also needs a couple more allowances, like needing to fit in a present landing craft without significantly harming its already poor stability. Either that or full amphibious mode.
I thought the point of the already requested amphibious capability, i.e. 30m river with 5m depth, is to avoid having to fit it on the landing craft.
Just trying to standardize the endurance so that nobody tries to game the test with 8 hours of idling. If you have a better idea of how to manage that I'm open to changing it.
Watch as we disqualify everyone as they tank can only manage 8km or something.

We will just test it for the required 8 hours, simulating operating conditions.
 
I thought the point of the already requested amphibious capability, i.e. 30m river with 5m depth, is to avoid having to fit it on the landing craft.

Watch as we disqualify everyone as they tank can only manage 8km or something.

We will just test it for the required 8 hours, simulating operating conditions.

Maybe something like completing as many cycles of something like 1km travel/20 min idle as possible ?

Also adding a constraint to fit on the landing craft is good. I'm not sure how to manage the seakeeping thing though, other than figuring out an upper weight limit to keep the ships from getting too top heavy.
 
[X] Hydro Thunder v2
-[X]Armament shall be a primary gun of at least 7,5cm in a turret and a secondary quick firing cannon.
-[X]Armor shall be resistant to small arms, machine guns, and some level of shrapnel from explosives.
-[X]Tank shall have 8 hours of tactical endurance.
-[X]Speed shall be sufficient to keep pace with an infantry advance under fire.
-[X]Tank shall be capable of crossing rivers up to 30m in width and 5m in depth, using snorkels, floatation devices, or other means.

Aka "Skoda + buoys/snorkel".
 
The tanks, he revealed, weren't for while the raiding force was on the beaches- it was for once they'd cleared the first ridgelines, and gotten out of contact with the landing craft for fire support and decoy targets
To me that looks like they do not expect us to have tanks that are deployed together with the forces that are securing the beachheads. With this in mind, our tanks do not necessarily need to fit in a standard landing craft - not every beach is so conveniently placed that we can disembark and roll straight out.

What I think would happen is that the Seebats capture a port/fishing village/cove to deliver supplies and then our tanks come in. I could be wrong about this, though.
 
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I thought the point of the already requested amphibious capability, i.e. 30m river with 5m depth, is to avoid having to fit it on the landing craft.

To me that looks like they do not expect us to have tanks that are deployed together with the forces that are securing the beachheads. With this in mind, our tanks do not necessarily need to fit in a standard landing craft - not every beach is so conveniently placed that we can disembark and roll straight out.

There won't be convenient piers to load them off at, until you want to turn every operation into D-day.
And just dropping tanks into water and trusting them to get to the shore under their own power seems a little risky to me. Workable, but risky.

Better to see that amphibious capability as a tool to get them better maneuver capability once on the shore (Or reasonably close) - moving through the last hundreds to dozens meters to the beach and to cross small water obstacles (Because they probably won't have time to set up 10+ ton bearing bridges to move tanks across).
 
It's just that, well, they didn't actually require it be deployable by their assault craft?

So, AFAIK, their river-specs are all that they need.
 
Beach Landings and TOEs
What I think would happen is that the Seebats capture a port/fishing village/cove to deliver supplies and then our tanks come in. I could be wrong about this, though.

Standard operating procedure for 3.BrigSeebat is to deploy two companies flanking the objective supply point, land, and repeat the procedure with the next two companies before mounting an assault. If discovered, the assualt is launched immediately, and they need to capture the landing-head before they can bring any weapons system to bear that are not man-portable. A Seebatalion company is actually really weird compared to a standard infantry company to squeeze all these weapons in, too.

Landwere Infantry Company, circa M.897
-Command Section (CO, XO, Company Clerk, 4x Runners)
-Communication Section (LT, 12x runners, 2x field telephones)
-Platoon A
--Command Section (LT, SSGT, 2x runners)
--Element A (9x riflemen, 2x grenadier, 1x SGT)
--Element B
--Element C
-Platoon B
-Platoon C
-MG Section (1x SGT, 4x machine gunners, 2x riflemen)

Seebatalion Infantry Company
-Command Section (CO, XO, Company Clerk, 4x Runners)
-Communication Section (LT, 12x runners, 2x field telephones)
-Platoon A
--Command Section (LT, SSGT, 2x runners)
--Element A (9x riflemen, 3x grenadier, 1x SGT)
--Element B
--LMG Section (1x SGT, 3x machine gunners, 1x rifleman)
-Platoon B
-Platoon C
-Platoon D
-Mortar Section (4x trench mortarmen, 2x riflemen, 1xSGT)
-HMG section (1x SGT, 4x machine gunners, 2x riflemen)

You'll note the Seebatalion unit is comparitively huge, with the adition of being a square formation and the additional LMG section on the platoon level instead of simply More Dudes. Even with all that organic firepower, they still want a tank- before they get their regimental or brigade artillery, to boot.
 
[X] Hydro Thunder v2
-[X]Armament shall be a primary gun of at least 7,5cm in a turret and a secondary quick firing cannon.
-[X]Armor shall be resistant to small arms, machine guns, and some level of shrapnel from explosives.
-[X]Tank shall have 8 hours of tactical endurance.
-[X]Speed shall be sufficient to keep pace with an infantry advance under fire.
-[X]Tank shall be capable of crossing rivers up to 30m in width and 5m in depth, using snorkels, floatation devices, or other means.
 
[X] Hydro Thunder v2
-[X]Armament shall be a primary gun of at least 7,5cm in a turret and a secondary quick firing cannon.
-[X]Armor shall be resistant to small arms, machine guns, and some level of shrapnel from explosives.
-[X]Tank shall have 8 hours of tactical endurance.
-[X]Speed shall be sufficient to keep pace with an infantry advance under fire.
-[X]Tank shall be capable of crossing rivers up to 30m in width and 5m in depth, using snorkels, floatation devices, or other means.
 
[X]Very Wet Tank Plan
-[X]Armament must be a primary gun of at least 7,5cm in a turret and one or more secondary quick firing cannons.
-[X]Armor must be resistant to small arms, machine guns, and some level of shrapnel from explosives.
-[X]Tank shall have endurance sufficient to operate for 8 hours without resupply, traveling at least 10 km during that period.
-[X]Speed shall be sufficient to keep pace with an infantry advance under fire.
-[X]Tank shall be capable of crossing rivers up to 30m in width and 5m in depth at a reasonably expedient pace using snorkels, floatation devices, or other means.
-[X]Tank must either fit within a standard landing craft without adversely affecting its seakeeping or must be able to float stably and move at a decent pace while in the sea.
 
VOTES CALLED
Adhoc vote count started by 7734 on Jun 24, 2018 at 3:12 PM, finished with 28 posts and 7 votes.

  • [X] Hydro Thunder v2
    -[X]Armament shall be a primary gun of at least 7,5cm in a turret and a secondary quick firing cannon.
    -[X]Armor shall be resistant to small arms, machine guns, and some level of shrapnel from explosives.
    -[X]Tank shall have 8 hours of tactical endurance.
    -[X]Speed shall be sufficient to keep pace with an infantry advance under fire.
    -[X]Tank shall be capable of crossing rivers up to 30m in width and 5m in depth, using snorkels, floatation devices, or other means.
    [X]Very Wet Tank Plan
    -[X]Armament must be a primary gun of at least 7,5cm in a turret and one or more secondary quick firing cannons.
    -[X]Armor must be resistant to small arms, machine guns, and some level of shrapnel from explosives.
    -[X]Tank shall have endurance sufficient to operate for 8 hours without resupply, traveling at least 10 km during that period.
    -[X]Speed shall be sufficient to keep pace with an infantry advance under fire.
    -[X]Tank shall be capable of crossing rivers up to 30m in width and 5m in depth at a reasonably expedient pace using snorkels, floatation devices, or other means.
    -[X]Tank must either fit within a standard landing craft without adversely affecting its seakeeping or must be able to float stably and move at a decent pace while in the sea.
    [X] Hydro Thunder
    -[X]Armament shall be a primary gun of at least 7,5cm in a turret and a secondary quick firing cannon.
    -[X]Armor shall be resistant to small arms, machine guns, and some level of shrapnel from explosives.
    -[X]Tank shall have endurance sufficient to operate for 8 hours without resupply, traveling at least 10 km during that period.
    -[X]Speed shall be sufficient to keep pace with an infantry advance under fire.
    -[X]Tank shall be capable of crossing rivers up to 30m in width and 5m in depth, using snorkels, floatation devices, or other means.
    [X] Hydro Thunder v2
 
Contest 4: Current Entrants
After mailing the RFQ, you went to bed happy that the Seebatalions were proving to be cooperative. Things would go well there, right?

As it turned out, no, no it wouldn't. Wanderer had sent you an express telegram surmised as "what the fuck" with lots of exclamations and the general note that they didn't have anything that could carry more than a 5,5cm gun, much less a 7,5cm piece. Since he was backed up and his production was locked up tight, his company wouldn't be submitting for this contest.

In contrast, Thryssen would be sending out a frankly terrifying number of entrants. There was the KW-1, and as you sighed at their once again blatant ignorance of testing protocol your eyes glanced over the drawings of the KW-2. Same rhombus-shaped hull, same retarded retractable sponsons, but now with the hull cannon deleted and somehow even bigger. On top, in a blocky turret, was the 7,5cm gun, and the whole rig was bristling with machine guns and no less than three forward-mounted autocannons. For river crossing, it came equipped with a snorkel, pontoons to be bolted on under the sponsons, and a set of very nice bailout hatches on the side.

Thryssen being Thryssen, though, they had a "backup option" since the KTW-2 was pretty universally reviled as a self-propelled gun. The KTW-3 was… a brand new chassis. You needed a sip of whiskey to process it, but it seemed they'd developed a new suspension type based around a "bellcrank" device that allowed them to use coil springs and levers and some other stuff you didn't get paid to understand. What it did do, aside form use ridiculously large road wheels, was to get up to speed quickly: and this tank actually had some good speed on it- she could make a blistering thirty-five kilometers an hour! The only catch was the KTW-2 was built around an 8cm breechloading mortar- not the 7,5cm cannon. The sloped forward armor was only twenty millimeters thick, but it might be enough. The real kicker, though, was the fact it only mounted one bow machine gun and a pintle mounted backup for self-defense. Equally problematic, their fording plan was summed up with an extendable snorkel and some logs.

Reinhardt threw their hats in the ring with the GK-3 straight because why not, and the latest and greatest improvement on the GK-1 chassis: the GK-4. As per your requests, it was basically a GK-2 with the sponsons ripped out and the weight spent on a turret armed with a 7,5cm canon cut down for the purposes of recoil, as well as that bow-mounted rotary 3,5cm gun. The sides sported two autocannons apiece, and it used the traditional twin hot-bulb engines. For river crossings, it had been sealed on the bottom, and side pontoons had been mounted, along with a pair of rough-cut log skids to be added to the fore and aft to keep the tank from tipping forward or backwards.

Skoda submitted a SkW-1 with bolt-on pontoons, and requested a month's extension to finish building their SkW-2 prototype and a fully aquatized SkW-1 due to concerns with main-stage transmission issues.

You also got a few dark horse entrants, interestingly enough.

The Ghermain Brothers' Autowerke submitted their designs for a floating aquatic tank, built rather like a boat with a series of double-wheel bogeys as the basis of their track system, rather like the KTW-2's system, dodging a patent issue with the second wheel per bogey. By using a naturally boat-ish shape, they planned to float when not as a tank. Their main armament was a very cut down 7,5cm gun in a welded box turret, and a series of eight electrically-fired trench mortars bolted on top to launch smoke-screens and airburst shells.

The Commorate Casting Company submitted a design that took a standard W-5 body, sealed it shut with careful welds and cauking, and used inflatable air bladders put in the treads to make them neutrally bouyant, with propulsion being provided via a lowerable paddle-wheel run from the main drive. Weapons load was not included in their designs.

Oddly enough, the Wersers of all people had an 'aquatic' tank ready for export: the YtS-7. Using an inflated canvas raft with steel bracers, it could cross about forty meters of water before the whole system failed miserably. The tank only mounted a 6,6cm mountain howitzer, though, in a casement too no less. Plus side, it had a 3/4 turret with two machine guns in it on top for the commander to handle leakers in. The biggest issue was it didn't have a propulsion system- it needed to be towed by a shore cable or tow boat.

(Plan out who you're taking to testing and how you're testing them. Keep in mind the Seebatalions haven't seen any of these yet. Vote is by plan- and remember, a lot of these are pre-existent chassis, so old data is mostly good. Use that! Remember that funding, and vote size, is a limited resource!)

Last Test Plan (executed portions in bold)

[X]The Tank Train Has No Brakes
-[X]Include all tanks, including W-5, W-6, and W-8 variants.
--[X]Request armor specifications (thickness, etc) from Wanderer for records/testing purposes.
-[X]Conduct mobility and machine/crew endurance testing
--[X]Evaluate speed and maneuverability over flat terrain, on road surfaces (dirt, gravel, cobblestone, and metaled, if at all possible), broken terrain, in mud, and against various depths of trenches, barbed wire, etc. Record speeds for comparison.
--[X]Survey crew comfort and ease of use throughout.
---[X]Request input from Leutnat Erich Folgers on this point.
--[X]Test rate of breakdown and ability of crews to repair breakdowns that occur without outside assistance.
--[X]Evaluate ease of preparation for transport via rail, ship, etc.
---[X]Check on whether tank will actually fit on standard railcars or is transportable via railcar.
-[X]Conduct weapons testing
--[X]Evaluate accuracy of weapons, as well as effective rate of fire, from the halt and while moving.
---[X]Evaluate "ammo" endurance - i.e. how much ammo for their main weapon and machine guns (if applicable) can each tank reasonably carry and expect to have on hand without increasing risk of fire or ammo explosion.
---[X]Check for potential blind-spots.
--[X]Evaluate usefulness/effectiveness of weapons against dummy positions (sandbags, trenches, log and earth blockhouses, concrete bunkers if we have the time/funding to build one).
-[X]Armor testing after all other tests are exhausted and complete.
--[X]Evaluation will be made after each weapon-type test to see if failure point can be determined and to try to evaluate what sort of damage would have been had the vehicle been manned (use pigs as a stand-in, if budget allows). All results will be cross-checked and compared at the conclusion of armor testing.
--[X]Systemic, starting with armor piercing small arms in controlled bursts or in single shots, moving up to anti-tank rifles if we have any available, against front, side, and turret armor. This isn't to test the failure point, but rather see what the armor might reasonably deflect in combat and to determine general resistance/deflection.
--[X]Test armor against typical hand-held infantry explosives; similar procedure as above.
--[X]Test armor against shell splinters from field guns; similar procedure as above.
--[X]Test frontal armor against direct fire from light (< or equal to 5,5cm) field/infantry guns; similar procedure as above.
 
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[x] plan COTS and Paddletonk
- [x] Commorate Casting Company W-5
- [x] YtS-7
--[x] see if it can mount an outboard engine or something.
- [x] Ghermain Brothers' Autowerke
- [x] KTW-2.
- [x] All Skoda entrants.
 
[x] plan One Tank Per Company
-[X]Admit all but the KW-1, KW-2, KTW-1, and the GK-3. When skoda completes the SkZ-2 and the water-capable SkZ-1, admit those in place of the SkZ-1 presently available.
-[X]Preliminary modifications:
--[X]See if some sort of engine, even if it's just an outboard motor, can be mounted on the YtS-7.
--[X] CCC W-5 needs to be completed, and we will only formally admit it once said design is done and at least partially constructed.
-[X]Testing:
--[X]Fording and landing: Find rivers and other bodies of water close to or somewhat greater than the Seebatalion's specifications, then run every tank through it. Tanks that cannot do this with any degree of reliability are automatically disqualified, as they do not meet specification. We will not make efforts to repair tanks that we have to fish out of the water.
--[X]Main armament testing: Shoot the 7.5cm gun at testing targets, gauging accuracy at various ranges and the effect on a target at those ranges. The tank may be moved to allow better aiming of the gun, but will not be permitted to close range if it cannot make a shot at the testing range.
--[X]Defensive armament testing: The tank must fire on targets arranged around it from all directions, at various ranges, some partially occluded by terrain. The tank may move however it wants to do this though this test is timed, so it is recommended to not waste time getting really good angles on targets. The tank may use its main gun.
--[X]Durability testing: As in past testing procedures. Shoot at it a lot, with pigs in to simulate crew, and with the engine running in idle to see if a given segment of fire disables it.
--[X]Endurance testing: Have the vehicle run until it needs a dedicated repair team or for 6 hours, whichever is first. In that time, it must go over a variety of terrain, including urban (mockup), battlefield, and wilderness terrain.
 
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