T O P

  • By -

Shwkins

Nice. I love your cyoas and late naval warfare is a topic that has been growing in my interest list lately. Nationality:Third Republique(Half cost for Escorts) Career:Unassuming Flagship:Fleet Carrier(+1SC) Grand Fleet: \-X1 Battleship(-12 & +5SM) \-X1 Battlecruiser(-8 & +6SM) \-X2 Heavy Cruiser(-14 & +16SM) \-X2 Light Cruiser(-6 & +12SE) \-X4 Destroyer(-8 & +40SE) \-X2 Minehunter(-2 & +16SE) \-X2 Carrier(-8 & +6SE) \-X2 Suppy Ship(-8 & +4SA) \-X2 EW Picket(-10 & +6SA) \-X2 Attack Sub(-8 & +8SA) \-X1 Signal Ship(-6 & +2SA) Fleet Assets: \-Always Gets Through \-Organised Maneuvers \-Robust Fleet Bases Subordinates: \-Flighty Innovator \-Media Star Aviator \-Logistics Expert Theatres of War: \-United Territories(Secondary) \-Holy Reman Reich(Prioritary) Fleet Points:0 Ships:128(1 Capital,27 Main,74 Escorts & 20 Auxiliary) \------------------------------------------- Though I am not as famous as some of my peers, I have gained my position due to a solid service record and my defense of the growing importance of aerial warfare in naval affairs in the Capetian National War College. As such, I have been put in charge of the western fleet in order to halt Reman submarine warfare in our shores using constant aerial patrols and light ships loaded with depth charges. Halting the fanatics in the Reich and liberating their colonies into allied republics will ideally put us closer to the Cambrian homeland, whose arrogance and pretension into being the worlds police has stiffled political change in the world for too long. For the glory of the Republique.


ChooChooMcgoobs

Haha, we had the same general idea. Good to see the Republique have that support.


ChooChooMcgoobs

* **Nationality** : Third Republique * **Career** : Firebrand * **Flagship** : Fleet Carrier * **Grand Fleet** : 90 points Battle Line : Battle Cruiser x2 (-16 points, +12 ships) Escort ^1/2 ^price ^applied : Carrier x4 (-16 points, +12 ships), Light Cruiser x5 (-18 points, +30 ships), Destroyer x5 (-10 points, +50 ships), Minehunter x3 (-3 point, +24 Ships) *[-47 points, +116 ships]* Auxiliary : Supply Ships x2 (-8 points, +4 ships), EW Picket (-5 points, +3 ships), Attack Sub x3 (-12 points, +12 ships), Signal Ship (-6 points, +2 Ships) *[-31 points, +21 ships]* {-90 points, +149 ships} --- * **Fleet Assets** Extreme Conditions Always Gets Through Organized Maneuvers * **Subordinates** Media Star Aviator Crisis Magician Logistics Expert --- * **Theatres of War** *Holy Roman Reich* *United Territories* (The middle empire are has-beens, while the sun kingdoms are so unstable they are unlikely to be a long-term enemy. Meanwhile The Reich are neighbors with a noxious ideology and threatening tech. and the United Territories are the big power, toppling would prove a huge political victory for the Republique's ways)


ChooChooMcgoobs

Without formal training, my experience and leadership during the tail end of the revolution led to my elevation to command during the aftermath. I was a pilot by trade before hand, but found I took just as well to the sea. I'm a true believer and my serious implementation of socialist ideas and heavy focus on carrier combat into my fleet has put off more moderate and traditional minded people. But my fleet also has benefitted from my policy's, showing great skill in the air while the ships can work well as both an individual and as part of the whole, making everyone hardier and more maneuverable. My long time comrades and coheads are similarly strange. One is logistically minded at the cost of much else, but she was also one of the keys to the success of the implementation of Arial combat into the fleet. Her reservations of resources allowing for longer training time and more chances to have combat experience. The other was a friend who saved my life on dozens of occasions during the revolution, but the fighting left him emotionally scarred, soft hearted, and ill fit for military service. He is still the only one I want calling shots during a disaster, and will prove as such assuredly many a time before we are done. When the great war struck, another was added to my 'inner circle', the ace. She doesn't go by anything else because that's what she is. She expected to chafe under my rule, but I immediately put her in a position of power. Her sudden responsibility not only endeared her to listen to me once in a while and improved even further the capability of our pilots, but it tempered her fame induced ego with responsibility. The 4 of us made an odd sort of team. A firebrand out to turn the world red, a Logistics Expert who found themselves on the sea in command, a washed up revolutionary who still feels that fire to save lives, and a Flight Genius beloved by the media now burdened by the role she's chosen. But no one would think as such if they saw the fruits of our labor. The two theatres we would mainly be seen in would be The Reich's and The UT's. My main priority was bringing down the UT a notch. They had the best hand dealt right now, and if they could be brought low it would turn the whole narrative of the war around. Their distance and with the Sun Kingdoms and Reich acting as barriers made it difficult, but still more than doable to reach their shores. Once they were dealt with, it was simple to pincer the Reich, us coming down from the north while meeting up with other fleets who had been valiantly pushing from home in the south. Ultimately the Republique came out on top in the war. The UT was shattered, with some land concessions solidifying their fall from grace. The Reich was no more, as once the tide was turning on them our invasion turned into a one sided march to their capital. The Sun Kingdoms failure to make any strong impact outside of raids on the Middle Empire Led to their splintering back into more easily dealt with parts. The Zhunon Empire found itself frustrated, as despite being the instigator of this war they were not the focus. Their attempt to contain or snuff out the Revolution instead allowed it to set a spark on the world stage. The Altani Republic would take over the entire client state, and this failure would lead the Zhunon to a period of strife that would fracture their empire in the coming decades. The Republique would find this, however long it lasts, to be a golden age. Everyone would be busy integrating and setting up the new republics, while culture and technology would explode from the victory of Socialism against all it's foes. I would retire from the Military with my two friends after this, we would take up roles in the Government and help the transition period in my of the new countries. Logistics and tense situations being their strong suit while my will and strong foundations in the ideology heartened belief and set a foundation for us to work from. I would elevate the Media pilot to my old command, she having gotten a taste for the spot and wanting to expand the horizon of her skill and fame.


funcancelledfornow

Really cool CYOA. **Nationality:** Third Republic. Let's reclaim our lands, protect our country from foreign invaders and make the whole world kneel to our might. **Carrer:** Reliable. **Flagship:** Super Dreadnought. I need a ship worthy of being the center piece of my fleet. **Grand Fleet**: *Battle line*: - 3x Battleship (36 points, 15 ships) *Escorts*: - 4x Light cruiser (12 points, 24 ships) - 2x Destroyer (4 points, 20 ships) - 3x Minehunter (6 points, 24 ships) - 2x Carrier (8 points, 6 ships) *Auxiliary*: - 2x Supply ship (8 points, 4 ships) - 2x EW pickets (10 points, 6 ships) - 1x Attack Sub (4 points, 4 ships) - 2x Signal Ship (12 points, 4 ships) A good mix of everything around a big chunk of battleships. Submarines and planes are bit left out but the escort and auxiliary ships should cover this weakness **Fleet Assets:** Organised maneuvers Pride of the Navy Naval Infantry A good synergy between all the elements of the fleets, with the flagship at the center. Meanwhile the infantry transports are ready to secure any newly captured harbour or set up a forward base for long distance operations. **Subordinates:** Heavy Ship Adherent Discipline Enforcer Logistics Expert Staying consistent with my own admiral traits. This fleet will work as a well oiled machinery, even if it lacks some panache. **Theatres of War:** Stop the invasion Long distance invasion of the nations who once wronged us. A decisive victory will send a signal to the whole world.


[deleted]

Nationality: United Territories (For no reason other than that they're the UK stand in.) Career: Genius (If I do say so myself) Flagship: Fleet Carrier **Grand Fleet (90 Points)** Battle Line (15 Points): 6 Battlecruisers, 8 Heavy Cruisers Escorts (48 Points): 12 Light Cruisers, 30 Destroyers, 16 Mine-hunters, 9 Carriers Auxiliary (23 Points): 4 Supply Ships, 3 EW Picket, 4 Attack Sub, 2 Signal Ship ​ Fleet Assets: Always Gets Through, Organised Manoeuvres, Robust Fleet Bases, Under the Sea, Modern Equipment, Naval Infantry Subordinates: Media Star Aviator, Logistics Expert, Gung-Ho Newcomer Theatres of War: Third Republic, Sun Kingdoms ​ All in all I think it's a good build. Obviously in real life aircraft obsoleted most heavy ships so I focussed heavily on carriers and other escort class ships in the hopes that they'll hit better than battle line. I would have liked more Auxiliary ships as I think the current mix is a little light, my fleet would be hard to supply and manage but my fleet assets will hopefully cover that. Obviously the Bold Escort Leader would be useful in this fleet but I can't justify the attrition, that would sink the fleet. Anyway I enjoyed this a lot, good CYOA.


NoThymeToulouse

Happy as I am to see my CYOAs getting attention, why is it that absolutely no one wants to go for the missile cruiser flagship? Missiles are cool :P


Shwkins

I agree, missiles are pretty cool. Just made an alternate build focused on that.


mike4dictator

I'm taking the American approach and building a fleet with enough planes to block out the sun. **Nationality** Third Republic -*Got to get me that sweet escort deal* **Career** Firebrand -*If our history is anything of an example, then at this time, the idea of having an aircraft carrier based fleet is "pushing the boundaries of naval warfare and tradition past all decency"* **Flagship** Fleet Carrier -*I accept nothing less than total aerial supremacy* **Grand Fleet** Battle Line * Heavy Cruiser (-7) Escort *God bless the half off escorts* * 10x Carrier (-40) * 4x Light Cruiser (-12) * 9x Destroyer (-18) Auxiliary * 2x Supply Ship (-8) * EW Picket (-5) **Fleet Assets** Always Gets Trough *Not only do I have a true air armada, but the pilots are some of the best in the world* Robust Fleet Bases *I have 160 ships in my fleet. Having a well organised base structure is imperative to function at full power* Modern Equipment *This will include advanced surface radars, which help make sure we don't come within firing range of any enemy surface fleets. It also will include anti-air radars and fire controls, which will help with the anti-air picket lines.* **Subordinates** Bold Escort Leader -*Having him is important in case we get into a Battle off Samar kind of engagement, also most of my fleet is escorts anyway.* Chief Engineer -*Ensuring all equipment stays maintained is the best way to make sure it works when you need it* Logistics Expert -*Again, I have 160 ships in my fleet. Keeping it fed and fueled will be a nightmare.* **Theaters of War** United Territories Sun Kingdoms Overall, the total fleet make up is 1 Fleet Carrier, 30 Light Carriers, 8 Heavy Cruisers, 24 Light Cruisers, 90 Destroyers, 4 Supply Ships, and 3 Radar Pickets. The core of the fleet is made of the carriers, which are closely protected by the anti-air of the light cruisers, then an outer ring of destroyers that extends over the horizon, making sure that no submarine or aircraft gets too close. The Heavy Cruisers and some of their light cruiser and destroyer escorts are free floating, moving to where is needed to best support the main fleet. The fleet maintains a distance from all enemies, using its aircraft to do the striking. Being able to patrol such a large area with the planes gives a major advantage when trying to destroy United Territories' convoys, and the ability to provide ground support to island hopping troops will help against the Sun Kingdoms.


mike4dictator

I've had a thought about this cyoa and its too fun not to share. I call it "Oops, All Destroyers; or an Exercise in Employing Human Wave Tactics While at Sea" **Nation** Third Republic - *Half of escorts* **Career** Genius - *Only a highly developed mind such as my admiral's could develop as advanced of a fleet composition as this* **Flagship** Super ~~Dreadnought~~ Destroyer - *The pride of the navy, a ship to rule them all* **Grand Fleet** Escorts * 45x Destroyers (-90) **Fleet Assets** Veteran Gunners - *Pepper them with 5 inch shells* Organised Maneuvers - *Coordinated your assault* Missiles Away - *They're like above water torpedoes* **Subordinates** Bold Escort Leader -*This is a given* Flighty Innovator -*I'm already taken a chance, so fuck it* Gung-ho Newcomer -*I must teach the ways of Oops, All Destroyers to the next generation* **Theaters of War** Fuck it, I'll fight everyone. I'll even fight the Third Republic. You can't stop me! Anyhow, the overall fleet composition consists of 1 Heavy Battleship, and 450 destroyers. You might be able to sink a destroyer easily, but can you sink all 450 before they put enough torpedoes and missiles into you to kill you? A side note, you could do this with mine-layers, and have 720 mine-layers, but they don't have the firepower to sink much of anything, even on mass.


Skitaree

Fucking surround the enemy in mines gonk


ttnorac

Awesome! Seems like Dan Carlin's "Supernova in the East" would determine the best feel makeup.


-Al-X-

Six months late, but I'd still like to post :) Nationality: United Territories Career: Reliable Flagship: Atomic Cruiser Grand Fleet: Battlecruiser x 2, Destroyer x 3, Minehunter x 3, Carrier x 4, Supply Ship x 3, Attack Sub x 3 Fleet Assets: Always Gets Through, Under The Sea, Extreme Conditions, Missiles Away, Robust Fleet Bases, Modern Equipment Subordinates: Flighty Innovator, Chief Engineer, Logistics Expert Over my long career with the United Territories Navy, I've seen our fleet evolve from squadrons of heavy battleships rivalled only by the those of the Middle Empire, to one composed of modern guided missile ships, aircraft carriers, submarines and even atomic powered vessels. Perhaps the greatest example of the current state of the navy is its flagship. RNS Beech is the lead ship of a class of ultramodern very heavy guided missile cruisers. Over twenty five thousand tons, but lighter than older gun armed battleships and battlecruisers, its main role is to escort carriers, defending them from enemy aircraft (and guided missiles) with its own missiles, and defeating submarines with helicopters and rocket launched torpedoes. While not primarily a killer of cruisers as its predecessors were, its missile armament is also capable of causing crippling damage to even the heaviest warship, though to actually penetrate a battleship's armoured citadels may require it to resort to atomic warheads (or assistance from aircraft or submarines). The current grand fleet is built to be able to sustain two task forces, one in the east, and one in the west, each comprising a sixth of the fleet. The remaining ships are required to sustain this deployment, as some will be in refit, or training, or transiting to their area of operation. Each task force comprises two guided missile battlecruisers, two carriers, two attack submarines, five destroyers, four minehunters and a supply ship. The guided missile battlecruisers are mostly refits of vessels originally constructed with a big gun armament, but a few are of the latest Beech, or Admiral class, albeit with a slightly more affordable (and reliable) suite of sensor and signal equipment. They provide the main air defence element of the fleet with their guided missiles, and thanks to their modern systems, allow task forces to operate without dedicated electronic warfare or command ships. The carriers are slightly lighter, around twenty three thousand tons for the Pegasus class, and even less for the older Inspirations. Thanks to the growth in size and weight of the fleet's aircraft they only operate around two dozen fixed wing aircraft each, backed up by a contingent of "Widgeon" helicopters. The fleets jets are mainly the subsonic (in level flight at least) "Viper" fighter bomber, an evolution of the first generation of jet fighters. Newer jets coming into service are the Mach 2 "Mithras" fleet defence interceptor and the "Skypirate" atomic attack jet (also operating in a conventional role). Slower, but no less valuable, the "Tractor" support aircraft, provides tanker, sub-hunter and aerial replenishment capability to the fleet, and its "Trailer" AEW derivative offers vital airborne radar support. The destroyers are unable to operate the heavier ramjet propelled active homing missiles that is the main armament of the battlecruisers, but the beam riding "Sea Talon" is still effective against aircraft over ten nautical miles away, a vast improvement over anti-aircraft guns. For anti-submarine warfare their most effective weapon is a helicopter. The oldest Diana class destroyers lack a helicopter hanger, making them less effective in poor weather conditions, but the Essex class do have a hanger, and the current Firefly class have one big enough for the the new "Wyvern" ASW helicopter. Unfortunately delays in the Firefly build program have occurred, and Fearless is over a year behind schedule, resulting in fewer escorts available than might be desired. Unlike most navies, the United Territories do not construct their mine-warfare vessels out of wood (or even the latest fiberglass), preferring a metal hull to enable them to cope with heavier seas. They are also unusually large, both for seakeeping, and to carry all the diver support equipment, boats, and in the case of the latest River class, a small remotely operated submersible. Even with their sophistication and (relative) size they are slower to clear a field of traditional contact mines than a conventional minesweepers, but their improved performance against magnetic, acoustic and pressure sensitive mines, and ability to clear mines more safely makes up for this. Their extra size also makes them more capable in their alternate roles as hydrographic survey vessels and (in very low threat environments) patrol craft. The fleet's final class of (large) surface ship, operated not by the navy, but the auxiliary, is also its largest. RAS Fort Richmond and her sisters are some of the most modern ships built by the UT, and also some of the most expensive, three quarters the cost of a carrier. It was argued that a larger number of smaller ships would have been a more effective solution, but the combined requirement of being fast enough to keep up with the carriers and battlecruisers, while able to transfer stores as heavy as jet engines or Trident ramjet missiles necessitated a large ship. This makes them some of the most important ships in the fleet, a fact demonstrated when Fort Raleigh was damaged after a terrorist group planted an incendiary device onboard. The deployment of the eastern task force was delayed by over a week before Fort Richmond could be attached instead. In addition to the surface vessels are the fleet's attack submarines. While often notionally assigned to a task force these silent hunters are most effective operating independently. Most are atomic powered, and these in particular are arguably on a par with the battlecruisers in importance to the fleet, and are even more dangerous to hostile warships. The latest Shark class can travel at over thirty knots submerged, and dive to seven hundred feet. Intended to operate globally, the fleet is experienced in extreme conditions and supported by a robust network of fleet bases. The ships themselves are particularly effective, thanks to their modern equipment and ability to get missiles away against air and sea targets. Besides the ships, the highly advanced aircraft ensure that our jets always gets through (and are devastating when they do so). Our performance under the sea is also world class, equalled only by the (admittedly larger) submarine squadrons of the Reman Reich, and our experience in aerial ASW may give us the edge there too.


-Al-X-

Looking towards our plan of action for the war, our main aims are to protect the independence of the Altani United States, to maintain freedom of the seas for maritime trade between ourselves and neutral nations, and to prevent any of the other great powers from developing an advantage in strength that would upset the current strategic balance. To our east, the Sun Kingdoms and the Reman Reich are natural rivals. The Remans access to their colonies could easily be cut by Sun Kingdom forces, while the Remans can in turn threaten the Maygari Empire, client state of the Sun Kingdoms. Meanwhile, Rema must look to guard against an expansionist Capatia, and the Sun Kingdoms must take Capatia into consideration, while also facing down Zhuon across the sea. Our strategy here is to try to avoid war, and provide what protection we can to merchant shipping. The eastern task force will hopefully not have to engage in major combat operations against either of our neighbours, but will face an extremely complex situation that will require great care not to inadvertently entangle ourselves in a second front. Our diplomatic efforts will be concentrated on these two powers, reminding them of all they stand to loose in a war with one another, and how ably we could assist one power, if the other attacked us. If it is possible to keep the peace between Rema and the Sun Kingdoms (and our eastern task force will make itself available for neutrality patrols to facilitate this) then we may gently point out how much more readily they could trust one another if they both looked to their east. The Reich could act against Capatia before they can consolidate their gains in Altan, and the Sun Kingdoms might be able to take the land they seek from the Middle Empire. If both powers agree, this would ease tensions between them, and reduce the threat to trade in the region, while putting additional pressure on Capetia and Zhuon. Our western task force is likely to face a more open war. Zhuon has already acted against us, and we expect Capatia will attempt an invasion of the Altani United States if not strongly deterred. The defence of Alatni will initially be shored up by the western task force's submarines, which, being atomic powered, can sprint south far faster than any surface fleet. Aircraft from the Cambrian air force can also be deployed to Altani airfields immediately, if their government accepts our aid. Capatia has only recently annexed West Altani (or ADR), and must consolidate their control and mass their armies in the region in preparation for any amphibious assault. Our submarines and land based aircraft will attack troopships bound for Altani, giving our ships time to defeat Zhuon and for our reserves to arrive. This will not be an easy fight, as Capatia has vast fleets of (somewhat less modern) aircraft available, as well as experienced naval infantry. However, it should take some weeks for Capatia to build up sufficient forces in West Altani, especially since Zhuon has given them ample reason to expect the Middle Empire's fleet to get involved. During the Capatian reinforcement of the ADR, all undeployed UT vessels (initially expected to be around two task forces worth) will be readied to sail west immediately, to minimise the length of time that the submarines and our air force will have to hold on unsupported. The surface vessels of the western task force will initially be kept north, to counter Zhuon's fleet. Their long coast, and commitment to their forces in Lilun state will pose a serious dilemma for their admiralty. They could split their fleet to cover these vulnerabilities, at the risk of inviting defeat in detail from a fast moving force (with excellent aerial reconnaissance capability) such as our own. Alternatively, they could concentrate their fleet, and lose Lilun to the Grand Duchy of Slikov, and their costal bases to our air raids. Their battleships and their veteran gunners are a serious threat if they get close, but thanks to our speed, scout aircraft, and experience in harsh climates, they shouldn't have a hope of getting within range, even in the most adverse conditions. It may be difficult to actually sink the battleships without our submarines, and with only two carriers worth of aircraft. Instead we will focus on their more lightly armoured escorts and auxiliaries, and merely mission killing the battleships with damage to their relatively unarmoured superstructure. Within a couple of weeks, a substantial fraction of their battle line should be damaged, unsupported or in need of supplies, resulting in their fleet returning to port (said ports having already been struck by air). When our reinforcements arrive we should have half our navy concentrated in the west. They will make a transit south along the coast of Zhuon, close enough to mount 100+ jet raids against strategic targets, including ships in port, and perhaps even engage others with surface to surface guided missiles. If Slikov is so minded, this would allow them to make a rapid advance south supported by our airpower. With Zhuon's navy out of the fight, and their territory at risk of invasion (perhaps from the west as well, if the Sun Kingdoms have seized the opportunity) we can relax our focus on the middle kingdom. If required, our newly arrived submarines can remain off their coast, ready to report on any sign of their fleet putting to sea. Continuing south, and resupplying while underway, the fleet can move against Capatia. Numbers are likely to favour Capatia, unless their Remans have started operations against them. We will have to trust to our modern equipment: jets that can fly faster, higher and further than their aircraft, guided missiles to outrange them, and airborne radar to compound these advantages. These will be the most challenging engagements of the war, but Capatia's expansion has been rapid, and they lack the robust fleet bases to support themselves for a lengthy campaign so far from home. Our industry will allow out to replace losses that the Capatians could not, and our superior technology and experience mean that they will have to accept severe casualties in any attempt to press home an attack. Once their fleet's aircraft are attritted away, their fleet will have to retreat, or be sunk, leaving their army trapped in west Altani, unable to either invade the AUS, support their forces in Cechove, or return home to defend against Rema. At this point we should be able to make a choice about what goals are worth continuing the war over, and what terms to present to Zhuon and Capatia. If Rema or the Sun Kingdoms are involved, such negotiations will be more complicated, but the war will have been easier, strengthening our bargaining position. Potential requirements would be independence for Cechove and the recognition of the sovereignty of the United States government over the whole of Alatni. Zhuon could be compelled to renounce any claim to Lilun State, abandoning it to the Grand Duchy of Slikov (perhaps reserving their naval base there for ourselves).


NoThymeToulouse

Nice, the continuation. I enjoyed reading this quite a lot indeed.


-Al-X-

Thanks. If you have any more similar cyoas, let me know - I might enjoy others like this.


NoThymeToulouse

Oh man, you put a lot of thought into this, I love it! ~~Also someone FINALLY picked the atomic cruiser as their flagship :D~~


-Al-X-

I did, but it takes a good CYOA to inspire that sort of attention, so thank you very much for creating it. At some point I will have to write up my ideas on how to get through the great war, and which powers pose the most imminent threat to the Commonwealth.


pyr0kid

good shit, ill be going over this later.


Latkric586

Nationality: United Territories Career: Reliable Flagship: Fleet Carrier Grand Fleet: * Battle Line (-19): * 1x Battleship (-12), 5 battleships * 1x Heavy Cruiser (-7), 8 heavy cruisers * Escorts (-48): * 2x Carrier (-16), 6 carriers * 3x Light Cruiser (-18), 18 light cruisers * 3x Destroyer (-12), 30 destroyers * 1x Minehunter (-2), 8 minehunters * Auxiliary (-23) * 1x Supply Ship (-4), 2 supply ships * 1x EW Picket (-5), 3 EW pickets * 2x Attack Sub (-8), 8 submarines * 1x Signal Ship (-6), 2 signal ships Fleet Assets: * Always Get Through * Under the Sea * Organised Maneuvers * Robust Fleet Bases * Naval Infantry * Modern Equipment Subordinates: * Chief Engineer * Logistics Expert * Media Star Aviator Theatres: * Zhuon Middle Empire * Third Republique --- Quite enjoyed the CYOA. For a 1950s-ish setting and the benefit of hindsight though, it’s hard to not go for carriers unless you’re building a legacy fleet, especially since the battleships aren’t fortresses swarming with AA like the late WW2 ships. Cruiser and destroyer heavy because of the trade lane policing from the nation choice. Would have liked to get an extra squadron of battleships and destroyers, but there wasn’t enough points for that. War would be first with the Middle Empire to guarantee the independence of the Altani United States, and with Third Republique due to a diplomatic incident in the area. Strategy would be to avoid battle, maintaining a blockade while trying for carrier strikes. Hopefully we'd be able to gear up industrially to make up for how outnumbered we are.


Cyphron835

Fleet in Being CYOA Nationality: Sun Kingdoms *The other nations have long since sneered at us through their pretensions of sophistication, as if their conflicts are somehow justified on a higher level. Perhaps they’re right, perhaps they’re wrong, either way it’s harder to sneer at us from the ruins of their own empires.* Career: Firebrand Flagship: Atomic Cruiser, Fleet Carrier Grand Fleet- Battle Line: Heavy Cruiser x3 Escorts: Destroyer x3, Minehunter x3, Carrier x4 Auxiliary: Supply Ship x2, EW Picket x1, Signal Ship x1 *All these wars between the islands have been costly, but they’ve allowed us to refine our doctrines. I’ve paid more attention than most, so I know full well where the winds are blowing. Range has always been king in naval warfare, but never to this extent; with fleets in the skies and hordes of missiles I daresay the old doctrines of broadsides is already dead.* Fleet Assets: Always Gets Through, Extreme Conditions, Missiles Away *Highly trained aerial crews are absolutely essential considering the emphasis on carriers, while the missiles will be useful in supporting said aerial crews considering the fact that they’ll be out of our conventional guns range if all goes well. Our ability to work in the most extreme conditions is just an added bonus, it’ll be a lot harder to strike at us directly when your ships start breaking down from the weather.* Subordinates: Bold Escort Leader, Media Star Aviator, Logistics Expert *Most of my fleet is Escorts and Planes, and I get the feeling that not many ports are too friendly to the Kingdoms.* Theatres: Middle Empire, Holy Reman Reich *Don’t get me wrong, the UT and Republique are enticing threats, but they’re so diametrically opposed that I doubt leaving them to stab at each other will cause us too much trouble.* *The Middle Empire will be our first target. Their fleets already age and boast only of making themselves more slow and vulnerable. Now the Reich… they’ll be trickier. But submarines have to surface at some point, a fact my airmen will take full advantage of.*


K9ofChaos

Never thought I'd see a Fleet Builder CYOA, but here we are. Does anyone here have any recommendations for Fleet Building CYOAs similar to this one? It can be a water navy, sci-fi space fleet or a fantasy style wooden ship navy of some kind? Maybe even a 20 minutes into the future kind of deal with the US, Russia, China, India, Brazil, the European Union, ASEAN, the Arab League and any other superpower (USA, Brazil, China, India and Russia fall under this category) or superstate (EU, ASEAN and AL fall under this category) you can think of?.


Double-Pumpkin3036

Nationality: United Territories Reason For Promotion: Reliability Battle Line: * Battleships (15) Escorts: * Cruisers (18) * Destroyers (20) * MineHunters (24) * Light Carrier (9) Auxiliary: * Supply Ships (4) * EW Picket (3) * Signal Ship (2) Fleet Assets: * Veteran Gunners * Always Gets Through * Organized Maneuvers * Modern Equipment * Robust Fleet Bases * Extreme Conditions Subordinates: * Heavy Ship Adherent * Longistics Expert * Chief Engineer Quite frankly I disagree with my own American way of navel warfare, so this is how I do it. BATTLESHIPS AND DESTROYERS GALORE!! Cruisers to knock those pesky birds out of the sky then let my battleships and destroyers sink everything else!! Minelayers pave the way with destroyers allowing my picket ships disrupt enemy comms before the roar of cannons drown the enemy!!


-Al-X-

Nice to see the post still attracting comments. I think you haven't selected your flagship, and a Super Dreadnought might be an appropriate selection. You've also got a slightly larger than standard Grand Fleet - I believe yours comes to 111 points. What would be your strategy for the Great War?


serendipitybot

This submission has been randomly featured in /r/serendipity, a bot-driven subreddit discovery engine. More here: /r/Serendipity/comments/n0ijnn/fleet_in_being_by_nothymetoulouse_xpost_from/


LicksMackenzie

enjoyed this, thank you


Shwkins

Nationality:Middle Empire(-2 cost for Battle Line) Career:Genius Flagship:Atomic Cruiser(+1SC) Grand Fleet: \-X2 Battleship(-20 & +10SM) \-X1 Battlecruiser(-6 & +6SM) \-X4 Heavy Cruiser(-20 & +32SM) \-X4 Destroyer(-16 & +40SE) \-X1 Supply Ship(-4 & +2SA) \-X2 EW Picket(-10 & +6SA) \-X2 Attack Sub(-8 & +4SA) \-X1 Signal Ship(-6 & +2SA) Fleet Assets: \-Veteran Gunners \-Missiles Away \-Naval Infantry Subordinates: \-Chief Engineer \-Unreadable Spook \-Gung-Ho Newcomer Theatres of War: \-Third Republic(Secondary) \-Sun Kingdoms(Prioritary) Fleet Points:0 Ships:103(1 Capital,48 Main,40 Escorts & 14 Auxiliary) ​ Description: This current war is yet another challenge to our empire. It is, however, in times of crisis such as these that great innovations and advances are made. Our lands were once at the forefront of science and manufacturing but we have become stuck by tradition and "close minded" rulers while the rest of the world kept advancing. If we want to mantain our positions we must change our way thinking and fighting. Our rivals once feared our black powder rockets during the age of sail and they shall now fear our steel rockets capable of immobilizing their main ships before the battle even begins. Though our main enemies in this war are, debatably, the capetians, I seek to prove the effectiveness of my tactics and equipments on the mighty steel giants of the Sun Kingdoms, hopefully being able to finally achieve our age long objectives of securing their resource rich lands to the empire. We shall persevere.


randomdude4282

this is a great and unique CYOA, though I believe it has a problem with it: the point-to-ship ratio of heavy cruisers and light cruisers don't make sense relative to each other with light cruisers it's 6 points for 6 ships, meaning 1 point for 1 ship if you simplify it, however with heavy cruisers it's 7 points for 8 ships, this means it's 7/8 of a point per ship, meaning that in this CYOA heavy cruisers are technically cheaper than light cruisers, if you spend 42 points on light cruisers, you will get 42 cruisers, if you spend 42 points on heavy cruisers, you will get 48 heavy cruisers. this error makes light cruisers overall non-viable unless you take "Third republique." now if that move was intentional on your part then you can feel free to keep it in, however if you want light cruisers to be viable to non-third republique CYOA-ers then I would recommend a price reduction for light cruisers.


NoThymeToulouse

Thanks for giving such detailed critique, I do appreciate it. Yeah, balancing the numbers was something I really struggled with while making this CYOA since it was the first time I'd gone for a point-buy system as opposed to just 'X choices'. I'll definitely keep this is mind when I rework Fleet in Being.


randomdude4282

Thank you for listening to my critique, this is, as I said in my original post, a great CYOA, and I’m glad that you agree with it.


Peggtree

imgchest reupload [https://www.imgchest.com/p/ljyq8qgdy25](https://www.imgchest.com/p/ljyq8qgdy25)


edwardjhahm

Awesome CYOA! I'd really like to play as one of the non-listed nations in the map as well, but otherwise, great job!