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File: OP Pic type 2.png (784 KB, 1219x663)
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You are in command over the Imperial Japanese Battleship Hyuga, starting at the very beginning of December 1941. Due to the will of players and that of the dice, history may go quite differently from what we know. For all intents and purposes, this is a wargame. It is incredibly important that you check the Pastebin link to familiarize yourself with the relatively simple dice mechanics, and to check it somewhat often as I may change important details of it as time goes on.

>Pastebin: http://pastebin.com/GFBJkDYz

>Twitter: https://twitter.com/boatkunqm

>Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Hyuga%20Quest

>Discord: https://discord.gg/WZRV94Z

Last time on Hyuga Quest, we supported the invasion of the Dutch East Indies, and sank the vast majority of the ABDACOM cruisers.


You get orders once again from your superiors. This time you aren't provided with any choices.

You will be a crucial part of the Indian Ocean raid, with the objective of capturing the island of Ceylon.


Your ship, and many others, assemble and begin to head towards Celebes on March 4th, and arrive on March 16th.

On March 26th, as you depart from Celebes and head towards Ceylon, you assume the role of leading the battleship force consisting of your ship, Kongo, Haruna, Hiei, and Kirishima, with the objective of destroying any and all enemy ships you come across.


The fleet arrives near Ceylon on April 2nd, and once again you launch a floatplane to scout a section that the enemy force is believed to be in, as the other battleships do the same, each scouting a different section.

>Roll 2d20
>>
Rolled 19, 4 = 23 (2d20)

>>625740
>>
Rolled 19, 16 = 35 (2d20)

>>625740
>>
Rolled 13, 20 = 33 (2d20)

>>625740
>>
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>>625740
Your floatplane miraculously finds a huge enemy force, rivaling the force you are a part of.

It spots five battleships, two carriers, one light carrier, seven cruisers, and several destroyers.

As the floatplane was turning to return ater reporting the enemy ships and their positions, he was spotted by a patrolling F4F fighter, and shot down.

The force is now aware of your presence, and it will only be a matter of time before the fleet is located.

You report to the high command and the rest of the fleet.

The carrier force pulls back slightly, and begins to prepare and launch aircraft, and the surface force moves towards the enemy.

>Head in, sink the enemy
>Hold back, accompany the carriers
>>
>>626294
>>Hold back, accompany the carriers
>>
>>626294
>Hold back, accompany the carriers
>>
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>>626294
You hold back to accompany the carriers, as they are essential to the operation being a success.

Friendly planes roar off the decks of the carriers, and head towards their targets.

However, spotters have sighted enemy attack aircraft heading straight at you and your carriers.

The planes are identified as Albacores and Swordfish.

>Roll 2d100
>>
Rolled 94, 96 = 190 (2d100)

>>626365
>>
Rolled 51, 81 = 132 (2d100)

>>626365
>>626378
Fuck them I guess
>>
>>626391
Yup, fuck dem biplanes.
>>
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>>626378
>>626391
>>626408
Bisko btfo

Writing and stuff
>>
File: Swordfish_(7582559196).png (4.94 MB, 2876x1960)
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>>626365
The 12.7cm and 25mm tear into the aircraft, reducing their size from the estimated twenty, all the way down to eight.

The AA of the nearby carriers cuts them down even further to four torpedo bombers, which all focus on your battleship, and successfully drop their load into the sea. As they retreat, AA fire manages to down two more before they exit the AA's range.

As they escape, you have no choice but to maneuver to avoid the torpedoes.

>Roll 4d20
>>
Rolled 12, 9, 17, 19 = 57 (4d20)

>>
Rolled 16, 1, 5, 4 = 26 (4d20)

>>626585
>>
Rolled 9, 14, 15, 13 = 51 (4d20)

>>626585
>>
Looks like we may have eaten a couple torps here, damn.
>>
Rolled 20, 5, 2, 3 = 30 (4d20)

>>626585
saving the day.
>>
>>626639
Just one

I'll write in a few minutes
>>
>>626698
Well.
That is conflicting.
>>
>>626702
isn't that enough to CRIPPLE us?
>>
>>626702
At least there's that.
>>
>>626719
I think it may be enough to wound the ship, but not necessarily take us out of action. I think.
>>
>>626719
If it hits... mostly everywhere.
Does the Hyuga even have a torpedo belt?
>>
Belt: 228.6 to 305 mm (9 to 12 in) (amidships); 76 to 127 mm (3 to 5 in) (ends)
>>
>>626739
She got a torpedo bulge in 1934

Writing...
>>
>>626585
The rudder shifts quickly to dodge the torpedoes, and three of them are avoided, but one could not be dodged fast enough, and it impacts amidships, shaking the ship and throwing water onto the deck.

>Maximum speed has decreased to 20 knots. Until repairs are obtained at Kure, the DC to dodge torpedoes has increased to 17.

Hyuga lists slightly, but damage control quickly stops the flooding.

All guns remain operational.

Now that the carriers have launched their attack aircraft, they now launch fighters to defend themselves and the rest of the fleet.

Smoke can be seen on the horizon.

Radio reports mention aerial torpedo hits on one enemy battleship and a light carrier, both reported as sinking.

Now that you have air cover, it is safe to move in on the enemy fleet with less danger to you and the carriers.

Your spotters have a line of sight to what is either a Leander class light cruiser or a Queen Elizabeth class battleship, as well as a Royal Sovereign class battleship. Another Royal Sovereign class can be seen surrounded by lifeboats, and another Royal Sovereign class is slipping beneath the waves, stern pointing skyward.

They also spot Haruna slowly retreating and heavily smoking, while Kirishima is afire.

(Range Long)

>Target the Royal Sovereign class (Roll 3d20)
>Target the ship of undetermined class (Roll 3d20)
>>
>>626951
3d100

Roll 3d100

My mistake
>>
Rolled 39, 57, 34 = 130 (3d100)

>>626951
>>Target the Royal Sovereign class
>>
Rolled 75, 64, 67 = 206 (3d100)

>>626951
>Target the ship of undetermined class (Roll 3d100)

FIRE FOR EFFECT
>>
Rolled 48, 91, 47 = 186 (3d100)

>>626951
>Target the Royal Sovereign class
>>
Looks like a few hits with all out rolls, may not be a knockout, but we did something.
>>
Rolled 5, 76, 96 = 177 (3d100)

>>626951
>Target the Royal Sovereign class (Roll 3d20)
>>
Rolled 1, 84, 49 = 134 (3d100)

>>626954
>>626977
rolling for
>>
Rolled 95 (1d100)

>>627013
Uh oh
Rolling to determine if jam or explosion
>>
ok, so 1,91,96 since it's best of all the rolls. We did quite well, considering the jam
>>
Rolled 15, 68, 61, 1 = 145 (4d100)

>>627030
>this luck

Writing...
>>
Rolled 85 (1d100)

>>627083
Rolling again for the enemy gun explosion/jam
>>
>>627013
>>627030
I am so ashamed.
>>
>>627147
It's ok, i rolled a 1 once or twice. It sucks, but it was just a jam.
>>
Rolled 5, 25 = 30 (2d100)

>>626951
The enemy ships fire in your direction, with only two o your target, the Royal Sovereign class, turrets able to fire due to a jam in the aft guns.

Your own ship is also experiencing a jam in its front guns.

Five of the enemy 15" shells land hits, two of them hitting your superstructure, and another three hitting the bow, warping a small portion of the deck at the front of the ship, and damaging some of the currently empty crew quarters.

In turn, your currently operational guns deliver twelve shells onto the R-class, which begins to smoke heavily, and make its retreat, clearly out of the fight.

The other enemy ship is determined to be a Queen Elizabeth class battleship.

(Range Long for both enemy ships)

>Finish the R-class ship off (Roll 3d100)
>Begin to attack the Queen Elizabeth class (Roll 3d100)
>>
Rolled 43, 51, 65 = 159 (3d100)

>>627262
>Begin to attack the Queen Elizabeth class (Roll 3d100)
>>
Rolled 81, 77, 66 = 224 (3d100)

>>627262
>Begin to attack the Queen Elizabeth class (Roll 3d100)
>>
Rolled 83, 58, 57 = 198 (3d100)

>>627282
>Finish the R-class ship off
>>
Rolled 90, 94, 33 = 217 (3d100)

>>627262
>Begin to attack the Queen Elizabeth class
>>
Rolled 84, 35 = 119 (2d100)

>>627262
The Queen Elizabeth class battleship fires, all sorts missing you, as your attention shifts to it.

The R-class slips away, having successfully escaped, but will likely never see combat again.

Your own shells fly much more true, landing fifteen hits across the battleship.

Judging by the radio charter coming from the enemy, the Queen Elizabeth class is the HMS Warspite, of Jutland fame. You decide that if you sink her, you will give her honor.

Warspite however, is a much tougher nut to crack then the R-class. She manages to shrug off the hits taken, and continues to fire.

(Range Long)

>Roll 3d100
>>
Rolled 8, 58, 71 = 137 (3d100)

>>627407
>>
Rolled 26, 7, 38 = 71 (3d100)

>>627407
>>
Rolled 63, 98, 29 = 190 (3d100)

>>627407
>>
Rolled 77, 95, 68 = 240 (3d100)

>>627407
>>
so far we have a 98,96,77
one more roll would be great.
>>
Rolled 18, 22, 55 = 95 (3d100)

>>627407
>>
>>627407
Warspite lands three hits aft, and three hits amidships, with similar effect to those that hit your bow.


In return, you land nineteen hits on Warspite, and her crew behind to abandon ship.

You pass by their survivors, and step out onto a bridge platform to deliver a salute to Warspite and her crew.

>Night falls, and the Kongo class battleships decimate the majority of the enemy cruiser force. The air battle ceases for the night, and Hyuga makes contact with no more enemy ships.

With morning, comes another air attack, this time by a mix of thirty Albacore, and eight Swordfish. Half the planes are equipped with 500lb bombs, and are at high altitude and preparing to dive.

>Roll 2d100
>>
>>627730
Sorry about the occasional typos. Im getting a bit tired.
>>
Rolled 37, 23 = 60 (2d100)

>>627730
>TFW you should've gotten the guns for dive bombers.
>>
Rolled 27, 95 = 122 (2d100)

>>627730

>>627733
It's all good. Typos aren't a big deal.
>>
Rolled 33, 33 = 66 (2d100)

>>627730
>>
>>627738
The tech exchange hasn't taken place yet, and is ongoing right now, via a German and Japanese submarine, and not very far away. We, nor the enemy fleet, will be getting involved with the exchange however.

Writing
>>
Quick roll for dive bombers. They function like artillery. I'll add them to the pastebin mechanics later. The first five are Albacore, with 4 500lb bombs each. The other two are Swordfish, each with 3 500lb bombs.
>>
Rolled 72, 48, 20, 100, 68, 23, 17 = 348 (7d100)

>>627835
I think I'm really tired. The next update will be the 2nd to last of the night.
>>
>>627730
You manage to get half of each type of aircraft down, but the planes continue coming at you.

Out of the blue, an A6M2 squadron arrives, and managed to shoot down the remaining torpedo bombers, but not before three of them drop their torpedoes into the water.

Out of the seven dive bombers remaining, two Swordfish and an Albacore completely miss their mark.

The other dive bombers manage to land eight 500pb bombs on your ship, tearing the deck apart more then it already was, and damaging AA. Fires ignite in several places around the ship. One bomb penetrates the armor aboard your E turret mount, and managed to destroy the empty breech, disabling the gun, luckily not going deep enough to hit the gun's ammunition supply.

>Roll 3d20
>>
Rolled 15, 18, 9 = 42 (3d20)

>>627914
WE'RE GONNA SINK, SUPER HEAVY COME.
>>
Rolled 5, 4, 6 = 15 (3d20)

>>627914
>>
>>627914
You swerve to dodge the torpedoes, but two still hit your ship.

However, they hit the opposite side of the previous torpedo hit, and your list reverses, and the flooded rooms are sealed.

After taking such heavy damage, you report such and make your slow retreat to Kure, taking an entire Destroyer Devision to escort you, as well as the light carrier Ryujo.

Word reaches that the other enemy carriers the final R- class that was sighted, and the majority of enemy destroyers were sunk, and that Ceylon was successfully captured.

You arrive at Kure on April 16th, and repairs are hastily prepared for.

Before repairs behind it is revealed to you that a submarine has completed the technology exchange, and arrived at Kure on the 11th.

They inform you that to take advantage of the damages taken by Hyuga, her guns would be replace by the experimental 38 cm/34 Type 17 naval gun.

Hyuga receives an increase in engine power to compensate for her increased weight, and is able to sail at a her original maximum of 24.5 knots once again.

Her repairs and refit are finished by May 22nd. By now you hear rumors of another set of operations that will occur in June... At the same exact time as well...

>That concludes this week's thread! Make sure to follow my Twitter for my shitposts and retweets of things as seen in the OP!

As always, for the duration this thread is up, I will answer questions and have discussion here!

I'll update the Pastebin tomorrow afternoon, EST.
>>
This mission did a few things for us.

1. We got the upgrade to put guns
2. We learned what air power does
3. We learned how fragile we are
>>
>>628541
Well the only way to not have to worry about airpower is for the carriers to launch fighters firstnext time around.
>>
Updating the Pastebin to coincide with our upgrade.

Adding a written version of one of the mechanics that was added in this thread (Dive Bombers), as well as updated DC for the 38cm guns (Including a subrange of long).

Make sure to check it out!

Also, at request of a person, I'll make a text only version in a Pastebin that is kept separate.
>>
>>628809
Updated the Pastebin
>>
Ooh updates! Now i need to look at them before you run again.



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