Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Drgong

Pages: [1]
1
had my first major victory vs. a non-spoiler.   

My scout ship was exploring Wolf-359 when it detected a active sensor.   Following the rulebook, the S-class Scout went to slow speed and changed direction.   The ship did not follow.   

The Terran Union fleet mobilized, and 12 Sheffield class light cruisers, and 8 warrior class frigates jumped into the system, with a support fleet of 2 Mark Watney Tankers and 3 surplus FACs (SDB-P-3 class) and 10 Lion class fighter bombers. 

After jumping into system, two Warrior class Frigates, the T.U.S. Lenin and the T.U.S Genghis Khan was sent to investigate the area and give cover for the T.U.S.S Simón Bolívar to exit.   2/3 the way to the Bolivar, the active sensors detected four FACs of the "Wolf" race trailing the Frigates, with active sensors on.   Due to this action, they where deemed hostile and the Lenin and Khan delivered five Salvos, eliminating the FACS.   The Warrior class then double back and the remaining fleet joined them, with the FACs and Lion classes topping off their fuel and the Watney's returning to sol.

Near the encounter of the Bolivar, the fleet (with the Warrior class sensors active) came across 3 7300 ton ships with active sensors, who maintained a 40 million km distance, just outside the Warrior class Hammerhead missiles.   It was also shown that they had a 500 km speed advantage.   

The Fleet Commander, to test the sensors sent the FACs and Lion classes, without sensors, to do a attack run on the ships.   at around 38 Million KM they suddenly learned what the ships were armed with, as the FACs and Lion classes where decimated by two volleys of missiles,  After the 2nd volley, the remaining Lion class ships attempted to pick up survivors, but they where then eliminated by a third volley.

Unable to close on the fleet, the T.U.S. Sheffield turned on its active sensor array, and warmed up their tubes, each ship armed with longbow missiles with a range of 100 million KM.

The Sheffield class first had three fire, to see if the ships would close range (The Hammerhead missiles of the warrior class had a much higher ability to strike home then the longbows) and to test any anti-missile systems.   Soon it became clear that the 7300 ton cruisers where heavily armored but did not have much in anti-missile defense vs. the longbow missile.   So all 12 ships of the class began to volley into the enemy cruisers.  For some time there was a worry that their armor, which took dozens of missile hits, would hold out vs. the magazines of the the fleet.  However finally some engines where knocked offline, allowing more missiles to strike home, and the three cruisers became wrecks. 

The fleet picked up survivors and then reconned in force in the system, finding no colonies.   Fleet headquarters is not deciding on what is the next step after this encounter. 

The following users thanked this post: obsidian_green

2
Drgong's Community Game / Re: The FSA papers
« on: April 17, 2017, 01:55:24 PM »
FSA secrets

1.   At the time of the peacekeeper Crisis, I had exactly one (1) ICBM+ that could defeat the peacekeeper system.   
2.  The original plan was to Annex the Mars Ruins as property of the FSA, but due to there small size, that plan was shelved.
3.  Operation Underworld was a highly successful operation.   The FSA Geo-survey ships found ruins on Triton, along with some minerals, and we discreetly built a major base and landed construction battalions to exploit the ruins.   One or more Meson Cruisers where in orbit to order off anyone who became close to the base.  this is why the FSA gave up claims to Mercury, as we felt the ruins where more valuable then the minerals in Mercury.   Violation of Triton would have resulted in the FSA going to war.   However both the NAU and Russia really did not go past Saturn. 
4.  FSA intel was able to steal a few key technologies, otherwise we would have been a generation behind everyone.
5.  The next step, other then exploring jump points, was to build a missile armed cruiser and exit the space treaty. We had some designs on the shelf for something in the 2500-3000 ton range.
6.  while other nations went for size, I went for number of slips, thus the reason why I was able to spam meson boats. 

I was building up my military yard to build the following Ship

Code: [Select]
Cape Town class Cruiser    2 650 tons     79 Crew     316.8 BP      TCS 53  TH 160  EM 0
3018 km/s     Armour 1-17     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 12
Maint Life 2.87 Years     MSP 75    AFR 56%    IFR 0.8%    1YR 13    5YR 201    Max Repair 48 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 72   

Naudé-van Blerk 80 EP Nuclear Pulse Engine (2)    Power 80    Fuel Use 81%    Signature 80    Exp 10%
Fuel Capacity 150 000 Litres    Range 12.6 billion km   (48 days at full power)

Vlok Advanced Defence Systems Size 4 Missile Launcher (3)    Missile Size 4    Rate of Fire 120
Uys Aerospace Industries Missile Fire Control FC11-R20 (1)     Range 11.3m km    Resolution 20
Atlas (18)  Speed: 10 000 km/s   End: 18.3m    Range: 11m km   WH: 4    Size: 4    TH: 33/20/10

de Klerk Aeronautical Active Search Sensor MR10-R20 (1)     GPS 960     Range 10.7m km    Resolution 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes


At which point my Meson gunboats would be down-rated to Corvettes 
The following users thanked this post: AL

3
Drgong's Community Game / Re: Schedule
« on: January 28, 2017, 01:10:36 PM »
Battle is over, I will give a full reports to the teams on monday (have to go out of town for about 36 hours) and everyone can figure out what to do next.   
The following users thanked this post: AL, Bughunter

4
Drgong's Community Game / Re: Game discussion
« on: January 09, 2017, 12:36:55 PM »
Okay, tomorrow I set aside to run the *($()#*$ turn!  ;D

Also will be updating the other stuff as well.   
The following users thanked this post: AL

5
Drgong's Community Game / Re: Team Members (Updated 5/23/16)
« on: August 29, 2016, 06:27:58 PM »
Sending in the request to let you guys get access to the private forums. 

Welcome to the game.
The following users thanked this post: ParanoidTitan

6
Drgong's Community Game / Re: Questions Thread
« on: May 02, 2016, 05:45:05 PM »
NAU if I have a choice.

I will put in the paperwork in the morning then :)
The following users thanked this post: sublight

7
Aurora Chat / Re: Any interest in a community game?
« on: April 06, 2016, 09:42:10 AM »
I'd love to join.  I'm pretty experienced with the game, but I've never played a pass-it-along style community game.  Toss me on whatever team needs people, but I'd very slightly prefer the NAU, just because it'd be easier for me to RP.

Well right now NAU has five players and The Russians have 4.   Just let me know which side you wish to join.

Also welcome to the forum, glad you made it.   :)
The following users thanked this post: Marslettuce

8
Aurora Chat / Any interest in a community game?
« on: April 03, 2016, 06:14:00 PM »
I was thinking of a 2-3 team community game might be fun. 

This is the basic concept I was thinking of.

1.  I would run the game, with a backup of the database on dropbox. 
2.  I would take screenshots of the needed screens and post them, and take orders for commands.  Running 1 month or major event turns.   I am thinking on the lines of the famous "The coldest War" Community game.   Yes I know that means I will be doing a lot of work. 
3.  Game would start as a Conventional start, but with Trans-Newtonian already researched.   To make the start more fun, I would give each side a extra 200 mines to make sure the minerals flow.   
4.  I would play one side, then have 1-2 teams of board players, with the players voting in case consensus cannot be reached.   Or allow each person to run a specific area.  How it up to the players, but I would just ask that each team have some sort of clear way to make a final choice.  In addition, some sort of backups for key leaders if they are not around for a X-amount of time.
5.  The setting is 2-3 empires seeking the stars, and on there would be growth also on earth (for role playing well) with rewards of populations, Conventional industry, and the like.   I would playing the South African Free-state, letting players choose if they want to play something on the lines of the EU, North America, China, ect.  I want the players forming the teams to have some creativity.  However the idea of a cold war race for the stars is important.

So, is there anyone wanting to do this or shall I put this to the back-burner?
The following users thanked this post: Bughunter

Pages: [1]