Author Topic: SAC 6000  (Read 5365 times)

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Offline sublight (OP)

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SAC 6000
« on: June 26, 2016, 08:36:14 PM »
Serial Attack Challenge - 6000: The Escort Mission

List of Champions:
#1: Energy Legion (DIT_grue)
#2: Fast Railguns (Lennson)
#3: DemoFleet FAC (Sublight)
------------------------------------
#4: DemoFleet AMM (Sublight)
#5: ...


About:
A Serial Attach Challenge is a leader board type championship where the defending fleets are known in advance. This allows the battles to be run by the challengers themselves unaffected by the availability a judge or system master. Now, anyone can design a fleet capable of defeating another if the designs are known, but can you design a fleet capable of defeating any one of three? Your challenge, should chose to accept, is to design a fleet capable of defeating each of the top three champions. Succeed, and your fleet becomes the new #1 Champion for however long it takes the next fleet designer to build a fleet capable of squashing you and the previous two champions.

Design Rules:
  • 6000 BP for ships, ordinance, and fuel (1BP per 5,000L)
  • 6,000 ton maximum military ship size (Shipyard expansion available for 240BP/kTon)
  • All theoretical tech 6000 RP or less researched for free!
  • 24000 RP budget for unique tech and components (Ion Propulsion, an 8K tech of choice, and 6K for components is expected, but anything works)
  • Fleet Must include 1x Commercial Salvage vessel
  • 5 Billion Km minimum ship range
  • 6 month minimum deployment time
  • 1 year minimum maintenance life
  • Hanger carried craft are exempt from range/deployment/maintenance restrictions
  • Ships may not use a jump point while under a fire delay from a previous jump (missiles have to have a chance at the whack-a-mole game)

Victory Conditions
  • Primary: Exterminate the Opposing Fleet*
  • Secondary: Exploit the McGuffin**

* Reduce opposing fleet to less than half the BP value including ordinance/missiles of your own.
** Be the first to reach the McGuffin Wreck with your salvage vessel and ensure it survives at least 60 seconds on return to Sol to beam home the technological findings.
Tie Breaker: If all else fails however controls the Sol side of the jump point wins.

Tactical Overview
The wreck of a small highly advanced scout craft has been discovered in an adjacent system. Establish our undisputed power by squashing their response fleet, and if that proves impractical secure the relic to give us a technological edge in the current stalemate.

Each fleet starts 1b km away from Sol and 1b km away from the target jump point. The target jump point conveniently already has a jump gate. The victory point wreck is located 250m km past the far side. There is no minimum speed, but the first fleet to the jump point will gain a tactical advantage and if your salvage vessel is at least 50% faster than your opponents fleet you could potentially win via the secondary objective without ever firing a shot.

Inexperienced fleet penalties are not in effect for this challenge.

Each faction also starts with a population and 4 DST stations on Earth so signatures greater than 530-720, depending on position, may be instantly detected on passives.

Special thanks to Lenson for creating a saved arena database and DIT_grue for included an updated copy with the latest fleet. The save can be found at the end of this post.

To create the arena from scratch start with a Sol star system that has three jump points 6.68AU distant on bearings 60 degrees apart. Give the center (or all) jump points gates, and start the opposing fleets on the outer two jump points like so:




Final Word:
There are no hard rules against it, but when possible go for style and submit a fleet distinct from any of the current top champions.
Please do not submit a new fleet if you currently hold either the #1 or #2 spot.
Please post either screen shots or a battle summaries when submitting a new fleet as the latest champion.
« Last Edit: September 30, 2016, 01:46:42 PM by sublight »
 
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Offline sublight (OP)

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Re: SAC 6000
« Reply #1 on: June 26, 2016, 09:41:54 PM »
DemoFleet AMM

Tech
Theoretical: None

Component List:
S1 10s Launcher:  60RP
C14 Magazine - HTK 3:  60RP
MFC 2HS-R1:  320RP
12x1.25 Nuclear Pulse Engine:  600RP
J6000(4-100) Military Jump Drive: 1010RP
Active Search 6HS R1: 960RP
0.55x3.5 Pulse Missile Engine:  38RP
Pulse AMM:  62RP
CIXS-120:  (No ECCM) 265RP
200 EP Commercial Nuclear Pulse Engine: (50HS 0.5 power) 500RP
Total: 3.9K/24k


Ships:
Code: [Select]
Sonora class Salvager    39 700 tons     348 Crew     1155.7 BP      TCS 794  TH 1600  EM 0
2015 km/s     Armour 2-103     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 18    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cargo 5000   
Salvager: 1 module(s) capable of salvaging 500 tons per day

200 EP Commercial Nuclear Pulse Engine (8)    Power 200    Fuel Use 6.19%    Signature 200    Exp 5%
Fuel Capacity 150 000 Litres    Range 11.0 billion km   (63 days at full power)

CIWS-120 (7x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

Code: [Select]
Abasolo class Jump Cruiser    6 000 tons     191 Crew     758.28 BP      TCS 120  TH 240  EM 0
2000 km/s    JR 4-100     Armour 3-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 18
Maint Life 4.06 Years     MSP 316    AFR 72%    IFR 1%    1YR 31    5YR 461    Max Repair 101 MSP
Intended Deployment Time: 6 months    Spare Berths 1   
Magazine 270   

J6000(4-100) Military Jump Drive     Max Ship Size 6000 tons    Distance 100k km     Squadron Size 4
12x1.25 Nuclear Pulse Engine (2)    Power 120    Fuel Use 107.61%    Signature 120    Exp 12%
Fuel Capacity 250 000 Litres    Range 7.0 billion km   (40 days at full power)

S1 10s Launcher (18)    Missile Size 1    Rate of Fire 10
MFC 2HS-R1 (2)     Range 7.7m km    Resolution 1
Pulse AMM (270)  Speed: 15 400 km/s   End: 10.7m    Range: 9.9m km   WH: 1    Size: 1    TH: 97/58/29


This design is classed as a Military Vessel for maintenance purposes
The Abasolo uses 18x C14-HTK3 magazines
Code: [Select]
Breton class Cruiser    6 000 tons     194 Crew     891 BP      TCS 120  TH 240  EM 0
2000 km/s     Armour 2-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 30
Maint Life 4.48 Years     MSP 278    AFR 96%    IFR 1.3%    1YR 22    5YR 336    Max Repair 96 MSP
Intended Deployment Time: 6 months    Spare Berths 1   
Magazine 450   

12x1.25 Nuclear Pulse Engine (2)    Power 120    Fuel Use 107.61%    Signature 120    Exp 12%
Fuel Capacity 250 000 Litres    Range 7.0 billion km   (40 days at full power)

S1 10s Launcher (30)    Missile Size 1    Rate of Fire 10
MFC 2HS-R1 (3)     Range 7.7m km    Resolution 1
Pulse AMM (450)  Speed: 15 400 km/s   End: 10.7m    Range: 9.9m km   WH: 1    Size: 1    TH: 97/58/29

Active Search 6HS R1 (1)     GPS 96     Range 7.7m km    MCR 836k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
The Breton uses 30x C14-HTK3 magazines

Design Notes:
Pulse AMM: 0.25WH, 0.02Fuel, 0.18 Agility, 1xEngine[0.55MSP, 3.5x Power]
Ships use standard size fuel tanks

Order of Battle:
1x Sonora
1x Abasolo
3x Breton

Standard Tactics:
This fleet flies directly to the target jump point, all scanners active, firing offensively on anything in its path with launchers set to 3:1 antimissile duty.
Once reaching the jump point detach the salvage ship and squadron jump the others through to ensure safe passage. Once clear send the salvage vessel through and ahead to the victory point and back under escort by one Breton while the others maintain guard on the jump point. When the salvage vessel is ready to return squadron jump the four military vessels ahead to clear the way before jumping the salvage vessel back to Sol to broadcast findings.

Initially no more than 20 missiles should be allocated per kTon of target to avoid excessive over kill. Prioritize targets in beam range first, the smallest and presumably squishiest targets second, and active scanner sources third. If the defenders are sitting on a jump point fire only a single wave at a time since it is likely they could jump-out at any moment.



Demo Fleet FAC

Tech
Theoretical: None

Component List:
S5 1000s Launcher (33% Reduction):  99RP
C15 Magazine: HTK2:  55RP
MFC 3HS-R80:  480 RP
1x1.35 Nuclear Pulse Engine:  54RP
2.75x3.5 Pulse Missile Engine:  192RP
S5 Pulse Punch ASM:  247RP
Active 9HS R80:  1440RP
Active 3HS R1: 480RP
TH2-16:  160RP
EM4-32:  320RP
200 EP Commercial Nuclear Pulse Engine: 500RP
TH1-8: 80RP
EM1-8: 80RP
R3.5/C3 High Power Microwave: 900RP
10cm Railgun V3/C3: 450RP
Gas-Cooled Reactor PB-1:  140RP
BFC 2xR 1.25xS:  270RP
Total: 5.9k/24k

Code: [Select]
Allende class Missile Boat    950 tons     19 Crew     152.76 BP      TCS 19  TH 65  EM 0
3421 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.3
Maint Life 8.07 Years     MSP 50    AFR 14%    IFR 0.2%    1YR 1    5YR 20    Max Repair 48 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Magazine 40   

1x1.35 Nuclear Pulse Engine (6)    Power 10.8    Fuel Use 146.75%    Signature 10.8    Exp 13%
Fuel Capacity 40 000 Litres    Range 5.2 billion km   (17 days at full power)

S5 1000s Launcher (33% Reduction) (2)    Missile Size 5    Rate of Fire 1000
MFC 3HS-R80 (1)     Range 103.0m km    Resolution 80
S5 Pulse Punch ASM (8)  Speed: 15 400 km/s   End: 108.5m    Range: 100.3m km   WH: 4    Size: 5    TH: 72/43/21

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
The Allende uses 2x C15-HTK2 magazines

Code: [Select]
Blanco class Fast Scout Craft    950 tons     27 Crew     212.2 BP      TCS 19  TH 65  EM 0
3421 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 3.41 Years     MSP 70    AFR 14%    IFR 0.2%    1YR 9    5YR 138    Max Repair 144 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

1x1.35 Nuclear Pulse Engine (6)    Power 10.8    Fuel Use 146.75%    Signature 10.8    Exp 13%
Fuel Capacity 40 000 Litres    Range 5.2 billion km   (17 days at full power)

Active 9HS R80 (1)     GPS 11520     Range 103.0m km    Resolution 80

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Durango class Fast Scout Craft    950 tons     27 Crew     164.2 BP      TCS 19  TH 65  EM 0
3421 km/s     Armour 1-8     Shields 0-0     Sensors 16/32/0/0     Damage Control Rating 0     PPV 0
Maint Life 6.28 Years     MSP 54    AFR 14%    IFR 0.2%    1YR 2    5YR 35    Max Repair 48 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

1x1.35 Nuclear Pulse Engine (6)    Power 10.8    Fuel Use 146.75%    Signature 10.8    Exp 13%
Fuel Capacity 40 000 Litres    Range 5.2 billion km   (17 days at full power)

Active 3HS R1 (1)     GPS 48     Range 3.8m km    MCR 418k km    Resolution 1
TH2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM4-32 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Panuco class Salvager    24 050 tons     171 Crew     626.8 BP      TCS 481  TH 600  EM 0
1247 km/s     Armour 2-74     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 1     PPV 0
MSP 16    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cargo 5000   
Salvager: 1 module(s) capable of salvaging 500 tons per day

200 EP Commercial Nuclear Pulse Engine (3)    Power 200    Fuel Use 6.19%    Signature 200    Exp 5%
Fuel Capacity 150 000 Litres    Range 18.1 billion km   (168 days at full power)

TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

This design is classed as a Commercial Vessel for maintenance purposes
Code: [Select]
Quetzalcoatl class Fast Attack Craft    950 tons     36 Crew     172.2 BP      TCS 19  TH 65  EM 0
3421 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 8.13 Years     MSP 57    AFR 14%    IFR 0.2%    1YR 2    5YR 23    Max Repair 30 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

1x1.35 Nuclear Pulse Engine (6)    Power 10.8    Fuel Use 146.75%    Signature 10.8    Exp 13%
Fuel Capacity 40 000 Litres    Range 5.2 billion km   (17 days at full power)

R4.5/C3 High Power Microwave (1)    Range 45 000km     TS: 3421 km/s     Power 3-3     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
10cm Railgun V3/C3 (1x4)    Range 30 000km     TS: 3421 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
BFC 2xR 1.25xS (1)    Max Range: 96 000 km   TS: 3750 km/s     90 79 69 58 48 38 27 17 6 0
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 9    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Design Notes:
S5 Pulse Punch ASM: 1WH, 0.336 Fuel, 0.365 Agility, 0.023 Active Sensor R50, 0.51 Ablative Armor, 1x Engine [2.75MSP x 3.5 Power]

Order of Battle:
1x Panuco
3x Blanco
4x Durango
7x Quetzalcoatl
15x Allende

Standard Tactics:
The FAC split off and make best speed for the target jump point with only the Durango's R1 scanners active. The salvage vessel should also make for the jump point, but should not approach within suspected range of any enemy active scanner.

Once the enemy is detected the fleet should move to follow at 80m km and once there activate the scanner on one of the Blanco. Two synchronized volleys should be fired, each focused on one of the two largest signatures. If the missile waves cause atmospheric venting or are intercepted by anti-missile fire a 3rd wave should be launched against the smallest contact in formation, else one of the previously damaged targets. The remaining missiles are to be saved until the enemy is either jump blind and helpless or at point blank range (<75k km)

While the targeting Blanco continues to provide sensor coverage the fleet should then return to the jump point to make their stand. The fleet will retreat through the point if a wave massing more than 20 MSP is detected, or charge to point blank range if the enemy approaches to within 250k km without firing missiles. If the fleet retreats through the jump point one  Durango should be detached and sent out 2m km or so to provide active scanner over-watch from a safe distance while the rest of the fleet waits in ambush.

Quetzalcoatl targeting: If there are less than half as many targets in range as Quetzalcoati remaining distribute fire evenly over all targets. Otherwise focus fire on two targets, prioritizing targets with active scanners. If targets have shields focus fire on the target with the weakest shields who still has an active scanner.

Contingency Plans:
The enemy is too small to be detected on actives at 80m km -> Fall back to jump point, wait until enemy comes within 80% detection range to open fire.

The enemy reached the jump point before entering range -> Charge the jump point, holding missile fire until incoming missiles are detected or the distance to target is less than 25m km.


Edit: Clarified Orders on request
Edit Edit: Added race-designed component lists for fleet
« Last Edit: July 10, 2016, 08:01:04 AM by sublight »
 

Offline MarcAFK

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Re: SAC 6000
« Reply #2 on: June 27, 2016, 01:24:59 AM »
I like this one, I'll submit something tomorrow. Probably an FAC swarm since the distances are low and I love me some corvettes.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline lennson

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Re: SAC 6000
« Reply #3 on: June 27, 2016, 09:28:01 PM »
@sublight It doesn't look like you specified how many of each type of FAC there are in your fleet.

One difficulty with the challenger running the battles is determining targeting for weapons of the opposing fleet.
E.g. The challenger could make a ship that is just an armor block and have the opposing fleet waste their weapons on it or simply severely overkill weak targets.

For your FAC Fleet you gave targeting orders so this is mostly a concern for the AMM Fleet. However, even for the case that you gave orders what happens if there is only 1 detected signature? Should it be fired on and if so with how much?

Of course, we can just trust that the challenger will want to show a fair fight and leave targeting to the 'captains of the ships' since trying specify detailed targeting orders seems tedious.


 

Offline sublight (OP)

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Re: SAC 6000
« Reply #4 on: June 27, 2016, 10:36:40 PM »
No battle plan should be expected to survive contact with the enemy, so some improvisation will always be expected of the ship captains. Challengers are permitted to use suboptimal tactics to fill in the gaps of vaguely worded standing orders, but any decision made should always have a plausible in-character explanation. Still, when possible avoid submitting fleets that rely on your challengers using significantly more advanced off-script tactics than the defenders. The longer we can go without writing guidelines for appeals and arbitration the better this challenge will run.

That reminds me, any standing orders posted for a new champion and the battle plan used to defeat the previous champions should be one and the same.


@lennson
Orders were intentionally vague since the first two fleets are essentially straw-men to provide the first couple of serious challengers opponents to prove themselves against. Still, since I went ahead and did add a few extra clarifications. Good catch though on the missing order of battle.
« Last Edit: June 27, 2016, 10:47:44 PM by sublight »
 

Offline lennson

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Re: SAC 6000
« Reply #5 on: June 28, 2016, 04:16:52 PM »
I was wondering how fast a salvage ship could be under the tech and cost restrictions. This is what I ended up with,

Code: [Select]
Roadrunner class Salvager    177 650 tons     1667 Crew     5877.6 BP      TCS 3553  TH 18900  EM 0
5319 km/s     Armour 1-281     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 21    Max Repair 200 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Cargo 5000   
Salvager: 1 module(s) capable of salvaging 500 tons per day

300 EP Commercial Ion Drive (63)    Power 300    Fuel Use 5.3%    Signature 300    Exp 5%
Fuel Capacity 260 000 Litres    Range 5.0 billion km   (10 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

It's using Ion Drive and fuel efficiency as its tech choices.

Strategy, race to the objective and get back to Sol before hostiles get in range.


It looks like it wins against the straw-men fleets by way of being more than 50% faster than opposing fleets.

(This isn't intended to be a serious challenger.)
 

Offline sublight (OP)

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Re: SAC 6000
« Reply #6 on: June 28, 2016, 04:50:29 PM »
Points for style!
That would set the minimum-maximum speed much higher than I had envisioned, but it does win via the terms of the challenge.

As your reward would you prefer the Roadrunner be named the latest Champion of the SAC 6000, or for a new rule to be implemented in your honor to nerf similar tactics?
 

Offline lennson

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Re: SAC 6000
« Reply #7 on: June 28, 2016, 06:39:56 PM »
Actually it doesn't obviously beat the FAC fleet does it? It looks like FACs do reach the jump point before the Roadrunner gets back but I am not sure they have the fire power to stop it from escaping (or at least living for 60s).  :P

I just noticed that not only is it fast it has a really high internal HTK (1644!) because of all of the commercial engines.

For now lets just say it doesn't win since it doesn't make a very interesting combatant considering it can't fight.
 

Offline sublight (OP)

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Re: SAC 6000
« Reply #8 on: June 28, 2016, 07:11:49 PM »
It's close, but under the original rules the FAC are still just over 35m km out when the Roadrunner transits back into Sol. The Roadrunner is in missile range, but would have plenty of time to download technological data.

Ok, new nerf clarification: The Victory Point wreck masses 1kTon. So a salvager with a single 500 ton/day salvage module would require 48 hours on site. The fastest known salvage vessel, the Roadrunner, can be intercepted prior to making the jump back to Sol by any ship capable of flying at least 2200 km/s. Fleets are not required to have this sort of speed, but slow fleets are vulnerable to embarrassment.

Edit, wait... Roadrunner still wins. Originally the salvager would have taken  ~200 damage from missiles. With the extra delay and fancy flying the FAC could maybe inflict an additional 65 from rail-guns before Roadrunner passes out of beam range. Improbably bad luck in hit rates and secondary explosions would be required for that salvager to loose.
« Last Edit: June 29, 2016, 05:59:47 AM by sublight »
 

Offline lennson

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Re: SAC 6000
« Reply #9 on: June 29, 2016, 09:16:05 AM »
Still it seems like a good idea to have salvaging take some time.

If the FACs transited to the other side of the jump point they might be able to stop the roadrunner with missiles. Or at least maybe slow it down enough for the beam FACs to catch it.
 

Offline lennson

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Re: SAC 6000
« Reply #10 on: July 02, 2016, 07:58:14 PM »
I don't know how to determine what magazine designs you used from the specifications given.
 

Offline sublight (OP)

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Re: SAC 6000
« Reply #11 on: July 07, 2016, 06:18:49 PM »
Sorry about that.

Both factions use the best feed efficiency (85%) and Magazine Ejection (90%) available.

The FAC fleet uses Size-1 C15-HTK2 magazines, 2x per Allende

The AMM fleet uses Size-1 C14-HTK3 magazines, 1 per missile launcher
 

Offline lennson

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Re: SAC 6000
« Reply #12 on: July 16, 2016, 09:02:03 PM »
So here is a beam armed fleet that managed to win against the 2 fleets currently on the board.

Tech:
Ion Drive: 10,000
Fire Control Speed Rating 4000 km/s: 8,000

Components:
810 EP Ion Drive: 4050
300 EP Commercial Ion Drive: 750
Gas-Cooled Reactor PB-1:  140
Fire Control S01 24-8000: 290
10cm Railgun V1/C3: 300
Active Search Sensor MR1-R1: 160
Total: 23,690 / 24k

Code: [Select]
Gatling class Destroyer    4 850 tons     155 Crew     739.8 BP      TCS 97  TH 810  EM 0
8350 km/s     Armour 3-25     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 18
Maint Life 1.5 Years     MSP 286    AFR 62%    IFR 0.9%    1YR 142    5YR 2137    Max Repair 405 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

810 EP Ion Drive (1)    Power 810    Fuel Use 74.12%    Signature 810    Exp 13%
Fuel Capacity 150 000 Litres    Range 7.5 billion km   (10 days at full power)

10cm Railgun V1/C3 (6x4)    Range 10 000km     TS: 8350 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S01 24-8000 (1)    Max Range: 48 000 km   TS: 8000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (4)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.3m km    MCR 139k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Lost and Found class Salvager    20 850 tons     142 Crew     510.2 BP      TCS 417  TH 600  EM 0
1438 km/s     Armour 1-67     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 15    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Cargo 5000   
Salvager: 1 module(s) capable of salvaging 500 tons per day

300 EP Commercial Ion Drive (2)    Power 300    Fuel Use 6.19%    Signature 300    Exp 5%
Fuel Capacity 100 000 Litres    Range 13.9 billion km   (112 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Design Notes:
Standard fuel tanks on all designs.

Standard Tactics:
The Gatling Destroyers are to chase down any hostile forces detected. If none are detected they are to move to the jump point and hold position.
The salvager is to avoid hostiles if possible and to head towards the objective otherwise.

All railguns on the Gatling Destroyers are on final fire mode for point defense but are to be used offensively if any opposing ships are in range.

Targeting:
Focus fire ships suspected of being armed with beam weapons. Allocate roughly 6 railguns per 1k tons of opposing ship to limit overkill.

Order of Battle:
7x Gatling Destroyer
1x Lost and Found

(I'll use the "offtopic" formatting to hide how the 2 battles went.)

VS DemoFleet AMM (Sublight)
Off-Topic: show


Gatling Fleet:
Sanora detected by deep space scanner. Gatling Destroyers set intercept course at full speed.



AMM Fleet:
Gatling Destroyers detected by active sensors at 7.7m km. Fleet opens fire allocating a volley of 108 AMM on offensitve mode to each hostile contact.
The fleet then ceases fire. Having already launched almost half their ordnance they want to avoid over kill (their magazines are down to 53%).

Gatling Fleet:
Inbound missile volley of 9x 10x Size 1 and 2x 9x Size 1. All weapons readied on final fire point defense.

60 missiles remain after point defense fire however of these only 23 manage to make contact with their target.
Even with all impact focused on a single ship no internal damage is taken.

Just as the first volley intercept the second is picked up on active sensors.

Successive wave proceed to inflict on average less damage,
14 hits
15 hits
24 hits
21 hits
16 hits
18 hits

After no more inbound missiles are detected all ships are fully operational with no internal damage.

AMM Fleet:
Second barrage lunched evenly over all targets as no evidence of any opposing ships having been crippled.
At this point the distance has closed to 3.6m from original 7.7m at detection.

Magazines are now down to 6% (1 round per ship left). Also some ships failed to switch targets during the target sweep resulting in 1
opposing ship being targeted by roughly double the intended amount of missiles (oops).

Gatling Fleet:
New missile barrage detected.

22 hits (2 railguns and fire control down) [ship is now disabled, no way to fire weapons, but ordered to hold formation to try and draw fire]
18 hits
16 hits (1 railgun destroyed and a power plant)
26 hits (1 railgun destroyed and 3 power plants)

[At this point the crew is probably getting seriously worried as the fleet's point defense capability is falling rapidly.]

27 hits (1 railgun destroyed)
22 hits (1 power plant destroyed)
44 hits (Ion Drive destroyed, ship is stranded)

AMM Fleet:
Launch last missiles evenly over the 6 ships still approaching.
As this is the last offensive weaponry the hope is that it disables the opposing ships.

Gatling Fleet:
Detect the opposing 4 AMM ships.
5 second later a missile volley is detected.

At this point the crew is obviously panicking given that all but 1 of their ships have suffered casualties.
Its evident that another round of missiles like the 2 prior would likely be fatal.

39 hits (Ion Drive destroyed, 2nd ship to fall out of formation)

Suddenly no more missiles are detected. Distance between fleets is now less than 500k km.

With that distance closing at ~10k km a second. Some wonder whether the Abasolo could be beam armed.
If so they could very well be rushing to their demise.
However, fleet command points out that they had encountered size 9x salvos in addition to the more abundant size 10x.
Suggesting all ships are missile armed.

With distance approaching 100k km all ships ordered to target the Abasolo and prepare to fire.
(there are a total of 19 operational railgun though some are under powered)

All ships are now in range but the crews are still trying to get ready to fire (guess should have prepared to fire earlier...)
The good news is no opposing beam fire has been encountered.

Shortly after the first railguns fire the AMM fleet surrenders, as they have no weapons and no way to escape.


VS DemoFleet FAC (Sublight)
Off-Topic: show

Gatling fleet:
Gatling Destroyer head towards jump point at full speed as no hostiles detected.

FAC Fleet:
Deep space tractors detects 810 thermal signature of the Gat Destroyers. FAC Fleet heads to intercept and follow at 80m km.

Gatling fleet reaches jump point and holds position.
FAC fleet reaches 80m km of jump point and turns on active scanners detecting ships on jump point.
2 salvos launched each at one of the opposing ships.

Gatling fleet goes to full speed towards the active of Blanco detected by deep space trackers.
FAC fleet goes reverse at full speed but distance continues to drop at ~5000 km/s.

5 strength 4 missile hits [out of 30 missiles] (Ion drive destroyed leaving the ship stranded)
This was an extremely (un)lucky hit considering 3 missiles managed to hit almost the same spot and then the small amount of internal damage was enough to destroy a 25 HTK drive.

The FACs launch another salvo at a so far untargeted ship.

4 strength 4 missile hits (only armor damage)
5 strength 4 missile hits (only armor damage)

FAC fleet reverse direction and prepares for beam combat while saving final salvo for range <75k km.
Quetzalcoati prepare to fire on the 2 approaching ships that were previously hit with missiles.

Gatling destroyers target ships assumed to have beam weapons.
This results in the following locks for the 6 destroyers:
2x Durango
4x Quetzalcoatl

The Blanco is observed to have large active sensor so is unlikely to have significant beam weapons.
There are 15 Allendes which matches the 15 missile salvos encountered so they are probably the source of the missiles.

Both fleets begin powering up weapons at a distance of 300k km to compensate for fire delay.

As distance closes to point blank both sides' weapons come online and stuff blows up,



The last salvo from the Allendes is also launched at the same time as the above occurs.
9 of the missiles hit 5 second later but only do armor damage.

At the same time the remainder of the beam armored FACs are shredded by railgun fire.
Those that remain have no means to fight or run and so surrender.



Some observations:
- It is REALLY hard to attack AMM ships with only beam weapons. This fleet should have very good damage mitigation against missile (high speed & significant point defense) but it still didn't win very convincingly.
- Since the fleets have no training it is important to order beam weapons to fire well before they are in range to actually hit anything. This matters a lot considering firing 10-15 seconds late could mean the fleet is destroyed before it even fires. (e.g. That could of happen with the FAC fleet since the weapon fire exchange only lasted 10 seconds, but to be fair I prepared both fleet the same way.)



« Last Edit: July 19, 2016, 11:25:32 AM by lennson »
 

Offline sublight (OP)

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Re: SAC 6000
« Reply #13 on: July 17, 2016, 06:18:58 PM »
Congratulations to our first Champion! Lennson's beam armed railgun fleet is now at the top of the list.

For future reference it is recommended that the "Use inexperienced fleet penalties" option for Game Details be unchecked to eliminate target delay issues.
 

Offline DaMachinator

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Re: SAC 6000
« Reply #14 on: July 18, 2016, 01:50:02 PM »
lennson: It seems you accidentally switched the titles of the FAC and AMM battles.

I'm very new to this game but I'll try to come up with something to enter.
The maximum speed of any ship or missile with a given engine technology is the speed of a ship composed only of one engine of that technology with the highest power to weight ratio possible with current technology, and nothing else.