Khay RSMSES
| | |
THEBES – Mosegi – Panehesy – Sewadjkare – Amenhotpe – Djedptahiufankh
| |
Akil – Caleb – Sadiki – Ankhefefnamun – Anheperenre
| |
Djeserkheperure Nakhtnebef
|
Hamadi
?
Kamoses
| |
THEBES – Pairy – Merymose – Bakenptah – Amenemhat - Mesutire
| |
Montuemet
|
Nebmaet
Systems of interest:
? ? ? ?
Neuserra Ptah Alexander Neshorpakhered
| \ | / /
Thebes – Sekhemkare – Ipuy – Meryawy – Mekhu – Neferkhau – SN 812 ?
| | \ \
Setau Jeroen Niu
| | ?
Moswen Sese
? ?
Systems of interest:RM -- Meirica -- Home -- Maigh Eo -- Baile Feirsta -- Yeti Prime
|
Cliath
| | | | | | | | |*5
Rafla Yeti -- Tre Li -- Cliath 2 -- Maigh Eo Moh -- SN 125 -- Bun Cranncha -- Rafla -- Ostlann -- Beag -- Padraig -- Home
[ooc] This one needs a bit of out of the box thinking at the end of the day...or the development of the SBMHAWK, which might come first.[/ooc]
Could have just edited this into the above reply...
The fighters on a BBA(V) look to be sucessful if one has fL, with fR I think I can assume the first assault wave gets the bulk of its fighters off. 15 Squadrons of fR equipped F0 should be able to blast down 3 bases. The problem is:
Round 1: 5 BBA(V) enter; 4 bases activate and fire, 5 BBA(V) survive with V's intact.
Round 2: 5 BBA(V) launch 15 SQN F0(fR), 5 BBA(V) enter, 4 more bases activate (8 total), 8 bases fire on the fresh 5 BBA(V)--here it is tricky my feeling is that only 2 BBA(V) survive that, 3 Bases are destroyed.
Round 3: 2 BBA(V) launch 6 SQN F0(fR), 5 BBA(V) enter, 3 more bases activate (8 total), 8 bases fire on the fresh 5 BBA(V)--2 BBA(V) survive, 1 Base destroyed
Round 4 2 BBA(V) luanch 6 SQN F0(fR), 1 base activates (8 total), 1 base is damaged or destroyed.
This is by more feel than detail here but that uses 20 BBA(V) and 60 SQN of F0 and takes out 4-6 bases (depends a lot on how much damage the CAMs do as that reduces the fighters necessary to kill a base).
This is the problem with fL. It is overpowered at TL9 and TL10. At TL11 anti-laser armour reduces it to minimal effectiveness. But if you restrict it to a single anti-shipping shot (which is not unreasonable) then it is useless in a WP assault situation as fighters then have only single use weapons. In our game Starslayer and I have been discussing this back and forth. For fighters to be useful in assault situations (or for races such as the Rigillians from ISW3 to be viable) the fighters need to be able to shoot more than once. At least that is my view on the matter. Possibly allowing fL 3 anti-shipping shots would make them useful rather than simply overpowered. Apn with 4 fL aren't anything to sneeze at either.
SNIP
[ooc]It is another of these 100 HS warp points so that limits the size of what can come through. I'm continously amazed at the number of those things that show up...compared to Steve or Kurt who never encountered them so far as I know.[/ooc]
SNIP
As far as I know, both Steve and Kurt had 100 HS WP's - but Steve ignores the WP capacity limit, and Kurt has used a transit rules for small WP's similar to 4th edition for a while now (i.e., for 100 HS WP's, large ships transit in over a number of movement phases, but for larger WP's, the standard R3rd ed rules applies).
But I may be wrong....
As far as I know, both Steve and Kurt had 100 HS WP's - but Steve ignores the WP capacity limit, and Kurt has used a transit rules for small WP's similar to 4th edition for a while now (i.e., for 100 HS WP's, large ships transit in over a number of movement phases, but for larger WP's, the standard R3rd ed rules applies).
But I may be wrong....
Nope, you got it right. I don't like the limitations imposed by the smaller warp points, so I used an alternate rule first included in a Sky Marshal, if I remember correctly. Using that rule even large SD's or Monitors could get into any system, but it would take time for them to squeeze through a warp point if it was very small.
Kurt
(It also didn't help the seals that the first battle was the one most lopsided in terms of tonnage against them. Still they reaped a lot of DDs, pGB and Cas from the red fleet. Second battle went well first two turns, but now the Seal frigates are forced to decide: Stay in range for their primaries and get caught by the apn, or run but then don't fire. The 54 Fc in play do make a difference though.)That's all the ooc tag was :)
Colour red works for OOC...
SBMHAWKs are feast or famine things, much like GBs or Fighters. Either you have enough and the enemy basically evaporates or you likely accomplish very little with them. We are deliberately keeping the numbers down, and we are at least keeping the battles sensible in size but still when starslayer added up the gunboats and told me I'd killed 509 of them I was stunned. To me it had been like shooting at snowflakes in a blizzard. I had not thought of it as focusing on them, but I needed to shatter their data groups so I was firing generally on 6 squadrons each time I shot with 3 missiles per squadron. But it always seemed there was just more and more gunboats.
It is worth saying the Alliance ships in the battle Starslayer needs to write up are heavily optimized gunboat killers. The Seals and Cartel have basically been refining their ships based on hard experience. They are just brutal on gunboats. I'm still not sure why the TFN in the books had such a reaction to gunboats...basically so far we have found 3 very effective counters: the Wa in sprint mode, SBMHAWK(LT1), and fM2 (this is in the books but it is surprisingly effective). I suspect fL as well but I haven't had too many close range anti-gunboat furballs yet. The stupid thing is that the rules have all these modifiers for fighters and so forth on the anti-small craft table and then it turns out it is better to shoot on them as starships with a -3 with fL in particular.
The UTMs changes to ECM has also had a few unintended (I'm guessing) consequences. Ships can negate small craft EM (max -2) easily so they gain no net benefit from it, while ships can generate a substantial negative to things like fMx and in particular to SBMHAWK. A CA or smaller sized vessel can at TL11+ get a -6 on the pod launched missiles. Bases get less but still it all adds up when you are working out how many pods you need. fMx should not be covered by the general "fighter weapons half the effect of EM" as that was for the fL and fR so far as I recall.
The failed assault is disheartening very much....I've had 3 so far. The Urloki attempt to force the warp point from their side, the Shanirian attempt to get some breathing room and the RMs attempt to take out the Thing. Though I have to admit that other battle was stressful for me as I figured I had no chance and was going to loose 3 races a good chunk of their existing capital ships.