Author Topic: L0ckAndL0ad's United Systems AAR  (Read 21980 times)

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Offline L0ckAndL0ad (OP)

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Re: L0ckAndL0ad's United Systems AAR
« Reply #15 on: September 08, 2019, 01:21:10 PM »
I have no idea how exactly this "worsening of relations" works.

Under the hood, there are two figures - your opinion of them, and their opinion of you. You only get to see your opinion of them, the only way you can guess what they think about you is by the treaties they grant and revoke (there are exact thresholds for each, you can check them on the wiki).
Yeah.... Now I know that for sure. Strange, why I thought the diplo score is a sum of both. I totally must have read about it before and still managed to fail at it. I guess that's a side effect of me working without a day off for several weeks.

Well, it turned out more or less the way I anticipated... I wanted a conflict, and I got one...

August 19, Year 59

FLASH

MAJ ships destroyed six United Systems' exploration vessels (the entire 1st Grav Survey Squadron) in Ross 594. New diplomatic team is trying to contain the incident, but for now, we're in a state of WAR.
« Last Edit: September 08, 2019, 03:23:28 PM by L0ckAndL0ad »
 

Offline Michael Sandy

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Re: L0ckAndL0ad's United Systems AAR
« Reply #16 on: September 09, 2019, 03:01:51 PM »
Not all minerals are equally in short supply.  Normally, my economy is limited by Duranium.  I haven't seen a game where a Uridium shortage drove things, but it takes a while before Uridium starts dominating build costs, and in that time you are building up large stockpiles.

So if you have a massive supply of Uridium, the fire control cost affects the build time and maintenance, but that is about it.

A bigger concern would be losing that expensive system to damage or maintenance failures, as that results in long repair time.  And the cost also affects refits.  It is difficult to upgrade a fire control that costs 1/3 of the total ship cost.
 

Offline L0ckAndL0ad (OP)

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Re: L0ckAndL0ad's United Systems AAR
« Reply #17 on: September 09, 2019, 11:09:53 PM »
Not all minerals are equally in short supply.  Normally, my economy is limited by Duranium.  I haven't seen a game where a Uridium shortage drove things, but it takes a while before Uridium starts dominating build costs, and in that time you are building up large stockpiles.

So if you have a massive supply of Uridium, the fire control cost affects the build time and maintenance, but that is about it.

A bigger concern would be losing that expensive system to damage or maintenance failures, as that results in long repair time.  And the cost also affects refits.  It is difficult to upgrade a fire control that costs 1/3 of the total ship cost.
Uridium is currently in very short supply in Sol. Earth's reserve is just 29 thousand, while Sol's total extraction of Uridium is just 150 per year. Colonies provide additional 1100 annually at current rates. I'm trying to improve the situation, but it might get desperate soon enough.

I did figure out a simple solution to the problem of costly FCS, however. It was rather simple - increasing the amount of guns, to improve the hit chance. This is how the current template of the new generation of destroyers looks like. I purposely degraded some elements (like main radar) to fine tune the costs, keeping in mind my new cruisers that will have some better equipment to supplement the capabilities of smaller ships (I'm most likely going to design a cheaper and lighter frigate as well, for patrol duties).

(also note my new gen missiles are here!)
Off-Topic: show
Kidd class Destroyer, Guided Missile    9 900 tons     261 Crew     2924.66 BP      TCS 198  TH 1040  EM 360
5252 km/s     Armour 4-41     Shields 12-300     Sensors 28/28/0/0     Damage Control Rating 33     PPV 39.74
Maint Life 2.07 Years     MSP 646    AFR 224%    IFR 3.1%    1YR 201    5YR 3015    Max Repair 360 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 384    Cryogenic Berths 200   

260 EP Internal Fusion Drive (4)    Power 260    Fuel Use 34.8%    Signature 260    Exp 10%
Fuel Capacity 500 000 Litres    Range 26.1 billion km   (57 days at full power)
Epsilon R300/288 Shields (4)   Total Fuel Cost  48 Litres per hour  (1 152 per day)

Twin 15cm SXR Laser Turret (1x2)    Range 360 000km     TS: 10000 km/s     Power 12-12     RM 6    ROF 5        6 6 6 6 6 6 5 4 4 3
Twin Gauss Cannon R4-50 Turret (1x8)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS FCS 60/20 (1)    Max Range: 120 000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Gunnery FCS 240/10 (1)    Max Range: 480 000 km   TS: 10000 km/s     98 96 94 92 90 88 85 83 81 79
Tokamak Fusion Reactor PW-4 (3)     Total Power Output 12    Armour 0    Exp 5%

ASM-6-600s Missile Launcher (8)    Missile Size 6    Rate of Fire 600
AMM-1-5s Missile Launcher (8)    Missile Size 1    Rate of Fire 5
AMM FCS 3.5/32M (2)     Range 32.3m km    Resolution 1
ASM FCS 8Kt/208M (1)     Range 208.2m km    Resolution 160
AFM FCS 250t/31.5M (1)     Range 31.5m km    Resolution 5
AMM-14 Maestro (128)  Speed: 48 000 km/s   End: 1.2m    Range: 3.5m km   WH: 1    Size: 1    TH: 688/412/206
ASM-64 Sledgehammer (32)  Speed: 30 000 km/s   End: 55.6m    Range: 100.2m km   WH: 16    Size: 6    TH: 200/120/60
AFM-42 Foxy Love (16)  Speed: 45 000 km/s   End: 18.6m    Range: 50.3m km   WH: 4    Size: 4    TH: 450/270/135

RAD 8Kt/198M (1)     GPS 17920     Range 198.3m km    Resolution 160
RAD AMF 3.4/31M (1)     GPS 224     Range 31.4m km    MCR 3.4m km    Resolution 1
Thermal Sensor TH2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

ECCM-2 (1)         ECM 20
 

Offline L0ckAndL0ad (OP)

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Re: L0ckAndL0ad's United Systems AAR
« Reply #18 on: September 10, 2019, 02:24:11 PM »
Not sure if I should have a whole dedicated thread for this, but here's the long pained cruiser design I came up with. Basically, it is an improved Kidd with double the weapons, better sensors, improved anti-fighter capability, and what's most important - an ability to lead smaller combat ships, both as a task force flag ship and as a jump ship. And it can carry two fighter craft! I've already designed a jump capable scout for it.

30.000 tons feels somehow wrong for such a small increase in firepower, but I feel like all the other capabilities are really worth it. I need a good lead ship/jump ship for heavy vanguard duty and to offer better protection to carriers.

I'd welcome any suggestions/comments, if there are any.

Off-Topic: show
Nashville class Cruiser, Guided Missile    30 000 tons     856 Crew     7828.76 BP      TCS 600  TH 3120  EM 540
5200 km/s    JR 7-1000     Armour 6-86     Shields 18-300     Sensors 42/84/0/0     Damage Control Rating 82     PPV 63.64
Maint Life 2 Years     MSP 3621    AFR 324%    IFR 4.5%    1YR 1203    5YR 18043    Max Repair 1087 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 21   
Flag Bridge    Hangar Deck Capacity 1000 tons     Magazine 720    Cryogenic Berths 200   

J30000(7-1000-E10) Military Jump Drive     Max Ship Size 30000 tons    Distance 1000k km     Squadron Size 7
780 EP Internal Fusion Drive (4)    Power 780    Fuel Use 24.4%    Signature 780    Exp 10%
Fuel Capacity 1 250 000 Litres    Range 30.7 billion km   (68 days at full power)
Epsilon R300/288 Shields (6)   Total Fuel Cost  72 Litres per hour  (1 728 per day)

Twin 15cm SXR Laser Turret (2x2)    Range 360 000km     TS: 10000 km/s     Power 12-12     RM 6    ROF 5        6 6 6 6 6 6 5 4 4 3
Twin Gauss Cannon R4-50 Turret (2x8)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Gunnery FCS 240/10 (2)    Max Range: 480 000 km   TS: 10000 km/s     98 96 94 92 90 88 85 83 81 79
CIWS FCS 60/20 (2)    Max Range: 120 000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Tokamak Fusion Reactor PW-4 (6)     Total Power Output 24    Armour 0    Exp 5%

AMM-1-5s Missile Launcher (8)    Missile Size 1    Rate of Fire 5
ASM-6-600s Missile Launcher (8)    Missile Size 6    Rate of Fire 600
AFM-4-20s Missile Launcher (2)    Missile Size 4    Rate of Fire 20
AMM FCS 3.5/32M (2)     Range 32.3m km    Resolution 1
AFM FCS 200t/52M (1)     Range 52.9m km    Resolution 4
ASM FCS 8Kt/208M (1)     Range 208.2m km    Resolution 160
AMM-14 Maestro (200)  Speed: 48 000 km/s   End: 1.2m    Range: 3.5m km   WH: 1    Size: 1    TH: 688/412/206
ASM-64 Sledgehammer (64)  Speed: 30 000 km/s   End: 55.6m    Range: 100.2m km   WH: 16    Size: 6    TH: 200/120/60
AFM-42 Foxy Love (32)  Speed: 45 000 km/s   End: 18.6m    Range: 50.3m km   WH: 4    Size: 4    TH: 450/270/135

RAD 8Kt/396M (1)     GPS 35840     Range 396.7m km    Resolution 160
RAD AMF 5.5/50M (1)     GPS 364     Range 51.0m km    MCR 5.5m km    Resolution 1
Thermal Sensor TH3-42 (1)     Sensitivity 42     Detect Sig Strength 1000:  42m km
EM Detection Sensor EM6-84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km

ECCM-2 (2)         ECM 20
---------------------------------------------------------------------------------
YJS class Jump Scout    498 tons     9 Crew     234 BP      TCS 9.95  TH 24  EM 0
10050 km/s    JR 1-1000     Armour 1-5     Shields 0-0     Sensors 14/28/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.22 Years     MSP 29    AFR 19%    IFR 0.3%    1YR 8    5YR 119    Max Repair 100 MSP
Intended Deployment Time: 0.5 months    Spare Berths 3   

J500(1-1000-E10) Military Jump Drive     Max Ship Size 500 tons    Distance 1000k km     Squadron Size 1
100 EP Internal Fusion Drive (E x2.5) (1)    Power 100    Fuel Use 387.38%    Signature 24    Exp 25%
Fuel Capacity 50 000 Litres    Range 4.7 billion km   (5 days at full power)

RAD 8Kt/111M (1)     GPS 10080     Range 111.6m km    Resolution 160
Thermal Sensor TH1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
« Last Edit: September 10, 2019, 02:29:14 PM by L0ckAndL0ad »
 

Offline Garfunkel

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Re: L0ckAndL0ad's United Systems AAR
« Reply #19 on: September 12, 2019, 11:09:03 PM »
The problem with both ships is that they are not as efficient as they could be. This is due to your design philosophy of multirole capability. I'm impressed how much you managed to cram into them but they are certainly weaker at any role when compared to a purpose built ship. Don't worry about the size, early-to-mid game multirole ships have to be big. Personally I would at least have two smaller classes, one for offense and one for defence.
 

Offline L0ckAndL0ad (OP)

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Re: L0ckAndL0ad's United Systems AAR
« Reply #20 on: September 15, 2019, 01:26:09 PM »
The problem with both ships is that they are not as efficient as they could be. This is due to your design philosophy of multirole capability. I'm impressed how much you managed to cram into them but they are certainly weaker at any role when compared to a purpose built ship. Don't worry about the size, early-to-mid game multirole ships have to be big. Personally I would at least have two smaller classes, one for offense and one for defence.
Thanks!
Yeah, I agree that it is cool to be able to cram stuff into warships, but it takes SO MUCH time to fiddle with and finetune the designs... I've just spent several days worth of game sessions simply dealing with the new generation ships. Actually, it is one of the reasons why I go for multirole - the less ship types to manage the better. By now I'm not even sure I actually want to have a dedicated frigate for aux escort and patrol duties. A single Nashville class CG may work in that role instead of a division of 2-3 Shepards, but the costs/capabilities aren't in CG favor...

All my ships are defensive/long range in nature, to support carrier warfare doctrine. Carrier based fighters are my main offensive craft. Fastest, hardest to target, easy to produce and maintain.

I'm still to create any troopships/dropships/LPD. I guess I'll have to deal with Uridium shortage first... Ugh... I just need to return to playing turns instead of being stuck in the ship designer.

Here's the list of 4th generation ship designs that I just pushed into production:

Shepard class FFG
Off-Topic: show
Shepard class Frigate, Guided Missile    7 450 tons     200 Crew     1833.78 BP      TCS 149  TH 780  EM 0
5234 km/s    JR 3-50     Armour 4-33     Shields 0-0     Sensors 28/28/0/0     Damage Control Rating 33     PPV 19.06
Maint Life 2.25 Years     MSP 462    AFR 148%    IFR 2.1%    1YR 123    5YR 1851    Max Repair 224 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Magazine 200    Cryogenic Berths 200   

J7.5K (E10-3-50) Military Jump Drive     Max Ship Size 7500 tons    Distance 50k km     Squadron Size 3
260 EP Internal Fusion Drive (3)    Power 260    Fuel Use 34.8%    Signature 260    Exp 10%
Fuel Capacity 450 000 Litres    Range 31.2 billion km   (69 days at full power)

Twin Gauss Cannon R4-50 Turret (1x8)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS FCS 60/20 (1)    Max Range: 120 000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17

ASM-6-600s Missile Launcher (4)    Missile Size 6    Rate of Fire 600
AMM-1-5s Missile Launcher (4)    Missile Size 1    Rate of Fire 5
AMM FCS 3.5/32M (1)     Range 32.3m km    Resolution 1
ASM FCS 8Kt/208M (1)     Range 208.2m km    Resolution 160
AMM-14 Maestro (80)  Speed: 48 000 km/s   End: 1.2m    Range: 3.5m km   WH: 1    Size: 1    TH: 688/412/206
ASM-64 Sledgehammer (20)  Speed: 30 000 km/s   End: 55.6m    Range: 100.2m km   WH: 16    Size: 6    TH: 200/120/60

RAD AMF 3.4/31M (1)     GPS 224     Range 31.4m km    MCR 3.4m km    Resolution 1
RAD 8Kt/198M (1)     GPS 17920     Range 198.3m km    Resolution 160
Thermal Sensor TH2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

ECCM-2 (1)         ECM 20


Kidd class DDG
Off-Topic: show
Kidd class Destroyer, Guided Missile    9 950 tons     263 Crew     2947.66 BP      TCS 199  TH 1040  EM 360
5226 km/s     Armour 4-41     Shields 12-300     Sensors 28/28/0/0     Damage Control Rating 33     PPV 39.74
Maint Life 2.06 Years     MSP 648    AFR 226%    IFR 3.1%    1YR 204    5YR 3053    Max Repair 360 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 384    Cryogenic Berths 200   

260 EP Internal Fusion Drive (4)    Power 260    Fuel Use 34.8%    Signature 260    Exp 10%
Fuel Capacity 500 000 Litres    Range 26.0 billion km   (57 days at full power)
Epsilon R300/288 Shields (4)   Total Fuel Cost  48 Litres per hour  (1 152 per day)

Twin 15cm SXR Laser Turret (1x2)    Range 360 000km     TS: 10000 km/s     Power 12-12     RM 6    ROF 5        6 6 6 6 6 6 5 4 4 3
Twin Gauss Cannon R4-50 Turret (1x8)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS FCS 60/20 (1)    Max Range: 120 000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Gunnery FCS 240/10 (1)    Max Range: 480 000 km   TS: 10000 km/s     98 96 94 92 90 88 85 83 81 79
Tokamak Fusion Reactor PW-4 (3)     Total Power Output 12    Armour 0    Exp 5%

ASM-6-600s Missile Launcher (8)    Missile Size 6    Rate of Fire 600
AMM-1-5s Missile Launcher (8)    Missile Size 1    Rate of Fire 5
AMM FCS 3.5/32M (2)     Range 32.3m km    Resolution 1
ASM FCS 8Kt/208M (1)     Range 208.2m km    Resolution 160
AFM FCS 250t/52M (1)     Range 52.6m km    Resolution 5
AMM-14 Maestro (128)  Speed: 48 000 km/s   End: 1.2m    Range: 3.5m km   WH: 1    Size: 1    TH: 688/412/206
ASM-64 Sledgehammer (32)  Speed: 30 000 km/s   End: 55.6m    Range: 100.2m km   WH: 16    Size: 6    TH: 200/120/60
AFM-42 Foxxy Love (16)  Speed: 45 000 km/s   End: 18.6m    Range: 50.3m km   WH: 4    Size: 4    TH: 450/270/135

RAD AMF 3.4/31M (1)     GPS 224     Range 31.4m km    MCR 3.4m km    Resolution 1
RAD 8Kt/198M (1)     GPS 17920     Range 198.3m km    Resolution 160
Thermal Sensor TH2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

ECCM-2 (1)         ECM 20


Nashville class CG
Off-Topic: show
Nashville class Cruiser, Guided Missile    29 850 tons     854 Crew     7817.26 BP      TCS 597  TH 3120  EM 540
5226 km/s    JR 7-1000     Armour 6-85     Shields 18-300     Sensors 42/84/0/0     Damage Control Rating 82     PPV 63.64
Maint Life 2.01 Years     MSP 3601    AFR 324%    IFR 4.5%    1YR 1187    5YR 17806    Max Repair 1087 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 9   
Flag Bridge    Hangar Deck Capacity 750 tons     Magazine 720    Cryogenic Berths 200   

J30K (7-1000-E10) Military Jump Drive     Max Ship Size 30000 tons    Distance 1000k km     Squadron Size 7
780 EP Internal Fusion Drive (4)    Power 780    Fuel Use 24.4%    Signature 780    Exp 10%
Fuel Capacity 1 300 000 Litres    Range 32.1 billion km   (71 days at full power)
Epsilon R300/288 Shields (6)   Total Fuel Cost  72 Litres per hour  (1 728 per day)

Twin 15cm SXR Laser Turret (2x2)    Range 360 000km     TS: 10000 km/s     Power 12-12     RM 6    ROF 5        6 6 6 6 6 6 5 4 4 3
Twin Gauss Cannon R4-50 Turret (2x8)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Gunnery FCS 240/10 (2)    Max Range: 480 000 km   TS: 10000 km/s     98 96 94 92 90 88 85 83 81 79
CIWS FCS 60/20 (2)    Max Range: 120 000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Tokamak Fusion Reactor PW-4 (6)     Total Power Output 24    Armour 0    Exp 5%

AMM-1-5s Missile Launcher (8)    Missile Size 1    Rate of Fire 5
ASM-6-600s Missile Launcher (8)    Missile Size 6    Rate of Fire 600
AFM-4-20s Missile Launcher (2)    Missile Size 4    Rate of Fire 20
AMM FCS 3.5/32M (2)     Range 32.3m km    Resolution 1
AFM FCS 200t/52M (1)     Range 52.9m km    Resolution 4
ASM FCS 8Kt/208M (1)     Range 208.2m km    Resolution 160
AMM-14 Maestro (200)  Speed: 48 000 km/s   End: 1.2m    Range: 3.5m km   WH: 1    Size: 1    TH: 688/412/206
ASM-64 Sledgehammer (64)  Speed: 30 000 km/s   End: 55.6m    Range: 100.2m km   WH: 16    Size: 6    TH: 200/120/60
AFM-42 Foxxy Love (32)  Speed: 45 000 km/s   End: 18.6m    Range: 50.3m km   WH: 4    Size: 4    TH: 450/270/135

RAD 8Kt/396M (1)     GPS 35840     Range 396.7m km    Resolution 160
RAD AMF 5.5/50M (1)     GPS 364     Range 51.0m km    MCR 5.5m km    Resolution 1
Thermal Sensor TH3-42 (1)     Sensitivity 42     Detect Sig Strength 1000:  42m km
EM Detection Sensor EM6-84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km

ECCM-2 (2)         ECM 20

Strike Group
3x JS-1 'DingerCat Jump Scout   Speed: 12145 km/s    Size: 4.94


Essex class CV

Off-Topic: show
Essex class Carrier    100 000 tons     2188 Crew     23580.3 BP      TCS 2000  TH 2496  EM 0
5200 km/s    JR 3-50     Armour 6-191     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 240     PPV 0
Maint Life 2.36 Years     MSP 17684    AFR 666%    IFR 9.3%    1YR 4347    5YR 65204    Max Repair 3466 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 308   
Flag Bridge    Hangar Deck Capacity 32000 tons     Magazine 2624    Cryogenic Berths 1000   

J100K (3-50-E10) Military Jump Drive     Max Ship Size 100000 tons    Distance 50k km     Squadron Size 3
1300 EP Internal Fusion Drive (Ex1.3/TR25%) (8)    Power 1300    Fuel Use 38.54%    Signature 312    Exp 13%
Fuel Capacity 13 020 000 Litres    Range 60.8 billion km   (135 days at full power)

CIWS-200 (4x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
ASM-64 Sledgehammer (340)  Speed: 30 000 km/s   End: 55.6m    Range: 100.2m km   WH: 16    Size: 6    TH: 200/120/60
AFM-42 Foxxy Love (144)  Speed: 45 000 km/s   End: 18.6m    Range: 50.3m km   WH: 4    Size: 4    TH: 450/270/135

ECM 20

Strike Group
36x F/A-5 Bane Strikefighter   Speed: 12578 km/s    Size: 9.54
24x F-6R Rancor Fighter   Speed: 20134 km/s    Size: 8.94
6x EW-3 Beholder Early Warning and Control   Speed: 12072 km/s    Size: 9.94
4x RV-1 Willie Rescue Shuttle   Speed: 20408 km/s    Size: 2.94
2x JS-1 'DingerCat Jump Scout   Speed: 12145 km/s    Size: 4.94


Fighter-sized craft
Off-Topic: show

EW-3 Beholder class Early Warning and Control    497 tons     4 Crew     289.4 BP      TCS 9.94  TH 28.8  EM 0
12072 km/s     Armour 1-5     Shields 0-0     Sensors 1/28/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.47 Years     MSP 36    AFR 19%    IFR 0.3%    1YR 8    5YR 123    Max Repair 120 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   

120 EP Internal Fusion Drive (Ex3/TR25) (1)    Power 120    Fuel Use 611.07%    Signature 28.8    Exp 30%
Fuel Capacity 70 000 Litres    Range 4.1 billion km   (3 days at full power)

RAD 5Kt/6.2-156M (1)     GPS 11200     Range 156.8m km    Resolution 100
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
----------------------------------------------------
F/A-5 Bane class Strikefighter    477 tons     2 Crew     171.8 BP      TCS 9.54  TH 120  EM 0
12578 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Maint Life 3.63 Years     MSP 23    AFR 18%    IFR 0.3%    1YR 3    5YR 40    Max Repair 60 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Magazine 24   

120 EP Internal Fusion Drive (Ex3.0) (1)    Power 120    Fuel Use 611.07%    Signature 120    Exp 30%
Fuel Capacity 35 000 Litres    Range 2.2 billion km   (47 hours at full power)

MS6-BX Missile Launcher (4)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
ASM FCS 5Kt/82M (1)     Range 82.3m km    Resolution 100
ASM-64 Sledgehammer (4)  Speed: 30 000 km/s   End: 55.6m    Range: 100.2m km   WH: 16    Size: 6    TH: 200/120/60

RAD 5Kt/78M (1)     GPS 5600     Range 78.4m km    Resolution 100
----------------------------------------------------
F-6R Rancor class Fighter    447 tons     4 Crew     215.9 BP      TCS 8.94  TH 180  EM 0
20134 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 3.36 Years     MSP 30    AFR 15%    IFR 0.2%    1YR 4    5YR 60    Max Repair 90 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   

180 EP Internal Fusion Drive (E x3.0) (1)    Power 180    Fuel Use 604.83%    Signature 180    Exp 30%
Fuel Capacity 30 000 Litres    Range 2.0 billion km   (27 hours at full power)

10cm Railgun V5/C3 (1x4)    Range 50 000km     TS: 20134 km/s     Power 3-3     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Gunnery FCS(F) 60/20 (1)    Max Range: 120 000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Tokamak Fusion Reactor PW-3.2 (1)     Total Power Output 3.2    Armour 0    Exp 5%

RAD AMM (F) 426K/3.9M (1)     GPS 28     Range 3.9m km    MCR 427k km    Resolution 1
----------------------------------------------------
JS-1 'DingerCat class Jump Scout    247 tons     2 Crew     132.4 BP      TCS 4.94  TH 14.4  EM 0
12145 km/s    JR 1-1000     Armour 1-3     Shields 0-0     Sensors 1/14/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 49%    IFR 0.7%    1YR 9    5YR 133    Max Repair 60 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

J500 (1-1000-E10) Military Jump Drive     Max Ship Size 500 tons    Distance 1000k km     Squadron Size 1
60 EP Internal Fusion Drive (Ex3/TR25) (1)    Power 60    Fuel Use 617.3%    Signature 14.4    Exp 30%
Fuel Capacity 15 000 Litres    Range 1.8 billion km   (40 hours at full power)

RAD 5Kt/54M (1)     GPS 3921     Range 54.9m km    Resolution 100
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
----------------------------------------------------
RV-1 Willie class Rescue Shuttle    147 tons     1 Crew     80.4 BP      TCS 2.94  TH 14.4  EM 0
20408 km/s     Armour 1-2     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 50.71 Years     MSP 68    AFR 0%    IFR 0%    1YR 0    5YR 1    Max Repair 60 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3   
Cryogenic Berths 200   

60 EP Internal Fusion Drive (Ex3/TR25) (1)    Power 60    Fuel Use 617.3%    Signature 14.4    Exp 30%
Fuel Capacity 25 000 Litres    Range 5.0 billion km   (67 hours at full power)


Auxiliaries

Off-Topic: show
Jupiter class Auxiliary Oiler    30 000 tons     168 Crew     1856.5 BP      TCS 600  TH 2000  EM 0
3333 km/s    JR 1-25(C)     Armour 4-86     Shields 0-0     Sensors 14/14/0/0     Damage Control Rating 1     PPV 0
MSP 39    Max Repair 125 MSP
Intended Deployment Time: 60 months    Spare Berths 0   
Cryogenic Berths 400    Tractor Beam     

JC30K E10 Commercial Jump Drive     Max Ship Size 30000 tons    Distance 25k km     Squadron Size 1
500 EP Commercial Internal Fusion Drive (4)    Power 500    Fuel Use 3.54%    Signature 500    Exp 5%
Fuel Capacity 12 000 000 Litres    Range 2033.7 billion km   (7062 days at full power)

CIWS-200 (4x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
----------------------------------------------------
Nitro class Auxiliary Cargo and Ammunition    30 000 tons     490 Crew     3308.25 BP      TCS 600  TH 2000  EM 0
3333 km/s    JR 3-50     Armour 4-86     Shields 0-0     Sensors 14/14/0/0     Damage Control Rating 52     PPV 0
Maint Life 7.27 Years     MSP 10516    AFR 327%    IFR 4.5%    1YR 348    5YR 5224    Max Repair 397 MSP
Intended Deployment Time: 60 months    Flight Crew Berths 13   
Hangar Deck Capacity 500 tons     Magazine 2645    Cryogenic Berths 400   

J30K (3-50-E10) Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3
500 EP Commercial Internal Fusion Drive (4)    Power 500    Fuel Use 3.54%    Signature 500    Exp 5%
Fuel Capacity 500 000 Litres    Range 84.7 billion km   (294 days at full power)

CIWS-200 (4x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECM 20

Strike Group
1x JS-1 'DingerCat Jump Scout   Speed: 12145 km/s    Size: 4.94
1x RV-1 Willie Rescue Shuttle   Speed: 20408 km/s    Size: 2.94


ps: Started reading Honor Harrington series (audiobooks, currently at HH2). Not the best military sci-fi that I've read, but so far quite good.
« Last Edit: September 15, 2019, 01:53:16 PM by L0ckAndL0ad »
 

Offline L0ckAndL0ad (OP)

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Re: L0ckAndL0ad's United Systems AAR
« Reply #21 on: September 17, 2019, 01:52:45 AM »
February 21, Year 60

Political and strategic considerations

Due to Commonwealth of Majlesi's attack on unarmed Union exploration ships, I've decided to blockade all known MAJ systems, preventing them from finding and reaching United Systems space. Unlike GUN, I do not think MAJ know where Union systems and planets are located. I want to keep it that way.

MAJ have much larger navy than the Union, but there's no indication of their technological superiority. United Systems may soon start suffering from mineral shortages, and, unfortunately, it may last for quite a while. This means that a full-scale war is out of the question. I don't think I'd be able to invade their home system (Ross 594) and get away with it easily. Any sort of assault on their Capital is viewed as suicidal. Such an undertaking would require serious amount of prior intelligence gathering.

Travel distance from Sol to Ross 594 is 16 billion km, or ~58 days @ 3200 km/s. 4th generation ships, which are several years away from being complete, would be able to travel this distance in 35.6 days @ 5200 km/s.

John Adams fighter base on Earth is set to expand its hangar capacity to allow storing 35Kt worth of fighters (equivalent of a single full fleet carrier wing) to allow simpler and smoother fighter replacement process in the future. CV Enterprise is currently undergoing Y59 refit and is also waiting for new gen fighters to come on-line. Then it'll have to facilitate their TF training.

Meanwhile, TG 1.1 Ranger, comprised of 2nd Gen warships (~2500 km/s) - CVL Ranger (8Kt hangar) and 4x Mahan class destroyers are sent to MAJ's borders. Ranger carries old but combat tested 8x F/A-3 Banshee and 5x F-4R Ray and also newest scout ships - 2x JS-1 'DingerCat 2x EW-3 Beholder. Their capabilities should be enough to fulfill the following mission:

  • Prevent MAJ ships from finding and reaching Union space.
  • Gather as much intelligence as possible.
« Last Edit: September 17, 2019, 01:55:23 AM by L0ckAndL0ad »
 

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Re: L0ckAndL0ad's United Systems AAR
« Reply #22 on: September 19, 2019, 02:24:55 PM »
February 6, Year 61

Mineral shortages

Due to 4th Generation Warship construction program, as predicted, United Systems started running out of some types of minerals. Gallicite is almost at 0, Uridium is at 15k, and Tritanium is at 33k units. There are no better sources of these anywhere close by, so the existing ones are being improved. Construction schedule will be seriously affected.

Meanwhile, TG 1.1 Ranger keeps sitting in EG 290 system with idle engines but active sensors turned on and waits for the enemy. No contacts so far. However, I'm almost sure MAJ's ships are present in the next system, HIP 21932.

MAJ's diplomats are trying to improve Union's diplo rating, but I have recalled our own diplomatic team. We are still at war, but if these mineral shortages will continue, I may have to smooth it out with MAJ. Still, for now, no diplomacy.
 

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Re: L0ckAndL0ad's United Systems AAR
« Reply #23 on: September 20, 2019, 02:41:50 PM »
August 1, Year 61

Ranger's incursion into enemy territory: HIP 21932

As there was no sign of MAJ activity in EG 290 (beside the existence of the EG 45 gate), TG 1.1 was ordered to probe HIP 21932. 'DingerCat (guess why it is called that way!) jump scout went in and out without a problem. CVL Ranger and its escorts turned off all active sensors and jumped into HIP 21932.

HIP 21932 is a relatively small system. One star, six planets (outer most is 470m km away from local star) and only two known JPs - EG 290 and Ross 594 (MAJ home world). Distance between JPs - 3660m km.

As TG 1.1 went in at EMCON 1 (radio silence), scout fighters (2x Beholder class in total on Ranger) were sent out forwards several times (due to their limited range), to improve the security of the task group. TG 1.1 was directed to Ross 594 JP on an indirect course, masking the approach vector.

As Ranger came within ~1600m km of Ross 594 JP, one of the scouts was already sniffing around the JP itself (50m away). Scouts had also their active sensors turned off, meaning only str 28 passive EM sensor can be used. And there was nobody at JP. As time passed, JP stayed clean.

Lack of targets made me somewhat desperate. Scout's actives (5Kt res/150M km max range) were turned on temporarily. Still nothing. Couple of hours later - still nothing around JP. Sensors were turned back off and scout was ordered to return to the carrier. But on the return leg, passive sensors finally detected an enemy ship, ~180m km out. One Poolser class ship (out of two known). My old intel records suggest 9600 tonnage, observed speed 1432.

Two notes to myself. First, non-JD scouts need even more range. Existing 4b km range is very decent, but the more the better. Speed is always a tradeoff, but it's something to really think about in the future. Second, lack of thermal sensors on my scouts prevents me from passively figuring out how many ships accompany the ones I can find with passive EM sensors. I know I removed them because their effective range is too small for comfort (when limited by 500t fighter size), it may be worth while to think about a dedicated thermal scout, or a bigger sensor scout - FAC sized instead of fighter sized. I stopped using Early Warning FACs a while ago, but maybe I should reconsider.

TBC...
 

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Re: L0ckAndL0ad's United Systems AAR
« Reply #24 on: September 21, 2019, 12:19:17 PM »
August 1, Year 61

Continued...

18:05

Poolser 001's movement is worrying me. Located ~610m km from Ross 594 JP, it is traveling on 296 deg course. It leads to.. nowhere. Not to the other JP, not to TG 1.1's location, not to any system body. It is seriously off course, if it was going from JP to JP. But the course looks much similar to interception of TG 1.1 than going to JP or system body.

TG 1.1 is 950m km away from Poolser 001. It must have str 555 thermal sensor to be able to detect 1800 signature of the light carrier at such distance. Which, obviously, can't be happening here. The only sane answer would be MAJ's Deep Space Tracking Stations that could be hidden on some planet or moon. There are no asteroids or comets here.

Well, or it could be just patrolling. Looking for my scout that revealed its position hours earlier. But even then, it is a bit too far from its last location... Hmmm...

Anyway.. EW-3 Beholder 002 is 123.5m km away from Poolser 001. Within range of the radar. But I think I should track it for a bit longer before going active.
« Last Edit: September 21, 2019, 12:21:06 PM by L0ckAndL0ad »
 

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Re: L0ckAndL0ad's United Systems AAR
« Reply #25 on: September 21, 2019, 01:40:18 PM »
18:41

Radar on. Nine bandits in single group, on screen. 2x Poolsers, 4x Zwaadvis', 3x Tromps. All ships estimated 9600 tons, group's speed 1432 km/s.

Intel indicates Poolsers and Zwaadvis have medium range (67m km) resolution 112 (5600t) radars. Tromps are known to have primitive (0.9m max range) AMM-rated (res 1) radars  and at least 5x lasers each (damage 3, ROF 2). If I had to guess, I'd say Poolsers and Zwaadvis carry medium range ASMs. But lets not allow them to reveal if it's true.

Enemy group changed course to 359, but it's not trying to intercept the scout. Regardless, they're too slow for that. EW-3 Beholder 002 ordered to shadow the group @ 105m km. Meanwhile, CVL Ranger launched all available combat fighters: 8x Banshees and 5x Rays. Banshees carry weak WH 9 size 4 ASMs (4 each), but that's all there is available to them. Newer strikers have size 6 launchers to be able to fire USN's standard ASMs, of all generations. But Ranger is stuck with Banshees for a while. Five F-4R Rays escort the strikers, leading them just 10k km ahead, with AMM radars turned off for now. Another Beholder (001) will trail 100k km behind the strike package and will monitor the surroundings in passive mode.

Tromps are priority targets, due to their suspected AMM capability. Previous combat experience with Nails tells me I should focus fire on one ship at a time. I don't want to break up their group into smaller ones yet, because I only have two 150m km reaching EW ships to cover the battlefield.

Strike package is launched from almost max range (950m km), so it's going to take Banshees at least 25 hours to reach their target at their max speed of 10k km. This would put endurance of all the fighter craft to the test, especially Beholder 002 that has to shadow the enemy. I should try doing that in passive mode, if possible.
 

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Re: L0ckAndL0ad's United Systems AAR
« Reply #26 on: September 21, 2019, 03:32:33 PM »
August 2, Year 61

13:46

New bandits on screen! Nine Beastjuggler class vessels, speed is just 395 km/s! Cross section 630, last known thermal signature 250, estimated 31500 tons each. Suspected to be civilian ships, with at least 28 vessels of this class marked in intel records.

Beastjugglers were spotted by Beholder 002 277m km away from Ross 594 JP, moving in the direction of the first enemy group. Also in the direction of the planetary system.

Meanwhile, enemy warship group stopped emitting and is trying to follow the scout at 1432 km/s. Strike package is still 300m km out, ETA 8 to 10 hours.

August 3, Year 61

00:26

Banshees closed within 45m km range of the enemy warship group and opened fire, focusing Tromp 001 with 32 ASM-41 Falling Star (WH 9, speed 20.8k km/s). These ASMs have tiny heat seekers and should potentially be able to retarget other ships if Tromp 001 goes down too early. But I don't think it will.

01:01:46

Enemy warship group turned on its medium range sensors! Just as the missiles approached them, 217k km out.  I guess I just couldn't detect Tromp's short range AMM emissions (GPS 90), and they switched the Poolser's and Zwaadvis' sensors on upon detecting the incoming missiles. Neat trick that I can't replicate with my multi-role warships.

NOTE TO SELF: low speed high-endurance fleet escort PD fighters for such a role, maybe?

01:01:51

New active sensor contact! Horsejuggler class, suspected medium range ASM ship (exactly the same intel data as Poolser and Zwaadvis). 78m km west of strike package.... That's gotta be another enemy warship group, popped up BETWEEN the strikers and the carrier. Damn... Fighters have already expended all the ammo, and their fuel reserve is limited. Beholder 001, that is part of the package, will have to temporarily turn on active sensors to see how big the second enemy group is. Damn...

01:01:56

Splash! 10x ASM-41 hit the enemy ship and it explodes! 20 missiles are still maneuvering. Secondary explosion and life pod ejection detected. Beholder 001's active sensors indicate that Horsejuggler 001 is a loner. It moves at 1432 km/s in the direction of the strike package. Sensor data reveals that Tromp class has an armor of at least 2. That's better than I expected! And no ECM!

01:02:06

7x energy weapon impacts detected. 12 missiles are still in flight. I guess that's enemy PD fires at work. Range between them is 15k km. I'm not sure if heat seekers will allow successful re-targeting.

01:02:16

No re-targeting. The remaining missiles gone wasted. CVL Ranger launches rescue shuttle to try and snatch the enemy crews from the life pods first. RV-1 Willie is relatively small and stealthy (cross section 2.94, thermal sig 14.4), and fast (20.4k km/s), so it should be fine on its own.

To be continued...
« Last Edit: September 21, 2019, 03:36:58 PM by L0ckAndL0ad »
 

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Re: L0ckAndL0ad's United Systems AAR
« Reply #27 on: September 22, 2019, 03:20:11 PM »
02:34

As MAJ's lone Horsejuggler class warship was getting right in the way of returning strike package, a somewhat risky plan of attack came up. All Banshees and Beholder 2 changed course to avoid possible ASM range of the bandit, while five good old railgun-equipped F-4R Rays vectored right onto the Horsejuggler.

What the enemy vessel could be armed with? I was betting on missiles, due to corresponding active radar signature. Defeating a missile salvo from a single 9600 ton ship should be easy for five R-fighters. Chance of encountering beam weaponry was small. So the risk was negligible. Reward? Getting intel on an enemy ship type. Allowing trigger-happy fighter pilots to horse around. He-he.

Horsejuggler did not fire a shot. No missiles. No other weaponry. VF-51 "Angry Horsemen" approached the target galloping at 12k km/s and whipped it to death in under two minutes. So... was it just a sensor ship? A mustang? Is this the reason why it traveled alone? Or was it just out of ammo? Why would it be? This encounter raised more questions than it gave answers to. But it's still an intel data. And that's what the Ranger's TG was here for.

Meanwhile, as VF-51 dealt with a lone MAJ vessel, enemy warship group split into two. Both Poolser class ships detached from the formation, flew in the opposite direction for a minute, and then came around to follow the other ships. Why? Hmm.

Now that the Horsejuggler was destroyed, all fighters were ordered back to the carrier, except for the Beholder 1 that had to remain in the area to keep tracking enemy movement.
« Last Edit: September 22, 2019, 03:26:54 PM by L0ckAndL0ad »
 

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Re: L0ckAndL0ad's United Systems AAR
« Reply #28 on: September 24, 2019, 02:16:28 PM »
August 4, Year 61

17:48

Big slow Beastjuggler ships were buzzed and somewhat scratched by VF-51 Squadron. They emit no active sensors, fire no weapons (I did risk my fighters by going point blank range, hoping these are not monitors/slow battleships). They move from the gate to the inner planetary system. Verdict: civilian ships. Even though I did ahem... a test firing on their armor, I did not destroy any civilian ships.

By now, VA-51 Madhatters destroyed two more ships and severely damaged third one. R-fighters of VF-51 finished the straggler. I was afraid it would fire back with beam weapons (it was Tromp class, known to have lasers), but it did not do anything but blew up in 5 seconds after meeting our Angry Horsemen.

Rescue Shuttle got ~100 surviving MAJ crews from the pods. After landing on CVL Ranger, I was unable to move the survivors. Now that there are additional life pods out there, I'm not sure what to do with all of them. For now, I'll keep sending the shuttle to pick up the rest, but I'm not sure it's not going to bite me with life support failures on the shuttle (unless I figure a way to transfer the survivors).

There are 4 Zwaadvis and 1 Poolser left on the battlefield. Ranger's got enough ammo for Banshees to finish them all off. But.. should I?  I start feeling sorry for these poor bastards.

Oh, yeah, actually, the presence of the civilian ships means there's a colony in this system that I've failed to detect previously. I should definitely find it. Don't have any strong thermal sensor-equipped fighters on Ranger to do so. Will either have to use one of the escorting destroyers, or send fighters to point blank range to all the possible locations.
 

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Re: L0ckAndL0ad's United Systems AAR
« Reply #29 on: September 25, 2019, 02:15:42 PM »
August 6, Year 61

01:09

Several hours ago I've sent VA-51 to yet another strike mission. But suddenly, TG 1.1's passive sensors picked up radar emissions from a new enemy contact. 280m km away from the CVL Ranger, in the direction of the inner planetary system. Temporary nickname Echo 4. Headhater class ship, estimated 9600 tons, known to be able to fly at 2734 km/s, was emitting str 90 res 112 (5600t) signature, corresponding to 100.8m km detection range. The best MAJ ship we've seen so far. TG 1.1's max speed is 2556 km/s. Oooops!

Another problem is, both my Beholders were out of action due to flight crew exhaustion. Jump scouts were also showing some strange crew rest stats, probably because I did not put any engineering modules on them. Strikers were too far away and in the opposite direction to be able to contribute their radars. So I had no idea how many enemy ships were out there in group Echo 4. Fighter ammo on Ranger was getting to 50% so I immediately recalled VA-51 back to the carrier.

Ranger attracted too much attention. It was time to go home.

Couple of hours later strikers returned and I sent out somewhat rested Beholders to investigate Echo 4 contact. As per EMCON 1, Beholders weren't allowed to turn on their radars until they've moved at least 100m km away from the carrier.

Well.. That was a mistake. Sort of. Now I know how many ships were in group Echo 4. Seven. Bad news is, they've managed to sneak up within 88m km from TG 1.1. As soon as they turn on their radar again, they'll spot Ranger and its escorts. And I can't outrun them.

What am I going to do? I do not want to turn on actives on my destroyers. No need to reveal TG 1.1's position before it's actually necessary. I will deploy R-fighters to watch out for missiles, covering Ranger. Their radars should not be detected this far out. In the mean time, I can make at least one strike against Echo 4 before.... Wait a minute.. If Headhater is not a multirole ship... They won't be able to detect or intercept my missiles. Unless they have CIWS. Hmm..

I need to think about what weapons to use against Echo 4. In total, I have 96x ASM-41 Falling Star (WH 9) for fighters, and 136x ASM-64 Sledgehammer (WH 16) on four DDGs. That's it. Closest supply ships are 7.2 billion km away, in adjacent system. I need to think... And get some sleep..
« Last Edit: September 25, 2019, 02:19:22 PM by L0ckAndL0ad »