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Offline Haegan2005

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« Reply #135 on: May 26, 2008, 09:34:38 PM »
Yes, it is.

Quote from: "??rgr?mr"
Quote from: "Haegan2005"
Always welling to help you feel your best!  :wink:
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Haegan2005

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« Reply #136 on: May 26, 2008, 09:55:24 PM »
Quote
2T
 What does the 2T stand for? I do not see an explanation anywhere in section 7.5.

Quote
[7.5] Fortification & Facility Construction

Medium Forts: 100 wu, 2T and 1 pp per 2
Medium Forts are basically extremely badass Picket Forts, with excellent sensors coupled with armament capable of being a serious threat to Capital Ships. They can carry up to 25DP of aircraft and have the Cargo Capacity half that of an equal tech Superfreighter
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Þórgrímr (OP)

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« Reply #137 on: May 26, 2008, 09:58:19 PM »
Quote from: "Haegan2005"
Quote
2T
 What does the 2T stand for? I do not see an explanation anywhere in section 7.5.

Quote
[7.5] Fortification & Facility Construction

Medium Forts: 100 wu, 2T and 1 pp per 2
Medium Forts are basically extremely badass Picket Forts, with excellent sensors coupled with armament capable of being a serious threat to Capital Ships. They can carry up to 25DP of aircraft and have the Cargo Capacity half that of an equal tech Superfreighter


2 turns for construction. I guess that is a wee bit obscure.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
Sic vis pacem, para bellum
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Offline Haegan2005

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« Reply #138 on: May 26, 2008, 10:00:50 PM »
Do we need pop for ports? I needed a port on the second continent, but wanted most of my pop in the interior. Also, do you have any commentary on how I distributed my facilities?
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Þórgrímr (OP)

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« Reply #139 on: May 26, 2008, 10:05:56 PM »
Quote from: "Haegan2005"
Do we need pop for ports? I needed a port on the second continent, but wanted most of my pop in the interior. Also, do you have any commentary on how I distributed my facilities?


As of now, no, but you do need industry since the I level determines how large of a port you can have.

A good distribution, but your Cargo throughput is very weak. if someone declared war on you you would be severely crippled. Your resources, industry,  and military would be immobilized due to logistics jams. You may wish to increase that quite a bit. Take a look at what I have for Albion on the Spreadsheet I sent you. that will give you some idea of what would be a good beginning Transport net.

And in war, as the GM, I will be watching TNs REAL careful like.  :wink:
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Þórgrímr (OP)

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« Reply #140 on: May 27, 2008, 07:44:29 PM »
I posted the combat rules. Haegan, let me know if that example of combat was sufficient.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Haegan2005

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« Reply #141 on: May 27, 2008, 10:06:03 PM »
Quote
Skilled Infantry:  per 10,000
+1 armor, +1 weapons, +1 shields

The land calc is:

Quote
Land:
(number of troops)x(training)x(1.00+sum of combat modifiers)+(combat bonuses/penalties)= Land Combat Rating


So my Inf has a LCR of :
10,000x2x4+0=60,000?
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Haegan2005

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My sparse forces.
« Reply #142 on: May 27, 2008, 10:25:51 PM »
total of 88 NP spent on units. Zero left. NP sources are as follows:

Space Dweller- 20pts
Large Population ? 5pts
Heavy Industry ? 5pts
High finance ? 5pts
Nuke Free Zone + 30pts
Patent Office + 5pts
Ancient Dangers +25pts

ideas?

Archaeologists: 200   100 per unit 1.6 NP total
Pospectors: 200 1.6 NP total
Exploring: 200  1.6 NP total

WET

(40)Freighter: 50 wu, Iron and 1 pp per 10
20,000 CC at level 8
50 WU, 8PP (0.8NP)

(5)Destroyer: 58 WU, Iron and 40 PP(4NP) per 5
They also have hangar space for 1 DP worth of aircraft, mainly for shuttles and patrol aircraft.
+1 Anti aircraft, +1 speed, +1 armor, +1 weapons

(2)Cruiser: 58 WU, Iron and 40 PP(4NP) per 2
+1 sensors, +1 long range weapons, +1 particle beam Heavy cannon, +1 armor,  
 

(2)Escort Carrier: 54 WU, Iron and 24 PP(2.4NP) per 2
They have very limited weapons and defenses, and their only power is derived from the aircraft they carry. They have a Deck Capacity of 25 DP,
10,000 CC
+1 stealth, +1 speed

SPACE

(20)Freighter: 52 WU, Iron and 16 PP(1.6 NP) per 10
20,000 CC at level 8
+1 Starship Drives

(2)Scout Class Cruiser
64wu/64pp/Iron/Block, 2/Block
Industrial Upkeep: 1+1, Wealth Upkeep: 1, Fuel Upkeep: 1+2
TL8 +1 Reaction Drives (Chem) +1 Shields +2 Imp. Sci. Instruments +1 Scientific AI
External Slots: +1 Sensors +1 Deck Cap (25 DPs)

(5)Patrol Class Destroyer
60wu/48pp/Iron/Block, 5/Block
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1+1
TL8 +1 Reaction Drives (chem) +1 Fast Tracking +1 Low Maint. +1 Speed
External Slots: +1 Sensors

LAND

(50,000)Skilled Infantry: 31 WU and 32 PP(3.2 NP) per 10,000
+1 armor, +1 weapons, +1 shields
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1 + 1

(500)Infantry Carriers: 33 WU and 40 PP(4 NP) per 500
15inf at TL 8 (CC 15)
+1 anti inf, +1 mobility, +1 armor, +1 fast tracking
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1

(1000)Infantry Carriers: 33 WU and 40 PP(4 NP) per 500
15inf at TL 8 (CC 15)
+1 anti tank, +1 mobility, +1 Armor, +1 fast tracking
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1

(200)Main Battle Tanks: 33 WU and 40 PP(4 NP) per 100
+1 armor, +1 targeting, +1 mobility, +1 particle beam cannon,
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1

(2000)Logistics Vehicles: 25 Wu and 8 PP(0.8 NP) per 1,000
80cc for TL 8
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1

(200)Self-Propelled Artillery: 31 WU and 32 PP(3.2 NP) per 200
+1 mobility, +1 long range, +1 sensors(UAVs)
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1


(20)Veritech Super Fighter: 50 wu and 1 pp per 5
60 WU 48 PP(4.8 NP)
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1

At 2 Deck Points take up a bit more space than normal fighters, sometimes from size, but mostly from additional support equipment. They are considered Very Fast and are Mid-Ranged.
+1 Multi-Role
+1 Weapons
+1 Legs:
+1 Arms:
+1 All Weather Training(external, 2 more external available)
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Þórgrímr (OP)

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« Reply #143 on: May 27, 2008, 10:28:40 PM »
Quote from: "Haegan2005"
Quote
Skilled Infantry:  per 10,000
+1 armor, +1 weapons, +1 shields

The land calc is:

Quote
Land:
(number of troops)x(training)x(1.00+sum of combat modifiers)+(combat bonuses/penalties)= Land Combat Rating

So my Inf has a LCR of :
10,000x2x4+0=60,000?


Without any combat modifiers it is 20K The Caps have differing combat values depending on tech levels and what they do.

So lets set up what your 10K inf would look like.

10K {soldiers} x2 {training} x(1.00 {base} +1.75 {+1 Weapons} +1.00 {Armor} +.75 {Shields}) +0 {bonus/penalty} = 90K
Total Combat Rating of your Infantry = 90K

Now you see why I said Capping a Unit to the max is VERY good. It may take a lot of resources and time to build, but as you can see, the Caps are huge force modifiers.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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If you want peace, prepare for war
 

Offline Þórgrímr (OP)

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« Reply #144 on: May 27, 2008, 10:32:58 PM »
You will want to set up what you have in production.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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If you want peace, prepare for war
 

Offline Haegan2005

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« Reply #145 on: May 27, 2008, 10:36:08 PM »
Yes, very useful. I need to figure out where my troops are and what I want to be making.

Quote from: "??rgr?mr"
I posted the combat rules. Haegan, let me know if that example of combat was sufficient.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Þórgrímr (OP)

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« Reply #146 on: May 27, 2008, 10:56:17 PM »
Quote from: "Haegan2005"
Yes, quite informative. I need to figure out where my troops are.


Yup, it is quite important to have the proper garrisons on hand, ask the Franks all about that.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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If you want peace, prepare for war
 

Offline Haegan2005

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« Reply #147 on: May 27, 2008, 10:58:58 PM »
It was a well designed example. It sucks to be the Franks about now. The loss of a large naval presence and the absolute destruction of a city and its industrial potential :wink:  As an aside, in that example all the Franks would have needed for the siege to be unsuccessful was to have a proper garrison present.

As it was, the Albionese damn near came close to being stalled. Surprise and overwhelming force made up for their lack of siege weapons or artillery. And if they had been stalled, the reacting army the franks sent after the decoy force could have reacted back into that region and then it would have been a different story all together.  :D[/quote]
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Haegan2005

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« Reply #148 on: May 27, 2008, 11:04:13 PM »
I have looked at the pregame setup and I se Albions in production figures, but there is no reference to where I amay go to find out how to do this.

For instance, my shipyard has only two slips that support up to CA size ships. If I have a block of freighters in production they can only make two at a time?

I recall something about the Army depot being able to train 10 units at a time? Can we consolidate this into an easy reference annex?
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Haegan2005

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« Reply #149 on: May 27, 2008, 11:05:54 PM »
As a side note, do I have rocket manufacturies? or do I need to spend a NP on this?
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »