Author Topic: Warp point assaulting I need a SBMHAWK  (Read 1440 times)

0 Members and 1 Guest are viewing this topic.

Offline ExChairman (OP)

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Warp point assaulting I need a SBMHAWK
« on: June 16, 2020, 08:32:38 AM »
Losing my only BC and 5 light cruisers when entering an enemy home system were a bit traumatic, luckily those enemy ships were a bit spread out and I could take them in smaller groups, for a lot of hull armor plating. But now a new fleet of 20 destroyers and 26 cruiser sized have appeared on our sensors... Way to much for a squadron already damaged in battle...

So a new plan....

From the Star Fire universe the SBMHAWK, or the jump point assault bombardment missile.

I presume that's a missile is out but a small ship with several boxlaunchers might be viable...

Hmmm destroyer sized... Heavy Armour to survive long enough for a launch... Missed deployment time...

Quote
Cannon class SBMHAWK Transport      9 714 tons       110 Crew       1 565.9 BP       TCS 194    TH 1 000    EM 0
5147 km/s      Armour 16-40       Shields 0-0       HTK 45      Sensors 0/0/0/0      DCR 11      PPV 60
Maint Life 5.92 Years     MSP 1 108    AFR 69%    IFR 1.0%    1YR 54    5YR 811    Max Repair 250 MSP
Magazine 600   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Atlantis Space Systems Internal Fusion Drive  EP500.00 (2)    Power 1000    Fuel Use 61.76%    Signature 500    Explosion 12%
Fuel Capacity 1 250 000 Litres    Range 37.5 billion km (84 days at full power)

Johnsson SBMHAWK VLS Launcher Size 30 Box Launcher (20)     Missile Size: 30    Hangar Reload 273 minutes    MF Reload 45 hours
SBMHAWK Missile (20)    Speed: 6 684 km/s    End: 12.3m     Range: 8.1m km    WH: 5    Size: 29.924    TH: 22/13/6

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
SBMHAWK missile.

Quote
Missile Size: 29.924 MSP  (74.8100 Tons)     Warhead: 5    Radiation Damage: 5    Manoeuvre Rating: 10
Speed: 6 684 km/s     Fuel: 20 500     1st Stage Flight Time: 9 minutes    1st Stage Range: 3.6m km
2nd Stage Flight Time: 50 minutes    2nd Stage Range: 57.99m km
Thermal Sensor Strength: 0.81    Detect Sig Strength 1000:  7 115 125 km
Cost Per Missile: 25.796     Development Cost: 2 580
Second Stage: Abukuma Anti-Ship Missile x5
Second Stage Separation Range: 250 000 km
Chance to Hit: 1k km/s 66.8%   3k km/s 22.3%   5k km/s 13.4%   10k km/s 6.7%

Or a ship with smaller launchers, but only 20 more missiles....
Quote
Cannon Type II class SBMHAWK Transport      9 812 tons       115 Crew       1 613.2 BP       TCS 196    TH 1 000    EM 0
5095 km/s      Armour 16-40       Shields 0-0       HTK 25      Sensors 0/0/0/0      DCR 11      PPV 60
Maint Life 6.15 Years     MSP 1 130    AFR 70%    IFR 1.0%    1YR 51    5YR 768    Max Repair 250 MSP
Magazine 600   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Atlantis Space Systems Internal Fusion Drive  EP500.00 (2)    Power 1000    Fuel Use 61.76%    Signature 500    Explosion 12%
Fuel Capacity 1 250 000 Litres    Range 37.1 billion km (84 days at full power)

Morgan Vertical Missile Launcher  (120)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Ericsson Missile Fire Control FC56-R100 (5)     Range 56.8m km    Resolution 100
SBMHAWK Sub muntion (120)    Speed: 22 680 km/s    End: 3.3m     Range: 4.5m km    WH: 15    Size: 5.00    TH: 75/45/22
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 
The following users thanked this post: skoormit

Offline vorpal+5

  • Commodore
  • **********
  • Posts: 626
  • Thanked: 127 times
  • Silver Supporter Silver Supporter : Support the forums with a Silver subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Warp point assaulting I need a SBMHAWK
« Reply #1 on: June 16, 2020, 09:44:58 AM »
I miss armored missiles ... that could take more than one hit. And can be roleplayed as being of a different category.
 

Offline liveware

  • Bug Moderators
  • Commodore
  • ***
  • Posts: 742
  • Thanked: 88 times
Re: Warp point assaulting I need a SBMHAWK
« Reply #2 on: June 16, 2020, 10:55:14 AM »
I think your missile is way too slow for your engine tech. I am still using my old 50k km/s missiles from my first contact era when I had either internal confinement fusion or the next lower engine tech (I am now at inertial confinement engine tech). A faster missile will help get through enemy PD more effectively and also will actually be able to catch targets on the move.

Disregard above, did not realize missile was multi-staged!

Do you have any speed data for the hostile fleet?
« Last Edit: June 16, 2020, 10:57:46 AM by liveware »
Open the pod-bay doors HAL...
 

Offline ExChairman (OP)

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: Warp point assaulting I need a SBMHAWK
« Reply #3 on: June 16, 2020, 10:58:09 AM »
Well they are slow, but all my enemies are beam armed, and I usaly throw enough to get thrue ::)
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline liveware

  • Bug Moderators
  • Commodore
  • ***
  • Posts: 742
  • Thanked: 88 times
Re: Warp point assaulting I need a SBMHAWK
« Reply #4 on: June 16, 2020, 10:59:41 AM »
Well they are slow, but all my enemies are beam armed, and I usaly throw enough to get thrue ::)

Strength in numbers is a good tactic if you can afford it :-)
Open the pod-bay doors HAL...
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1704
  • Thanked: 599 times
Re: Warp point assaulting I need a SBMHAWK
« Reply #5 on: June 17, 2020, 01:34:06 PM »
Where are the MFCs?
Right now you've got a bunch of boxes with no way of getting targets for them - IMO you should use multiple MFCs to target multiple enemies in one increment. Important if you are gatecrashing.
 

Offline ExChairman (OP)

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: Warp point assaulting I need a SBMHAWK
« Reply #6 on: June 17, 2020, 01:39:48 PM »
Quote
Where are the MFCs?
Right now you've got a bunch of boxes with no way of getting targets for them - IMO you should use multiple MFCs to target multiple enemies in one increment. Important if you are gatecrashing.

Oooups, forgot that one small detail... ::)
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1704
  • Thanked: 599 times
Re: Warp point assaulting I need a SBMHAWK
« Reply #7 on: June 17, 2020, 02:00:59 PM »
Quote
Where are the MFCs?
Right now you've got a bunch of boxes with no way of getting targets for them - IMO you should use multiple MFCs to target multiple enemies in one increment. Important if you are gatecrashing.

Oooups, forgot that one small detail... ::)

Well good thing we found that out here and not when you went gatecrashing with these things.
 

Offline Ulzgoroth

  • Captain
  • **********
  • U
  • Posts: 422
  • Thanked: 73 times
Re: Warp point assaulting I need a SBMHAWK
« Reply #8 on: June 17, 2020, 02:41:53 PM »
For a pure gatecrashing missile delivery system...do you need engines? Your missile transport is slow enough that I assume it's not going to be getting any protection from its mobility.

You could make it delivered to the point inside a hangar, at which point it could have next to no crew quarters. And engineering, if you use military hangars. Kick it out of the bay on top of the point, form up with a jumpship, and crash through right away...


...Relatedly, I'm not sure whether a ship with no engines at all can jump with both types of jump engine or what, seeing as engine type determines required jump drive type. I haven't tugged any stations through points that weren't stabilized so I haven't put that to the test...