Posted by: Shinanygnz
« on: January 06, 2010, 03:45:10 PM »Aaahhh, brings back not so fond memories. :D
I've been running a test game to get a proper feel for things before I launch in to a proper campaign (and waiting for Steve to add new shield techs and maybe laser warheads).
I've had lots of "fun" with Precursors of this kind. Watching my supplies of anti-missiles dwindle down to nothing as the stream of uber-missiles keep coming and coming, then the valiant, but ultimately futile laser fire and the slow whittling down of my fleet, with a sad trail of wrecks and lifepods in their wake. Occasionally some ships look like they might get away, then hope is snuffed out again as the stragglers are picked off one by one.
On the glass half full side, it certainly helps with learning anti-missile tactics and designs.
Now the boot is usually on the other foot as the waves of missiles break upon the walls of my defences, whilst my missiles blow them to bits. So long as I don't get cocky and remember to bring enough ships. Like last time. Still, just scraped out of that one with some damage, then came back with enough ships to do the job.
One tactic I've used on occasion to get the buggers in range of my missiles when I didn't have the speed to catch them (and it didn't always work btw), is to split the fleet with some ships going to speed 1 and sensors off whilst the rest do a Sir Robin ("bravely run away") leading the Precursors over the doggo ships. At the right time, missiles away! And you don't even have to bring your active sensors online if a couple of scouts in the main fleet have them in range and lit up.
For info, here are my current Precursor bashers...
First, the anti-missile missile ship
And this is the close escort, laser destroyer. The fast firing turrets do a very nice double duty when you get in close on them.
Not forgetting what punches them out...
Stephen
I've been running a test game to get a proper feel for things before I launch in to a proper campaign (and waiting for Steve to add new shield techs and maybe laser warheads).
I've had lots of "fun" with Precursors of this kind. Watching my supplies of anti-missiles dwindle down to nothing as the stream of uber-missiles keep coming and coming, then the valiant, but ultimately futile laser fire and the slow whittling down of my fleet, with a sad trail of wrecks and lifepods in their wake. Occasionally some ships look like they might get away, then hope is snuffed out again as the stragglers are picked off one by one.
On the glass half full side, it certainly helps with learning anti-missile tactics and designs.
Now the boot is usually on the other foot as the waves of missiles break upon the walls of my defences, whilst my missiles blow them to bits. So long as I don't get cocky and remember to bring enough ships. Like last time. Still, just scraped out of that one with some damage, then came back with enough ships to do the job.
One tactic I've used on occasion to get the buggers in range of my missiles when I didn't have the speed to catch them (and it didn't always work btw), is to split the fleet with some ships going to speed 1 and sensors off whilst the rest do a Sir Robin ("bravely run away") leading the Precursors over the doggo ships. At the right time, missiles away! And you don't even have to bring your active sensors online if a couple of scouts in the main fleet have them in range and lit up.
For info, here are my current Precursor bashers...
First, the anti-missile missile ship
Code: [Select]
Dreadnought -r1 class Destroyer Escort 5000 tons 463 Crew 1153.7 BP TCS 100 TH 560 EM 0
5600 km/s Armour 3-26 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 10
Annual Failure Rate: 50% IFR: 0.7% Maintenance Capacity 577 MSP Max Repair 394 MSP
Magazine 280
Magneto-plasma Drive E7 (7) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 51.4 billion km (106 days at full power)
S1R10 Missile Launcher (10) Missile Size 1 Rate of Fire 10
Anti-Missile Missile Fire Control Mk2 (1) Range 3.2m km Resolution 1
Dart Block III Anti-Missile Missile (1) (280) Speed: 35,200 km/s End: 1.4m Range: 3m km WH: 1 Size: 1 TH: 375 / 225 / 112
Anti-Missile Search Sensor Mk2 (1) GPS 315 Range 3.2m km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
And this is the close escort, laser destroyer. The fast firing turrets do a very nice double duty when you get in close on them.
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Tribal -r3 class Destroyer Escort 5000 tons 514 Crew 1087 BP TCS 100 TH 560 EM 0
5600 km/s Armour 3-26 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 16
Annual Failure Rate: 66% IFR: 0.9% Maintenance Capacity 408 MSP Max Repair 288 MSP
Magneto-plasma Drive E7 (7) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 77.1 billion km (159 days at full power)
Twin 10cm P6 16k 150kkm Far UV Laser Turret (2x2) Range 150,000km TS: 16000 km/s Power 6-6 RM 5 ROF 5 3 3 3 3 3 2 2 1 1 1
Anti-Missile Fire Control S16 96-16000 (1) Max Range: 192,000 km TS: 16000 km/s 95 90 84 79 74 69 64 58 53 48
Stellarator Fusion Reactor Technology PB-1 AR-0 (2) Total Power Output 12 Armour 0 Exp 5%
Anti-Missile Search Sensor S160-R1 (1) GPS 160 Range 1.6m km Resolution 1
ECCM-1 (1)
Not forgetting what punches them out...
Code: [Select]
Invincible -r2 class Strike Cruiser 6000 tons 372 Crew 1242 BP TCS 120 TH 640 EM 0
5333 km/s Armour 4-29 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 36
Annual Failure Rate: 72% IFR: 1% Maintenance Capacity 518 MSP Max Repair 394 MSP
Magazine 240
Magneto-plasma Drive E7 (8) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 85.7 billion km (186 days at full power)
Size 6 Box Launcher (40) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Missile Fire Control 63m 1000t (1) Range 63.0m km Resolution 20
Sun Burn Block III ASM (40) Speed: 22,400 km/s End: 44.6m Range: 60m km WH: 10 Size: 6 TH: 171 / 103 / 51
Active Search Sensor 63m 1000t (1) GPS 6300 Range 63.0m km Resolution 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Now I've got gunboats and some carriers, the carriers can also sit the other side of the jump point and send the gunboats through to help.Stephen