Aurora 4x

New Players => The Academy => Topic started by: metalax on January 19, 2010, 06:58:38 AM

Title: missile questions + others
Post by: metalax on January 19, 2010, 06:58:38 AM
Just started playing around with designing missiles from a Conventional start

Code: [Select]
anti-missile missile

Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 10
Speed: 9800 km/s    Endurance: 0 minutes   Range: 0.3m km
Thermal Sensor Strength: 0.0025    Detect Sig Strength 1000:  2,500 km
Cost Per Missile: 0.4153
Chance to Hit: 1k km/s 98%   3k km/s 30%   5k km/s 19.6%   10k km/s 9.8%
Materials Required:    0.25x Tritanium   0.0025x Uridium   Fuel x3.75

Development Cost for Project: 42RP
Range is set to match the basic size 1 res 0 missile fire control, is it sufficient for basic PD duties?

Where can you see the thermal signal strength for a missile? Would the minimal thermal sensors be enough for it to lock on to another salvo fired at the same time from the same ship ie travelling together?

Code: [Select]
Anti-ship Missile

Missile Size: 12 MSP  (0.6 HS)     Warhead: 8    Armour: 0     Manoeuvre Rating: 10
Speed: 8300 km/s    Endurance: 60 minutes   Range: 29.9m km
Thermal Sensor Strength: 0.25    Detect Sig Strength 1000:  250,000 km
Cost Per Missile: 3.9167
Chance to Hit: 1k km/s 83%   3k km/s 20%   5k km/s 16.6%   10k km/s 8.3%
Materials Required:    2x Tritanium   0.25x Uridium   1.4167x Gallicite   Fuel x5000

Development Cost for Project: 392RP
Matched up with a size 5 res 20 missile FC.

Is this a reasonable design at least as a stop-gap until I can tech up a bit?

Will PDC's automatically reload from a planets stockpiles? If so is there any delay?

Sorium Harvesters will stop harvesting if the fuel tanks are full, correct?
Title: Re: missile questions
Post by: Rathos on January 19, 2010, 07:22:47 AM
The problem I see with your AMM is that it only has a 9.8% chance to hit a target going 10k/s

I'm not sure but most of the missiles I've seen have been faster than that!

Here is a AMM I just designed to try and stop the alien missiles.

Code: [Select]
Missile Size: 9 MSP  (0.45 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 26
Speed: 26700 km/s    Endurance: 2 minutes   Range: 2.5m km
Thermal Sensor Strength: 0.18    Detect Sig Strength 1000:  180,000 km
Cost Per Missile: 4.83
Chance to Hit: 1k km/s 694.2%   3k km/s 208%   5k km/s 138.8%   10k km/s 69.4%
Materials Required:    0.25x Tritanium   0.18x Uridium   7.35x Gallicite   Fuel x250

Development Cost for Project: 483RP

I have a bit more tech than a conventional start though I don't have a lot yet. I also have a Active Search Sensor S420-R1 (1)     GPS 420     Range 4.2m km    Resolution 1 for scanning for missiles.

My problem is their missiles travel ridiculously fast and the best possible % i can get at 10k is 71% with a 24 size missile. These are smaller, enough to be able to fit in a Dual pack MIRV.
Title: Re: missile questions
Post by: sloanjh on January 19, 2010, 08:08:29 AM
Quote from: "Rathos"
The problem I see with your AMM is that it only has a 9.8% chance to hit a target going 10k/s

I'm not sure but most of the missiles I've seen have been faster than that!

Here is a AMM I just designed to try and stop the alien missiles.

Code: [Select]
Missile Size: 9 MSP  (0.45 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 26
Speed: 26700 km/s    Endurance: 2 minutes   Range: 2.5m km
Thermal Sensor Strength: 0.18    Detect Sig Strength 1000:  180,000 km
Cost Per Missile: 4.83
Chance to Hit: 1k km/s 694.2%   3k km/s 208%   5k km/s 138.8%   10k km/s 69.4%
Materials Required:    0.25x Tritanium   0.18x Uridium   7.35x Gallicite   Fuel x250

Development Cost for Project: 483RP

I have a bit more tech than a conventional start though I don't have a lot yet. I also have a Active Search Sensor S420-R1 (1)     GPS 420     Range 4.2m km    Resolution 1 for scanning for missiles.

My problem is their missiles travel ridiculously fast and the best possible % i can get at 10k is 71% with a 24 size missile. These are smaller, enough to be able to fit in a Dual pack MIRV.

Actually, metalax's missile is probably better, if I'm reading your design correctly.  The reason is that you've gone to size-9 for an anti-missile, and the launch rate is inversely proportional to missile size.  So your missiles are going to launch 9x slower than a size-1 design.  If I divide your 69.4% hit probability @ 10k, I get about a 6.3% hit probability, which is about 35% worse than the size-1 design's.

This might be offset by the 5-second floor on missile launch times (i.e. your launcher might not actually launch 9x slower than his), but in general a good rule of thumb is that AMM should be size 1 (or at worst size 2).

EDIT:  Oops - forgot the other (more important) problem - size 9 launchers take up 9x space, so you'll be able fix 9x fewer into a volley.  Coupled with the launch rate slowdown, this means your salvos will be 35% less effective (9x fewer missiles) and 9x less frequent, so only about 4% as effective as the size-1 design.

John
Title: Re: missile questions
Post by: Rathos on January 19, 2010, 08:46:03 AM
Your right, if the missiles are going 10k/s. The ones i'm facing are going 22.5km/s so I'm pretty sure my big AMMs only have a 20-30% chance to hit and smaller ones would have less...like 1% or something.  I managed to shoot one volley of my AMMs and using 5 per enemy missile I managed to shoot down 3 enemy missiles with 2 10 shot volleys. Of course the enemy had launched about 20 volleys of x6 missiles and my ships met their doom as the aliens followed them through the jump point.
Title: Re: missile questions
Post by: metalax on January 19, 2010, 10:27:19 AM
Another question: can you target things that have been picked up by passive sensors only or do you need to light them up with actives?
Title: Re: missile questions
Post by: Rathos on January 19, 2010, 10:45:36 AM
When the aliens blasted my active sensors off I lost all targeting data to my fire controls even though my passives were still picking them up. That was back when there was 50 meson fighters.
Title: Re: missile questions
Post by: Charlie Beeler on January 19, 2010, 11:00:55 AM
Yes, for PD mode you need active sensors.

Here is an average starting counter missile from my games:
Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 29
Speed: 24000 km/s    Endurance: 2 minutes   Range: 3.0m km
Cost Per Missile: 1.125
Chance to Hit: 1k km/s 696%   3k km/s 232%   5k km/s 139.2%   10k km/s 69.6%
Materials Required:    0.25x Tritanium   0.614x Gallicite   Fuel x25

Development Cost for Project: 112RP

Warheads have been researched to 5pts per msp, Ion missile engines, fuel eff 60%, and missile agility to 64 per msp.

The above design is .2 WH, .5 eng, .01 fuel, and .29 agility.  They average something like 28% against Precursor ASM's traveling at over 33k/kps.  Mate these with res 0 sensors with a 3mkm range, launcher that at least has a 10sec cycle, and set the PD mode to 3 missiles per target missile and you should be in good shape for the early game.  As long as you have ample supply of missiles on board and in your fleet train.  :wink:

For counter missiles I find that onboard sensors take up space better used for engines or agility.
Title: Re: missile questions
Post by: Canaris on January 19, 2010, 12:09:54 PM
Are AMMs worthwhile?

I'm pretty much just relying on one or more twin 10cm laser turrets for PD backed up (usually) by a CIWS or two. It seems to do the job fairly well.

My most common missile designs are size 10, size 12, and size 20. I did design a size 5 that was pretty fast, meant to be used against fast, small craft.
Title: Re: missile questions
Post by: welchbloke on January 19, 2010, 01:30:25 PM
Quote from: "Canaris"
Are AMMs worthwhile?

I'm pretty much just relying on one or more twin 10cm laser turrets for PD backed up (usually) by a CIWS or two. It seems to do the job fairly well.

My most common missile designs are size 10, size 12, and size 20. I did design a size 5 that was pretty fast, meant to be used against fast, small craft.
The utility of AMMs depends upon your doctrine.  I subscribe to the 'missiles should not get into CIWS range' doctrine.  I have escort ships with large res 0 sensors and I engage at 5M km plus if I can.  I still carry CIWS and some lasers, but they are definately the last line of defence not the primary. The advantage your ships would have over mine is logistics.  I need a fleet of colliers to support my ships on extended ops and AMMs add to the burden. My ASM designs tend be size 5/6(primary offensive missile), size 10 (long range with good active sensor suite) and, for PDCs, size 24.
Title: Re: missile questions
Post by: Charlie Beeler on January 19, 2010, 02:35:46 PM
Considering the throw weight you can see from light box launcher equipped units...my opinion is that AMM/CM (anti-missile missile/counter missile) are a necessary evil if you want to to survive.  Some form of PD energy battery (ie CIWS, turreted Gauss cannon, light-fast laser, etc) are usually a good backup.

I've started a new campaign in v4.82 and this is my current escort cruiser:
Code: [Select]
Portland class Escort Cruiser    11000 tons     930 Crew     2171 BP      TCS 220  TH 265.65  EM 660
3450 km/s     Armour 3-44     Shields 22-240     Sensors 1/1/0/0     Damage Control Rating 21     PPV 15
Annual Failure Rate: 84%    IFR: 1.2%    Maintenance Capacity 1419 MSP    Max Repair 315 MSP
Magazine 910    

Ion Engine E7.8 (mil/cbt) (11)    Power 69    Fuel Use 78%    Signature 24.15    Armour 0    Exp 12%
Fuel Capacity 600,000 Litres    Range 125.9 billion km   (422 days at full power)
Gamma R240/12 Shields (11)   Total Fuel Cost  132 Litres per day

Quad Gauss Cannon RF4-R1-100 Turret (1x16)    Range 10,000km     TS: 16000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S04 16-16000 (1)    Max Range: 32,000 km   TS: 16000 km/s     69 37 6 0 0 0 0 0 0 0

Counter Missile Launcher mk1 (10)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC105-R1 (2)     Range 3.2m km    Resolution 1
CM-1-1 (910)  Speed: 24,000 km/s   End: 2.1m    Range: 3m km   WH: 1    Size: 1    TH: 232 / 139 / 69

Active Search Sensor S315-R1 (1)     GPS 315     Range 3.2m km    Resolution 1

ECCM-1 (3)         ECM 10

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

Word to the wise, I have cheated a little.  My database has been modifed with turret speeds matching 4x same generation fire control and Gauss cannon sizes being between .1hs and 1.0 hs  instead of being between .5hs and 6hs.
Title: Re: missile questions
Post by: Hawkeye on January 19, 2010, 02:53:47 PM
Quote from: "Canaris"
Are AMMs worthwhile?

I'm pretty much just relying on one or more twin 10cm laser turrets for PD backed up (usually) by a CIWS or two. It seems to do the job fairly well.

My most common missile designs are size 10, size 12, and size 20. I did design a size 5 that was pretty fast, meant to be used against fast, small craft.

I also don´t think you can realy get around them.

Shure, if your 5 cruisers encounter a single enemy missileboat, that lobs salvos of 6 to 8 missiles at you, your turrets will pluck pretty much all of them out of space.

But in my last 4.7x game, my last CGs (15.000t) mounted 140 size-4 box launchers. Now imagine my average battlesquadron had 4 to 6 of those along with escorts. This gave the squadron the capability to throw some 600+ missiles in one massive salvo at you. Granted. after that, the launchers would be empty, but your ships would very likely be dead. I prefer the former to the latter :)

P.S.: I don´t think even a layered defense can keep your ships save against salvos that big, but there is a definitive distinction between 20 to 30 missiles hitting you and 150 to 200 hitting you.
Title: Re: missile questions
Post by: Charlie Beeler on January 19, 2010, 03:20:04 PM
Quote from: "Hawkeye"
Quote from: "Canaris"
Are AMMs worthwhile?

I'm pretty much just relying on one or more twin 10cm laser turrets for PD backed up (usually) by a CIWS or two. It seems to do the job fairly well.

My most common missile designs are size 10, size 12, and size 20. I did design a size 5 that was pretty fast, meant to be used against fast, small craft.

I also don´t think you can realy get around them.

Shure, if your 5 cruisers encounter a single enemy missileboat, that lobs salvos of 6 to 8 missiles at you, your turrets will pluck pretty much all of them out of space.

But in my last 4.7x game, my last CGs (15.000t) mounted 140 size-4 box launchers. Now imagine my average battlesquadron had 4 to 6 of those along with escorts. This gave the squadron the capability to throw some 600+ missiles in one massive salvo at you. Granted. after that, the launchers would be empty, but your ships would very likely be dead. I prefer the former to the latter :)

P.S.: I don´t think even a layered defense can keep your ships save against salvos that big, but there is a definitive distinction between 20 to 30 missiles hitting you and 150 to 200 hitting you.

Exactly.  Smallcraft swarms can also be very nasty.  I've encountered Precuror FAC's with 10 size 4 box launchers.  Even a pair of the above CLE's have trouble with 60 inbounds travelling at 33K/kps.
Title: Re: missile questions
Post by: metalax on January 20, 2010, 05:02:15 AM
A few more questions:

Where can you see the thermal signal strength given off by a missile?

Will PDC's automatically reload from a planets stockpiles? If so is there any delay?

Sorium Harvesters will stop harvesting if the fuel tanks are full, correct?

Replacement battalions, what are they for?
Title: Re: missile questions
Post by: Hawkeye on January 20, 2010, 05:33:43 AM
Quote from: "metalax"
A few more questions:

Where can you see the thermal signal strength given off by a missile?

Not sure you can.
My guess would be: Multiply your Missile engine power per MSP (on the missile construction screen) by the space you allocated to engine.
For example, with nuclear pulse missile drive, you get 1.6 engine power per MSP. If you allocate 1.5 MSP to the engine of a missile, it should have a thermal sig of 2.4.

Note: This is all speculation on my part!!

Quote from: "metalax"
Will PDC's automatically reload from a planets stockpiles? If so is there any delay?

Not to my knowledge, but you can reload manually on the ships screen (F6) --> Parasites/Missiles tab

Quote from: "metalax"
Sorium Harvesters will stop harvesting if the fuel tanks are full, correct?

Yes and you should also get a message about the fact in the log

Quote from: "metalax"
Replacement battalions, what are they for?

They are, well, replacement :)
Losses due to ground combat will be made good over time. The presence of replacement battalion speed this up considerably.
Title: Re: missile questions
Post by: metalax on January 20, 2010, 05:57:18 AM
Quote from: "Hawkeye"
Quote from: "metalax"
A few more questions:

Where can you see the thermal signal strength given off by a missile?

Not sure you can.
My guess would be: Multiply your Missile engine power per MSP (on the missile construction screen) by the space you allocated to engine.
For example, with nuclear pulse missile drive, you get 1.6 engine power per MSP. If you allocate 1.5 MSP to the engine of a missile, it should have a thermal sig of 2.4.

Note: This is all speculation on my part!!

That's about what I'd guessed for manually working it out too.

Quote from: "Hawkeye"
Quote from: "metalax"
Replacement battalions, what are they for?

They are, well, replacement :)
Losses due to ground combat will be made good over time. The presence of replacement battalion speed this up considerably.

Oh? I was under the impression from the Ground Combat Rules (http://aurora.pentarch.org/viewtopic.php?f=13&t=697) post that units were either fully healthy or destroyed.

I realise that the post is rather old but I haven't been able to find anything referring to changes in combat beyond the post in the mechanics forum where boarding and new units were introduced.

If it has changed and units can now be damaged, how does it work?
Title: Re: missile questions + others
Post by: Hawkeye on January 20, 2010, 06:24:14 AM
Look here

viewtopic.php?f=12&t=1566&p=14265&hilit=replacement+division#p14265 (http://aurora.pentarch.org/viewtopic.php?f=12&t=1566&p=14265&hilit=replacement+division#p14265)

and here

viewtopic.php?f=1&t=1680&p=15830&hilit=replacement+battalion#p15830 (http://aurora.pentarch.org/viewtopic.php?f=1&t=1680&p=15830&hilit=replacement+battalion#p15830)
Title: Re: missile questions + others
Post by: metalax on January 20, 2010, 06:40:15 AM
So if I've got this right you need to have replacement battalions present for any repairs to be made to a unit, yes? And it consumes the replacement battalion (or part of) in the process? I also assume when it talks of location it means anywhere on the same colony not just in the same PDC?
Title: Re: missile questions + others
Post by: Father Tim on January 20, 2010, 06:24:17 PM
Not quite.  'Damaged' ground units will be slowly brought back up to full strength over time.  Slo-o-o-owly.  As in about the same time it takes to build one from scratch (though it doesn't require GFTF to do so - ground units will acutally 'repair' themselves even on an airless rock deep in enemy territory and completely cut-off from resupply.  (A minor bug that Steve may fix one day, but is such a rare occurence that it isn't really worth the programming time to address.))

Replacement Battalions (a la WWII U.S. Army) rapidly speed things up, such that units actively fighting a ground war will stay in pretty good shape.  Somewhere around 50 times faster than recovering on their own.

Of course, unless you're fighting on your homeworld, it may be better to spend trooplift on bringing in more combat battalions than on replacements for the existing ground troops.  Just another one of Aurora's ten thousand little choices and efficiency calculations.
Title: Re: missile questions + others
Post by: sloanjh on January 20, 2010, 07:40:42 PM
Quote from: "Father Tim"
ground units will acutally 'repair' themselves even on an airless rock deep in enemy territory and completely cut-off from resupply.  

Hey!!  Those 10-man, stealthed, long ranged, jump-capable infiltration fighters are REALLY good at what they do!!  So good that you can't even see them from SM view :-)  And there are so many of them too!

John
Title: Re: missile questions + others
Post by: Rathos on January 21, 2010, 01:08:05 PM
Quote from: "sloanjh"
Quote from: "Father Tim"
ground units will acutally 'repair' themselves even on an airless rock deep in enemy territory and completely cut-off from resupply.  

Hey!!  Those 10-man, stealthed, long ranged, jump-capable infiltration fighters are REALLY good at what they do!!  So good that you can't even see them from SM view :mrgreen:
Title: Re: missile questions + others
Post by: waresky on January 21, 2010, 01:18:08 PM
Quote from: "Rathos"
Quote from: "sloanjh"
Quote from: "Father Tim"
ground units will acutally 'repair' themselves even on an airless rock deep in enemy territory and completely cut-off from resupply.  

Hey!!  Those 10-man, stealthed, long ranged, jump-capable infiltration fighters are REALLY good at what they do!!  So good that you can't even see them from SM view :mrgreen:


Rathos..
ive been missed something: Combat Drop for ur Company middle the battle..or Cargo handling for speed up load unload in COLONY landscape.
Title: Re: missile questions + others
Post by: Rathos on January 21, 2010, 01:20:42 PM
Haha, it was a joke =P

Code: [Select]
Ark Royal class Stealth Troop Transport    1800 tons     116 Crew     1708.5 BP      TCS 0.18  TH 3.75  EM 0
10416 km/s    JR 3-50     Armour 1-13     Shields 0-0     Sensors 75/1/0/0     Damage Control Rating 3     PPV 0
Annual Failure Rate: 8%    IFR: 0.1%    Maintenance Capacity 1780 MSP    Max Repair 1305 MSP
Troop Capacity: 1 Company    Drop Capacity: 1 Company    Cargo Handling Multiplier 40    

J2500(3-50) Military Jump Drive     Max Ship Size 2500 tons    Distance 50k km     Squadron Size 3
Photonic Drive E0.5 ARM-10 (1)    Power 375    Fuel Use 5%    Signature 3.75    Armour 10    Exp 1%    Hyper Capable
Fuel Capacity 50,000 Litres    Range 999.9 billion km   (1111 days at full power)

Thermal Sensor TH1-75 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km
Cloaking Device: Class cross-section reduced to 0.5% of normal

ECM 50

This design is classed as a military vessel for maintenance purposes

All better now =)
Title: Re: missile questions + others
Post by: waresky on January 21, 2010, 02:31:55 PM
eheh u,rathos and Atomik are becoming Aurora's Addict:)) same as me and many others.
ur welcome.
Title: Re: missile questions + others
Post by: metalax on January 21, 2010, 03:07:10 PM
Some more questions.

From what I've gathered reading the forum, engineers benefit from the Xenology bonus when working on recovering installations. Do they gain bonuses from being attached to HQ units who also have Xenology bonuses in a similar way to benefits from ground combat bonuses?

How do you change the racial training level?

Is it possible for a geosurvey team to find that there are no deposits on a body? So far every body that I've put a team on has found at least one deposit, even if it is very small(1000 Duranium being the smallest find so far).
Title: Re: missile questions + others
Post by: metalax on January 23, 2010, 08:30:07 PM
Where can you see the armour on a turret after it has been designed?

Do you need more than one ECM on a ship? I know you need one ECCM per firecontrol.
Title: Re: missile questions + others
Post by: Kurt on January 24, 2010, 12:40:49 AM
Quote from: "metalax"
Where can you see the armour on a turret after it has been designed?

Do you need more than one ECM on a ship? I know you need one ECCM per firecontrol.

As far as I know you can't see the turret armor anywhere.  I don't think turret armor has been updated since Steve introduced the new armor system, so that may explain it.

You only need one ECM, although I suppose you could mount more for redundancy  purposes.

Kurt
Title: Re: missile questions + others
Post by: Brian Neumann on January 24, 2010, 05:09:29 AM
Personally I tend to mount one compact ecm on smaller ships (under 150hs).  A full size ecm on anything larger, and by the time that the ship is 250hs or more it probably has a backup of a compact system as well.

Brian
Title: Re: missile questions + others
Post by: VariousArtist on February 03, 2010, 11:31:48 AM
The info about the AMM had been very helpful.
Whats about offensive missiles? A few size6-designs have been mentioned and a active sensor suit. So far Ive never used active sensors on missles, so what do you use as good early and mid-game design? And whats about electronic warfare capability?

thx
Title: Re: missile questions + others
Post by: Brian Neumann on February 03, 2010, 03:10:44 PM
Quote from: "VariousArtist"
The info about the AMM had been very helpful.
Whats about offensive missiles? A few size6-designs have been mentioned and a active sensor suit. So far Ive never used active sensors on missles, so what do you use as good early and mid-game design? And whats about electronic warfare capability?

thx
The active sensors, or passive sensors on a missile allow the missile to home in on a target if they can be detected by the missile's own sensor capability.  This most often happens if the original target was destroyed, when the follow on waves reach the spot where it was destroyed they will be looking for an alternate target.  If they see some they will randomly pick one as a target and attack it.  Having a small sensor package on larger missiles is a good way to avoid loosing a bunch of expensive missiles due to overkilling the target.

Missile ECM will make hitting the missiles much harder.  the net difference between (ECM-ECCM)x10 is the percent reduction in the beam weapons to hit chance, and the missile weapons fire control range.  

Armour works as the chance that a hit actually destroying the missile is the damage the weapon does to the missile/(sum of missile armour and the damage).  This means that a one point warhead on a pd missile will have a 50% chance to kill a missile it hits that has 1 point of armour.  As missile interception chances at lower tech level's are around 25%, this can make a big difference in how many counter missiles are required to stop an incomming salvo.  It also works the same way against beam weapons/gauss cannon.  One point of armour will make light railguns and gauss cannon much less effective as pd weapons.  heavier railguns and lasers will still work reasonably well (a 10cm laser does 3 points of damage so has a 75% chance to kill what it hits against 1 point of armour).

For small missiles it is a difficult question as to whether any sensors/defences are practical.  For larger missiles having some space set aside can be very effective.  It all depends on your design strategy.  The only thing that better tech does not help is the effectivness of armour.  This is just a constant based on how many MSP you put into it.

Brian
Title: Re: missile questions + others
Post by: Father Tim on February 03, 2010, 04:32:39 PM
I believe that any missile with a warhead of at least 1 point* will destroy any missile it hits, regardless of armour.  Also, technology does improve missile armour, in that the various levels of armour tech reduce the amount of MSP needed to install 1 point of armour on a missile.


*It used to be that any missile would destroy any missile, which led to people building 0-point warhead antimissiles, which various members of this board disagreed with.  Personally I'm fine with it, but I'm in the minority and Steve upped the requirement to 'at least 1 point of warhead strength'.
Title: Re: missile questions
Post by: dammrebel on February 04, 2010, 04:57:36 AM
Quote from: "welchbloke"
Quote from: "Canaris"
Are AMMs worthwhile?

I'm pretty much just relying on one or more twin 10cm laser turrets for PD backed up (usually) by a CIWS or two. It seems to do the job fairly well.

My most common missile designs are size 10, size 12, and size 20. I did design a size 5 that was pretty fast, meant to be used against fast, small craft.
The utility of AMMs depends upon your doctrine.  I subscribe to the 'missiles should not get into CIWS range' doctrine.  I have escort ships with large res 0 sensors and I engage at 5M km plus if I can.  I still carry CIWS and some lasers, but they are definately the last line of defence not the primary. The advantage your ships would have over mine is logistics.  I need a fleet of colliers to support my ships on extended ops and AMMs add to the burden. My ASM designs tend be size 5/6(primary offensive missile), size 10 (long range with good active sensor suite) and, for PDCs, size 24.


Good point, personally I subscibe to the "human" wave metaphor of missile doctrine. I use smaller missiles (my max size anti ship missiles are usually only size 5 max) but throw LOTS of them down range. I try to fight a long range duel when possible. However the NPR's can have scary PD some times so the tactic I've found that works in the case of 'scary good' enemy PD is to close the range, start throwing my size 1 waves from my destroyer escorts (i have lots) at them and them send in my ship killer missiles from my cruisers and battlecruisers mixed in with the size 1 type missiles. This invariably over whelms the NPR PD and the ship killers get through.

Ofcourse that is a lot of missiles down range. I've noticed my ship design doctrine is different than Steve's. When you start a game and you let the program design your initial ships I find that the magazine capacity on the ships is to small for me. My general missile cruiser runs in the 12-14k ton range, will have about 8-10 size 4-5 tubes and 10-15 size 10 magazines. I find it works well, in longer battles where I and the NPR both have excellent PD and very little is getting through I tend to win because the NPR almost always runs dry on missile stock before I do.

My 2 cents.
Jeff