Aurora 4x

Fiction => Steve's Fiction => Aurora => Crusade (VB6) => Topic started by: Steve Walmsley on September 23, 2012, 12:06:32 PM

Title: Crusade - Part II
Post by: Steve Walmsley on September 23, 2012, 12:06:32 PM
Note: Change in fuel consumption from this point (see recent post in mechanics for details). Warships are generally unaffected. Commercial vessels use less fuel and missiles use more fuel. All existing ships and missiles have been updated to the new rules.

The First Star Legion, now comprising the missile cruiser Emperor's Wrath, four frigates and three patrol vessels, moved to the innermost jump point in Sol, located less than one hundred million kilometres from Jupiter. The new Constellation class survey ship Sagittarius carried out the probe. She emerged six billion kilometres from a yellow G2-V star very similar to Sol. Spectral analysis identified the star as Stein 2051, located eighteen light years from Earth. Eight planets orbited the primary, including six gas giants with one hundred and twenty-seven moons between them. The innermost moon of the innermost gas giant was larger than Mercury and had a nitrogen - oxygen atmosphere of 0.35 atm, not quite breathable with only 0.07 atm oxygen but certainly an excellent candidate for terraforming. The surface temperature was 38C, just within the upper edge of human tolerance. Six more moons of the same gas giant had sufficient gravity to support colonization and their temperatures varied between -11C and 44C , due to differing albedoes. None of the moons had any atmosphere but, theoretically, they could all be transformed into ideal habitable worlds. Sagittarius reported her findings and the geological survey vessel Solemn Oath was sent into the system to check for signs of life. Rear Admiral Lucifer Thaddeus requested that one or more of his patrol vessels be allowed to protect the survey ship as they could be escorted into the system by Sagittarius. That request was denied by Vice Admiral Sturm on the basis that any powerful force would probably destroy the escorts as well. Sagittarius remained on the Stein 2051 side of the jump point to relay any messages from Solemn Oath.

Three hundred and seventy million kilometres from the innermost gas giant and its moons, Solemn Oath detected an EM signature approximately 85% the strength of Terra's own signature emanating from the moon with the nitrogen - oxygen atmosphere. The survey vessel relayed the contact information to Sagittarius, which jumped into Sol to inform the First Star Legion and the rest of the Imperium. Given the apparent size of the population, Vice Admiral Sturm was surprised the Terran ship had been allowed to move so far across the system without being intercepted. Rear Admiral Thaddeus contacted his superior and suggested that perhaps the aliens were a different race than those encountered in Alpha Centauri and did not yet have spaceflight capability. Sturm was forced to consider this as a possibility so he sent an order back to Solemn Oath to slow down in order to reduce her thermal signature but continue approaching the moon. He also began talking to Terran ship designers about a dedicated scout, with large passive sensor arrays.

For three days Solemn Oath continued to close the innermost moon of Stein I with no sign of any alien ships. Finally, only nine million kilometres from her destination, she detected the emissions from five active sensors, located 400,000 km/s from the moon and moving toward her at 1817 km/s. She also finally picked up a thermal emission from the moon, which registered as only 41% that of Terra, representing a lower level of industry than the Imperium. The combination of slow moving ships and a low thermal signature from the moon indicated these aliens were less technologically advanced than those in Alpha Centauri. Rear Admiral Thaddeus was eager to take the First Star Legion into Stein 2051 to eliminate the threat, and erase what he regarding as the stain on his record from the defeat in Alpha Centauri. However, this jump point had no gate so there was no way for him to take anything larger than the Aquila class patrol vessels into the system. Solemn Oath was ordered to reverse course, outrun the alien ships, and head back to the jump point, six billion kilometres distant. The first Imperial jump gate construction ships were already being built but would not be ready for almost a year.

By April 2304, with no sign of any alien incursion from Alpha Centauri or Stein 2051, a decision was made to reduce the defensive forces at the two jump point. It was placing too much strain on the Imperial Navy to maintain two Star Legions on active deployment with a third guarding Terra. At some point, crews would become too tired and ships would start to fail. The missile cruisers from the First Star Legion, which included the recently-constructed Divine Right, and the missile cruisers and destroyer escorts from the Third Star Legion were withdrawn to Terra for overhaul. The laser-armed combatants of the two Legions remained on guard duty for the moment and the Second Star Legion maintained watch over the homeworld. There were no plans to investigate any more jump points until the Navy could be strengthened. Death Guard joined the Fleet in July and her sister ship Storm Guard was laid down. A second slipway was being constructed for the Asteria Shipyard, which would speed the rate at which new units could be added to the class.

On September 3rd 2304, construction of two capital ships fully complaint with the recommendations of the Antimachus Naval Reforms began at the Prometheus Shipyard. The Praetorian class combined a powerful battery of railguns, a formidable armour belt and a hangar bay capable of holding up to 6000 tons of long-range strike craft. In search of a new hull designation for this powerful vessel, the Emperor tasked his official historian with searching whatever records were available from the ancient past. After several days of frantic activity, the historian announced that he had found a number of references to something called a Battlestar. The records were fragmented but the Battlestar was apparently equipped with kinetic weapons and a hangar bay and its prowess in battle was documented by multiple sources. The Emperor was impressed and issued an official proclamation that the capital ships of the Imperial Navy should all be referred to as Imperial Battlestars. The Praetorian class was capable of surviving in intense close-quarters combat or attacking long-range targets with its strikegroup.

The design of the fighters that would eventually form that strikegroup provoked considerable debate. Initially, attempts were made to design a railgun-armed fighter but met with little success due to the size of the railgun. After that failure, Vice Admiral Sturm stated his belief to the Emperor that the fighters should be missile-armed. Patriarch Antimachus, who continued to intervene in military matters, warned against the dangers of carrying explosive ordnance on board a ship, citing the destruction of the Righteous Fury and the Defiant, and insisted that kinetic weapons were much safer and cheaper. Sturm pointed out the fighters would be carrying the missiles in new single-shot launchers that were under development, not in magazines. The only magazine would be on the Praetorian and that would be behind the Battlestar's massive armour. He also promised that the Navy would continue improving ordnance ejection technology for future magazine designs. Eventually the Emperor came down on Sturm's side, agreeing that fighters would be missile armed for the moment because of the limitations of current technology. However, he also ordered the admiral to ensure that future Imperial research programmes included the development of a kinetic weapon small enough to be used in fighters.

Praetorian class Battlestar    34,500 tons     674 Crew     4799 BP      TCS 690  TH 2760  EM 0
4000 km/s     Armour 12-94     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 16     PPV 60
Maint Life 2.5 Years     MSP 1391    AFR 595%    IFR 8.3%    1YR 308    5YR 4626    Max Repair 144 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 112   
Hangar Deck Capacity 6000 tons     Magazine 400   

Terradyne ION-120 Military Drive (23)    Power 120    Fuel Use 54%    Signature 120    Exp 10%
Fuel Capacity 2,250,000 Litres    Range 21.7 billion km   (62 days at full power)

AKR-9 15cm Railgun (6x4)    Range 90,000km     TS: 4000 km/s     Power 9-3     RM 3    ROF 15      3 3 3 2 1 1 1 1 1 0
AKR-3 10cm Railgun (8x4)    Range 30,000km     TS: 4000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Railgun PD Fire Control (2)    Max Range: 128,000 km   TS: 4000 km/s     92 84 77 69 61 53 45 38 30 22
PanTerra FCB-128 Beam Fire Control (2)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Large Gas-Cooled Fast Reactor (5)     Total Power Output 45    Armour 0    Exp 5%

Reichmann Industries AS-100 Active Search Sensor (1)     GPS 19440     Range 100.4m km    Resolution 135
Reichmann Industries AMD-2 Active Search Sensor  (1)     GPS 32     Range 1.9m km    Resolution 1
Pegasus Systems TH-12 Passive Sensor (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Pegasus Systems EM-12 Passive Sensor  (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Shipbuilding continued at several other yards, although overall shipbuilding was still less than in the years following the breakthrough into Trans-Newtonian physics. In September, two new Constellation class survey ships, Aquarius and Phoenix joined the Fleet, along with three Conqueror class troop transports. In November, two New Frontier class jump gate construction ships were launched from the Rhea Shipyard. One of the ships headed out to the Stein 2051 jump point to begin work while the other remained in Terra orbit. The jump points to Proxima and Alpha Centauri already had jump gates and Terra's other five jump points were still unexplored. With the discovery of a new alien race in Stein 2051, the Emperor's moratorium on exploration was back in place until the strength of the Imperial Navy was increased.

Conqueror class Troop Transport    49,000 tons     339 Crew     1682 BP      TCS 980  TH 2100  EM 0
2142 km/s     Armour 4-119     Shields 0-0     Sensors 1/6/0/0     Damage Control Rating 1     PPV 0
MSP 21    Max Repair 75 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Troop Capacity: 11 Battalions    Cargo Handling Multiplier 20   

Terradyne ION-300 Commercial Drive (7)    Power 300    Fuel Use 5.3%    Signature 300    Exp 5%
Fuel Capacity 500,000 Litres    Range 34.6 billion km   (187 days at full power)

Navigation Sensor (1)     GPS 1600     Range 9.6m km    Resolution 100
Pegasus Systems EM-6 Passive Sensor  (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

New Frontier class Construction Ship    64,700 tons     235 Crew     1677 BP      TCS 1294  TH 1500  EM 0
1159 km/s     Armour 1-143     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 16    Max Repair 75 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Jump Gate Construction Ship: 180 days

Terradyne ION-300 Commercial Drive (5)    Power 300    Fuel Use 5.3%    Signature 300    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 52.5 billion km   (524 days at full power)
 
The first Terran fighter was built at the start of December 2304. The Cobra class was equipped with three box launchers and had an operational range of one point six billion kilometres. As it was barely faster than its mothership and lacked any significant active or passive defence, the Cobra would have to rely on its small size to escape detection while it moved within range of its missiles. Initially the Cobra would be armed with the Gladius anti-ship missile that was designed for the Emperor's Wrath class missile cruisers. In the longer term, a new missile designed for fighter launch would be designed. That would take some time though as Terra's ordnance factories had been shut down to free up badly-needed manpower.

Cobra class Fighter    238 tons     2 Crew     40.5 BP      TCS 4.75  TH 21  EM 0
4421 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.25
Maint Life 0 Years     MSP 0    AFR 47%    IFR 0.7%    1YR 2    5YR 34    Max Repair 14 MSP
Intended Deployment Time: 0.3 months    Spare Berths 5   
Magazine 15   

Terradyne ION-21 Fighter Engine (1)    Power 21    Fuel Use 240.6%    Signature 21    Exp 17%
Fuel Capacity 10,000 Litres    Range 3.2 billion km   (8 days at full power)

Medusa Box Launcher (3)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Romanov Systems RS-25 Missile Fire Control (1)     Range 25.9m km    Resolution 100

To resolve the manpower shortage, Imperial freighters began transporting mining complexes to the Moon, which had substantial deposits of 0.9 accessibility Duranium. By this time, the Luna colony had expanded to a population of almost eighty million, mainly due to commercial shipping making use of the brief travel time from Terra. As part of a long term plan to make the Moon into an ideal habitable world, five terraforming installations on the surface and four Genesis class terraforming bases in orbit had created a greenhouse gas atmosphere of 0.07 atm.

Genesis class Terraforming Base    101,700 tons     410 Crew     2334 BP      TCS 2034  TH 0  EM 0
1 km/s     Armour 1-194     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 14    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 6   
Terraformer: 4 module(s) producing 0.004 atm per annum

Construction of the Sol - Stein 2051 jump gate was completed on February 22nd 2305. A small scouting force consisting of the jump-capable survey ship Orion and the patrol vessels Leonis and Volantis transited into Stein to check the area around the jump point was clear. Orion was capable of escorting the small squadron back through the jump point if they encountered trouble. After twenty-four hours with no incidents, a construction ship transited the gate in Sol and began constructing a gate on the Stein side of the jump point. Aquarius and Phoenix were also sent into the system to begin surveying the outer ring of gravitational survey locations. At the start of April, the geological survey ships Covenant and Testament entered Stein and headed for the outermost planets, none of which were closer than three billion kilometres from the alien population. Given how close Solemn Oath approached that population, apparently without being detected, the risk to the survey ships was deemed acceptable.

In mid-April two Terran salvage ships joined the Imperial Navy. Nova and Eclipse would be able to salvage alien wrecks, such as those close to the Alpha Centauri - Sol jump point. It was hoped this would aid in the Imperium learning about the alien technology and might perhaps result in the recovery of intact alien ship components. Both ships were dispatched immediately, along with freighters to carry any such components, to the Sol - Alpha Centauri jump point. Four Exidium class frigates from the Second Star Legion currently guarding the jump point would provide cover for the operation.

Nova class Salvager    21,000 tons     190 Crew     680 BP      TCS 420  TH 1200  EM 0
2857 km/s     Armour 1-67     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 20    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 24   
Salvager: 1 module(s) capable of salvaging 500 tons per day

Terradyne ION-300 Commercial Drive (4)    Power 300    Fuel Use 5.3%    Signature 300    Exp 5%
Fuel Capacity 250,000 Litres    Range 40.4 billion km   (163 days at full power)
 
Both salvagers and all ten Minerva class freighters arrived at the Alpha Centauri jump point on May 21st 2305. The Exidium class frigate Audax transited the jump gate to check the area was clear and immediately detected three strength-720 thermal signatures from alien ships at point blank range. There was just time to broadcast a warning through the jump point before a salvo of anti-ship missiles smashed into Audax, blasting through her armour and taking out half her weapons and three of her five engines. Her commander, Captain Maxim, desperately tried to cut through the chaos on the bridge and get his ship back through the jump point but the crew did not respond quickly enough. A second salvo blew the frigate to pieces thirty-five seconds after her initial transit. The three Exidiums on the Sol side of the jump point prepared for an alien transit, while the freighters and salvage ships fled back toward Sol. There was no immediate counter-transit by the alien ships and as the minutes passed, the Terran crews began to breathe easier.

Seeing an opportunity, Vice Admiral Sturm ordered the Third Star Legion to leave orbit and head for the Alpha Centauri jump point. Despite the protestations of Rear Admiral Thaddeus, eager to avenge his defeat at the hands of the same aliens, that the First Star Legion was the better choice, Vice Admiral Sturm was unmoved. The Third was the strongest Legion in terms of firepower as the Second was under strength anyway while the First had lost both of its Defiant class ships and three of its four patrol vessels were on detached duty. Sturm ordered the survey ships Cassiopeia, Perseus and Sagittarius to accompany the Third Star Legion and also instructed the freighters and salvage ships to hold position a day out from the jump point.

On June 6th, the Third Star Legion under Rear Admiral Helena Cestus, transited the Sol - Alpha Centauri jump point. Her force comprised the missile cruisers Relentless and Sword of Retribution, the Defiant class escorts Adamant and Guardian, seven Exidium class frigates, including three temporarily assigned from the Second Star Legion, and five Aquila class patrol vessels. While the main body of the Legion went through the jump gate, the 4500 ton Aquilas were sent through in squadron transits with the Constellation class survey vessels acting as squadron leaders. Rear Admiral Cestus ordered the survey ships to depart as they had dropped off the Aquilas. Every other ship was ordered to attempt to disengage as soon as it received significant armour damage. The battle plan, as devised by Vice Admiral Sturm, was to soak up missile fire while the Terran ships waited for the effects of transit to wear off.

The Legion arrived in Alpha Centauri and found the jump point deserted. The alien ships had apparently left while the Third Star Legion was en route, although active sensors were off-line so it was possible they were nearby but out of passive sensor range. Captain Maxim and 82 other survivors from Audax were still alive in their life pods, albeit on almost their last gasp of air. Audacia moved in and picked them up. The three survey cruisers departed and Rear Admiral Cestus called the salvage ships forwards. Because of their position it took a full day for them to arrive and begin work.

Over the course of the next five days, all six small alien craft were salvaged. In addition to a large amount of data on the alien engine technology, Nova and Eclipse recovered a dozen box launchers, two active sensors and two fire control systems. Those would be taken back to Terra for further analysis. As the alien defenders were absent, the two ships began salvaging the wrecks of Andromeda and Audax, both of which were on the jump point. It took ten days to salvage Andromeda, after which one of the salvage ships and half the freighters transited back into Sol and headed for Terra. The salvaging of Audax still had two days to run when a wave of twenty-one missiles appeared at one point two million kilometres. Adamant and Guardian began launching their Dagger anti-missiles. Rear Admiral Cestus ordered Nova and four accompanying freighters to abandon their salvage operations and depart immediately. For the moment the Third Star Legion held position, covering the withdrawal of the lightly armoured auxiliaries.

Six missiles were destroyed by Daggers and eleven more were destroyed by the combined laser fire of the frigates and patrol vessels. The remaining four struck Averruncus, a Minerva class freighter. Remarkably, the only damage beyond four large holes in her hull was the destruction of her cargo hold. Four engines were hit but all continued to function. The second wave of alien missiles was targeted on Aequitas, also a freighter. She was unluckier than her sister ship and lost half her engines. Rear Admiral Cestus urged the freighters to get clear of the battle zone but their crews were obviously panicking at being under fire, which was not speeding things along. Seventy seconds after the first incoming missiles were detected, Nova and the freighters finally entered the jump gate.

With the auxiliaries safely out of the system, Cestus ordered her warships to withdraw. It would take some time to organize the simultaneous jump though and the missile waves continued arriving. The third wave, which was presumably targeted on one of the freighters, sought a new target and selected Ursus, one of the patrol vessels. Despite the impact of seven missiles that blasted away most of her armour, she didn't suffer any internal damage. Unfortunately the next wave also homed in on Ursus and ten hits smashed the small ship into wreckage. The missile cruiser Relentless suffered a total of eleven hits from the next two waves of missiles. Her armour absorbed all the damage but was holed in one location. Moments later, the Third Star Legion jumped backed to Sol. Once again, the aliens declined to pursue through the jump point.

The operation had been a success in terms of the technical data and components recovered from the wreckage of the alien ship but had resulted in the loss of a patrol vessel and damage to a missile cruiser and two freighters. Once again, Patriarch Antimachus oversaw a board of inquiry. The main conclusion once again was that weapon mix of the Imperial Navy was unsuitable for withstanding missile attack and that acquisition of new railgun-armed ships should be increased. A secondary conclusion was that it was not cost-effective to salvage in a potential combat zone unless the wreck in question was an alien vessel that might provide new technology.

The jump gate at the Stein - Sol jump point was completed nine days after the conclusion of the events in Alpha Centauri, while the freighters and salvage ships were still on their way back to Terra. Relentless had also been dispatched home for repairs along with the three frigates of the Second Star Legion that had been deployed at the edge of the Sol System for over a year. The First Star Legion was earmarked for the first offensive operation in Stein but as the first two Battlestars would be completed in August and September, the operation would be delayed until then.

Praetorian joined the Imperial Navy on August 22nd 2305. Her strikegroup of twenty-four Cobras and one Boa landed on board within hours of the Battlestar's launch. The Boa was a new design and only two had been built. As the Cobras did not have onboard active sensors, the Boa would provide sensor information if the strikegroup was outside shipboard sensor range. Praetorian also took on board her ordnance load of Javelin anti-ship missiles for the fighters. The Javelin was a new design with a larger engine and shorter range, albeit based on the same technology as the Gladius. The second Battlestar, Dies Irae, was completed two weeks later. Only eight of her twenty-four Cobras plus a Boa were available so she would begin her first campaign with a reduced strikegroup.

Boa class Fighter-Scout    230 tons     4 Crew     65.5 BP      TCS 4.6  TH 21  EM 0
4565 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 46%    IFR 0.6%    1YR 12    5YR 178    Max Repair 48 MSP
Intended Deployment Time: 0.3 months    Spare Berths 3   

Terradyne ION-21 Fighter Engine (1)    Power 21    Fuel Use 240.6%    Signature 21    Exp 17%
Fuel Capacity 10,000 Litres    Range 3.3 billion km   (8 days at full power)
Reichmann Industries AS-30 Active Search Sensor (1)     GPS 5280     Range 30.2m km    Resolution 110

Javelin Anti-Ship Missile
Missile Size: 5 MSP  (0.25 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 10
Speed: 25200 km/s    Engine Endurance: 24 minutes   Range: 36.9m km
Thermal Sensor Strength: 0.0249    Detect Sig Strength 1000:  24,900 km
Cost Per Missile: 3.8652
Chance to Hit: 1k km/s 252%   3k km/s 80%   5k km/s 50.4%   10k km/s 25.2%
Materials Required:    2.25x Tritanium   0.0153x Boronide   0.0249x Uridium   1.575x Gallicite   Fuel x250
Development Cost for Project: 387RP

On September 9th 2305, the First Star Legion launched its campaign against the aliens in Stein 2051. Rear Admiral Lucifer Thaddeus now carried his flag in the Battlestar Praetorian. The order of battle for the First was as follows:

2x Praetorian class Battlestar: Praetorian (flag), Dies Irae
2x Emperor's Wrath class Missile Cruiser: Emperor's Wrath, Divine Right
4x Exidium class Frigate: Exidium, Sanguinarius, Ultoris, Vindicta
2x Guard class Escort: Death Guard, Storm Guard
2x Aquila class Patrol Vessel: Leonis, Volantis
32x Cobra class Fighter
2x Boa class Scout-Fighter

Several Terran survey ships were already in the system. Aquarius and Phoenix had almost completed a gravitational survey, finding three new jump points so far, while Covenant and Testament had surveyed every planet and moon that orbited more than seven hundred and fifty million kilometres from the star, with the exception of several moons of the third planet where Testament was still at work. Covenant had pulled back to the Sol jump point. The fact that none of the survey ships had been intercepted combined with the low observed speed of the ships encountered by Solemn Oath suggested that the Stein aliens were less technology advanced than the aliens in Alpha Centauri. The First Star Legion transited into Stein and set a direct course for the alien population on the innermost moon of the innermost planet.

Nine days after the transit, with the First Star Legion still two billion kilometres from the planet, five alien ships were detected at one hundred million kilometres, maximum range for the best Terran active sensor. The tactical computers on the Imperial warships identified four separate classes of ship and assigned them class designations. A rumour within the Imperial Fleet was that the class designation software used by the tactical computers relied on a list of hostile class names provided by the Emperor's favourite nephew, aged 9. The software designers, Tacman Industries, steadfastly refused to comment on the rumour. The alien fleet comprised an Obliterator, a Warmaker and two Doombringers, all of which were 16,500 tons, plus a smaller 8250 ton Deathblade class. Their speed was 1818 km/s. For the moment the computers still classed them as neutral contacts, as the Stein aliens had not taken any offensive action against Imperial forces. However, the Emperor had ordered the Navy to treat all aliens as hostiles. Sometimes described by the less religious members of the Imperial Navy as a Shoot First, Salvage Later policy.

Rear Admiral Thaddeus wished to test the alien defences so he ordered Emperor's Wrath and Divine Right to fire a single volley of Gladius anti-ship missiles at the smallest alien ship. Seventy minutes later the missiles arrived. Five were destroyed by point blank point defence fire; the other fifteen all struck their target. On Imperial tactical displays, the icon of the alien ship was replaced by a wreck marker. Thaddeus remarked to his chief of staff that if the aliens weren't hostile before, they certainly were now. He ordered Emperor's Wrath and Divine Right to each fire two volleys at the other four ships.

Doombringer 001 was hit by all twenty missiles from the first salvo and streamed atmosphere from every hit, which indicated her armour was only strength-2, much weaker than her Imperial opponents. Her speed dropped to 544 km/s and she fell behind the other three ships. As the second salvo streaked in, four of Divine Right's missiles were destroyed mid-flight, presumably by anti-missiles. The ten missiles from Emperor's Wrath all smashed into Doombringer 001 and it blew up, leaving the six remaining missiles from Divine Right with no target. While the Gladius was intended to rely on guidance from the firing ship, it included an onboard thermal sensor as backup. The six missiles reversed course and homed in on the thermal signature of the Warmaker class ship. All six hit and once again every impact resulted in a loss of atmosphere. The alien ships were simply no match for the Imperial missiles and one by one they were blown to pieces, in two cases accompanied by multiple magazine explosions. Sixty Gladius missiles were still in flight when the last alien ship died.

Read Admiral Thaddeus requested support from salvage ships to examine the alien wreckage while the First Star Legion proceeded on course. Sixteen minutes after the last alien ship was destroyed, four more contacts, all 8250 tons, were detected at the edge of sensor range. Emperor's Wrath and Divine Right only had forty percent of their missiles remaining so he ordered them to fire launch two salvos each, targeting all four ships between them. Three of the alien ships were destroyed and the fourth was damaged. A follow-up salvo destroyed the last ship fifty million kilometres from the First Star Legion. The two missile cruisers had enough missiles remaining for four salvos each.

Thaddeus detached the frigates Ultoris and Vindicta to pick up any alien survivors, interrogate them if possible and begin learning the alien language to make future interrogation more effective. Eight hundred and sixty prisoners were recovered from the alien life pods. The Stein aliens were bulky bipedal creatures, with a brown exoskeleton and lobster-like claws. Their heads were tall and narrow with a vertical slit that appeared to act for both breathing and eating and large compound eyes on either side.  Communication proved very difficult and nothing was learned from the prisoners, despite the enthusiasm of the interrogators.

Five days after the one-sided massacre that could hardly be called a battle, the First Star Legion moved within active sensor range of the planet. Eight more ships were detected in orbit, ranging from 16,150 tons to 23,600 tons, plus a large shipyard complex. Whether these were military or civilian ships was unknown. A population was also detected on the sixth moon, with an EM signature about 1/7th that of the first moon. Rear Admiral Thaddeus ordered his two missile cruisers to target one volley on the smallest alien ship. Nine missiles were destroyed as they approached and the other eleven were destroyed by point-blank fire. At least some of the ships in orbit were defence bases.

Thaddeus slowed the First Star Legion down to 2000 km/s to reduce the rate of approach then launched his thirty-two Cobras, each armed with three Javelin ASMs. Meanwhile, three more alien ships appeared on sensors, twenty million kilometres beyond Stein I and heading toward the alien population at 964 km/s. The fighters closed to twenty-five million kilometres and launched their Javelins, targeting just two of the smaller alien bases. Twenty-three missiles were destroyed by point blank point defence fire. Forty more detonated on target, destroying both bases. Suddenly, within the space of a few seconds, eleven new wrecks appeared, all of which were 1650 tons. Tactical computers estimated they were all the same type, designated as Defiler class. The active sensors on the Imperial ships had not detected these small ships but the thermal sensors on the remaining Javelins had picked them up after their primary targets disappeared. The fighters headed back to the Battlestars to re-arm.

Given the lack of anti-missiles launched at the wave of Javelins, Rear Admiral Thaddeus decided to take his force further in for the possibility of an energy-range engagement. While he had enough Javelins left for a second launch and a partial third launch, the new missiles were in short supply so he was keen to preserve them if he could. His main fear had been that the alien bases might launch large waves of anti-missiles if he moved too close, but that seemed to be less likely now. Eleven million kilometres from the alien population, six new ships were detected. Designated as Styx class, they were 2600 tons. The First Star Legion continued to close.

Two point five million kilometres from the planet, one hundred and four incoming missiles were detected with a second wave a few seconds later. It appeared the aliens did in fact have a significant number of anti-missiles, although they were only moving at 10,000 km/s. Rear Admiral Thaddeus ordered all ship with railguns or lasers to fire them in defensive mode and the missile cruisers to open fire on a base identified as Malignant 003. The fighters were all re-armed so he ordered those to launch and engage two bases identified as Decimator class. A hail of kinetic rounds greeted the alien missiles as they reached point blank range and explosions filled the sky just short of the First Star Legion. Praetorian killed twenty-four inbounds with her railguns while Dies Irae accounted for nineteen. The other ships dealt with another twenty-six. Because of their relatively slow speed, some of the missiles were also missing their targets. Just twenty from the first wave impacted on Praetorian's armour and only ten from the second. Emperor's Wrath and Divine Right began launching their own missiles followed a few moments later by a mass launch from the fighters.

The massed railgun and laser fire of the First Star Legion was holding back the massive weight of alien missile fire. Each incoming wave numbered over a hundred missiles but less than ten percent were scoring hits. Ten hits were scored by the third wave and eight by the third. Thaddeus ordered the Legion to reverse course, increasing the time between incoming salvos so that the 15cm railguns on the Battlestars and the 15cm lasers on the frigates and patrol vessels could recharge. Praetorian was hit fourteen times by the fifth wave. The missiles only had strength-1 warheads so they were having little impact on the Battlestar's armour. The sixth wave scored twelve hits on Praetorian, while the seventh was targeted on Dies Irae and resulted in only three impacts.

The fighter-launched Javelins reached the alien bases, destroying both Decimators. The eighth wave of alien missiles vanished from Imperial sensors, probably because they were under control of the Decimators. A third of the Javelins didn't impact before the enemy bases were destroyed and sought new targets, homing in on a pair of Damnation class ships. The Damnations were 23,600 tons each but apparently very fragile. Their minimal armour couldn't protect them and both were obliterated. Twenty Gladius missiles from the two Terran missile cruisers arrived next. Eight were killed by point-defence fire; the other twelve struck Malignant 003 and every one resulted in a loss of atmosphere. Thaddeus ordered another course reversal and the First Star Legion headed back toward the alien population. A second wave of Gladius missiles arrived at the alien moon, the first ten of which destroyed Malignant 003 and the second ten inflicted considerable damage on Damnation 003. Each missile cruiser now had just ten missiles in its magazine. Praetorian and Dies Irae had sixty-four Javelins between them.

With no more incoming alien fire, Rear Admiral Thaddeus ordered weapons tight. No ship was to fire unless fired upon. As the First Star Legion approached the inner moons of the gas giant, three ground forces contacts were detected. Strength-76 on the inner moon, strength-30 on the sixth moon, where there was also an EM signature of a large colony, and strength-20 on the eleventh moon. Rather than bombard the alien worlds, Thaddeus saw an opportunity to capture the alien industry and shipyards. He requested ground forces from Terra to launch an invasion. Vice Admiral Sturm and Emperor Magnus both concurred.

In 2305 the ground forces of Imperial Terra were organised into Legions and Auxilia. Each Legion comprised two and a half thousand Legionnaires equipped with powered armour and was organised into four chapters and a headquarters unit, each of approximately five hundred men. Each Legion was assigned both a numeric designation and a name, such as Legio I Astral Knights or Legio II Black Templars. The chapters bore the name of the Legion plus a designation as to its seniority within that Legion, such as Astral Knights Primus, Astral Knights Secundus, etc.. An Auxilia unit was similarly organised but usually bore only a numeric designation, although rarely a name could be assigned to an Auxilia unit that distinguished itself in battle. This was considered a great honour. The primary difference between the two was that Legions were mobile infantry generally used for offensive operations while Auxilia were less capable and served as garrison troops. The five Imperial Legions in service in September 2305 are listed below. Four Auxilia units were also available.

Legions: 
Legio I Astral Knights
Legio II Black Templars
Legio III Death Eagles
Legio IV Grey Wolves
Legio V Storm Bringers

Three Conqueror class troop transports, escorted by two Defiant class destroyer escorts from the Third Star Legion, picked up four Legions, two Auxilia and a pair of replacement units and departed Terran orbit, bound for the moons of Stein I. Meanwhile the First Star Legion moved into orbit of the second moon, from where they could keep a close watch on the alien homeworld. Six small Styx class ships, one Defiler class and one 23,600 ton Damnation class remained in orbit of the first moon of Stein I but there was no offensive action from the aliens. Three 36,300 ton Forsaken class were twenty million kilometres away, heading toward the system primary at 964 km/s. Rear Admiral Thaddeus ordered his two missile cruisers to break formation and head home for new ordnance and requested a tanker to refuel the ships that remained in Stein. The frigate Exidium was detached to chase the fleeing Forsakens. The Damnation class broke orbit to run as well. It had been damaged earlier and was limping along at 423 km/s. Exidium obliterated it en passant before running down and destroying the Forsakens. Thaddeus believed the Damnations and Forsakens were probably civilian vessels, perhaps colony ships and freighters, but saw no point in letting them escape to run around the system and their value after an alien surrender would be minimal, given their apparent obsolescence.

On November 5th 2305, six weeks after the First Star Legion cut through the defences of the Stein aliens, Imperial ground forces began landing on the innermost moon of Stein I. Two days after the beachhead was established, four Legions launched on attack on the defending ground forces. The initial clash was fierce and the Imperium did not have the same advantage in ground technology as it did in space. Two chapters of Legio I Astral Knights and a chapter of Legio III  Death Eagles all took heavy casualties. Two enemy units suffered losses before giving ground. Legio V Storm Bringers was already en route to provide reinforcements but would not arrive for four weeks. Two Auxilia had already landed with the Legions and would provide cover against a counter-attack.

During the next few weeks, the pace of combat slowed as the Imperial Legions slowly gained ground, pushing the defenders, or the 'lobsters' to use the terminology of the legionnaires, back toward their centres of population. Half the chapters involved in the battle had sustained losses but the Stein aliens were taking casualties too. Legio V Storm Bringers arrived on December 6th and was sent into action without delay by the commander of the Imperial forces, General Morgan Grizmund, known by his men as Grizzly, due to an unfortunate correlation between his name, his demeanour and his spectacular facial hair.  The reinforcements had an immediate effect, allowing a concentration of force that allowed two Legions to break through the defensive line. Two alien battalions suffered significant casualties during the battle and a third in the retreat. Before they could regroup, the Grey Wolves Legion surrounded and destroyed one of the enemy formations. The aliens finally managed to form a new defensive line close to what appeared to be their capital city, but the losses taken in the retreat had given the Imperial force both the initiative and a clear superiority in numbers. General Grizmund took full advantage, launching one attack after another to grind down the enemy. Three replacement units had been landed along with the Legions and Auxilia, which was allowing the Legions to replace some of their losses, albeit slowly. The defenders appeared to have no such reserves.

Full communication was finally established with the aliens on January 8th 2306, after Terran linguists had spent many weeks with the more cooperative prisoners. The aliens identified themselves as the Andarmax and their government as the Andarmax Khanate. The prisoners could not understand why Imperial Terra had launched an attack against them as they were a peaceful civilization who would have welcomed Terrans as trading partners. The Emperor dismissed this as alien propaganda and urged General Grizmund to seek final victory. The General made use of the communication break through to contact the Andarmax leadership and demand their unconditional surrender. Great Khan Raia, leader of the Andarmax, demanded that the Imperials leave his world immediately or be destroyed. Unfortunately for the Khan, even as his spoke, the last of his ground forces were being wiped out in a desperate last stand. Even then, the Khan refused to surrender, urging his population to rise up against the alien invaders. While the Imperial Legions had proved sufficient to destroy the Andarmax ground forces, the population of the planet was 1150m, greater than the population of Terra. Five Legions and three Auxilia were insufficient to force the surrender of the population.

The last Auxilia on Terra was loaded into a troop transport, leaving the homeworld bereft of ground forces. Even so, General Grizmund estimated he currently had only sixty percent of the strength he would need. Replacement of combat losses and the arrival of Auxilia IV would help but not enough. More Legions and Auxilia were needed. Sufficient chapters to form two new Legions were being trained but the best estimate was it would take seven months for Legio VI to be ready and ten months for Legio VII and even they might not prove sufficient. The Emperor gave the order that research into ground forces equipment must be given priority. If new troops could not be trained quickly, then the existing forces would be as well equipped as possible. In the meantime, the First Star Legion and General Grizmund's legionnaires and auxiliae would have to hold in place. Rear Admiral Thaddeus was especially concerned about the Andarmax shipyard launching new enemy warships but his requests to destroy it were denied.

His fears were realised on March 9th 2306 when a 1000 ton spacecraft emerged from the shipyard. The First Star Legion reacted quickly and opened fire, destroying the small Andarmax vessel, but not quickly enough. Four nuclear warheads detonated among the Imperial ground forces, inflicting significant losses on three Legion chapters and an Auxilia unit, killing 800,000 Andarmax civilians and destroying several industrial installations. Five days later a second FAC appeared. This time, the Imperial frigate Sanguinarius opened fire instantly and vapourised the target with eight 15cm lasers. Rear Admiral Thaddeus repeated his request to destroy the shipyard but again it was denied. Vice Admiral Sturm pointed out that his powerful force should be able to deal with a few FACs. Two Andarmax vessels of the same type were launched within the next two weeks and on both occasions Sanguinarius destroyed them before they could launch their missiles. The frigate was achieving quite a reputation within the Imperial Navy.

On the ground, the Legions and Auxilia were slowly crushing the resistance of the Andarmax civilian population. New weapons had been issued and an individual legionnaire was now 40% more effective than when the invasion took place. Auxilia IV had landed, freeing up a Legion for counter-insurgency operations. Great Khan Raia was still at large but General Grizmund believed it was only a matter of time before he was tracked down. In order to make use of any available resources, he ordered two of the troop transports to return to Sol and transport construction brigades to what was now being referred to as the Andarmax system, rather than Stein 2051. While they could not conduct offensive operations, they could provide static defence. The round trip would require eleven weeks.

The Khan, his bodyguard detachment and his chief advisors were all killed in action on June 11th 2306 after being cornered by the Storm Bringer Primus chapter, equipped with new advanced power armour. Five days later, the Andarmax Khanate formally surrendered. The Andarmax civilization relied on strong central control, with the Great Khan issuing decrees to lesser Khans who in turn passed on those orders to their own subordinates, the Kavkhans. With that central authority removed and no recent history of independent action among the lesser Khans, they acquiesced to the new central power, Imperial Terra. Despite the subservience of their leaders, there was still great resentment among the general Andarmax population.

The fall of Andarmax Prime brought a host of material benefits including many captured installations, mineral and fuel supplies and several items of new technology, although the shipyard was smaller than had been expected, with a single commercial yard and a single military yard. It would be a Herculean task to transport the new installations back to Terra, especially with only ten freighters in service and a thirteen point five billion kilometre round trip. The Omegus Freight Corporation would play a key part as they had five large and six small freighters in service, along with five colony ships, two passenger liners and eight fuel harvesters.

New Technology
Combat Drop Module - Company
Minimum Jump Engine Size - 12
Enhanced Radiation Warhead (50% Yield, 2x Radiation)
Fuel Storage - Tiny

Captured Installations
44,000 ton Commercial Shipyard - 2 Slipways
2,000 ton Military Shipyard - 4 Slipways
10x Research Facility
272x Construction Factory
83x Ordnance Factory
106x Fuel Refinery
417x Mine
51x Automated Mine
93x Maintenance Facility
2x Ground Force Training Facility
2x Deep Space Tracking Station
1x Mass Driver

Fuel: 20m Litres
Maintenance Supplies: 37,000

Andarmax Prime Mineral Survey (mineral stockpile)
Duranium 290,813  Acc: 1      (8,200)
Neutronium 47,598  Acc: 0.2     (5,600)
Corbomite 9,126  Acc: 0.44   (14,000)
Tritanium 16,393  Acc: 0.2   (1,500)
Boronide 31,485  Acc: 1      (25,400)
Mercassium 30,968  Acc: 0.6   (15,900)
Vendarite 94,138  Acc: 0.2   (6,400)
Sorium 127,868  Acc: 1      (18,700)
Uridium 4,292  Acc: 0.38      (18,700)
Corundium 106,039  Acc: 0.9   (10,700)
Gallicite 12,788  Acc: 0.7      (19,200)

In the meantime, there were still two Andarmax populations on other moons of Andarmax I. The sixth moon had EM and thermal signatures that suggested a significant population, although not on the same scale as Andarmax Prime. Four Legions were transported to the moon to launch a new ground offensive. They could not be absent for long though as the Andarmax homeworld was smouldering, both in terms of damage to its cities and the mood of the population. Legio VI Tiger Claws was formed on Terra on July 11th 2306 and immediately dispatched to the Andarmax system.

The fighting on the sixth moon was hard with no quarter given on either side but the garrison was only three battalions of troops. The population of seventy million, which lacked any industry, surrendered on August 7th. Apparently this population was comprised primarily of a religious sub-group within the Andarmax that had been exiled to the moon so they would not cause disruption on their homeworld. They did not recognise the authority of the Great Khan, beyond his ability to destroy their colony if they attempted to leave. The Emperor gave orders that this population should be transported back to their homeworld so all the Andarmax could be garrisoned on the same planet. When Vice Admiral Sturm pointed out that this might inflame the situation on Andarmax Prime, Emperor Magnus replied that had little interest in the squabbling of alien heretics. The ten Imperial Vesta class colony ships left Terra with half a million human colonists that would settle on Andarmax Prime. Once they had dropped off their cargo, they would begin repatriation of the Andarmax colonists on the sixth moon. Meanwhile, Praetorian and Dies Irae returned to Terra so that Dies Irae could take on her full complement of fighters and both Battlestars could rearm, refuel and undergo an overhaul. The third Battlestar, Dominion, joined the Fleet on August 22nd.

Next the attention of the Imperial Legions turned to the eleventh moon, which had a small thermal signature. After a month-long campaign, the two battalions on the surface were destroyed. A population of 480,000 surrendered to the victorious Imperial ground forces. This moon was effectively a prison for political prisoners. It seemed the Andarmax method of dealing with dissent was to banish the dissenters off-world. They were all scheduled for transport back to their homeworld. In November 2306, a newly constructed Vulcan class fuel harvester base was towed from Terra to Andarmax I, the gas giant around which Andarmax Prime orbited, as it had over 400,000 tons of accessibility 1.0 Sorium. Although some fuel had been recovered on the Andarmax homeworld, the base, and additional harvesters that would be deployed over time, would provide a longer term supply for the occupying forces.

The fourth Battlestar, Imperator, was launched on December 4th. No more Battlestars were laid down for the moment as the Imperium was researching several new technologies that would feature in the next generation of Battlestars. All four Battlestars plus the six Guard class escorts constructed so far were assembled into a new formation that would be known as the First Battlestar Legion. Rear Admiral Lucifer Thaddeus was assigned to command with Praetorian as his flagship. The three Star Legions would remain with the following orders of battle:

First Star Legion: 2x CG Emperor's Wrath, 2x Defiant, 4x FF Exidium, 2x PV Aquila
Second Star Legion: 2x CG Emperor's Wrath, 2x Defiant, 3x FF Exidium
Third Star Legion: 2x CG Emperor's Wrath, 4x FF Exidium, 4x PV Aquila
Detached Forces: 2x Aquila

The First Star Legion was deployed at Andarmax Prime and would likely remain there for the foreseeable future. The Third Star Legion and elements of the Second were in Terra orbit, with the three frigates of the Second deployed at the Sol - Alpha Centaur jump point. The patrol vessel Draco was guarding the Fuel Harvesters orbiting Uranus while her sister ship Scorpii was in Terra orbit. The two ships periodically changed roles after deployments of approximately a year. The First Battlestar Legion began a series of training exercises to ensure that it would be as ready as possible for any future offensive operations, such as clearing the far more advanced aliens out of Alpha Centauri.

to be continued...
Title: Re: Crusade - Part II
Post by: Garfunkel on September 23, 2012, 12:41:48 PM
That was a great chapter, thanks. Can't wait for Part III!
Title: Re: Crusade - Part II
Post by: Gyrfalcon on September 23, 2012, 04:45:57 PM
As a further nod to Warhammer 40k, I'd suggest renaming the Battlestars to Battle Barges, but otherwise a great read. Looking forward to more. :)
Title: Re: Crusade - Part II
Post by: sloanjh on September 24, 2012, 12:14:19 AM
I didn't know there was a Praetor named "Galactica".

John

PS - Now that you've used the "Battlestar" class name, what are you going to call your pinnace carriers? :)
Title: Re: Crusade - Part II
Post by: Mel Vixen on September 24, 2012, 12:22:31 AM
Steve could you supply the Bio-data on the Aliens? I mean theyr Tolerances and such - maybe they make a good slave-race and since they are heretic Xenos i would have no ethic qualms with (Genetic-)experimenting on them. Hehe maybe one of the Doctors of the Empire has something to say?

I dont see why the Empire spends time on higher Rad weapons right now. Sure the exterminatus is part of the continuity nod to W40k but so far they didnt have any encounter that did warrant such a development. On the Other hand ... transport a few million Lobbies onto a spare moon and see how well your new toys perform.

And lastly i would recommend to get all Trainingcenters and academies from Andramax prime moved to the 6th Andramax Moon (the religious one), in addition to that i would set up a small Orb. Habitat and a small pdc with Nukes. You have to prepare for the eventual incursion on the prime. A retilation-strike from offworld without the need of the Legions must be ensured. It would also mean a second world for troop recruitment.
Title: Re: Crusade - Part II
Post by: Gyrfalcon on September 24, 2012, 01:17:52 AM
I believe the tech list were what was captured from the xenos, not what the Imperium has spent effort itself on researching. And while it may be heresy to use xenos technology, it does fuel human discoveries of similar principals.

Furthermore, while the xenos population should be exploited, I agree with the decision that any captured xenos should be confined on their homeworld and prevented from sullying the stars ever again.

Title: Re: Crusade - Part II
Post by: Panopticon on September 24, 2012, 02:44:20 AM
In my games I usually bombard the world heavily enough that it becomes an irradiated wasteland, with the dwindling population being forced to work their remaining installations until the environment catches up to them.
Title: Re: Crusade - Part II
Post by: chrislocke2000 on September 24, 2012, 07:01:58 AM
Another very enjoyable read.

I assume that the race generation procedure does not consider the size of the shipyards generated when creating the initial order of battle for NPRs, hence the lobsters having a pile of ships that were bigger than any shipyards owned?

I'm also a big fan of invasions instead of bombardment. It's also an area where I would love to see more logistical requirements for keeping large forces in battle on alien worlds.
Title: Re: Crusade - Part II
Post by: Steve Walmsley on September 24, 2012, 12:59:06 PM
As a further nod to Warhammer 40k, I'd suggest renaming the Battlestars to Battle Barges, but otherwise a great read. Looking forward to more. :)

Its really a WH40k - Battlestar Galactica - Romans in Space mixture :). Probably something to do with currently re-watching Battlestar Galactica and reading WH40k novels (and always up for Romans in Space)

Steve
Title: Re: Crusade - Part II
Post by: Steve Walmsley on September 24, 2012, 01:09:10 PM
Steve could you supply the Bio-data on the Aliens? I mean their Tolerances and such.

Here is one of the Andarmax in a characteristic double-facepalm gesture (at night) after watching the results of one of his resistance colleagues trying to engage in hand to hand combat with a legionnaire in a suit of powered combat armour. Note the non-fatal damage to the exo-skeleton from a couple of kinetic rounds, suffered in an earlier skirmish.

(http://www.pentarch.org/steve/Screenshots/Andarmax.PNG)

Steve
Title: Re: Crusade - Part II
Post by: Steve Walmsley on September 24, 2012, 01:14:08 PM
Another very enjoyable read.

I assume that the race generation procedure does not consider the size of the shipyards generated when creating the initial order of battle for NPRs, hence the lobsters having a pile of ships that were bigger than any shipyards owned?

I'm also a big fan of invasions instead of bombardment. It's also an area where I would love to see more logistical requirements for keeping large forces in battle on alien worlds.

I am seriously tempted to make a few additions to ground combat but I am conscious that I really should get this new version out soon :). I was thinking of having a new ground unit, similar to a replacement battalion but representing munitions and supplies. During combat, these supply units would be used up and could also be damaged (although less chance than combat units). Without supply units the ground units would be far less effective. Also considering adding an artillery unit (or possibly other such units) equivalent that would be attached to brigades and divisions (max of 1 but in addition to current attachments limits).

Good point about the shipyards - I will look into that.

Steve
Title: Re: Crusade - Part II
Post by: Bgreman on September 24, 2012, 04:25:03 PM
Instead of a new ground unit type, why not just add a new "ground unit supplies" type alongside maintenance supplies.  Ground units will consume ground unit supplies at X rate when just sitting around, and at Y rate when actively attacking or defending.  Ground units with no available supplies suffer morale penalties.  Ground units out of supply for Z days in combat suffer readiness losses according to some formula.

Since these supplies would be constructed using industry, construction brigades could produce limited amounts of supplies in place, provided they have minerals to work with.
Title: Re: Crusade - Part II
Post by: Gyrfalcon on September 24, 2012, 04:28:18 PM
I actually favor that over that over having to ferry supply units in on the same transports hauling infantry. It'd make sense to have an invasion force with a few freighters of supplies attached.

I would say that when garrisoning friendly territory that there should be no supply usage - saving the player from having to constantly manufacture and distribute supplies to colonies and outposts.
Title: Re: Crusade - Part II
Post by: LoSboccacc on September 25, 2012, 12:11:08 AM
Designable ground units ftw :€
Title: Re: Crusade - Part II
Post by: Marski on September 25, 2012, 02:56:59 AM
I don't think it's required to create a special supply unit for the ground forces, because I assume that ground units already have tons of supplies with them when a troop transport dumps them on a planet.
Where is it mentioned that you can design your own ground units?
Title: Re: Crusade - Part II
Post by: Steve Walmsley on September 25, 2012, 02:57:14 AM
I actually favor that over that over having to ferry supply units in on the same transports hauling infantry. It'd make sense to have an invasion force with a few freighters of supplies attached.

I would say that when garrisoning friendly territory that there should be no supply usage - saving the player from having to constantly manufacture and distribute supplies to colonies and outposts.

I agree about supply usage only in combat.

The reason for supply units compared to using supply points (or even just maintenance supplies) is that a significant portion of an army is actually logistical units rather than combat units, so I wanted to simulate the tail as well as the teeth. If I did this, I would drop the cost of ground force training facilites and troop transport bays to compensate.

Steve
Title: Re: Crusade - Part II
Post by: backstab on September 25, 2012, 03:10:12 AM
I agree about supply usage only in combat.

The reason for supply units compared to using supply points (or even just maintenance supplies) is that a significant portion of an army is actually logistical units rather than combat units, so I wanted to simulate the tail as well as the teeth. If I did this, I would drop the cost of ground force training facilites and troop transport bays to compensate.

Steve

Some excellent ideas floating around !  Looking forward to any "logistical" elements added to the game.   Something else to consider, if you do not have enough ground formations to counter unrest, the ones you do have there should lose a small amount of moral each 5 day turn
Title: Re: Crusade - Part II
Post by: TheDeadlyShoe on September 25, 2012, 06:41:27 AM
A really simply, no-frills implementation would be that units conducting attacks steadily lose readiness and morale - unless you have a REP battalion, in which case it soaks all the readiness damage and there is no morale damage.   Even something as low as 1%/battalion/5days would cause a division to deplete a REP in 20 days of fighting.  Numbers would be easy to adjust.  I imagine this has the advantage of being relatively easy to code while accomplishing the goal of encouraging a logistics tail.

Complicate it slightly: REPs no longer heals friendly ground forces, but natural replenishment rates are much higher on worlds with (idle?)training facilities.  Rename REP to LOG.

There's a lot of places you could go from there. For example, attacks could be of varying intensity, scaling casualties and supply consumption. Cautious/Aggressive/Intense, with 1x/1.25x/1.5x intensity and 1x/2x/3x supply consumption.

Units actively suppressing dissent/occupying non-imperial pops could have low-grade degredation;  Imperial populations with low dissent (<5%?) and GFTFs eliminate this attrition.   This would encourage the establishment of 'military base' colonies on conquered worlds, especially if you plan to never imperialize the populace.  That seems like an interesting path in the Crusade campaign actually. I don't know about you guys but I virtually never loot or 'Imperialize' conquered worlds.

Different unit types could also have differing supply consumption, and maybe even different bonuses for intensities.   New systems also open up new unit roles: Commando infantry who suffer less from lack of supplies, and Artillery could be a reasonably strong unit that consumes enormous amounts of supplies.

My personal 'Gamer Gone Wild!' implementation would be to basically lift the system from Hearts of Iron III/Victoria II.  Units line up on a pseudo-battlefield, dealing damage to the unit across from them (or diagonal to them) until they are too damaged and fall out of the fight.  Artillery has the advantage of being able to attack from the back line.  The pseudo battlefield only has a limited width, so artillery is an advantage in large scale conflicts.

Planets could be divided into a number of regions, depending on the size of the world.  Colonies would be located in one or more regions.   And, and, and... okay i'll stop now. 

Actually no wait. I'm reminded of Master of Orion 3. For all its faults, it had a decent model for abstracted-yet-sorta-fun ground combats.  No logistics, but combats could rage back and forth across the surface of a planet. As I recall, units had # of attacks, attack strength, armor, hp etc. values that varied with unit type, plus a number of minor stats.  Regions had different terrain types ranging from plains to caverns and different units/races had differing advantages in each.   Hmm-mmm....

P.S. Ground forces could really use higher upkeep costs. Heh.
P.P.S.  I'm not really a fan of artillery, it doesn't make sense to me in a TN context.  And to the extent it does how does it differ from orbital bombardment? (Which you can do from PDCs, anyway!)
Title: Re: Crusade - Part II
Post by: chrislocke2000 on September 25, 2012, 07:29:35 AM
Wow at this rate we will have a full list of v7 features before Steve has even made it through half of a V6 test campaign!

Having said that I do like the idea of logistics units with a rate of how many supplies they can deliver each five day tick (and a tech line to improve this!) and each normal unit having a consumption rate which varies based on low - high intensity warfare. You could then give each unit a set number of starting supplies and then assign them a state based on what percentage of those supplies have been used with negative impacts on effectiveness and morale as that percentage drops. 
Title: Re: Crusade - Part II
Post by: Bgreman on September 25, 2012, 10:09:30 AM
I agree about supply usage only in combat.

The reason for supply units compared to using supply points (or even just maintenance supplies) is that a significant portion of an army is actually logistical units rather than combat units, so I wanted to simulate the tail as well as the teeth. If I did this, I would drop the cost of ground force training facilites and troop transport bays to compensate.

Steve

I always just assumed the support units were rolled into the battalions themselves.  A mobile infantry battalion to me has 500 power-armored combat troops and maybe 2000 support personnel.
Title: Re: Crusade - Part II
Post by: xeryon on September 25, 2012, 11:55:15 AM
I always just assumed the support units were rolled into the battalions themselves.  A mobile infantry battalion to me has 500 power-armored combat troops and maybe 2000 support personnel.

This is what I was thinking all along.  When directing a battalion I always assumed the prerequisite support personnel and equipment were part of the deployment.  I favor the usage of combat supplies.  Units stationed in a location with a supply facility and/or gftf consume no supplies but units stationed as a garrison, occupation or active combat consume supplies at various rates consistent with the units combat role.  Consumption would be scaled from garrison troops attached to an off-world PDC at minimal up to an assault battalion in active combat consuming 10x or 20x the supplies as their garrisoned counterpart.  Have the distribution of supplies be something commercial lines can distribute to secure locations that need supplies.  This would take the tedium out of supplying backwater mining colonies as civilians can cover that but forward areas would need to be supplied by government directed craft.
Title: Re: Crusade - Part II
Post by: Mel Vixen on September 28, 2012, 02:32:10 AM
Steve: Could you Provide the system and galaxy maps? In theyr own Thread thought if possible to keep thede story readable :3
Title: Re: Crusade - Part II
Post by: Marski on September 28, 2012, 02:39:41 AM
I don't think the Ground Combat units need any more changes, what I have understood is that the units are what they are giving the assumption that they have artillery, airforces and whatnot integrated into the regiments along with supplies, but aren't coded in because having to micromanage planetary forces along with star navies would be quite a bother to manage. Only suggestion I can think for the ground armies would be to add Army HQ and Armygroup HQ units into the game.
Title: Re: Crusade - Part II
Post by: ardem on October 05, 2012, 02:53:22 AM
I think the opposite ground forces need more depth.

Compared to Space fight ground force combat is not harder then putting a tack on a hex v another stack, guys with the biggest stack wins. We know this is not true in combat. I think at the very least the style of planet should influence factors on the ground units.

Ice based planets, should reduce heavy armour and increase defence
Little water planets that are hot should increase heavy armour and reduce light forces
Low gravity should affect heavy forces and increase light forces ability
High gravity the opposite.

I am sure others can come up with more numbers, these details do not increase micro management but atleast increases the thinking other than lets just produce Marines or Heavy Armour only.

Also I do think a home defender or a defender that is fighting on his atmospehere level should have an increase in defence or get a percentage of population that make up on the spot conscription and insurgents.



Title: Re: Crusade - Part II
Post by: UnLimiTeD on October 16, 2012, 06:19:48 AM
Ground Combat definitely needs more depth, and I doubt Adding a few unit types is going to do much about that. But adding a few unit types is maybe what is possible for 6.1.
I always just assumed the support units were rolled into the battalions themselves.  A mobile infantry battalion to me has 500 power-armored combat troops and maybe 2000 support personnel.
So, if you initialize boarding with a marine company, they storm the ship with some 500 support personnel holding their ammo?  :-X
Ultimately, having additional logistics forces makes sense because I really don't want to fit yet more people into the troop transports and drop pods.

But that (with stuff like a hex map simulating the battlefield) is far ahead; someday it might happen. Waresky will be pleased.
Quote
P.P.S.  I'm not really a fan of artillery, it doesn't make sense to me in a TN context.  And to the extent it does how does it differ from orbital bombardment? (Which you can do from PDCs, anyway!)
Yet another interesting point, we sort of need conventional bombardment options.^^

located 400,000 km/s from the moon
Wait, what?
Title: Re: Crusade - Part II
Post by: chuckles73 on October 16, 2012, 02:11:44 PM
Yet another interesting point, we sort of need conventional bombardment options.

I'm pretty sure we only have nuclear bombardment because Steve wanted it to be a choice between bombarding and losing the planet (through radiation), or conducting a ground combat.

If you had conventional bombardments, there wouldn't be a point in using nukes. At that point there is no cost to just wiping out a planet.
Title: Re: Crusade - Part II
Post by: Steve Walmsley on October 16, 2012, 05:18:07 PM
I'm pretty sure we only have nuclear bombardment because Steve wanted it to be a choice between bombarding and losing the planet (through radiation), or conducting a ground combat.

If you had conventional bombardments, there wouldn't be a point in using nukes. At that point there is no cost to just wiping out a planet.

Yes, that's exactly why. One option though might be some form of orbital fire support system that can only be used to aid ground forces (boosting attack or defence strength). Each Brigade HQ could provide fire direction for one ship, or something along those lines.

Steve
Title: Re: Crusade - Part II
Post by: HaliRyan on October 16, 2012, 06:55:30 PM
Yes, that's exactly why. One option though might be some form of orbital fire support system that can only be used to aid ground forces (boosting attack or defence strength). Each Brigade HQ could provide fire direction for one ship, or something along those lines.

Steve

Rods from God would be a nice support addition. I think it would be kind of interesting to have ship modules dedicated to supporting the troops from orbit.
Title: Re: Crusade - Part II
Post by: TheDeadlyShoe on October 16, 2012, 08:54:36 PM
It would just make invasions easier, unless you also made invasions harder to begin with. Ie: A fortification bonus that is reduced or nullified. 
Title: Re: Crusade - Part II
Post by: UnLimiTeD on October 16, 2012, 09:42:20 PM
That argument to prevent GFFP is way outdated.
I always thought that the limit on beam weapons was completely artificial, just abruptly cutting off at 1 apm, for the sole reason that happens to be earths level.
I made suggestions in the past how to make it an actual function of atmosphere density that would make different weapons behave differently on different planets; in the process actually making bombardments harder.

This is NOT a discussion about all of that; People apparently like artificial limits, and I can get to terms with that.
Conventional bombardment options would obviously be dedicated at taking out ground troops without wrecking the planet, that alone excludes nukes in any form and shape.
A vessel getting close in to provide accurate "short" ranged firesupport would obviously also be vulnerable to hostile "AA" Installations, so using that frigate to deliver firesupport might turn the battle in your favour, but also cost you the frigate.
Title: Re: Crusade - Part II
Post by: TheDeadlyShoe on October 16, 2012, 10:30:23 PM
Irrelevant; You don't conduct ground invasions without wiping the PDCs, and/or troop dropships are way more important targets than precision bombers anyway.
Title: Re: Crusade - Part II
Post by: UnLimiTeD on October 17, 2012, 05:26:26 AM
Which is another nice point.
Why can I just land troops on a planet with my transports, despite not having a single assault dropship?
Conventional AA and Artillery should be a factor in that.
And how do you take out the PDCs without nukes? Ultimately, there's a lot of material for 7.0.  ;)
Though we'll have to discuss that when the time comes.
Title: Re: Crusade - Part II
Post by: chuckles73 on October 17, 2012, 08:47:20 AM
And how do you take out the PDCs without nukes?

Meson cannons!  :)

Edit: Assault dropships take seconds to unload. Transports take hours or days. Granted, this may not matter if the ground combat only happens on 5-day intervals.
Title: Re: Crusade - Part II
Post by: HaliRyan on October 17, 2012, 03:27:37 PM
Meson cannons!  :)

Edit: Assault dropships take seconds to unload. Transports take hours or days. Granted, this may not matter if the ground combat only happens on 5-day intervals.

That's a good point. It'd be very cool if your transports could be attacked on the ground by enemy ground forces while they're unloading troops.
Title: Re: Crusade - Part II
Post by: ThatBlondeGuy on October 25, 2012, 09:28:03 AM
Perhaps, adding a Orbital Defence type structure, that gives you a defensive value to counter act strafing/close air support runs from smaller (Fac or Fighter, perhaps small frigates.) vessels. This enables conventional ground attack/artillery/support, adds more depth for defending and attacking with ground forces, and the orbital defence platforms/structures could also do damage to troop transports/assault dropships when the troops initially land.

One small problem is that the only weapons that work in Atmosphere are Meson, and missiles? ((I can't remember if railguns can but I know Gauss can't) so perhaps you'd have to loosen the rules in that respect to make it viable for Gauss/Railgun/Laser armed fighters, to do strafing runs, or Facs/small frigates doing the same thing.

Sorry if the grammar/spelling of this post is horrific, i'm pretty tired as I'm writing this >.>. I'll come back and edit it when I have some brain capacity back; until then i'll let you all decipher it.
Title: Re: Crusade - Part II
Post by: Vanigo on October 25, 2012, 10:11:06 PM
I've always wondered, how do you build such big ships so early in the game? I've never gotten a military shipyard anywhere close to 30,000 tons, even in multi-decade games.
Title: Re: Crusade - Part II
Post by: Garfunkel on October 26, 2012, 12:12:01 AM
TN start and continuous capacity expansion.
Title: Re: Crusade - Part II
Post by: ThatBlondeGuy on October 26, 2012, 04:10:17 AM
or SM'ing the starting conditions to take into account some more RP elements.
Title: Re: Crusade - Part II
Post by: Vanigo on October 26, 2012, 06:03:52 PM
TN start and continuous capacity expansion.
It's been a while, but I've never seen a starting shipyard over 16,000 tons, and I'm pretty sure it takes way more than two years to go from there to 30k. Unless you have a ton of shipbuilding upgrades, I mean.
Title: Re: Crusade - Part II
Post by: HaliRyan on October 28, 2012, 07:16:25 PM
It's been a while, but I've never seen a starting shipyard over 16,000 tons, and I'm pretty sure it takes way more than two years to go from there to 30k. Unless you have a ton of shipbuilding upgrades, I mean.

It depends on the population you start with I think.
Title: Re: Crusade - Part II
Post by: ollobrains on October 30, 2012, 09:42:02 PM
any updates steve enjoying reading, the next update i guess follows up the continued expansion or taking on the aliens in alpha Centarui
Title: Re: Crusade - Part II
Post by: ardem on October 31, 2012, 08:25:22 PM
Perhaps, adding a Orbital Defence type structure, that gives you a defensive value to counter act strafing/close air support runs from smaller (Fac or Fighter, perhaps small frigates.) vessels. This enables conventional ground attack/artillery/support, adds more depth for defending and attacking with ground forces, and the orbital defence platforms/structures could also do damage to troop transports/assault dropships when the troops initially land.

One small problem is that the only weapons that work in Atmosphere are Meson, and missiles? ((I can't remember if railguns can but I know Gauss can't) so perhaps you'd have to loosen the rules in that respect to make it viable for Gauss/Railgun/Laser armed fighters, to do strafing runs, or Facs/small frigates doing the same thing.

Sorry if the grammar/spelling of this post is horrific, i'm pretty tired as I'm writing this >.>. I'll come back and edit it when I have some brain capacity back; until then i'll let you all decipher it.

How about fighters that are in orbit providing ground support bonuses, it ground troops. This would be a great edition and give Laser/guass/rail fighters a useful role, without creating atmosphere issues. And make naval (space) operation even important when ground combat is on.

I would love to see hidden PDC, that would be nice so it only turns on when in orbit launches fire or fighters, this would make approaching a planet even more cautious.
Title: Re: Crusade - Part II
Post by: HaliRyan on November 03, 2012, 07:54:41 AM
How about fighters that are in orbit providing ground support bonuses, it ground troops. This would be a great edition and give Laser/guass/rail fighters a useful role, without creating atmosphere issues. And make naval (space) operation even important when ground combat is on.

I really like this idea!
Title: Re: Crusade - Part II
Post by: waresky on November 05, 2012, 02:03:40 AM
Finally read

A Return to the Past..2007 Good Old History am remember

ur work seems awesome ma friend.

Cya!!
Title: Re: Crusade - Part II
Post by: boggo2300 on November 18, 2012, 05:56:56 PM
Meson cannons!  :)

Why do I hear this in a Jar-Jar Binks voice in my head?

Matt