Recent Posts

Pages: [1] 2 3 ... 10
1
New Cold War / Cold War: D'Bringi Alliance Update, Month 165
« Last post by Kurt on Today at 07:42:04 AM »
D’Bringi Alliance Update, Month 165

D’Bringi Expanses
Total Income (all sources): 26,236 MCr’s
Fleet Maintenance Percentage: 63.5%

The D’Bringi clans are enthused to finally be able to come to grips with the Mintek, but the discovery that their enemy has fighters has given the clan leadership pause, as has the performance of the fighters in the recent battles in the Kure system.  All in all, the D’Bringi are disappointed that they have not been able to exploit their successes in the Kure and Juath systems, but relieved that they defeated the Mintek in both cases.  Clan Chief Skull Splitter, who led the D’Bringi forces in both systems, is particularly glad that it appears that the D’Bringi will have time to evaluate their performance in the battles in Kure and reshape their navy if necessary. 

The D’Bringi have considered transferring fighter technology information to the other races in the Alliance, however, studies have shown that the cost will be prohibitive, and with the Rehorish announcing that they have reached a tech level that will let them develop the fighter tech on their own, there is only one other race in the Alliance likely to benefit from the tech, the T’Pau.  The D’Bringi had secretly approached the T’Pau prior to the start of the fighting in the Kure system with the tech, however, the T’Pau had declined to make the massive expenditures that would be needed to develop the tech at this time.  In lieu of developing fighters on their own, most of the other races in the Alliance are paying great attention to the studies of the fighting in Kure, and will likely begin work on their own counters to fighters, such as escort ships with heavy point defense suites, or even developing and deploying their own AFSC’s, as the Rehorish did. 

The D’Bringi and the Rehorish are concerned about the fact that the Mintek had apparently probed the Kure system prior to their invasion, and so are planning on deploying sensor networks to, at the very least, critical systems.  They have both already recommended to the other Alliance races that they do the same. 

Fleet Deployments
Automated Warfare Unit, Breshy (Mintek Border, closed warp point): 1xCA(AW), 2xCT(Mine), 53x Mine, 200xDSB-L
Automated Warfare Unit, Home Reserve: 2xCT(Mine)
Automated Warfare Unit, Jerothal (Colonial Union Border, closed warp point): 1xCA(AW), 1xCT(mine), 240xMine
Automated Warfare Unit, Phyriseq (Mintek Border): 1xCA(AW), 2xCT(mine), 825xMine, 80x DSB-L
Keeper Border Patrol, Chropol (Bjering): 3xCTV, 18xF0
Clan Fleet, B’Regest (Home): 1xCAV, 2xCT, 6xF0
Clan Fleet, K’Rorin (Home): 1xBC
Clan Fleet, T’Chau (Home): 1xBC, 1xCA
Blockade Fleet, Phyriseq (Mintek): 3xBC, 3xCAV, 9xCA, 6xCVE, 108xF0
B’Regest Guard Group, Bir Home System: 3xCTV, 18xF0
Keeper Guard Group, Chirq Home System: 3xCTV, 18xF0
Keeper Home Fleet, Home System: 1xCVS, 24xF0
Keeper Repair Fleet: 7xMSY
Keeper Watch Fleet, Juath (Mintek): 3xCTV, 18xF0
Mothballs, Home system: 3xBS3
Orbital Defense, D’Bringi Prime: 2xAF, 1xBS0, 78xF0, 1xApin
1st Alliance Fleet, Kure System: 14xBC, 3xCAV, 1xCA, 11xCVS, 2xDDV, 12xCTV, 301xF0 (ships from all clans, and the keepers)
1st Alliance Fleet, Support Group, Kure System: 1xMSY, 1xFT1, 100xCrated F0
Fighter Support Group, Reserve (home system): 4xFT1, 24xCrated F0
1st Survey Fleet, Schach: 25xEXX, 3xB’Regest CTV, 18xF0, 50xCutter
2nd Survey Fleet, Tyny: 25xEXX, 3xB’Regest CTV, 18xF0, 50xCutter
Warp Point Fortifications, Breshy (Mintek Border, closed WP): 5xBS0, 30xF0
Warp Point Fortifications, Home System: 1xAF, 6xBS3, 240xMine, 20xDSB-L
Warp Point Fortifications, Phyriseq System (Mintek): 16xBS0

Under Construction
6xBC, 2xCT(Munitions), 96xF0

Rehorish Stellar Dominion
Total Income (all sources): 41,829 MCr’s
Fleet Maintenance Percentage: 59.8%

With the defeat of the Mintek in the Kure system, the Rehorish government is moving forward on development of the fighter technology that recently became available.  This is a large relief for the Navy, as the anti-fighter small craft they had deployed to support their fleet performed poorly in battle, and without the assistance of the D’Bringi fighters the Mintek would have wiped all of the Rehorish small craft out and been able to attack their fleet.  Cho-sho Banzan has reported that AFSC would have to be present in much larger numbers to successfully challenge enemy fighters, and he would need at least twice as many AFSC compared to attacking fighters to feel confident in the ability of the AFSC to defend the fleet.  This would entail a massive and expensive building program to deploy enough hulls to carry the AFSC into battle, but now, with fighters under development, this will no longer be necessary.  For now, new fleet construction will be curtailed while the new tech is developed. 

The Rehorish Navy is developing defensive plans for the Kure system, now that the Mintek have retreated.  The Mintek’s entry warp point remains undetected, which means that they present a continuing threat to the system’s 24,000,000 inhabitants.  The region around the suspected location of the closed warp point the Mintek used to enter the system is currently picketed by the 1st Alliance Fleet, and DSB-Xr’s are being sent to take their place next month.  This means that should the Mintek return, the location of the warp point will be pinpointed, allowing the Alliance to attack into Mintek space once the Kure system is under the control of the Alliance.  However, as the warp point location is currently unknown, no defenses can be mounted there, meaning that the Mintek can enter the system at will.  The Alliance does not want to tie down a major fleet guarding one system, though, so the Navy is developing plans to defend the system.  These plans are complicated by the fact that in the modern day, the defenses will have to be planned around fighters, or the defenses will merely become targets once the Mintek are in the system.  For now, the Navy is planning on establishing defenses at the warp point to Kure in the Kawasaki system, which would be able to bottle up any Mintek assault until response forces could arrive.  This plan is understandably unpopular with the Rehorish citizens living in the Kure system. 

Fleet Deployments
Damaged and depleted Units, Home System: 5xBC, 5xCT(AFSC), 7xAFSC
Border Defenses, Phyriseq WP #5 (Titov Free State): 8xBS2
Border Defenses, Sapporo WP #1: 11xBS1, 1xFG(AW), 365xDSB-L, 100xMF
Blockade Force, Phyriseq: 12xBc, 3xCA, 9xDD, 1xCT(Munitions)
Border Patrol Force, Kure (Kawasaki System, returning to the Kure System): 3xCL, 6xDD, 3xCT
Border Patrol Force, Phyriseq (WP #5, to Titov Free State): 3xCA, 6xDD
Border Patrol Force, Sapporo (Titov Free State): 6xCL, 6xDD, 1xCT(munitions)
1st Alliance Fleet, Kure System: 7xBC, 3xCA, 3xCL, 13xDD, 3xCT(Pin), 1xCT(AFSC), 7xCT, 1xCT(munitions), 12xPin, 10xAFSC
Home Fleet, Home System: 9xBC, 9xCL, 8xDD, 2xFG(AW), 2xCT(Pin)
Mothballs, Home system: 3xCA, 12xCL, 9xDD
Orbital Defense Network, Home System (Over Rehorish Prime): 1xAF, 5xBS3, 1xBS1, 26xAFSC, 2xPin
Repair Group, Phyriseq System: 3xCL, 3xDd, 5xMSY, 5xMS
Survey Fleet #1, Miyazakiy: 1xCT(Pin), 25xCTX, 40xCutter, 9xPin
Survey Fleet #2, Nagoya: 1xCT(Pin), 25xCTX, 40xCutter, 9xPin
Survey Fleet #3, SN-910: 1xCT(Pin), 25xCTX, 40xCutter, 9xPin

Home System WP Defense
Note: The home system has seven warp points.  The Rehorish have emplaced a BS3 and two BS1’s at each warp point, supported by 60 minefields at each warp point.  The BS3’s in orbit over the home planet are a reserve for the warp point defenses, and can be relocated to any warp point. 

Under Construction
9xDD, 3xCT(AFSC)

Under Refit (All shown above)
9xCL, 2xDD

Torqual Benignity
Total Income (all sources): 14,839 MCr’s
Fleet Maintenance Percentage: 40.5%

The new communist government of the Torqual has changed the name of the nation to the Communes of Torqual, and is perhaps the most reluctant of the Alliance’s races.  The Torqual fleet units assigned to the 1st Alliance Fleet did not engage in combat during the recent campaign, which was not unusual given the fighter-centric nature of the combat that did take place; however, the fleet’s commander consistently placed his fleet at the rear of the main fleet whenever given the opportunity, something noted by the three major Alliance races.  The D’Bringi ambassador has raised this issue with the Torqual government and has been given assurances that the Torqual fleet is a full participant in the Alliance and will support the 1st Alliance Fleet to the full extent of its abilities.  The D’Bringi have found these assurances somewhat lacking, given the new government’s stated intention to reduce its out-system commitments to the Alliance in the near future, when the current emergency is resolved. 

Fleet Deployments
Home Fleet, Home system: 12xCL
Phyriseq Blockade Force: 12xCA
1st Alliance Fleet, Kure System: 9xCA
Home System Defenses, Orbiting Home planet: 3xBS2
Survey Fleet: 3xCTX, 22xEXX, 80xCutter

Under Construction
6xBS2, 3xCA, 1xDD(AW)

Doraz Contingency
Total Income (all sources): 8,582 MCr’s
Fleet Maintenance Percentage: 22.9%

The Doraz, unlike the Torqual, are much more willing participants in the Alliance, and are working diligently to increase their contribution to the Alliance’s fleets.  Indeed, the rulers of the Doraz, a military junta, have used the lure of adventure and conquest offered by the Alliance to motivate their people to devote even more effort and resources towards the Doraz military. 

Fleet Deployments:
1st Alliance Fleet, Kure: 3xCA
Home Fleet, Home System: 9xDD, 6xCT
Mothballs, Home system: 2xDD , 17xCT
Phyriseq Blockade Group, Phyriseq: 6xCA
Home System Defenses, Over Home Planet: 3xBS3
Survey Fleet, Scythe: 10xFGX, 50xCutter

Under Construction
6xCA

T’Pau Syndicate
Total Income (all sources): 25,750 MCr’s
Fleet Maintenance Percentage: 32.8%

The T’Pau have reached HT-7, with D’Bringi assistance, and are rapidly developing critical systems available at that level.  The T’Pau declined the transfer of fighter tech from the D’Bringi, due to the expense of developing something that much more advanced than their general tech level, and instead are pushing forward with anti-fighter technology that they can more reasonably develop, such as AFSC and capital point defense.  The T’Pau have tentative plans to transform their light cruisers into anti-fighter cruisers, with heavy point defense suites, perhaps supported by AFSC’s carried by fleet ships. 

Once the new technology now being researched is ready for deployment, the T’Pau plan a complete redesign of their fleet, including ships purchased from the Rehorish and the D’Bringi, to create a more coherent fleet design and strategy.  This will take some time, though, as much of the new technology is still being developed. 

Fleet Deployments
Phyriseq Blockade Fleet, Phyriseq: 9xCA, 6xCL
Home Fleet, Home System: 3xCA, 6xCL, 9xCTS
1st Alliance Fleet: 9xCa, 3xCL
Survey Fleet One, Snaw System: 3xCTX, 22xEXX, 36xCutter
Survey Fleet Two, Bluem System: 3xCTX, 22xEXX, 36xCutter
Home System WP Defense, WP #3 (to Colonial Union space): 6xBS3, 300xDSB-L, 540xMine

Under Construction:
1xBC, 1xBS4, 3xCA

Bir Meritocracy
Total Income (All Sources): 492 MCr’s
The Bir are approaching IND-1 tech level, with D’Bringi help. 

Chirq Cooperative
Total Income (all sources): 1789 MCr’s
Fleet Maintenance Percentage: 7.5%
The Chirq have reached HT-2 and are developing systems available at that level.  To date, the Chirq have built two orbital shipyards and a small exploration fleet. 

Zir Contemplative Union
Total Income (all sources): 12,505 MCr’s

The Zir are the most reluctant of the D’Bringi allies.  The Zir are not particularly warlike, and have been uneasy with their alliance with the more warlike races of the D’Bringi Alliance.  In spite of this, the Alliance has been seen as a boon for the Zir, not only because it brought knowledge of interstellar travel, but because the Zir are convinced that the races in the local galactic area is warlike, and so, to be safe, they must be allied with other warlike races. 

The Zir have mothballed a significant portion of their fleet, to free up resources for colonial expansion and R&D. 

Total Fleet Strength: 6xDD, 9xFG, 12xFGX, 12xCT, 3xCTX
Fortifications: 6xBS4
Mothballs: 3xBS4, 64xDD, 8xFGX, 92xFG, 122xCT
2
New Cold War / Cold War: Colonial Union Overview, Month 165
« Last post by Kurt on April 11, 2021, 10:34:11 PM »
Month 165 Update
Colonial Union

Total Income (all sources): 49,902 MCr’s
Fleet Maintenance Percentage: 26.9%

The Colonial Union has been focusing its resources on uniting the colonies in its territory by establishing communications networks, patrols, sensor networks, and defenses in the appropriate areas, as well as increasing its shipyard capacity.  This effort has absorbed most of its income over the last ten months.  The CU has several new tech systems under development, including datalinked point defense, improved tractor beams, and pinnaces.  Once these systems, particularly the datalinked point defense, are complete, the United Colonial Defense Fleet (UCDF) plans to implement a massive and wide-ranging modernization and standardization program to completely revamp the UCDF into a homogenous force.  This project will likely take at least the next ten months to complete, between R&D and the massive round of refits this will require. 

The reunification with the home system, and the, mostly, bloodless effort to bring the alien races under the control of the government, have been extremely popular with the people and have caused a surge in support for the government and the New Dawn Party.  Even the complaints of the Tlatelolco have done little to dampen the spirits of the citizens of the Union.  With the reunification mostly complete, and the Colonial Union undergoing a nearly unprecedented economic expansion, the government has turned outwards, looking towards expanding the Union.  Although the government’s expansion plans are peaceful, the CU government is mindful of the past and believes that a large, powerful navy is the best guarantor of peace.  Therefore, the UCDF, in addition to its modernization plans, will be expanded as much as possible over the next ten months while still allowing for colonization to continue. 

The CU Senate has grown concerned over the deteriorating relationship with the Tomsk Union and has formed a committee to determine the causes and propose possible solutions.  There are many within the CU government who fear that the colonists in the Tomsk Union have fallen under the sway of the alien Bjering, about whom little is known.  Indeed, there have been near constant rumors that the Bjering have infiltrated the Tomsk government and are subverting the Tomsk society with the aim of absorbing the unaware colonists of the Tomsk Union into their empire.  The Senate has promised to look into all of these allegations and issue a comprehensive report in the near future. 

The Colonial Union government has recently learned that the D’Bringi Alliance is at war with another race known only as the Mintek, after a Rehorish battle group was forced to retreat into Titov territory by Mintek forces.  Although the Fleet Intelligence Directorate has been unable to learn much about the Mintek or their war with the D’Bringi Alliance from the Free State, this information is encouraging as it means that the D’Bringi and their allies will be preoccupied for the near future and will be unlikely to start any trouble with the Colonial Union. 

Fleet Deployments
Fortifications, Epsilon Eridani
3xBS3, 9xBS0

Fortifications, Kirov System (Border with Free State)
3xBS3, 24xBS0, 2xEXS, 2xCT(AW)

Fortifications, Sigma Draconis (bordering systems with closed WP’s to D’Bringi space)
21xBS0, 1xDD(AW)

Fortifications, Sligo System
3xBS3, 9xBS0

Fortifications, Sol
2xAF, 3xBS3, 1xDD(AW), 3xBS0, 2xEXS

Mobile Shipyards, Sigma Draconis
13xMSY

Mothballs, Sligo
4xPDC, 6xES

Mothballs, Epsilon Eridani
17xCA, 7xCL, 1xDD, 1xDD(AW), 8xCT, 3xCT(AW), 1xBS0, 23xES

Mothballs, Sol
1xPDC, 2xBS3, 27xCL, 14xES

Planetary Defense, Earth
6xPDC(AM), 3xBS1, 6xBS0

UCDF Squadron #1, Epsilon Eridani
2xBC, 3xDD, 1xFGS, 1xEXS

UCDF Squadron #2, Sigma Draconis
6xBC, 1xDDC, 1xFGS, 5xEXS

UCDF Squadron #3, Sligo
1xBB, 10xBC, 3xDD, 4xCT, 14xES, 5xEXS

UCDF Squadron #4, Sol
3xCA, 1xFGS

UCDF Squadron #5, Rehorish/Free State Border (Kirov)
3xBC, 3xCA, 3xDD, 4xFGS, 5xEXS

UCDF Squadron #7, Redwing (Tlatelolco Guard)
3xDd, 2xFGS

UCDF Squadron #9, Managua (Unknown Contact Guard)
2xFGS, 6xCT, 1xEXS

UCDF Squadron #10, Norilsk (Rehorish Border Guard)
3xDD, 2xFGS, 6xES, 3xEX

UCDF 1st Battle Squadron, Sligo
6xBC, 3xCA, 3xDD, 1xFGS

1st Survey Group, SN-091
25xEXX, 3xEXS

2nd Survey Group, Justin
15xEXX, 3xEXS

3rd Survey Group, Orphicon
25xEXX, 3xEXS

Under Construction
1xSD, 2xBB, 6xCA, 6xBS3, 6xBS2, 1xSS(SY), 199xDSB-Xr

Reactivating from Mothballs
2xBS3
3
Starfire / Re: Theban Empire sf
« Last post by Paul M on April 11, 2021, 02:31:15 PM »
Yup there are bunches in Starfire where it is like that Kurt.   It is part of what makes the dynamic of the game go.  Also the generational changes as technology advances.  Part of what I thought they killed in Galactic Starfire and later editions.   Fighters have been seriously nerfted by the addition of S0, Ai, Dz and Zi.  Basically they remove the ability of a fighter user to wear down the enemy as you can't knock ships out of datalink, you can't as easily get into the blindspot to launch your fMs, the passives are a lot higher so you need more fighters hitting.  I wasn't intentional but boy does it make it impossible to reproduce the Rigillians from ISW3.

Starslayer was basically saying GBs are too easy to kill with the shoot on them with a -3.   There is some truth to this, as once the GB is into sprint range of a Wa armed ship they die in job lots.  Beam weapons shooting only once are less effective but still dangerous.  I have to admit that I still think they are too un-affected by minefields, but doing it according to the new rules seems to swing way to far the other way...they basically evaporate in the field (10 mines fired per squadron 10 to hit, reduced to 7 so 7 hit; then for prototype GBs 2, 2, 3 mines attack each gunboat and mine attacks are 5 to intercept no doubling up so:  25%/25%/13% of the time they are stopped so basically 1-7/1-7/1-9 each proto-GB dies.  That is too much, but the 1 in 10 to-kill is way too small (it is correct for the older mine and PD rules though).  An unsupported GB strike seems to require closing the distance extremely fast, we even added 1 MP to the prototype GB otherwise they were too slow.   We also changed them to have 2 in-line racks rather than the 2 side ways racks they have in the UTM.  This allows them to carry missiles and ripple fire fMx and such.

The d10 does make things scale coarsely...and a +1 or +2 becomes huge.   EDMs just are more rolls so I'm not sure what you mean.  EDMs have a 3, 4 or 5 in 10 chance of decoying an inbound missile.   You still have to roll. 

The UTM is not officially available and technically isn't available at all being part and parcel with copyrights and such...that being said I feel it is likely that if you express an interest in it...somehow it may show up in your inbox.

From the point of view of the Urloki they would be happy to take out the Cervii but they face a 100 HS closed WP on the Cervii side.  It is guarded by BS4's and presents a challenge much like what the TFN faced in the end of the Theban war.  Anytime I work out how many pods I need the numbers come up as obscenely high.  Possibly with the SCN contributing more advanced pods it becomes do-able...or with armoured bricks to sweep the mines....how many are on the closed WP?  100, 500?  Even Urloki crews would have a heck of a time...for a BB sized ship 2 or 3 mines from the 25 attacking per pattern would hit...and they would be stopped on a 6...so 100 patterns could be survivable by the 1st ship, the second ship would face 50 reduce them to 25, the 3rd ship would face 25 reduce them to 12 the fourth ship would reduce them to 6 and the 5th ship would take that down to 3 patterns which would be removed by the SBMHAWK waves.  Only the rules about how the mines react to transits on top of them make this even work....and there are ways around it for the defenders. 
4
Starfire / Re: Theban Empire sf
« Last post by Kurt on April 11, 2021, 11:05:37 AM »
SBMHAWKs are feast or famine things, much like GBs or Fighters.  Either you have enough and the enemy basically evaporates or you likely accomplish very little with them.  We are deliberately keeping the numbers down, and we are at least keeping the battles sensible in size but still when starslayer added up the gunboats and told me I'd killed 509 of them I was stunned.  To me it had been like shooting at snowflakes in a blizzard.  I had not thought of it as focusing on them, but I needed to shatter their data groups so I was firing generally on 6 squadrons each time I shot with 3 missiles per squadron.  But it always seemed there was just more and more gunboats. 

It is worth saying the Alliance ships in the battle Starslayer needs to write up are heavily optimized gunboat killers.  The Seals and Cartel have basically been refining their ships based on hard experience.  They are just brutal on gunboats.  I'm still not sure why the TFN in the books had such a reaction to gunboats...basically so far we have found 3 very effective counters:  the Wa in sprint mode, SBMHAWK(LT1), and fM2 (this is in the books but it is surprisingly effective).  I suspect fL as well but I haven't had too many close range anti-gunboat furballs yet.   The stupid thing is that the rules have all these modifiers for fighters and so forth on the anti-small craft table and then it turns out it is better to shoot on them as starships with a -3 with fL in particular.

The UTMs changes to ECM has also had a few unintended (I'm guessing) consequences.  Ships can negate small craft EM (max -2) easily so they gain no net benefit from it, while ships can generate a substantial negative to things like fMx and in particular to SBMHAWK.  A CA or smaller sized vessel can at TL11+ get a -6 on the pod launched missiles.   Bases get less but still it all adds up when you are working out how many pods you need.  fMx should not be covered by the general "fighter weapons half the effect of EM" as that was for the fL and fR so far as I recall.

The failed assault is disheartening very much....I've had 3 so far.  The Urloki attempt to force the warp point from their side, the Shanirian attempt to get some breathing room and the RMs attempt to take out the Thing.  Though I have to admit that other battle was stressful for me as I figured I had no chance and was going to loose 3 races a good chunk of their existing capital ships.

There are a lot of things in Starfire that are feast-or-famine, to be honest.  In a fighter to fighter battle, the side with more fighters will almost always win, everything else being equal, and the side with fewer fighters will suffer disproportionate losses.  Swarms, of which fighters are a subset, are the same.  Bring too few swarmers, and your swarm will get wiped out with usually only moderate to small losses on the other side.  Bring enough to too many, and the other side loses, usually with acceptable losses to the swarm. 

In the Cold War campaign, major assaults against defended warp points are so daunting that the major races have found ways or excuses to avoid them, at least so far.  That may change in the near to moderate future, as one of the races has found what they believe to be a tech solution to this problem.  Anti-matter SBMHAWK's are here!

Kurt
5
Starfire / Re: Theban Empire sf
« Last post by misanthropope on April 11, 2021, 10:13:58 AM »
i was finding it very difficult to find a game, by the time the UTM project was completing.  i never had a copy of those rules.  where would a fellow get them?

a basic problem in starfire is that the d10 combat system is so coarse.  a modifier of 1 in either direction is huge, and of course sometimes the base success chance is small to begin with.  ECM giving a saving throw (a la EDM) is more forgiving, meaning in turn you don't have to identify all the use cases and get the modifiers for each exactly right.  i suggested that mechanic for one of the editions of the game, but was reassured, approximately, "no, if that were a good idea I would already have thought of it".  ah game designers :)
6
Starfire / Re: Theban Empire sf
« Last post by Paul M on April 11, 2021, 04:49:14 AM »
SBMHAWKs are feast or famine things, much like GBs or Fighters.  Either you have enough and the enemy basically evaporates or you likely accomplish very little with them.  We are deliberately keeping the numbers down, and we are at least keeping the battles sensible in size but still when starslayer added up the gunboats and told me I'd killed 509 of them I was stunned.  To me it had been like shooting at snowflakes in a blizzard.  I had not thought of it as focusing on them, but I needed to shatter their data groups so I was firing generally on 6 squadrons each time I shot with 3 missiles per squadron.  But it always seemed there was just more and more gunboats. 

It is worth saying the Alliance ships in the battle Starslayer needs to write up are heavily optimized gunboat killers.  The Seals and Cartel have basically been refining their ships based on hard experience.  They are just brutal on gunboats.  I'm still not sure why the TFN in the books had such a reaction to gunboats...basically so far we have found 3 very effective counters:  the Wa in sprint mode, SBMHAWK(LT1), and fM2 (this is in the books but it is surprisingly effective).  I suspect fL as well but I haven't had too many close range anti-gunboat furballs yet.   The stupid thing is that the rules have all these modifiers for fighters and so forth on the anti-small craft table and then it turns out it is better to shoot on them as starships with a -3 with fL in particular.

The UTMs changes to ECM has also had a few unintended (I'm guessing) consequences.  Ships can negate small craft EM (max -2) easily so they gain no net benefit from it, while ships can generate a substantial negative to things like fMx and in particular to SBMHAWK.  A CA or smaller sized vessel can at TL11+ get a -6 on the pod launched missiles.   Bases get less but still it all adds up when you are working out how many pods you need.  fMx should not be covered by the general "fighter weapons half the effect of EM" as that was for the fL and fR so far as I recall.

The failed assault is disheartening very much....I've had 3 so far.  The Urloki attempt to force the warp point from their side, the Shanirian attempt to get some breathing room and the RMs attempt to take out the Thing.  Though I have to admit that other battle was stressful for me as I figured I had no chance and was going to loose 3 races a good chunk of their existing capital ships.
7
Starfire / Re: Theban Empire sf
« Last post by Starslayer_D on April 11, 2021, 03:51:49 AM »
Yes.. gotta keep in mind that we are deliberately limiting the amount of mines, automatic weapons and pods used in our campaign.
It would have been a no brainer for any of the races involved to put thousands of mines, DSB-L  on the warp point, countered by equal masses of pods to brush aside he defences. But.. we have halved construction rates and reduced income to have more ISW2, ISW3 sized battles. Allthough we arived at the later now for sure. Where campaigns really berak down is when you have 120 SD assaulting a warp point, each an armored brick absorbing DSB-Ls-- :) Thus, the efforts to try and do it with a minimum of Pods... and in each case it was close. The uroliki being elite disturbed the pcture in the first assault, in the second, it was just a bit too many defenders, so the bugs decied not to send their light monitors into a meat grinder capable of anihilating them if they stopped focusing on the gunboats. They are not done yet with this WP, they mostly lost attrition units, not main combatants. .. allthough calling BBs attritin units is stretching it a bit, but they mostly exist to deal with the 100 HS WPs...  and we may have a solution to that approaching besides @carriers.
8
Starfire / Re: Theban Empire sf
« Last post by misanthropope on April 10, 2021, 07:23:51 PM »
there is an aphorism:   "when packing for a trip, take half the clothes and twice the money".  pretty sure SBMHAWKs are the money.

i always found a botched assault highly demoralizing.  so much planning, so many resources committed, and if its 10% too little you take a heavy beating with absolutely nothing to show for it. 
9
Starfire / Re: Theban Empire sf
« Last post by Starslayer_D on April 10, 2021, 08:08:12 AM »
I gracefully declined feeding the other 18 BBs I had lined up into that meetgrinder. The SMBHAWKs were a gerat disapointment, having been reduced in numbers substantially from what I calculated  necessary. Uroloki point defense was hideously effective.
also writing up another battle wich also didn't quite go to exspectations. Less ships lost overall, way more MCrs lost. also, it went 6 turns sintead of 3. :) And it had about 800 small craft involved... wich slowed things down a lot.
10
Starfire / Re: Theban Empire sf
« Last post by Paul M on April 10, 2021, 06:59:39 AM »
4th Battle of Elvorfilas
Turn 298



12th Sergeant Rhhkkyr (Avg)
Elvorfilas Watch Force
Balthasil C25 Force Flag
9 Trithaas III BBs
8 Balthasil C III CAs
16 Bathasil V CAs
5 Trihrus II BBs
2 Cilatis CVL-18 F1
4 Cilas CVS-18 F1

3rd Sergeant Hartfyr (Elite)
Skywatch: Elvorfilas
Augfarthing 28 Flagbase
9 BS3 Augduris II
10 Augcating IV BS2
5 Augfarthing III BS2(C)

5th Decturion Donald O'Malley (Green)
Cervii Watch Force
Tripwire E01 Flagbase
3 Tripwire Mod 4 BS1
12 Den Mod 1 BS1 -3 apn


10th Tribune Henry Prince (Green)
TG Elvorfilas
Hasta 25 TG Flag
Guardsman Dictator class BB
Carabineer & Grenadier Legionair Mod 3 class BB
1 Arbalist Mod 5 class BC
2 Arbalist Mod 4 Class BC
3 Hasta Mod 4 Class BC
4 Spatha Mod 5 Class CA
4 Gladius Mod 7 Class CL
4 Lancea Mod 8 class DD
2 Plaga Class CLV - 9 apn
1 Scutum Mod 2 DDE

The warp point to the Cervii Homesystem in Elvorfilas has been assaulted in the past with the Cervii attempting to capture this critical system from the Urloki warlords and their Shanirian allies.  As a result the warp point was defended seriously.  A belt of short range seekers extended from the stable boundary of the gravitational vortex that allowed ships to transit from one system to the other, outwards for a full light second.  Orbiting within that cloud were clusters of IDEW buoys.  The Urloki mounted miniaturised Force Beams while the Shanirian's were a mix of energy beam and laser armed buoys.  Moving through the cloud were a score of assault shuttles and pinnaces plus several fighter squadrons and armed pinnances.  At slightly over 3 light seconds orbited 15 Drake Skywatch cruiser sized bases, their number reduced as three were currently being refit.  At 5.5 light seconds in a triangle were 3 groups of 3 battlecruiser sized bases.  Covering the gap at 5 light seconds was the Ulorki Elvorfilas Watch Force currently reduced by 3 Trithaas II class battleships which were undergoing refit.   The carriers were back at nearly 11.5 light seconds from the warp point.  The Shanirian Cervii Watch Force consisting of Tripwire Automatic Weapon Command Bases and Den Pinnace Support Bases was at 8 light seconds from the warp point.  Diametrically opposite the Urloki ships the Shanirian Task Group, less 3 Arbalist Mod 4 Class BC off on refit, were stationed.

The SCN's TG had nearly been withdrawn as it had been a long time since the Cervii had done anything, the war itself was stagnant and its initial cause seemed to be a diplomatic blunder.  The SCN could make use of the ships elsewhere but the Drakes were important members of the Confederation and so the TG and the associated base force was maintained.  The Drakes were building up for an assault of their own but refits and the need to break through what was a closed warp point and the known Cervii defenses had delayed the proceedings. 

When the Cervii pinnace materialised on the warp point the combat space patrol was reduced from what could be there but was still substantial and so it was a complete surprise that the lone scout was only engaged by a pair of assault shuttles and survived their onboard weaponry to flee back with its sensor data.  As a result the combined fleet strengthened its combat space patrol to the most it could sustain without pilot fatigue and the rest of the force settled in to wait.  The Cervii waiting until inevitably the defenders had to reduce their readiness state.  Some few days after the pinnace scout had survived its risky mission the Elvorfilas side of the warp point was again visited.  This time one after the other 6 Cervii battleships appeared, and then a group of robotic pinnance sized missile carriers materialised, many of them interpenetrating arriving only as jets of subatomic particles. 

Assault +0 seconds

Tribune Prince was working on reports when the ship meld began to change as alarms sounded through the crew areas of Hasta 25 his flagship.  Designated crew rushed to the sickbay to get their drugs as the rest of the crew shunted their emotions into them.  On the engineering deck groups assembled and linked into the psionic amplifiers that would provide the ship with combat manoeuvring.  The Shanirian bases were also starting to get ready pilots rushing to the hangers to man their pinnaces.

At the warp point the CSP moved into position to engage the missile pods while the Drake's Skywatch bases and their combat ships demonstrated what an entire culture dedicated to warfare meant.  The crews of base after base brought their weapons on line and at this range there was virtually no chance of a miss as missiles or force beams began striking the Cervii battleships.  The shields of the all arriving ships were battered flat.  Anti-drive missiles were added into the mix and one arriving ships drive field went down the ship vanishing shortly afterwards.  Fortunately for the Cervii, though one of the SCN's command bases crews had activated their IDEW-E the engagement command would take time to reach them.  The Cervii fire was largely ineffective in comparison to the Drake's counter fire.  The Watchforce ships started firing and although the cruisers on board force beam mounts were out of range their 3 anti-drive missiles added to the problems of the Cervii ships.  The SCN ships added some missiles but most of the crews had not achieve combat meld.  The CSP concentrated on shooting on the missile carriers.  Then the first group of Drake IDEW-F activated the 20 buoys splitting the five targets between them and the Cervii ships suffered internal damage.  Another group of 20 buoys activated and Cervii battleships vanished under the fire.  Then another group and the surviving ships blew apart.  The initial wave was reduced to omega drones crashed launched from each ship moments before its structure collapsed.

Assault +30 seconds

The missile carriers moved off the warp point and into the minefield, seeker missiles were not that effective but still the carriers were reduced in numbers, trailed by CSP squadrons while the small craft remained on the warp point to engage the carriers that remained, clearly targeted on the bases.  Six more Cervii battleships entered the system.  The new arrivals were a different type of battleship, one armed with capital missiles for long range combat.  Unfortunately for them, the Drake bases were now mostly firing as full data groups and the arrivals missiles were knocked down by the Drake point defence teams.  Both ship groups were diverting all available manoeuvring power to evasive manoeuvres to make the missiles fired from the carriers have a hard time acquiring targets and decoys were prepared to be launched.  The battlecruiser sized bases armed with capital missile launchers inflicted grievous damage on the new arrivals who had been greeted by the howls of the omega drones and the drifting cooling wreckage of the first wave.  Virtually all the Drake ships and bases were firing on the new arrivals.  The first target exploded in a vast fire ball as it seems they were equipped with anti-matter armed missiles but their magazines had not been refit deeper into the hull.  Anti-drive missiles, anti-matter warheads and force beams rained in on the new arrivals.  Fire into the groups of missile carriers thinned them out.  When their missiles engaged their pre-programmed targets they inflicted little more than shield damage.  And then the IDEW-F of the drakes and IDEW-E of the SCN began firing.  This resulted in all ships of the second wave exploding as their forward magazine was breached and the anti-matter warheads on the missiles stored there exploded.  Not even omega drones escaped these ships end. 

Assault +60 seconds

A third wave of six Cervii battleships, identical to the second, charged into the system.  Only now with the threat of the missile carriers gone both fleets began to close the range.  By this point every Drake ship and base was combat ready and a good fraction of the SCN TG was as well though they were outside of the energy and needle beams mounted on their lighter ships.  The battlecruiser and battleship mounts though added to the fury on the warp point.  The Drake cruisers were salvoing trios of anti-drive missiles while not firing their onboard weapons in an attempt to capture the Cervii ships.  The fire of the ships on the warp point, degraded by transit was pitted against the Drake point defence crews and again accomplished little.  Full datagroups firing back reduced four of the ships to wreckage and left the other two vulnerable to the remaining SCN IDEW-E.  90 seconds after the assault began just before the SCN's vessels would have entered energy range of their standard ship mounts just two hulks remained on the warp point. 

Aftermath

Once it became clear no more ships were coming Shanirian ground forces shuttled over to secure them.  Tugs arrived to tow the two ships free of the gravititional anomalies greedy grip and the rest of the assault shuttles began collecting the Cervii escape pods.

Notes:  I subjected Starslayer to an extra turn that was not so fun...we should have just rolled a d3 for how many ships got captured.  The magazine error made the battle unwinnable for the Cervii as only about 50% of the internals needed to be inflicted and the ship was destroyed.  We also made some errors in terms of modifiers but I'm not convinced that they would have changed anything beyond adding a turn to the battle.  I used a +2 for activation chance rather than +1 but I rolled either feast or famine in the checks.  Starslayer applied a too large negative for point defence fire turn of transit but while shooting down more missiles would have extended the battle I can't see how it would have affected the outcome.  The problem with elite crews is that you have to assume the bases will all be active on turn 3 and that 50% will activate on turn 1...so it is like 50%-80%-~100% essentially.  The fleet is a bit behind but they were much the same.  Comparatively the SCN was still working up.  But 6 BBs against 9 BBs, 9 BS3, 24 CA, and 15 BS2 with elite crews is...not going to go well for the 6 BB.  The SBMHAWK pods got shot up then attritted down by the minefield so that the barrage on the ships was largely ineffective (20 pts of shield damage on a SCN BB) while the bases were able to reduce in most cases the number inbound so they were rolling against 9 on the intercepts most of the time add in the EDM and not much happened.  Overall Starslayer's comment "The Way is Closed." sums up the battle well.  The Cervii have a closed WP and 12 BS4s plus a fleet so...it isn't clear how easy a counter assault would be.
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk