Author Topic: What's Going On In Your Empire: C# Edition  (Read 68753 times)

0 Members and 1 Guest are viewing this topic.

Offline gamemonger56

  • Chief Petty Officer
  • ***
  • g
  • Posts: 38
  • Thanked: 1 times
Re: What's Going On In Your Empire: C# Edition
« Reply #330 on: January 30, 2023, 10:29:16 PM »

Nope, my rage knows no bounds. they werent interested in talking, and after losing some 30 ships to them, including a colony group, im not either.
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11649
  • Thanked: 20350 times
Re: What's Going On In Your Empire: C# Edition
« Reply #331 on: February 05, 2023, 10:11:25 AM »
Run away!!



Managed to shoot down 319. Was hit by 113. Second wave scored 131 hits. Now out of range. I was testing the AMM capabilities of an NPR home world.
« Last Edit: February 05, 2023, 10:15:45 AM by Steve Walmsley »
 
The following users thanked this post: Garfunkel

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2781
  • Thanked: 1048 times
Re: What's Going On In Your Empire: C# Edition
« Reply #332 on: February 06, 2023, 06:58:05 AM »
Classic GRAND FLEET behaviour!  ;D
 

Offline Akhillis

  • Chief Petty Officer
  • ***
  • A
  • Posts: 46
  • Thanked: 5 times
Re: What's Going On In Your Empire: C# Edition
« Reply #333 on: February 20, 2023, 12:08:54 AM »
I just lost four (of six total) colony ships, and another two civilian colonist vessels, to a lone Raider. Over a million dead, so I fear some heads will have to roll in the United Navy High Command.
The Sorium must flow
 

Offline Wiggles

  • Leading Rate
  • *
  • Posts: 8
  • Thanked: 2 times
Re: What's Going On In Your Empire: C# Edition
« Reply #334 on: February 21, 2023, 02:30:17 PM »
My Union for Cooperation in the Cosmos (U. C. C. ) has just lost our first brave space explorers due to maintenance malfunctions.   :'(
 

Offline ExChairman

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: What's Going On In Your Empire: C# Edition
« Reply #335 on: May 26, 2023, 05:32:15 AM »
After a 10 year build up, I am finaly launching the invasion of the enemy homeworld, they seems to have some 307000 tons of groundforces, we drops some 1.5 million tons, mostly generation 1 or 2 stuff, but the latest killer robots have 2 battalions of stuff...   Almost my entire combat fleet is guarding the entire transport capabilities of the Empire... Some 2.4 million tons of ships... 1x Bc Bismarck: HMS Kaiser Barbarossa
1x CA Köpenhavn MkII: HMS Inchon
1x SC Lucette Rådström: Lucette Rådström
9x CL Göteborg -MkIV: HMS Falun, HMS Gävle, HMS Halmstad, HMS Jönköping, HMS Lund, HMS Skellefteå, HMS Sollentuna, HMS Uddevalla, HMS Örnsköldsvik
27x DDG Småland MkIII: HMS Astrid, HMS Balder, HMS Drotting Victoria, HMS Estland, HMS Gustav den store, HMS Halland, HMS Konung Karl, HMS Makalös, HMS Mode, HMS Nyckeln, HMS Prins Carl Fredrik, HMS Rigaordstjernan, HMS Saga, HMS Skäggald, HMS Sköld, HMS Sparrt, HMS Svärdet, HMS Urd, HMS Viktoria, HMS Ylva, HMS Äpplet, Småland MkIII 019, Småland MkIII 020, Småland MkIII 021, Småland MkIII 022, Småland MkIII 023, Småland MkIII 024
25x DD Halland MkIV: HMS Edda, HMS Ehrensköld, HMS Fenris, HMS Gefle, HMS Gotland, HMS Göta Lejon, HMS Hildur, HMS Hogeland, HMS Hugin, HMS Niord, HMS Nordenskjöld, HMS Oden, HMS Orädd, HMS Psilander, HMS Rota, HMS Skagul, HMS Skuld, HMS Svea, HMS Tapperheten, HMS Thor, HMS Verdande, HMS Wachtmeister, HMS Waria, HMS Wrangel, HMS Äran
1x DD Soleil Royal MkII: HMS Le Redoutable
3x DDE Dalsland MkIII: HMS Claes Horn, HMS Manligheten, HMS Sverige
19x TT Norrköping MkIII - Tung
14x TT Norrköping MkIII
3x TT Söderköping
29x TT Norrköping MkII
5x TT Norrköping
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2781
  • Thanked: 1048 times
Re: What's Going On In Your Empire: C# Edition
« Reply #336 on: May 26, 2023, 07:49:49 AM »
Let's hope this is not a repeat of Pultava/Poltava for Space-Sweden!
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 2960
  • Thanked: 2222 times
  • Radioactive frozen beverage.
Re: What's Going On In Your Empire: C# Edition
« Reply #337 on: May 26, 2023, 10:45:21 AM »
After a 10 year build up, I am finaly launching the invasion of the enemy homeworld, they seems to have some 307000 tons of groundforces, we drops some 1.5 million tons, mostly generation 1 or 2 stuff, but the latest killer robots have 2 battalions of stuff...

Careful! The active signature of ground forces you detect from space could be 3x to 6x larger in reality since the signature is reduced by fortification. You might not have enough forces, and may even be outnumbered!  :o
 

Offline ExChairman

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: What's Going On In Your Empire: C# Edition
« Reply #338 on: May 27, 2023, 11:08:27 PM »
Well I did win, in about a month, but managed to move my 2nd army command, without any commander in to my 1st army with a commander in and something hiccuped... Had to go back a few years, got to save more often...

And remember to place the bloody HQ's in Rear Echelon...  ::) >:(


Anyway: Training troops and especially high level HQ's are time consuming, 12 years to train an army HQ :o and that's only a staff off 20 men...
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline ExChairman

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: What's Going On In Your Empire: C# Edition
« Reply #339 on: June 03, 2023, 07:15:27 AM »
2 August 1831, 04:11:20 Gamma Scorpii system, Search sensor activates, almost on top of the destroyer squadron Klas Horn, they are classified as 3xAbadan, Heavy Cruisers and 4xAshdod, Destroyers, then they fire taking out HMS Klas Horns, bridge and Engineering stations, the ship blows up in seconds, few reaches its life pods, at the same time HMS Decidee and HMS Eveille goes the same way, in less than 5 seconds, 3 human destroyers are destroyed, the Asdads have heavy laser armaments, a massive laser bellygun, delivering a 94 megaton hit as well as 3 twin heavy laser turrets, doing 42 megatons of damage, each, the poor human ships hit don't stand a chance...
A few seconds later the Ashdods fire at the 4 remaing human destroyers, their crews scrambling to their battle stations, few make there, in the next 10 seconds the remaing 4 Terran destroyers are blown apart by massiv Ashdod fire, they are armed with 13 twin light lasers, firing every 5 seconds...  HMS Tonnarre is hit hard by some 20 hits, blowing up, HMS Ville de Marseille gets a broadside of being hit badly by enemy fire but stioll alive, more or less fire from bow to stern, firing defiantly at the enemy, trying to cover the remaing destroyers escape, but next to Marseille HMS Arquebuse is blown in two halves then the engine detonates, at almost the same second HMS Arc is also hit, by a single beam, a huge explosion follows and the ship is gone. In a last effort the Ville de Marseille fires its last lasers, penetrating an enemy ship, to no appearant effect, then it detonates, HMS Dupleixe is destroyed as the last ship only some 15 seconds after the battle began...

Their "Black boxes" sends out the Omega code in al direction, after an hour its picked up be the Imperial Gate Network and sent on-wards, less then 8 hours after the Destroyer squadron, Klas Uggla, 2 jumps away gets the news and turns around, the scarce information on the enemy ships, but Commodore Theo Gustafsson believes he can get there in less than 9 days, his ship are slightly slower than the enemy, 110 km/s but having some 100000 km longer weapon ranges should keep them safe...
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline Kurt

  • Gold Supporter
  • Vice Admiral
  • *****
  • Posts: 1765
  • Thanked: 3389 times
  • 2021 Supporter 2021 Supporter : Donate for 2021
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: What's Going On In Your Empire: C# Edition
« Reply #340 on: June 04, 2023, 12:51:16 PM »
Having wrapped up my Starfire campaign, I'm getting back into Aurora in preparation for starting an Aurora campaign, but it is slow going.  But I'm getting there.  I thought I'd post a short message on my progress getting back into Aurora. 

I started with a conventional start, just so I get the hang of researching stuff, particularly the ground unit stuff, from the start.  There have been a lot of changes since the last time I played Aurora, so there were a lot of false starts, dead-ends, and more than a little frustration, but I've mostly got it worked out, I think.  At least the basics.  I successfully converted my civilization to TN, explored the solar system and set up extra-planetary mines, then researched and developed jump tech, and built interstellar survey ships.  I explored several jumps out from Sol and set up interstellar outposts and one colony on a promising site two jumps from Earth. 

During all of this, I built up a smallish navy with six 6,000 ton frigates, two 15,000 ton light cruisers, and two 20,000 ton jump cruisers, all armed with various lasers.  Fleet speed was 2,000 kps as this is an early fleet.  Also, I built some light infantry troops and successfully integrated them into higher level organizations, and then focused on building anti-ship STO units with my best beam weapon, as I thought the whole STO concept is very cool. 

Then an NPR ship appeared in the Solar System, shocking me.  I panicked and sent my fleet out to intercept, but it didn't head for Earth, it just flitted around from system-body to system-body, and I quickly realized two things.  First, it wasn't an immediate threat, and second, it was more than twice as fast as my fleet at 4,400 KPS.  I sent the fleet home and settled for watching it move around. 

At this point I decided I had learned about as much as I was going to from this run-through, but I wanted to get some experience in combat.  So, I designed and built some 1,000 ton missile boats for when the aliens returned.  I had built four by the time they came back, so I sent them out to attack the perfidious aliens.  After much experimentation with the fire control settings, I managed to launch my missiles at the dastardly aliens, and although it took all thirty-two of the attack group's missiles, I did manage to destroy it.  I congratulated myself on my prowess and sent my ships back to reload. 

A few days later another enemy ship showed up, and I sent my interceptors out again.  This time they were destroyed short of the target by a second group of small (>1000 ton) enemy ships that appeared out of nowhere.  This was familiar to me from the old days.  My sensors aren't very good at this early stage, and the enemy ships went from being undetected to within firing range in one too-large time advance.   The short story is - my valiant interceptors were destroyed by the back-stabbing alien aggressors.  So, I sent out my main fleet to teach a lesson to the aliens. 

This is the result:


As you can see, my fleet did not survive.  The alien ships then went on to attack Earth, destroying my shipyards and the civilian ships in orbit.  At that point I remembered that I had STO ground forces, so I figured out how to use them and they opened fire.  They proved to be very effective and destroyed the aliens in short order.  I had a lot of them because I mostly kept my ground construction centers building STO units. 

The aliens obligingly sent a second fleet to their deaths over the Earth, and then a third.  Which I thought was foolish and perhaps a problem with the program.  But they did try to take out my STO's and they did do some damage.  It was only after the death of the third fleet that I realized the sneaky and dastardly aliens had managed to land a ground force on Earth!  So, I figured this was my chance to get some experience with ground combat, so I "Instant Builded" a ground force based on light ground vehicles with crew-served anti-personnel weapons and we were off to the war. 

The fighting taught me a bit about the ground combat system, and more about the aftermath of replacements and series and things like that.  At this point I'm going to move on to a new Aurora campaign with two player races in the same system, with a set up designed to have them battle over control of a third location, perhaps a rich mining site.  This campaign will be focused on ground combat to the exclusion of all else, as this is where I feel I'm the weakest. 
 
The following users thanked this post: Xkill, Kiero, StarshipCactus, Vastrat, nuclearslurpee, doublerobz23

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11649
  • Thanked: 20350 times
Re: What's Going On In Your Empire: C# Edition
« Reply #341 on: July 16, 2023, 06:38:46 PM »
I'm setting up a Star Wars themed campaign to test the new changes. Came up with this fairly scary, low tech fighter. This is Gas Core engine tech, 64,000 km, 4000 km fire control tech, basic active tech and a 25cm plasma carronade.

TIE/I class Interceptor      500 tons       6 Crew       116.5 BP       TCS 10    TH 65    EM 0
6505 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0-0      PPV 4
Maint Life 2.87 Years     MSP 105    AFR 100%    IFR 1.4%    1YR 19    5YR 280    Max Repair 32.50 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1.5 days    Morale Check Required   

TW-64-DB Fighter Engine (1)    Power 65.0    Fuel Use 1356.63%    Signature 65.00    Explosion 25%
Fuel Capacity 14,000 Litres    Range 0.37 billion km (15 hours at full power)

BC-25 Blaster Cannon (1)    Range 160,000km     TS: 6,505 km/s     Power 16-4     RM 10,000 km    ROF 20       
MK I Interceptor Fire Control (1)     Max Range: 192,000 km   TS: 6,400 km/s    ECCM-0     95 90 84 79 74 69 64 58 53 48
GF-4-B Power Reactor (1)     Total Power Output 4    Exp 15%

TM-1 Short-Range Sensor (1)     GPS 2     Range 1.4m km    MCR 124.4k km    Resolution 1
 
The following users thanked this post: Neophyte, Impassive, xenoscepter, lumporr

Offline Impassive

  • Gold Supporter
  • Chief Petty Officer
  • *****
  • Posts: 37
  • Thanked: 5 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: What's Going On In Your Empire: C# Edition
« Reply #342 on: July 16, 2023, 07:24:06 PM »
I'm setting up a Star Wars themed campaign to test the new changes. Came up with this fairly scary, low tech fighter. This is Gas Core engine tech, 64,000 km, 4000 km fire control tech, basic active tech and a 25cm plasma carronade.

TIE/I class Interceptor      500 tons       6 Crew       116.5 BP       TCS 10    TH 65    EM 0
6505 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0-0      PPV 4
Maint Life 2.87 Years     MSP 105    AFR 100%    IFR 1.4%    1YR 19    5YR 280    Max Repair 32.50 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1.5 days    Morale Check Required   

TW-64-DB Fighter Engine (1)    Power 65.0    Fuel Use 1356.63%    Signature 65.00    Explosion 25%
Fuel Capacity 14,000 Litres    Range 0.37 billion km (15 hours at full power)

BC-25 Blaster Cannon (1)    Range 160,000km     TS: 6,505 km/s     Power 16-4     RM 10,000 km    ROF 20       
MK I Interceptor Fire Control (1)     Max Range: 192,000 km   TS: 6,400 km/s    ECCM-0     95 90 84 79 74 69 64 58 53 48
GF-4-B Power Reactor (1)     Total Power Output 4    Exp 15%

TM-1 Short-Range Sensor (1)     GPS 2     Range 1.4m km    MCR 124.4k km    Resolution 1

Really wouldn't want to go up against that fighter en mass early game haha!
 

Offline Neophyte

  • Gold Supporter
  • Warrant Officer, Class 2
  • *****
  • Posts: 65
  • Thanked: 25 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: What's Going On In Your Empire: C# Edition
« Reply #343 on: July 17, 2023, 11:14:52 AM »
Gotta go fast!  Hope you don't run into any fighters with deflectors though!
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11649
  • Thanked: 20350 times
Re: What's Going On In Your Empire: C# Edition
« Reply #344 on: July 19, 2023, 04:51:54 PM »
The first engagement of my new test campaign is underway. As it features some of the new missile combat, I thought I would share.

Eight Star Destroyers of the Empire (Seven Victory class and a jump-capable Valiant) were approaching a planet guarded by two Automata (precursor) bases, both of which were 28,000 tons (in line with the wider range of NPR hull sizes in v2.2).

Victory class Star Destroyer      62,500 tons       1,480 Crew       8,293.5 BP       TCS 1,250    TH 4,000    EM 8,520
3200 km/s      Armour 6-140       Shields 284-426       HTK 322      Sensors 15/15/0/0      DCR 40-6      PPV 224.32
Maint Life 1.61 Years     MSP 3,817    AFR 781%    IFR 10.9%    1YR 1,726    5YR 25,896    Max Repair 500 MSP
Hangar Deck Capacity 8,500 tons     Troop Capacity 2,000 tons     Magazine 578 / 0   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Flight Crew Berths 170    Morale Check Required   

KDY-1000-M Gas Core Drive (4)    Power 4000    Fuel Use 22.14%    Signature 1000    Explosion 10%
Fuel Capacity 1,507,000 Litres    Range 19.6 billion km (70 days at full power)
Delta-71 Shield Generator (4)     Recharge Time 426 seconds (0.7 per second)

Twin TX-20-A Turbolaser Turret (8x2)    Range 256,000km     TS: 8000 km/s     Power 20-7     RM 40,000 km    ROF 15       
Twin LX-12-A Laser Cannon Turret (8x2)    Range 160,000km     TS: 16000 km/s     Power 8-8     RM 40,000 km    ROF 5       
Point Defence Laser (8x4)    Range 30,000km     TS: 4,000 km/s     Power 3-3     RM 30,000 km    ROF 5       
MK I Laser Cannon Fire Control (2)     Max Range: 128,000 km   TS: 16,000 km/s    ECCM-0     92 84 77 69 61 53 45 38 30 22
MK I Turbolaser Fire Control (2)     Max Range: 256,000 km   TS: 8,000 km/s    ECCM-0     96 92 88 84 80 77 73 69 65 61
MK I Point Defence Laser Fire Control (2)     Max Range: 64,000 km   TS: 4,000 km/s    ECCM-0     84 69 53 38 22 6 0 0 0 0
GF-30 Power Reactor (5)     Total Power Output 151.1    Exp 5%

MK I Proton Torpedo (48)    Speed: 25,000 km/s    End: 9.7m     Range: 14.6m km    WH: 12    Size: 12    TH: 83/50/25

Halcyon-75 Primary Sensor (1)     GPS 17280     Range 74.7m km    Resolution 120
Halcyon-10-M Missile Detection Sensor (1)     GPS 72     Range 10.7m km    MCR 963.4k km    Resolution 1
TH-15 Thermal Sensor (1)     Sensitivity 15     Detect Sig Strength 1000:  30.6m km
EM-15 Passive Sensor (1)     Sensitivity 15     Detect Sig Strength 1000:  30.6m km

Strike Group
8x TIE/SA Bomber   Speed: 6405 km/s    Size: 9.99
4x TIE/IN Interceptor   Speed: 6505 km/s    Size: 9.99
8x TIE/LN Fighter   Speed: 8010 km/s    Size: 4.99
1x Lambda Shuttle   Speed: 2402 km/s    Size: 9.99

The AMM base opened fire at 1.5m with salvos of 100x size-1 AMMs with a speed of 77,000 km/s. The Star Destroyers were not particularly well-suited to energy PD (compared to WH40k and BSG-themed ships), so they deployed their TIE fighters to help. Two Star Destroyers, Devastator and Implacable, came under fire from alternative salvos, losing about 20-25% of their shields with each one.

TIE/LN class Fighter      250 tons       2 Crew       49.5 BP       TCS 5    TH 40    EM 0
8010 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0-0      PPV 1.65
Maint Life 4.17 Years     MSP 35    AFR 50%    IFR 0.7%    1YR 3    5YR 48    Max Repair 20 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1.2 days    Morale Check Required   

TW-40-DB Fighter Engine (1)    Power 40    Fuel Use 1729.37%    Signature 40    Explosion 25%
Fuel Capacity 10,000 Litres    Range 0.42 billion km (14 hours at full power)

LX-5-A Twin Laser Cannon (1x2)    Range 30,000km     TS: 8,010 km/s     Power 1.5-1.5     RM 30,000 km    ROF 5       
MK I Fighter Fire Control (1)     Max Range: 64,000 km   TS: 8,000 km/s    ECCM-0     84 69 53 38 22 6 0 0 0 0
GF-1-B Power Reactor (1)     Total Power Output 1.5    Exp 15%
TM-1 Short-Range Sensor (1)     GPS 2     Range 1.4m km    MCR 124.4k km    Resolution 1

To distract the bases, the Star Destroyers launched a total of 56 TIE Bombers, which begin syncing a launch of three size-12 proton torpedoes each. The proton torpedoes were 25,000 km/s, with strength-12 warheads and five decoys each.

TIE/SA class Bomber      500 tons       1 Crew       66.4 BP       TCS 10    TH 64    EM 0
6405 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0-0      PPV 5.4
Maint Life 1.22 Years     MSP 15    AFR 100%    IFR 1.4%    1YR 10    5YR 157    Max Repair 32 MSP
Magazine 36 / 0   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1.5 days    Morale Check Required   

TW-64-B Fighter Engine (1)    Power 64    Fuel Use 700%    Signature 64    Explosion 20%
Fuel Capacity 18,000 Litres    Range 0.93 billion km (40 hours at full power)

Proton Torpedo Launch Rail (3)     Missile Size: 12    Hangar Reload 173 minutes    MF Reload 28 hours
TF-1 Torpedo Fire Control (1)     Range 13.6m km    Resolution 120
MK I Proton Torpedo (3)    Speed: 25,000 km/s    End: 9.7m     Range: 14.6m km    WH: 12    Size: 12    TH: 83/50/25
TA-12 Short-Range Sensor (1)     GPS 432     Range 11.8m km    Resolution 120

Before the sync was complete, the AMM base changed targeting to the bombers, hitting ten at once with ten AMMs each. The first salvo destroyed one bomber, inflicted internal damage on eight and caused armour damage to the tenth. Two of the damaged bombers managed to land. All the rest were ordered to launch immediately, regardless of sync. Forty-three intact bombers launched three torpedoes each, plus one of the damaged bombers. Four intact bombers did not launch due to inexperienced crews, but launched within the next 20 seconds as small follow-up salvos.

The next AMM salvo, already in space, also attacked the bombers. Four were destroyed, five suffered internal damage and one armour damage. Thirty-eight bombers were left in the main body. The proton torpedoes without active fire control self-destructed.

A third salvo attacked the bombers, destroying six with existing damage and causing internal damage to two more. At this point, the Fleet was 1.15m from target and the torpedo wave at 820k from target. There were approximately 110-115 torpedoes still in flight.

The defensive missiles switched targets to the surviving inbound salvos. Each proton torpedo had five decoys, making them hard to destroy. The Automata achieved 117 successful AMM interceptions and 49 successful energy PD hits from the bases. However, most of these were against decoys so 79 torpedoes survived to attack their targets.

The two bases both deployed ship decoys, which drew fire from 42 of the inbound torpedoes. The other 37 hit their targets (which were stationary and therefore auto-hits) with strength-12 warheads. 11 armour hits were scored on one base, with 16 armour and 10 penetrating hits on the other.

Three small waves of inbounds remained, comprising three, six and three torpedoes respectively, arriving at five second intervals. One torpedo from the first wave, two from the second and one from the third were destroyed by AMMs, with the other eight hitting the base with internal damage. There was no energy PD fire, so the damaged base was assumed to have been the source of that fire.

By this time, the two Star Destroyers that were the target of AMM attacks were both at 70% shields and the fleet was 1m km from the planet. The intact TIE Bombers landed on their motherships. The Automata resumed AMM attacks on the Imperial fleet, destroying the crippled bombers and then targeting the star destroyers once more. Due to the bomber attack disrupting the defence, the missile waves were alternatively 10 and 90 AMMs.

The Star Destroyers continued closing through the heavy and apparently endless AMM barrage. By the time they reached 300k from the planet, Implacable had lost her shields and suffered major armour damage. Devastator had moderate armour damage. Most of the Star Destroyers were below 80% MSP due to laser repairs during point defence fire, while Devastator was at 50%. Once the Star Destroyers moved within range of their turbolasers, they quickly blew apart the two bases.
 
The following users thanked this post: Xkill, Neophyte, Black, TheBawkHawk, BAGrimm, nuclearslurpee, Ragnarsson