MadDutchman Posted December 20, 2016 Share Posted December 20, 2016 I do hope you let my ships find them soon Sil, or this could take awhile Strategy update: For the most part, rinse wash repeat. 2 additions: Should the presence of a Force User be detected by a VHK, deploy a group of Force Destroyers (as large as is available in the area) to capture or kill them. Any cave entrances detected in the current combat theater by probes or scans should be bombed and collapsed, regardless if anyone is detected inside. Link to comment Share on other sites More sharing options...
Jarons Posted December 20, 2016 Share Posted December 20, 2016 So I been thinking has any of the factions came into contact with the Night brothers? Link to comment Share on other sites More sharing options...
MadDutchman Posted December 20, 2016 Share Posted December 20, 2016 So I been thinking has any of the factions came into contact with the Night brothers? There have been no armed conflicts with them on either side that I am aware of. Any other kind of contact would be all hush hush so can't really speculate. Link to comment Share on other sites More sharing options...
Jarons Posted December 20, 2016 Share Posted December 20, 2016 There have been no armed conflicts with them on either side that I am aware of. Any other kind of contact would be all hush hush so can't really speculate. Good to know thank you. Well both sides to loses with this latest fight but the NF took the largest lose.K should focus on the force destroyer's. Link to comment Share on other sites More sharing options...
MadDutchman Posted December 21, 2016 Share Posted December 21, 2016 Good to know thank you. Well both sides to loses with this latest fight but the NF took the largest lose.K should focus on the force destroyer's. Well, overall the losses were trivial on both sides, not a whole lot happened. Link to comment Share on other sites More sharing options...
Jarons Posted December 21, 2016 Share Posted December 21, 2016 Well, overall the losses were trivial on both sides, not a whole lot happened. I know but I'm trying keep the conversations moving. I say K for a big Win with him getting a character from that battle. Link to comment Share on other sites More sharing options...
MadDutchman Posted December 21, 2016 Share Posted December 21, 2016 I know but I'm trying keep the conversations moving. I say K for a big Win with him getting a character from that battle. Of course, keeping that character alive might be tricky *Stares at the orbital bombardment button* Link to comment Share on other sites More sharing options...
Jarons Posted December 21, 2016 Share Posted December 21, 2016 Of course, keeping that character alive might be tricky *Stares at the orbital bombardment button* Yea doing that wouldn't be good for your reputation around the Galaxy. Side note :Sil you said NPC planets will have small opposition their anteevy NPC forces aren't small. Link to comment Share on other sites More sharing options...
MadDutchman Posted December 21, 2016 Share Posted December 21, 2016 Yea doing that wouldn't be good for your reputation around the Galaxy. Side note :Sil you said NPC planets will have small opposition their anteevy NPC forces aren't small. Well, the Empire probably wouldn't care (if anything they'd send me a Christmas card for it...) but the New Republic certainly would. Anteevy's forces aren't much compared to mine or K's fleets. I just don't think either of us want to piss off the Empire overmuch by destroying it. Link to comment Share on other sites More sharing options...
Ewwe Posted December 21, 2016 Share Posted December 21, 2016 Who looks like the most likely to take victory? Link to comment Share on other sites More sharing options...
MadDutchman Posted December 21, 2016 Share Posted December 21, 2016 Who looks like the most likely to take victory? too early to make any reasonable guesses on that one. Link to comment Share on other sites More sharing options...
Silenceo Posted December 21, 2016 Author Share Posted December 21, 2016 too early to make any reasonable guesses on that one. The House always wins. Link to comment Share on other sites More sharing options...
Silenceo Posted December 21, 2016 Author Share Posted December 21, 2016 Due to complications and Karadron's absence yesterday, I am going to extend this turn one extra day. Link to comment Share on other sites More sharing options...
Jarons Posted December 21, 2016 Share Posted December 21, 2016 Hey sil how long do you think the first match will take? Link to comment Share on other sites More sharing options...
karadron Posted December 21, 2016 Share Posted December 21, 2016 Fleet 2 Galleas 240 E-wing 72 Scimitar 10 Reaper-II 100 Nebula 2400-IF-11 •67 Reaper-I • 6432 E-wing •150 Harbinger • 9000 TIE Defender •80 Providence Destroyer • 9600 TIE Defender • 4800 IF-11 • 4800 Y-wing •1000 Terminus • 14000 IF-11 • 2000 Y-wing 100 Majestic 4800 E-wing 1200 Y-wing •200 Namana • 2400 VF-30 5,000 Tartan 1000 Pummeler 8 Inquisitor -480 E-wing -192 Scimitar 500 ASR-1 6,000 Vibre 240 Mandalorians 25 Heavy each 300 ASR-S 300 ASR-C Totals: E-wing: 11,952 Scimitar: 264 IF-11: 21272 Y-wing: 8,000 VF-30: 2,400 -Grand Admiral Carrack Troops: Mandalorians: 1,440,000 Heavy: 150,000 Operation Divine (The Myrkr Campaign) Myrkr Fleet is split into three groups: Opening Moves: Group 1 is made up of the majority of the fleet their initial goal is to jam, interdict, and hit the NF fleet from a distance, out of range of the planetary ground-space weaponry. Ships with no long range weaponry take a defensive screen of laser fire to deter or locate potential stealth ships. Although SOTA sensors should allow this to occur without the need. Group 2 is made up of the ASR-C and ASR-S their goal is to locate the weak points in the NF fleets defense and relay them to the MV fleet. At the same time they also should be exploiting what they find by using the specially armed ASR-S to deliver a number of stealthed mass explosions within the NF fleet. Group 3 is made up of all the Vibres with their boarding parties their goal is station control. To slip in and take control of any non-ship vessels in orbit above the planet. Given their sensor masking and the jamming that the MV fleet will have enabled will make this exceptionally easy to accomplish. Battle Phase 2: With the NF fleet is able to react to the opening moves of the MV the battle enters phase two. Given the reaction of the NF the MV will react in a number of different ways. If they try to escape system the goal is mass firepower focused especially on the engines. If they try to fight the goal is either to allow them to advance to the MV fleet or to slowly move up the MV’s smaller ships, leaving the long range behind a secured line. At this same time the goal is to place the 2400 stealth equipped VF-30 above the planetary shield waiting for the ground based weapons to fire, having to lower the shield in order to do so. When the shield is lowered they will use the opportunity to jet through it and target the shield, weaponry and any other targets they can. When Group 2 has a secured any stations they will turn whatever guns they have on the NF fleet. Link to comment Share on other sites More sharing options...
Jarons Posted December 21, 2016 Share Posted December 21, 2016 Fleet 2 Galleas 240 E-wing 72 Scimitar 10 Reaper-II 100 Nebula 2400-IF-11 •67 Reaper-I • 6432 E-wing •150 Harbinger • 9000 TIE Defender •80 Providence Destroyer • 9600 TIE Defender • 4800 IF-11 • 4800 Y-wing •1000 Terminus • 14000 IF-11 • 2000 Y-wing 100 Majestic 4800 E-wing 1200 Y-wing •200 Namana • 2400 VF-30 5,000 Tartan 1000 Pummeler 8 Inquisitor -480 E-wing -192 Scimitar 500 ASR-1 6,000 Vibre 240 Mandalorians 25 Heavy each 300 ASR-S 300 ASR-C Totals: E-wing: 11,952 Scimitar: 264 IF-11: 21272 Y-wing: 8,000 VF-30: 2,400 -Grand Admiral Carrack Troops: Mandalorians: 1,440,000 Heavy: 150,000 Operation Divine (The Myrkr Campaign) Myrkr Fleet is split into three groups: Opening Moves: Group 1 is made up of the majority of the fleet their initial goal is to jam, interdict, and hit the NF fleet from a distance, out of range of the planetary ground-space weaponry. Ships with no long range weaponry take a defensive screen of laser fire to deter or locate potential stealth ships. Although SOTA sensors should allow this to occur without the need. Group 2 is made up of the ASR-C and ASR-S their goal is to locate the weak points in the NF fleets defense and relay them to the MV fleet. At the same time they also should be exploiting what they find by using the specially armed ASR-S to deliver a number of stealthed mass explosions within the NF fleet. Group 3 is made up of all the Vibres with their boarding parties their goal is station control. To slip in and take control of any non-ship vessels in orbit above the planet. Given their sensor masking and the jamming that the MV fleet will have enabled will make this exceptionally easy to accomplish. Battle Phase 2: With the NF fleet is able to react to the opening moves of the MV the battle enters phase two. Given the reaction of the NF the MV will react in a number of different ways. If they try to escape system the goal is mass firepower focused especially on the engines. If they try to fight the goal is either to allow them to advance to the MV fleet or to slowly move up the MV’s smaller ships, leaving the long range behind a secured line. At this same time the goal is to place the 2400 stealth equipped VF-30 above the planetary shield waiting for the ground based weapons to fire, having to lower the shield in order to do so. When the shield is lowered they will use the opportunity to jet through it and target the shield, weaponry and any other targets they can. When Group 2 has a secured any stations they will turn whatever guns they have on the NF fleet. Dam K is pulling out th big guns on this one. Link to comment Share on other sites More sharing options...
MadDutchman Posted December 21, 2016 Share Posted December 21, 2016 (edited) Was wondering if you'd come and play, this should be interesting... Fleet: 2 Singularity 980 Lancer-DB 1506 Pocket Carrier 1600 Star Galleon Landers 848 Terrapin-S 300 MC30-DB 158 MC30-S 17 Spike 45252 Ripper 19900 K-DB Wing 6000 empion mines Battle Station: Weapons 3000 Heavy Turbolaser 1000 Intruder Missile Bay 1000 Heavy Plasma Cannons 1000 Heavy Ion Cannon 1000 Assault Conc Missile 1112 Point Defense Banks 100 Heavy Tractor Beam Upgrades: Battle Station Shield Upgrades: 155 Hangar Upgrades: 400 Jammer: 1 Repair Facilities: 10 Stealth: 1 Control Center: 1 Slips: 2200 Sensor: 5 Engine: 1 Troops: 33 Ship Security Groups + whatever can be crammed on from the Star Galleons Trade Station: 10 Point defense 10 quad lasers Planet Defenses: 3 Planetary Ion Cannon 3 Hypervelocity Gun Planetary Shield 10 Energy Generators Strategy: Battle Station will lower itself into a low orbit over Myrkr. while it's doing that, 10 Star Galleon will dock with the Battle Station (staying in it’s shadow) in order to transfer over Commando and VHK Companies. The other Star Galleons and Terrapin-S will land immediately on Myrkr Commando Droids on the Station will be mainly responsible for patrolling halls and tighter spaces such as engineering sections, gunnery areas etc. VHKs will be stationed in the now empty hangers and any other large areas they can get to. The fleet, with the exception of the Singularities, will arrange themselves in the shadow of the Space Station and Singularities. Use the Station's powerful shields and Singularity's monster dovin basals to shield the weaker ships from the heavy guns. Should the dovin basals begin to tire, move the Singularity behind the station as well to give it a chance to rest before returning to position The Battle Station and Singularities will use their long range weapons to blast away at the MV capital ships, sorted by threat (generally big stuff first). The Battle Station should also randomly shift it’s position slightly as it fires in order to make it harder to fire back at hardpoints through the stealth field Once ships get into range, fire salvos from the MC30-DBs heavy proton torpedo launchers at them, with an emphasis on Vibres (these guys remember Mandalore. They don't like Vibres) MC30-Ss will hold back, with their priority being to target detected enemy stealth ships and should enemy fighters/bombers/Vibres get too close to the Battle Station or Singularities, it will move forward to deploy its cluster bombs against them before falling back. The Lancer-DBs will be on dedicated anti-fighter cover for the Battle Station, moving out of the stations shadow as any fighters/bombers/Vibres get close and returning once destroyed. The Pocket Carriers will be on mobile anti-fighter duty, using it's speed to get where it needs to go and its flak cannon and other guns to shred weaker ships. The anti-orbital guns will work in pairs, 1 Ion Cannon to 1 Hypervelocity Gun. The Ion Cannon will fire at it's target first, taking down shields and disrupting systems, which will be followed by the Hypervelocity Gun to destroy the ship EDIT: oops, forgot the mines Edited December 21, 2016 by MadDutchman Link to comment Share on other sites More sharing options...
Jarons Posted December 21, 2016 Share Posted December 21, 2016 K just throw a strong Haymaker into the mix.How will Dutch counter?With a uppercut or a right hook of his own. Link to comment Share on other sites More sharing options...
MadDutchman Posted December 21, 2016 Share Posted December 21, 2016 Dam K is pulling out th big guns on this one. smaller than I was expecting actually, looks like he left quite a bit at home. Link to comment Share on other sites More sharing options...
Jarons Posted December 21, 2016 Share Posted December 21, 2016 smaller than I was expecting actually, looks like he left quite a bit at home. Nahh I think he has another plan for the rest of his fleet am wait and see if my hypothesis is correct. Link to comment Share on other sites More sharing options...
karadron Posted December 21, 2016 Share Posted December 21, 2016 (edited) Getting this out of the way. Commander Innates: One of the Crew: His demeanor has gained him many diehard loyal crewmembers who would follow him to the ends of the galaxy. Morale and efficiency increased. Master of Surprise: Dealing with pirates and learning how they operate has given him great insight on getting the jump on his enemy. Enemies that stumble upon him or whom he launches an offensive against suffer a penalty to battle readiness. Surprising Foresight: Years of action have turned him into an exceptionally skilled tactician often predicting the moves of opponents before they actually make them (diminishing returns after his R+1). Perks: Militaristic State: The ways of war help to guide the members of this faction. Members of this faction are born and raised to understand the ways of war and as such understand tactics and combat on a deeper level than other groups. Keep it Secret: This faction excels at deception and stealth maneuvering. This faction’s history in deception allows it to much better keep its movements secret from the eyes of others. Transferable Force: Members of this faction can operate equally well in space or ground situations allowing for members to be transferred between the two spheres of combat, but most effective as marines in space or cavalry on ground Disabling Shots: The crews of this faction’s navy are trained to fire shots that disable but do not destroy ships in prelude to boarding actions. Increases accuracy against capital ships. Experienced Crewmen: Naval Crews have served together for some time giving them increased coordination and efficiency. Exceptional Pilots: Due to extremely high requirements pilots in this faction display significantly better skill in regards to accuracy. (Yeah and VF-30 pilots are the best.) Stealth and anti-stealth Tech: Faction has stealth and ways to deal with it. Edited December 21, 2016 by karadron Link to comment Share on other sites More sharing options...
MadDutchman Posted December 21, 2016 Share Posted December 21, 2016 my own perks Coordinated Launches; All fighters and bombers can launch more quickly from their carriers. Advanced Guidance Systems: Due to the more advanced AI employed by the Collective, the tracking systems on missiles and torpedoes can hit with more accuracy due to their improved ability to sort out targets from junk and ability to avoid such debris. Superior Simulators: The realism and versatility of Collective fighter and bomber simulators boosts the overall effectiveness of Collective pilots, especially with the non-standard maneuvering capabilities of the ships. Hardpoint Identification and Targeting System: All ships are equipped with upgraded sensors and targeting computers allowing for better identification and targeting of sensitive ship systems, especially on ships encountered before. Gravitational Mastery: Studying the technology behind the Vong dovin basals has not only allowed the Collective to replicate them, but gives a power and efficiency bonus to gravity based technologies, especially inertial compensators, allowing dovin basal equipped fighters to more easily use them to perform high G maneuvers without harming the pilots. Mass Shadow Smoothing: Can use dovin basals to “smooth out” mass distortions caused by gravity well generators, allowing ships/fleets whose combined gravitational energy is equal or greater than an interdictor to ignore its effects. (may or may not come into play) YAIC: The presence of the Yammosk Artificial Intelligence Cores on Myrkr and Singularity Class capital ships significantly improves communication and coordination of commanders, giving all characters a +1 rank bonus to Skirmish and Campaign (both land and space) when it is present in the system. Link to comment Share on other sites More sharing options...
karadron Posted December 21, 2016 Share Posted December 21, 2016 Advanced Guiding Systems is going to be significantly limited due to jamming. (Which I expect is going to be used by both sides. Coordinated Launches will be affected by Master of Surprise and Surprising Foresight. And, personally ( ), I believe that Militaristic State > YAIC. In regards to fighters, it will be interesting. MV boosts accuracy vs NF boost to maneuverability. Link to comment Share on other sites More sharing options...
MadDutchman Posted December 21, 2016 Share Posted December 21, 2016 Advanced Guiding Systems is going to be significantly limited due to jamming. (Which I expect is going to be used by both sides. Coordinated Launches will be affected by Master of Surprise and Surprising Foresight. And, personally ( ), I believe that Militaristic State > YAIC. In regards to fighters, it will be interesting. MV boosts accuracy vs NF boost to maneuverability. Jamming has no effect on missile targeting systems, it only effects standard comms. As my comms are not standard anyway (they utilize yammosk telepathy), it won't even effect that. Your just wasting power blasting noise into space. You are correct in that I'll be using my own jammers of course, though i don't have too much of that present, it will only effect ships that venture too close. Surprising Foresight won't affect it (though he might be able to predict it happening, not that it takes a genius to realize I'll launch fighters as a fleet approaches). And seeing as i've been waiting for you to turn up (hence the presence of the empion mines), I don't know how much effect Master of Surprise can actually have. As for militaristic state and YAIC, that is difficult to quantify since most of their effect in this battle is qualitative in nature (ex. there is no hard numbers for the enhanced communication and coordination provided by the system). It will, at the very least, reduce chaos considerably within my own ranks, which in a battle this size, is very helpful. Agreed on the fighters, I've been wanting to see how they perform against each other since the match began. More on this to come I'm sure. Link to comment Share on other sites More sharing options...
Silenceo Posted December 21, 2016 Author Share Posted December 21, 2016 First things first... The mines. After that, we can get into the meat of it. Link to comment Share on other sites More sharing options...
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