Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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Cirruses look to be relatively cheap.

:3

There will be times when all I have is a tiny fleet, a bunch of cargoships, and an unusually high number of Cirruses. I won't use all my points- likely the majority of my points would be sent to whoever is accompanying me, or not spent at all. A small fleet can hide out-of-the way...

while the rest of the ships might as well be called Loki....

Hidden 10 yrs ago Post by TheUnknowable
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My ships are so cheap. Except for my Defense Carrier. Yep, it's a boss.
Hidden 10 yrs ago 10 yrs ago Post by Willy Vereb
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Well, I'm still waiting for evaluation of my own ships.

Until then I should announce the first battle!

Second Dominion War
Opening Battle


After 20 years of peace under the ceasefire agreement in SA2018 a new war is about to break out. Wishing to finish what they had once began the Dominion launches a surprise attack through the neutral zone. Using meticulous use of intelligence and planning they launch a rapid strike against the FPA borders. But first they had to blast their way through the mine field...

Basically this is an open space battle with a certain spin. The Dominion must assault a fortified FPA territory. First line of efense is FTL jammers and a mine field. Dominion has intelligence report on the location of most mines thus they can clear it away efficiently though they still need to be careful otherwise they alarm the FPA forces too soon. Next stage is the various space bases and other fortification in the area, reinforced by the FPA players' fleet. FPA has the advantage in direct combat but their position is known and the enemy has the initiative. Thus the scales balance out.

Battle Points Per Player: 20,000
Use this well.


Hidden 10 yrs ago Post by WilsonTurner
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Wait! I need my carrier for this. It's just about finished- lemme add it in. You willing to 'grade' it right now, Willy?
Hidden 10 yrs ago Post by Durandal
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@Willy Vereb

Oh yeah, you forgot to grade the Orthog gunship. Just thought I'd mention that so it isn't left in limbo.
Hidden 10 yrs ago Post by Willy Vereb
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@Willy Vereb

Oh yeah, you forgot to grade the Orthog gunship. Just thought I'd mention that so it isn't left in limbo.
I did rate it.
Its weapons aren't too powerful IMO so I sai you can have as many as your ship hangars can hold.

Hidden 10 yrs ago Post by WilsonTurner
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You gonna rate my carrier?
Hidden 10 yrs ago Post by Willy Vereb
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I'm gonna rate ships I forgot before.
Not today, though.

On the other hand I post the point cost of my ships.
Link to my profile:
http://www.roleplayerguild.com/topics/78190-million-exploding-suns-spectacle-space-battle-rpg/char#post-2488941

Broadsword Battlecruiser: 2500 battle points

Dagger Stealth Frigate: 800 battle points

Gladius Destroyer -
Base: 225 battle points
Change repeaters to fixed 165mm annihilator cannon : +25 points
Add Hypervelocity missiles: +50 point
Add Nukes instead: +100 point
Maximum: 350 battle points

Sickle Escort-
Base: 50 battle points
Hypervelocity missiles: +25 points
Nukes instead of hypervel. missiles: +50 points
Max cost: 100 battle points

Courtesy to my friend to mak the judgement instead of me.
Still, if you don't like these points I'm open to discussion.
Hidden 10 yrs ago Post by WilsonTurner
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Can't make my fleet. My Warcruiser, Battlecruiser, and Battlecarrier have yet to be assigned points, and the cruisers are to make up the majority of my fleet.
Hidden 10 yrs ago Post by Willy Vereb
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Can't make my fleet. My Warcruiser, Battlecruiser, and Battlecarrier have yet to be assigned points, and the cruisers are to make up the majority of my fleet.
Right on it.


The Hocklyn Slaver Empire

Stellar Dominion




Spacecraft Overview
Ugh this is going to take forever








Tokarev Warcruiser. ON one had it has respectable defenses, battleship-like level. On the other hand it really lacks in offensive power and it isn't really fast overall. I say 900 points apiece should suffice.
Tokarev Warcruiser - 900 points

Guardsman Cruisers are above average in protection and have even more missiles but that's about it. Their shields are going to be tough so it still worths circa 600 points.
Guardsman Cruiser - 600 points

Tyrant Battlecarriers are interesting. Technically they are on par with the Tokarevs but they also carry 150 bombers with up to 60 firepower weapons. To be honest I'd rate their cost based on exactly what kind of loadout they have. D3 bombs with 60 power are a serious threat when they can unleash up to 150 of these. Most point defenses are going to be in trouble against such numbers. Granted, you already have 50-130 count missile volleys on each of your ships but 150 high-speed bombers (especially since I suspect they have tactical FTL) are going to be trouble. Oh well, let's just assume all of them can be re-purposed to this role. Then the cost of one Battlecarrier would be around 1500.
Tyrant Battlecarrier - 1500 battle points (maximum)

Hidden 10 yrs ago Post by WilsonTurner
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Hidden 10 yrs ago Post by WilsonTurner
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Updated my app with battlepoints and with Third Fleet
Hidden 10 yrs ago 10 yrs ago Post by Durandal
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Oh yeah, forgot to post my fleet. Here it is.

Hidden 10 yrs ago Post by WilsonTurner
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...

TACTICAL FTL WILL BEAT YOU
Hidden 10 yrs ago Post by TheUnknowable
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...

TACTICAL FTL WILL BEAT YOU


After the FTL jammers are gone, maybe. Until then, tactical FTL just uses up points in your fleet.
Hidden 10 yrs ago 10 yrs ago Post by Willy Vereb
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Well, my fleet is still incomplete because I have yet to finish a few more ships.
But if I have to assign points it'd be something like this:

Broadsword Battlecruisers x 3 - 7500pts
Dagger Stealth Frigates x 5 - 4000 pts
Stripped down Gladius Destroyers x 10 - 2500pts
Nuke-armed Gladius Destroyers x 6 - 2100pts
Stripped down Scythe Escorts x 78 - 3900 pts

Altogether 92 ships.
Almost a decent sized fleet.

<Snipped quote by WilsonTurner>

After the FTL jammers are gone, maybe. Until then, tactical FTL just uses up points in your fleet.
Well, FTL Jammers only work in a relatively limited range.
you can still position behind the ships and such just by being out of range.
The only thing you can't do is to jump right next to the enemy but that isn't even really needed unless you have something which only works at close range.

On the other hand tactical FTL is only an advantage among the many. It doesn't decide the game alone.
Not by a longshot.
Effective sensors can also counter it by having the enemy fleet already wait by the time the FTL jump finishes.
Hidden 10 yrs ago Post by WilsonTurner
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A Hocklyn's tactical FTL isn't what you're thinking, methinks. Unlike other peoples', a Hocklyn's FTL drive generates heat by the length of time in hyperspace. Microjumps within a system produce very little heat, because it's not across quite so vast distances.

Cirruses can go and take out hyperspace jammers before the enemy even knows I'm there. Then I can wait for the Protheans to engage and force the FPA commit to the engagement, and I can hop in wherever most opportune. I appear to be outnumbered by everyone so far, so.
Hidden 10 yrs ago 10 yrs ago Post by TheUnknowable
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If FTL jammers are strictly short range, and don't block you from jumping through their field, then what's the point of them? Are they just to keep the enemy from jumping away?

And how are we supposed to counter a tactical FTL jump unless we also have tactical FTL?

Also, where does the attack occur? Is it in a system or interstellar space?
Hidden 10 yrs ago Post by Willy Vereb
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If FTL jammers are strictly short range, and don't block you from jumping through their field, then what's the point of them? Are they just to keep the enemy from jumping away?
You can't really block something which only intersects with realspace when it reemerges.
And even if the jammer can extend to hyperspace and all the other dimensions and forms of FTL others use, it doesn't stop ships from choosing their route around the field and then appear behind the fleet.
You can have longer radius for FTL jammers but those are more costly.
Durandal's is basically was suggested by the text to be just about enough to cover the fleet.

And how are we supposed to counter a tactical FTL jump unless we also have tactical FTL?
By using your own damn sensors to predict them and take that little time before the enemy re-emerges to target them with pinpoint accuracy. The enemy will have effectively zero chance to evade thus you effectively turn the situation around.

Also, where does the attack occur? Is it in a system or interstellar space?
I already mentioned this in the battle intro.
It occur in interstellar space.
The neutral zone is a lightyears long section of empty space.
Except the minefield and FTL jammers near the FPA border (and likely for the Dominion border, too)
Then you have various military installations in FPA space.
This may happen close to an asteroid belt or something to give additional cover for them.

Hidden 10 yrs ago Post by TheUnknowable
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1) Then you could just fly past outside of normal spacetime. FTL jammers are worthless, as is the mine field. I certainly can't attack something in a dimension I can't access. And warp drive doesn't remove you from real space, except in Star Trek, it just moves space around you. Hyperdrive would, but I can't access hyperspace. The field would have to be laid out as a continuous field, and prevent passing or slow down ships that pass through it to be of any use.
For example, Interdictors in Star Wars produce a gravity well that prevents hyperdrives from activating. They are used to block ships from jumping away from battle and to make them revert to normal space when they enter an area. If they couldn't pull ships out of hyperspace they couldn't be used to block starship travel through certain areas.

2) So I can somehow guess the exact point where you are going to leave hyperspace. I thought I only got a vector at best, as you could leave whereever you wanted, and my weapons can't enter another dimension.

3) "After 20 years of peace under the ceasefire agreement in SA2018 a new war is about to break out. Wishing to finish what they had once began the Dominion launches a surprise attack through the neutral zone. Using meticulous use of intelligence and planning they launch a rapid strike against the FPA borders. But first they had to blast their way through the mine field...

Basically this is an open space battle with a certain spin. The Dominion must assault a fortified FPA territory. First line of efense is FTL jammers and a mine field. Dominion has intelligence report on the location of most mines thus they can clear it away efficiently though they still need to be careful otherwise they alarm the FPA forces too soon. Next stage is the various space bases and other fortification in the area, reinforced by the FPA players' fleet. FPA has the advantage in direct combat but their position is known and the enemy has the initiative. Thus the scales balance out."

This doesn't mention whether it's in a star system or interstellar space. Now that I know that, though, I can alter my plan for use in interstellar space.
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