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Author Topic: Planetary Arms Race - Amaok, Strategy Phase 2212  (Read 34685 times)

VoidSlayer

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Re: Planetary Arms Race - Amaok, Revision Phase 2211
« Reply #375 on: June 05, 2017, 02:47:21 pm »

AT missiles

Quote
4 A.T. Missiles: Blood_Librarian, Happerry, blueturtle, voidslayer
0 Smaller Missiles:
0 "Songbird" Satellite:
0 "Squidling" Nautical fighter:
0 Scanning Radar:
0 one mod:
0 two mods:
    0 Scope:
    0 Pistols:
0 Magnetic Ship Armour:
0 Fusion Reactor: the avengening:

blueturtle1134

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Re: Planetary Arms Race - Amaok, Revision Phase 2211
« Reply #376 on: June 05, 2017, 02:56:46 pm »

Lemme toss in an abbr tag.

Quote
4 A.T. Missiles: Blood_Librarian, Happerry, blueturtle, voidslayer
0 Smaller Missiles:
0 "Songbird" Satellite:
0 "Squidling" Nautical fighter:
0 Scanning Radar:
0 one mod:
0 two mods:
    0 Scope:
    0 Pistols:
0 Magnetic Ship Armour:
0 Fusion Reactor: the avengening:
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At least we killed the boy and hurt an old man.
SPAMOVERLORD - play as the Empire and break ALL the cliches! | Doomhollow - A reasonably sane succession fort! | Give a Damn!

RAM

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Re: Planetary Arms Race - Amaok, Revision Phase 2211
« Reply #377 on: June 05, 2017, 03:23:31 pm »

Quote
4 A.T. Missiles: Blood_Librarian, Happerry, blueturtle, voidslayer
0 Smaller Missiles:
0 "Songbird" Satellite:
0 "Squidling" Nautical fighter:
0 Scanning Radar:
0 one mod:
0 two mods:
    0 Scope:
    0 Pistols:
0 Magnetic Ship Armour:
1 Fusion Reactor: the avengening: RAM
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blueturtle1134

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Re: Planetary Arms Race - Amaok, Revision Phase 2211
« Reply #378 on: June 05, 2017, 05:42:24 pm »

(votes for fusion)

Look, RAM, we already did high-energy physics on the design. Now we need a missile revision to break their space superiority.

Just saying. I would prefer the grenade launcher, but...

We're still going to lose ground, probably fall back to A3. Get thinking about strategy, friends.
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RAM

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Re: Planetary Arms Race - Amaok, Revision Phase 2211
« Reply #379 on: June 05, 2017, 06:29:22 pm »

This would probably get us a working reactor for a shipe design next turn. No guarantees of course, but if it worked then we could maybe even get a laser-cruiser out of it. It just seems that at this point we could do the fusuion engine as a complex element of a design or a relatively ordinary revision, and we want it before we do the design...
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Happerry

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Re: Planetary Arms Race - Amaok, Revision Phase 2211
« Reply #380 on: June 05, 2017, 06:53:11 pm »

A laser cruiser is definitely up high on my list of 'important things to design'.
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helmacon

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Re: Planetary Arms Race - Amaok, Revision Phase 2211
« Reply #381 on: June 05, 2017, 09:37:11 pm »

Honestly, this game is very well run and I applaud the GM for that, but I feel like I've been losing interest for a while now. Everything we try to do tends to suck, and this is, what, the fourth time we are spending an action on missiles? Actually, that might in part be due to the constant terrible rolls we have been having. We had the one awesome set at the beginning for our rifles, but after that, all our stuff just sucks.
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RAM

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Re: Planetary Arms Race - Amaok, Revision Phase 2211
« Reply #382 on: June 05, 2017, 10:01:56 pm »

Luck of the draw, it is about time that we had a string of glorious.

Also, we are doing very well regardless. We have a massive bulk of their forces stranded on A2, and I am tempted to attack the orbit there so as to drive them off if they split their forces. This new rule for supporting people is bothersome, but we can get by if we just force them to keep their damaged ships in orbit there.

I may have this wrong but...
Spoiler (click to show/hide)

Can we leave a fighter in orbit of A1 and pull our troops out while still blocking them from advancing through A1?
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blueturtle1134

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Re: Planetary Arms Race - Amaok, Revision Phase 2211
« Reply #383 on: June 06, 2017, 08:08:12 am »

Also, we are doing very well regardless. We have a massive bulk of their forces stranded on A2, and I am tempted to attack the orbit there so as to drive them off if they split their forces. This new rule for supporting people is bothersome, but we can get by if we just force them to keep their damaged ships in orbit there.

Wait wait wait, I don't get it. Do we have people on A1? Have we captured the A2 orbit? What new rule?
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RAM

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Re: Planetary Arms Race - Amaok, Revision Phase 2211
« Reply #384 on: June 06, 2017, 02:50:29 pm »

We have a hopelessly underequipped squad on A1, we controlled A2 at the time.
The enemy controlled A2 orbit last turn, but...
So to be clear regarding A1:

I will let Moerth eliminate Amaok presence on the planet if they have a sufficient advantage in the area. Moerth won't gain more ground than normal, but Amaok will also lose ground. 
Moerth can also continue supplying their Units on A2 if they control the orbits of both A1 and A2.

In the future, I'll probably just put a "hold for one year" requirement on planets before you move past them.
Now currently they do not control the orbit of A1, and to do that they would need either another space craft or to move somethign away from A2, which owuld leave them bulnerable on A2. We also currently have a fighter and I.T.C. stationed at A1, so we have the advantage against unarmed transports. But that would mean leaving a transport with a single fighter at A1, which would likely be destroyed by them moving a warship from A2 to A1.
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Chiefwaffles

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Re: Planetary Arms Race - Amaok, Revision Phase 2211
« Reply #385 on: June 06, 2017, 07:13:53 pm »

Let's specifically give them a shaped charge to punch through armor.

Revision: Shaped Charge Missiles
5+1

We've easily developed a shaped charge to be implemented onto the Songbird missile. We've dubbed this variant the Songbird-AP, as shaped charges tend to not be as effective for area of effect utilizations.

It's a simple design, really. Shaped Charges aren't inherently complex and sticking them onto our missile was an easy task. The new Songbird-AP can reliably punch through many layers of armor with ease. It doesn't compromise the effectiveness of the actual missile in any other way, either. The Songbird-AP is an effective missile for any armor-piercing niche. At the moment, it's effectively a straight upgrade to the original Songbird, as while the original Songbird does have an increased area of effect and generale xplosive radius, the increase is so small that any uses a regular missile would be better than an AP missile at wouldn't be able to be fulfilled by the original Songbird.

We don't have any real idea how the Songbird-AP will fare against any kind of armor Moerth would field. The only real armor they have is the stuff on their latest battleship, and even then, it didn't seem that effective even against our original songbirds. But if they do have armor, it won't be a problem for us.

Songbird-AP: A variant of the Songbird missile with a shaped charge capable of easily punching through layers of armor.


It is now the Strategy Phase of 2211.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

blueturtle1134

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Re: Planetary Arms Race - Amaok, Strategy Phase 2211
« Reply #386 on: June 06, 2017, 07:46:27 pm »

At last a good roll! Although it was true that the issue with the battleship was volume, not armor-piercing capacity.

Now for strategy. If I get it right, we have a tiny beachhead on A1 and the orbital zone there?
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SPAMOVERLORD - play as the Empire and break ALL the cliches! | Doomhollow - A reasonably sane succession fort! | Give a Damn!

RAM

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Re: Planetary Arms Race - Amaok, Combat Phase 2211
« Reply #387 on: June 06, 2017, 08:54:40 pm »

Spoiler: Amaok Designs (click to show/hide)
Spoiler: Map (click to show/hide)

Spoiler: Production Lines (click to show/hide)
Spoiler: Units (click to show/hide)
Spoiler: Vessels (click to show/hide)

It is now the Design Phase of 2211.
Spoiler: new designs (click to show/hide)
I think that we had an I.T.C. at A1 with a fighter that dropped the unit there, so we ought to be able to just leace it there and defend it against unescorted transports, but we may not want to risk losing it to a warship or armed transport.

But basically that should be all the information that someone needs to make a battle plan. Also noe that we are only supposed to mention what we are actually changing, so ship and fighter postitions and unit equipment and repositioning.

I am tempted to move from A1 to B2, it is likely going to be supported by some new technology that will hurt. But A1 is currently preventing them from redeploying two units on A2, we could consider abanding A2 to reinforce B2.

But someone else can do the strategy plan this time, clearly my strategies are inferior...
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blueturtle1134

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Re: Planetary Arms Race - Amaok, Strategy Phase 2211
« Reply #388 on: June 06, 2017, 10:31:13 pm »

We've already fortified A-lane, so pulling out now would not be a good idea. I was going to suggest pulling out of B2 but that's... too close to home. Maybe abandon C2?

Can we pass contested orbit zones? What's the chance they have reinforcements left for A1? We can probably get HyMet armor next turn for our ships.
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RAM

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Re: Planetary Arms Race - Amaok, Strategy Phase 2211
« Reply #389 on: June 06, 2017, 11:01:18 pm »

Well they have a unit on C1 that is available, though they may wish to keep it there. Abandoning C2 would risk C3 which I would prefer not to do, C2 is a very defensive world at present, with nobody having any ships to fight effectively. It would be lovely to design some defensive structures for easier defensive operations though those will be useless against orbital bombardment unless they have some sort of energy shield or something. Leaving absolutely nopthing in any of the lanes seems like a mistake, and C2 is just so defensive, it seems wrong to pull out of there.

I am honestly tempted to leave everything as-is.

How about: We leave all our units as is and send all our transports and all our fighters to A2. They cannot resupply A2 because we hold A1. So eithertheir whole fleet is still there and we get to hit them with 4 fighters with upgraded missiles and a fast launch time through numbers, or they have pulled their fleet out and we can send our fighters to harass their ground forces there?

Plan A: All fighters and transports to A2.
Plan B: All fighters and transports to B2.
Plan C: All fighters and transports to C2.

Quote
0 plan A:
0 Plan B:
0 Plan C:
This baiscally supports the lane of our choice. A wants to be secured for exotics and is vulnerable right now. Bcould use the help and threatens our security. C is viable for exotics and the fighters could really make a difference with the low mobility.
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