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Author Topic: Ertex Design Bureau - Battle for Aljadid - Strategy SY108  (Read 48507 times)

andrea

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #285 on: December 11, 2017, 08:28:50 am »

Well, I suggest deploying our new toy. This will require spending the SPP we acquired to build a pair of ITC. EDIT: as they remind me, we only have 2 extra SPP, so 1 ITC
Furthermore, this turn they will capture a planet, which means they will have superior numbers next turn, when we meet in battle. That is... not optimal.
we can try taking away C from them, which will deny 2 SPP and 4 GPP, or stop them at F, which will deny 2 SPP and 2 GPP. However, F should be significantly safer since it isn't a fully occupied planet. So that gets my vote right now.

We need to decide which side should get the nukes, since we can only reinforce one. D is the most important and surely has tanks, so I suppose it will be there.

Plan NUKE-2.11
Building orders
-2 Sarissa
-1 ITC

Fleet movements
-ITC on Ertex
--1x Load 2 Sarissa, unload at D

-ITC on D
--1x Go back to Ertex

-ITC on A
--1x load ground unit, unload at F

-Cuttlefish on D
--All Go back to Ertex

Quote from: stop worrying and love the bomb
Plan NUKE-1 (1): Andrea
« Last Edit: December 11, 2017, 02:09:29 pm by andrea »
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Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #286 on: December 11, 2017, 08:48:01 am »

Tactical Plan: Hearty Iron Line
Summary: Prevent them form landing supplies by keeping some ships in orbit of the planet.

Use extra SPP to build another ITC.
Build 3  Sarissas, ship 2 to D, 1 to A using the ITC's.

Redeploy the 2 rebuilt cuttlefish back to D
Move all but one of the damaged cuttlefishes back to the home world, Move the left over cuttlefish to guard A


Quote
Ship Production Points: 16+2+2(E)
  6 Points: 3xITC
  2 Points: 1xCuttlefish (Destroyed)
  12 Points: 1xArmoured Cuttlefish (Destroyed), 3xArmoured Cuttlefish (Damaged)
 

Ground Production Points: 16+2+4(E)
4 Points: 4xX100-I
6 Points: Sarissa Missile Launcher 
12 Points: - Idle
 
Units: 5
  2 Units on planet A (X100-I)
  2 Units on planet D (X100-I)
  1 Unit on planet E (no extra equipment)

Quote from: PLannery
Iron Heart Line(1): Blood_Librarian
Plan NUKE-1 (1): Andrea


Sarissas take 2 Weight on a ITC.
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andrea

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #287 on: December 11, 2017, 09:12:07 am »

an ITC has 4 space, so you can't fit 3 sarissa in it.
an ITC can also have a single destination in a turn, so you can't use a single one to drop stuff on both A and D

We don't have any rebuilt cuttlefish, after they get destroyed we can't use the SPP for a turn. This turn.

Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #288 on: December 11, 2017, 09:16:13 am »

I had assumed that one ITC could only carry 1 Sarissa, so I had 3 Sarissa built for the purposes of farying each unit of Sarissa to theit destinations.

Quote from: Votes
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Plan NUKE-1 (2): Andrea, Blood_Librarian
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andrea

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #289 on: December 11, 2017, 09:22:14 am »

Oh. In that case, we can only ferry one, because we can have at most 1 ITC in Ertex ( the one we produce).

3_14159

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #290 on: December 11, 2017, 12:10:17 pm »

Quote from: Votes
Iron Heart Line(0):
Plan NUKE-?.11 (3): Andrea, Blood_Librarian, 3_14159
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Detoxicated

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #291 on: December 11, 2017, 01:04:10 pm »

Manta Flatship frigate C
The manta is a flat space ship which has many laser guns on top of its roof. There is 30 laser turrets and there is ten nuke arrays. There is three reactor cores running the weapons system. Its hull is of our best armour materials and it also has the latest targetting systems installed..Since the reactors are only used for weaponry they are able to power alot more weapons.
It also has four reactors to move the ship. The outer two reactors can be rotated to add speed but are usually used to steer whilst the middle reactors only work to push the manta forward. 

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andrea

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #292 on: December 11, 2017, 01:47:55 pm »

The ratio of lasers to generators still seems a bit high. Also, this thing has more lasers and more reactors than our entire fleet combined... Honestly, I am not sure we would be able to afford it, although it is certainly possible that economies of scale will allow us to field one.

However, if we are going to rely on a one ship navy, I think more space should be devoted to armor in the design. it must be able to tank several hits. I would consider a whipple shield configuration and specific mention of insulanium plates.

Detoxicated

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #293 on: December 11, 2017, 01:55:40 pm »

Well maybe the thing is too massive for now...
Stonefish Heavy corvette
Plated with insulanium, this slower corvette has 5 ax-4 Lasers equipped in addition to its two nuke arrays, derived from the nuke arrays of our ground trucks. It has a bulky built and two reactors equipped. One reactor is dedicated to propulsion and the other is entirely for the weapon systems. Our latest targetting computers are installed on this ship. Its sides are reinforced with several layers of armour so it can do classical driveby maneuvers.
« Last Edit: December 11, 2017, 02:02:58 pm by Detoxicated »
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andrea

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #294 on: December 11, 2017, 02:06:05 pm »

Now, we are getting somewhere.

Anyway, after input from Blood_librarian and Chiefwaffles, I started thinking it may be useful to leave a sacrificial cuttlefish in D, to ensure delivery of Sarissa and decrease enemy effectiveness.
So, here to you the newest plan!

Plan NUKE-3.12
Building orders
-2 Sarissa
-1 ITC

Fleet movements
-ITC on Ertex
--1x Load 2 Sarissa, unload at D

-ITC on D
--1x Go back to Ertex

-ITC on A
--1x load ground unit, unload at F

-Cuttlefish on D
--2x Go back to Ertex
--1x Protects the ITC as it arrives. Engaging enemies is discouraged. (Crew will figure something out, maybe an elliptical orbit that gets back to D at the same time as ITC?)


Quote from: Votes
Iron Heart Line(0):
Plan NUKE-2.11 (2): Blood_Librarian, 3_14159
Plan NUKE-3.12 (1): Andrea
« Last Edit: December 11, 2017, 02:30:29 pm by andrea »
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Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #295 on: December 11, 2017, 02:12:04 pm »

Err... Detoxicated? the nuclear weapons we designed are for the ground, and building a ship that has 80 launch (8*10) tubes is frankly beyond our industrial capacity, I believe. Same with  the thirty laser weapons, this will make the ship into an unwieldiy, perhaps over engineered beast of burden. Reactrs, which are fusion  tomakak reactors, can be upscaled or downscaled to power certain systems. putting in or removing individual numbers like they are components on a circuit board is pointless when we can install one large  reactor for powering everything. I dont think using a tomakak reactor for propelling the ship won't work as well as a dedicated thrusting system which simply takes power from a dedicated power system. If we are gonna go for a flag ship, I'd commit to a spinally mounted laser array.

Below is a design to be built in the future when such a elegant weapon is required and we have the precursor technology needed to build it.

ENV(Ertex Navy Vessel) SW-001 Archimedes

One of the first few ships truly assembled in orbit using orbital infrastructure, the Archimedes is the first in a line of super weapons. lining through the center of the ship is a cobalt Isotope/Insulannium alloy chamber that , when energized by over six tons of Picasso Laser banks, the pressure vessel briefly initiates a chain of hyper complex atomic reactions resulting in a stream of ionizing radiation leaving said chamber through the front of the ship, directed by a extremely delicate quartz glass lenses for directing of fire with 20 degrees of angling.

The support infrastructure was built around the weapon, with the sole exception of the emergency maneuvering thrust applicators. Magnetoplasmadynamic thrusters are em placed over the entire length of the tube shaped vessel, these are exposed,lining the surface of the armored insullanium hull. Combined with the built in Hydraulic  shudder system, the system is capable of  both extremely powerful "dodges"  and precise aiming of the vessel. The ships is powered by two Tomakak reactors on the aft of the ship, the only reason there is not one of them is that it would increase the cross section of the ship by far too much, and risk a killshot by hitting its already burdensome aft.. The main engine is the same as the Cuttlefish.  In order to maintain the entire machine, several dedicated repair gantries are installed, with enough spare parts to keep the ship running under optimal circumstances.
 The ship is intended to be the center piece of a fleet break, where it would target enemy ships with blasts of ionizing radiation until an estimated kill dose is given, and then switched to the next. the penetration ability and radiation dose potential can be adjusted to penetrate thicker armor at the expense of longer exposure time for the enemy.

In short, this vessel acts as the anchor in a fleet engagement. It would target high priority ships and effectively mission kill them, as the crew manning the ships will die in as little as an hour after the exposure, leaving the ships ready to be towed away to our own worlds for our own use in the event of victory. In active battle situations, it would scramble electronics and overheat  certain pieces of the ship, effectively crippling ships that are not protected from radiation hazards (Laser protections don't count!) Speed is not a priority, Cuttle fish ships would be acting as the harassment agents, keeping the enemy forces which are comparatively slower away from the warship while it brutalizes enemy forces, putting them in a position where they cannot target the Archimedes without exposing their flanks to Cuttlefish fire.
« Last Edit: December 11, 2017, 02:14:45 pm by Blood_Librarian »
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Detoxicated

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #296 on: December 11, 2017, 02:27:29 pm »

Err... Detoxicated? the nuclear weapons we designed are for the ground, and building a ship that has 80 launch (8*10) tubes is frankly beyond our industrial capacity, I believe. Same with  the thirty laser weapons, this will make the ship into an unwieldiy, perhaps over engineered beast of burden. Reactrs, which are fusion  tomakak reactors, can be upscaled or downscaled to power certain systems. putting in or removing individual numbers like they are components on a circuit board is pointless when we can install one large  reactor for powering everything. I dont think using a tomakak reactor for propelling the ship won't work as well as a dedicated thrusting system which simply takes power from a dedicated power system. If we are gonna go for a flag ship, I'd commit to a spinally mounted laser array.

Below is a design to be built in the future when such a elegant weapon is required and we have the precursor technology needed to build it.

ENV(Ertex Navy Vessel) SW-001 Archimedes

One of the first few ships truly assembled in orbit using orbital infrastructure, the Archimedes is the first in a line of super weapons. lining through the center of the ship is a cobalt Isotope/Insulannium alloy chamber that , when energized by over six tons of Picasso Laser banks, the pressure vessel briefly initiates a chain of hyper complex atomic reactions resulting in a stream of ionizing radiation leaving said chamber through the front of the ship, directed by a extremely delicate quartz glass lenses for directing of fire with 20 degrees of angling.

The support infrastructure was built around the weapon, with the sole exception of the emergency maneuvering thrust applicators. Magnetoplasmadynamic thrusters are em placed over the entire length of the tube shaped vessel, these are exposed,lining the surface of the armored insullanium hull. Combined with the built in Hydraulic  shudder system, the system is capable of  both extremely powerful "dodges"  and precise aiming of the vessel. The ships is powered by two Tomakak reactors on the aft of the ship, the only reason there is not one of them is that it would increase the cross section of the ship by far too much, and risk a killshot by hitting its already burdensome aft.. The main engine is the same as the Cuttlefish.  In order to maintain the entire machine, several dedicated repair gantries are installed, with enough spare parts to keep the ship running under optimal circumstances.
 The ship is intended to be the center piece of a fleet break, where it would target enemy ships with blasts of ionizing radiation until an estimated kill dose is given, and then switched to the next. the penetration ability and radiation dose potential can be adjusted to penetrate thicker armor at the expense of longer exposure time for the enemy.

In short, this vessel acts as the anchor in a fleet engagement. It would target high priority ships and effectively mission kill them, as the crew manning the ships will die in as little as an hour after the exposure, leaving the ships ready to be towed away to our own worlds for our own use in the event of victory. In active battle situations, it would scramble electronics and overheat  certain pieces of the ship, effectively crippling ships that are not protected from radiation hazards (Laser protections don't count!) Speed is not a priority, Cuttle fish ships would be acting as the harassment agents, keeping the enemy forces which are comparatively slower away from the warship while it brutalizes enemy forces, putting them in a position where they cannot target the Archimedes without exposing their flanks to Cuttlefish fire.
well the manta could be considered a flagship i suppose, here I was trying to design a heavy corvette... I did not know that our nuke trucks were so huge, so I suppose designing a proper space missile would be essential.

I basically want our fleet to evolve to something like this: Cuttlefish, Stonefish, then a destroyer(at least twice the size of our corvettes, and armed to the teeth to quickly destroy small ships), then maybe the manta has a heavy ship, then the battle city but thats waaaay later...

Thank you for informing me on the different sizes for our reactor...
Edit:https://geeksnewengland.org/2015/05/15/on-the-taxonomy-of-spaceships/
« Last Edit: December 11, 2017, 02:39:58 pm by Detoxicated »
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joha4270

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #297 on: December 11, 2017, 02:36:11 pm »

Quote from: Votes
Iron Heart Line(0):
Plan NUKE-2.11 (2): Blood_Librarian, 3_14159
Plan NUKE-3.12 (2): Andrea, joha4270
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Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #298 on: December 11, 2017, 02:38:39 pm »

The nuke truck is designed for shooting things on the ground, completely different ball game for slapping it on a space ship, we probably could  strap it on a space ship, but it would do horribly due to the fact that its earth bound principles it was built on would make it useless in sky navy combat.

Using missiles deprived for bombing tanks for space combat is a plainly bad idea, unfortunately.

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Iron Heart Line(0):
Plan NUKE-2.11 (1): 3_14159
Plan NUKE-3.12 (3): Andrea, joha4270, Blood_Librarian
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Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #299 on: December 11, 2017, 02:41:46 pm »

Well I am thankful that you cleared up the nuke thing for me.
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