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Author Topic: [We] Empire Thread | Hivers | GalactiRace  (Read 25443 times)

NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #165 on: September 06, 2018, 10:58:15 am »

Quote from: Votebox
New Projects
[OUR] (PLM) <Tempest> Gen A.10: (1) SC
[OUR] (CCL) <Alate> Gen A.10: (2) NUKE9.13, SC
[OUR] (VPPD) <Raindrop> Gen A.1.0:
[OUR] (CMND) <Queen's Directive> Gen A.2.0:
[Our] (AGT) <Sleet> Gen A.1.0:
[OUR] (PSFG) <Queen's Whisper> Gen A.1.0: (1) NUKE9.13

Project Progress:
Relentless
  1 die, 1 rush die: (2) NUKE9.13, SC

Spend 7 dice total: (2) NUKE9.13, SC
Eh, alright, I'll throw a vote behind the stealth field. Underhanded tactics may be necessary for us to have a chance of victory.
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #166 on: September 06, 2018, 11:00:39 am »


Quote from: Votebox
New Projects
[OUR] (PLM) <Tempest> Gen A.10: (1) SC
[OUR] (CCL) <Alate> Gen A.10: (3) NUKE9.13, SC, eS
[OUR] (VPPD) <Raindrop> Gen A.1.0:
[OUR] (CMND) <Queen's Directive> Gen A.2.0:
[Our] (AGT) <Sleet> Gen A.1.0:
[OUR] (PSFG) <Queen's Whisper> Gen A.1.0: (2) NUKE9.13, eS

Project Progress:
Relentless
  1 die, 1 rush die: (3) NUKE9.13, SC, eS

Spend 7 dice total: (3) NUKE9.13, SC, eS

Alright, now that I know people are up for it, I'll throw my support behind the stealth field generator.

Of course, I am open to modifying it if people have concerns.

Shadowclaw777

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #167 on: September 06, 2018, 11:08:10 pm »

Quote
[OUR] (PFAVM) <Earthshock> Gen A.1.0

Our Pure Fusion Anti-Vessel Missile, "Earthshock". Generation A, Version 1.0.

The Tremor outdated method of pure guidance and its total effectiveness in combat was not initially conceived from the princes as it was designed for the usage of least expenditure in the psionic mind. The Earthshock is a new revolution in the psionic creativity, the new chitinous rod of an explosive through the complete remodel of the thruster assembly and its propellant of a new form to allow the payload to be more greater at fine tracking and evasion, the chitinous skin covering of the new missile will show the new missile our force to our enemies, and the evolution to a pure fusion warhead allow its to be an even more high-yield explosive against our enemies with the usage of a second stage fast neutrons due to the aftermath of the explosion. The explosive munition, however, still keeps it core fundamentals in place; as it still in its maximum effectiveness in the Engagement Distance ranges and the warhead is designed to explode on contact or even several kilometers away as the explosive, even though the vacuum of space controls the contracting of heat but even less so of the expanding neutrons, the detonation can still cause damage to the target even through several kilometers away. Also designed to be used in the missile auto-loaders that are seen from the Tremor, and capable for the Small Hardpoint that launch one missile at a time to the Medium Hardpoint of launching four salvos. As well because, the new pure fusion warheads have kept the same re-entry heat caps that the previous torpedoes had of the Tremor and re-fitting for orbital bombardment is now possible.

The improvements to the ability of it for fine-tracking and its ability of evasion against fire against the explosive munition have improved through the modeling of a new thruster assembly for the explosive, being more compact and lithe in form, and allowing the new form of hybrid propellant to be utilized to take advantage of the improved effective exhaust velocity of liquid and compactness of solids. The hybridization of these two allowing the thrust to be much greater than before for further acceleration during combat, but not the most largest as a bipropellant of a chemical rocket. Chitinous skin attached to the missile allows the missile to be improved in the area of evading point defense fire as the skin will make the missile move in unexpected direction and attempt to juke the fire away from it, while still keeping it’s guidance toward the enemies. The pure fusion explosion is where most of the prince’s psionic creativity was expended, as this is where a two-stage explosive takes place. The miniaturized fusion igniter of the missile creates very hot temperatures of hot plasma pressures inside a confined space to ignite a fusion reaction. The result of a fusion reactor would lead to a much greater explosive payload and than the aftermath of a second-stage of fast neutrons resulting in the explosion even in the vacuum of space being much greater.

The Earthshock development allows us to effectively wield explosive munitions to their proud status, for a explosive munition that can cause great terror through a greater explosive force of pure fusion and neutron payload and much greater tracking capabilities, at the cost of being resource-intensive for a fusion missile that utilizes fast neutrons for a second-stage.


Quote from: Votebox
New Projects
[OUR] (PLM) <Tempest> Gen A.10:
[OUR] (CCL) <Alate> Gen A.10: (3) NUKE9.13, SC, eS
[OUR] (VPPD) <Raindrop> Gen A.1.0:
[OUR] (CMND) <Queen's Directive> Gen A.2.0:
[Our] (AGT) <Sleet> Gen A.1.0:
[OUR] (PSFG) <Queen's Whisper> Gen A.1.0: (2) NUKE9.13, eS
[OUR] (PFAVM) <Earthshock> Gen A.1.0: (1) SC

Project Progress:
Relentless
  1 die, 1 rush die: (3) NUKE9.13, SC, eS

Spend 7 dice total: (3) NUKE9.13, SC, eS
« Last Edit: September 07, 2018, 01:03:59 am by Shadowclaw777 »
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Draignean

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #168 on: March 06, 2019, 09:53:33 pm »

(CCL) <Alate> Gen A.10
[Time: 2 Progress: 2 Cost: 5]
The refinement of an armored skin for [Our] vessels is a simple concept- but a complex execution. It must be modular enough to be assembled for rail launch, strong enough to matter, light enough to be unencumbering, and capable of enduring not merely the simple forces of weapons fire- but remaining strong and stable under the unraveling light of the stars. No small challenge for an armor constructed, by and large, from the same base material as any of [We].

Alate: 0/10 [2] | 70O + 25M + 70E | Rushed 0 Times | Nothing Invested

Prototype
[Efficacy: 5]
If the carapace of a worker is graphite, then the <Alate> is a diamond. The base materials are similar enough- longer organic chains, higher radiative factors on bonding groups, and other manual optimizations to upstage nature's work- but when precisely formed and bonded together into harmonizing layers, the structure exhibits remarkable resilience and durability- particularly to blunt impact (absorbed through a mixture of flexing and controlled cracking) and thermal damage (absorbed through ablation and controlled burning). The primary issue with the armor is that, while the armor itself is primarily constructed from organic compounds, the costs of the machines and processes needed to create the microscale lattice alignment create unfortunate additional expenses.

(CCL) <Alate> Gen A.10: | 0T 80O 35M 35E 0S | Capacity: -5 | Power: 0 | Chitinous armor, reimagined for starship use by way of hyperstrength microstructures. Highly resistant to impact and thermal damage, and easily layered- but somewhat expensive owing to the relative difficulty in creating the armor weave itself.



(PSFG) <Queen's Whisper> Gen A.1.0
[Time: 2 Progress: 2 Cost: 4]
There is more than a touch of madness in the minds of princes first assigned to work on the project. The very nature of a successful trial of the cloaking technology can cause the individual involved to fail to record the results of the trial, disregard the trial as insignificant, or simply forget that the trial had occurred. Progress is difficult and requires frequent intercessions by princesses and stronger psionic minds in order to keep the researchers out of loops.

Queen's Whisper: 0/16 [2] | 50T  + 125O + 60M+ 75E | Rushed 0 Times | Nothing Invested

Prototype
[Efficacy: 5]
[Empty] [Confusion] [Remembrance][Chagrin]

The Queen's Whisper is more effective than initially hoped- capable of subtly influencing even higher minds when operating at peak efficiency. The subversion of the device is subtle, and not unlimited in scope, but it runs deep. The perception of a cloaked vessel will immediately be coupled with a psionic suggestion that the perception is inconsequential- random data like an errant shadow or a flicker of light off water. If the perceiver isn't expecting to be receiving the information, then odds are it will indeed be considered irrelevant. However, the efficacy drops off cataclysmically the more active the intrusion of the cloaked vessel is and the more the viewer is expecting to perceive it.

For instance, a guard told to keep a building safe might expected to stop thieves. However, most guards are not expecting to see a thief at any given moment- and the field would be effective. If, however, the guard was informed that a thief was coming on a given day, or if the thief spoke, then the field would likely collapse. Once a vessel has been perceived, it is very difficult to regain its cloak during an engagement.

It is worth noting that certain individuals, even among lesser races, may not be affected by this technology. However, this is far away an exception- not a rule.

Queen's Whisper: | 50T 225O 50M 150E 0S | Capacity -15 | Power: -40 |A mnemonic cloaking field, designed to make the initial perceptions of a vessel result in the viewer misclassifying the perceptions as irrelevant. Much less effective when the vessel takes action that affects the viewer, or the viewer is expecting to see something at that moment, but highly effective in other cases. Has a more limited but noticeable effect on electronic systems.



Relentless
Progress: 7/7 (3+2) - Project Complete! --- Rush Outcome: Bug Introduced!

Relentless Bug
The current generation of Relentless is a child of many Princes- most of whom are now dead as a result of their utter incompetence. While most of the flaws they introduced have been removed, the integration of the good points in their old design documents as always been a... cautious process- and rushing to get results has its drawbacks. Unfortunately, one of their old flaws has crept back into the design- the missile mount clipping issue. Once more, there is a significant chance for any missile or torpedo mounted on the Relentless to clip the mount when fired- damaging or potentially prematurely detonating the weapon in question.




Revision Phase of Year 1
Resources
Dice: 3
T: 17270 + 2500
O: 52260 + 7500
M: 51890 + 7500
E: 34520 + 5000
S: 2470 + 500

Spoiler: Projects (click to show/hide)

[We] Technology List
[We] Empire Planner
« Last Edit: March 06, 2019, 10:07:22 pm by Draignean »
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NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #169 on: March 07, 2019, 06:38:40 am »

Well, well, well. How about that.

So, after catching up on what we were doing up to this point (mostly), I recall that we want to create at least one production pattern this turn (elsewise we waste PP). I think one design that we'll want to replicate quite often for the next few turns would be a carrier equipped with heavy fighters. This over a command cruiser on account of how we might want to upgrade the command cruiser soon (eg with armour), and so wouldn't get as much use out of a pattern as we would one for a carrier, which doesn't need armour as badly- it can deploy fighters at range and then stay well back from the fighting.

The carrier pattern we want is this one:
Quote from: Heavy Fighter Destroyer
Hull: [OUR] (SCV) <Deliverance> Gen A.1.0

Weaponry: 5x [OUR] (SF) <Relentless> Gen A.4.0 (Wing Size: 25) with 'Tremor' Torpedo Loadout

Spare Capacity: 0
Spare Power: 15
Final Resource Cost: T:410 O:1005 M:2615 E:1790 S:40
Estimated PP Cost: 7835

Our production capacity of 33750 would allow us to produce 4.31 of these per turn (fractional production is carried over to the next turn), assuming the pattern rolls average. A bad roll hopefully wouldn't bring it below 4p/t, and a good roll probably won't bring it over 5p/t.

We could make a pattern for Takers (our infantry unit), which would have an average cost of 615PP. If both rolled completely average, we'd get 3.9 Takers alongside our 4 carriers, but a slightly above average roll would make that 4 and 4.

...mind you, we ideally want to deploy 21 units this turn. That's 3 units to each of our 'core' worlds (the worlds that are closer to us than our enemies)(3 units is the minimum required to cap at max speed), and 12 to a 'border' world (one equidistant between us and our enemies)- my inclination is Echo, one of our Liir border worlds, as the Liir are (slightly) less likely to have developed a bore drive that is as fast as or faster than ours. 12 units should be enough to seriously compete with any enemy landing force. We could try sending less substantial forces to several border worlds, but I'm worried they would get run over pretty quickly- I'm assuming that our, ah, 'suboptimal' performance so far will result in our navies being outmatched by those of both our rivals, so after our initial insertions we are unlikely to be able to get many more troops past a blockade, whilst conversely being incapable of stopping the enemy from landing troops of their own.

According to Talion on Discord (a long time ago), 21 units and 6 transports would cost 1590T, 7560O, 7050M, 3330E, 240S. So we could afford that manually and still have a fair amount left over to buy combat ships. I think. Man, we need to do a lot of maths before we can continue.



E: Obviously we want to use a revision to fix the Relentless's rush bug. That thing is cursed.

Also, I just remembered that we don't have to give every ship a bore, thanks to the Queen's Path being able to open a borehole that can be used by multiple ships. Using the boreless Deliverance hull reduces the PP cost to 7162.5- still not enough to get 5 per turn without a good roll, but closer. The downsides of doing this would be A)If a boreless ship needs to retreat, it, uh, can't, and B)Obviously we'd need to have one bore-equipped ship in every deployment. Mind you, we can't deploy more than two destroyers at once without a command ship (they cost 6 command, the base command limit is 15), so that's less of an issue, although if we wanted to send reinforcements to a fleet out in the field, the reinforcements would need an escort.
I dunno. It might be worth it- it knocks about 10% off the price.
« Last Edit: March 07, 2019, 07:12:12 am by NUKE9.13 »
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #170 on: March 07, 2019, 10:06:51 am »

Quote
[OUR] (SF) <Relentless> Gen A.4.2

An upgrade and bug fix, rolled into one.

Our Starfighter "Relentless", Generation A, Version 4.2 includes a pair of mount extenders in order to prevent ordinance clipping upon firing.  These extenders are essentially scissor lifts, allowing them to remain flat when not in use and to deploy outwards for "attack" positions.

Furthermore, the ordinance attachment point has been split into three, allowing the Relentless to carry six times as many long-range missiles or Tremors (though the standard 2 nuclear torpedoes will be used by default, to keep mobility at acceptable levels).

Version 4.2 should turn the Relentless into a "proper" starfighter, allowing it to carry and fire enough ordinance to make a difference without killing itself.
« Last Edit: March 16, 2019, 05:47:16 pm by evictedSaint »
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NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #171 on: March 07, 2019, 11:46:37 am »

Okay, so, I've done some maths. Basically whatever we do, Metal is going to be the bottleneck. Here's my suggestion:

Create pattern for carrier (with bore). Produce as many as possible (4).
Build 10 boreless carriers, and four command cruisers.
Build 9 transports and 33 infantry (Transports and infantry are relatively cheap).

Deploy fleets of two carriers with bore, two without, and one cruiser to both large border worlds. Also send three transports carrying 12 infantry.
Deploy fleets of three boreless carriers and one cruiser to Papa and Bravo (the two worlds closest to us).
Deploy one transport carrying three infantry to each of Papa, Bravo, and Charlie (our 'core' worlds).

This plan puts no ships in either Quebec or Sierra, the two small border worlds (which also link to Tango, the giant central system), in the hope that this will encourage both the Liir and the Gaians to press forwards into Tango, where they can duke it out, taking some pressure off of us (if they instead advance into our space, we have a fleet on standby to deal with them). It puts a fleet of reasonable size in the two larger border worlds (Echo and Oscar), to defend transports dropping armies of reasonable size on both. I initially thought we should only do this with Echo, on the Liir border, but since transports and infantry are cheap, I figured we could afford to at least give the Gaians a fight if they want the resources of Oscar.



E: Votebox time. We have three dice, but it would be good to save one for next turn, so we can react better to what we see out of our opponents (like, we could start two projects). 

Quote from: Votboxe
Revisions & Patterns:
Heavy Fighter Destroyer: (1) NUKE9.13
[OUR] (SF) <Relentless> Gen A.4.2: (1) NUKE9.13

Dice to spend:
Two: (1) NUKE9.13
« Last Edit: March 08, 2019, 04:34:04 am by NUKE9.13 »
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Talion

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #172 on: March 08, 2019, 02:13:04 pm »

Quote from: Votboxe
Revisions & Patterns:
Heavy Fighter Destroyer: (2) NUKE9.13, Talion
[OUR] (SF) <Relentless> Gen A.4.2: (2) NUKE9.13, Talion

Dice to spend:
Two: (2) NUKE9.13, Talion
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dgr11897

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #173 on: March 08, 2019, 03:26:33 pm »


Quote from: Votboxe
Revisions & Patterns:
Heavy Fighter Destroyer: (3) NUKE9.13, Talion, DGR
[OUR] (SF) <Relentless> Gen A.4.2: (3) NUKE9.13, Talion, DGR

Dice to spend:
Two: (3) NUKE9.13, Talion, DGR
[/quote]
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #174 on: March 09, 2019, 02:28:43 am »



Quote from: Votboxe
Revisions & Patterns:
Heavy Fighter Destroyer: (4) NUKE9.13, Talion, DGR, eS
[OUR] (SF) <Relentless> Gen A.4.2: (4) NUKE9.13, Talion, DGR, eS

Dice to spend:
Two: (4) NUKE9.13, Talion, DGR, eS

Draignean

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #175 on: March 09, 2019, 07:21:29 pm »

Heavy Fighter Destroyer Pattern
[Efficacy: 4] No Adjustment
The descriptively named Heavy Fighter Destroyer Pattern is conceived and implemented with neither fanfare or delay. A thousand minds plan and finalize the new hive chambers. Tens of thousands of workers dig the new chambers for assembly lines. Millions of hands come together to assemble the final machinery. The symphony of the hive.

Heavy Fighter Destroyer Pattern  7835PP
1x [OUR] (SCV) <Deliverance> Gen A.1.0
5x [OUR] (SF) <Relentless> Gen A.4.0 (Wing Size: 25) with 'Tremor' Torpedo Loadout


[OUR] (SF) <Relentless> Gen A.4.2:
[Efficacy: 4]
The current princes in charge of the <Relentless> project understand a fundamental concept that escaped their predecessors: There is no point fixing the broken when you can simply replace it with something better. This really isn't surprising since the queen was applying the exact same principle when she recycled their predecessors. The new mounts for the relentless fit the original form factor in their retracted state, but carry three times as many missiles and can be nearly instantly extended into a firing pattern that provides ample launch room for standard missiles. Unfortunately, the size and weight complications mean that torpedoes cannot be triple loaded.



Production/Deployment Phase of Year 1
Resources
Dice: 1
T: 17270 + 2500
O: 52260 + 7500
M: 51890 + 7500
E: 34520 + 5000
S: 2470 + 500

Spoiler: Projects (click to show/hide)

[We] Technology List
[We] Empire Planner


PSA: Two things.
1. Remember to include a tactical doctrine with your fleet deployments.
2. Please keep your production and deployment plans in the below format.

Spoiler: Production&Deployment (click to show/hide)
« Last Edit: March 13, 2019, 04:37:52 pm by Draignean »
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NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #176 on: March 10, 2019, 08:18:57 am »

You might think this plan looks a little intimidating. But don't worry, this is the first turn, it's not that bad. I think the format should be acceptable, although I'm not sure whether transports and combat ships can/should be in separate fleets- that might need changing.
I tried to make it as easy to parse as possible, but if you have suggestions for how it might be even easier, do share.
Give it a read through. If you disagree with the fundamentals of the plan, feel free to use this one as a blueprint for an alternative proposal. If you have minor suggestions, I'm open to making some changes. You can find the map in the OP of this thread, if you've forgotten the layout.

Quote from: Plan A
Infrastructure:
(None)


Production:
Production Capacity:
33750/33750: Heavy Fighter Destroyer (2410PP carried over)

Manual Production:
10x Boreless Heavy Fighter Destroyer (see design in this post): | 380T 925O 2495M 1660E 15S |
4x Command Cruiser (see design in this post): | 1375T 1055O 3845M 2276E 110S |
9x [OUR] (SCV) <Deliverance> Gen B.1.0 (Transport Destroyer): | 160T 280O 790M 240E 40S |
33x [OUR] (GIB) <Takers> Gen A.2.0 (Takers): | 30T 280O 110M 90E 0S |

Total Cost:
11730T 25230O 51070M 30834E 950S


Deployment:
Doctrines:
Early Standard Doctrine: IF Enemy detected: Carriers stay in the near field, not getting too close to the edge of engagement range, and moving back if the enemy displays particularly long-ranged weaponry. Cruisers close to effective Sunbeam-range. Heavy Fighters are deployed in the ratio of: One part defend cruisers (intercepting faster ships attempting to attack it); two parts attack enemy ships directly; two parts intercept hostile fighters if present, otherwise attack enemy ships directly. Light Fighters (without Tremor torpedoes) defend cruisers.
ELSE: Stay quiet, reducing chances of being detected first.
WHEN Retreating from combat: Boreless ships should screen ships equipped with bores as they prepare to escape. No attempt should be made to rescue boreless ships if doing so would endanger other ships.

Transport Doctrine: IF deploying troops is totally impossible or extremely risky (<10% chance of success): retreat to safety.
ELSE: Drop ground troops and retreat to safety. Prioritise survival of ground troops over survival of transport.

Universal Doctrine (Applies to all fleets unless otherwise noted, in addition to given doctrine): IF Capture of vessel seems likely (successful enemy boarding action in progress or all weapons and propulsion disabled): Self-destruct.

Fleet Movement:
Fleet 1:
2x Heavy Fighter Destroyer
2x Boreless Heavy Fighter Destroyer
1x Command Cruiser
Orders: Move to Echo System. Expect resistance. Protect Fleet 2 as it deploys ground units.
Tactics: Early Standard Doctrine

Fleet 2:
2x Transport Destroyer, carrying
  8x Takers
Orders: Move to Echo System. Deploy all forces.
Tactics: Transport Doctrine

Fleet 3:
2x Heavy Fighter Destroyer
2x Boreless Heavy Fighter Destroyer
1x Command Cruiser
Orders: Move to Oscar System. Expect resistance. Protect Fleet 4 as it deploys ground units.
Tactics: Early Standard Doctrine

Fleet 4:
3x Transport Destroyer, carrying
  12x Takers
Orders: Move to Oscar System. Deploy all forces.
Tactics: Transport Doctrine

Fleet 5:
3x Boreless Heavy Fighter Destroyer
1x Command Cruiser
Orders: Move to Quebec System. Expect resistance. Protect Fleet 10 as it deploys ground units.
Tactics: Early Standard Doctrine

Fleet 6:
3x Boreless Heavy Fighter Destroyer
1x Command Cruiser
Orders: Move to Sierra System. Expect resistance. Interdict Gaian transports if possible.
Tactics: Early Standard Doctrine

Fleet 7:
1x Transport Destroyer, carrying
  3x Takers
Orders: Move to Bravo System. Deploy all forces.
Tactics: Transport Doctrine

Fleet 8:
1x Transport Destroyer, carrying
  3x Takers
Orders: Move to Charlie System. Deploy all forces.
Tactics: Transport Doctrine

Fleet 9:
1x Transport Destroyer, carrying
  3x Takers
Orders: Move to Papa System. Deploy all forces.
Tactics: Transport Doctrine

Fleet 10:
1x Transport Destroyer, carrying
  4x Takers
Orders: Move to Quebec System. Deploy all forces.
Tactics: Transport Doctrine

Ground Tactics:
All planets: Advance.

Quote from: Boreless Heavy Fighter Destroyer
Hull: [OUR] (SCV) <Deliverance> Gen A.1.0 (No Bore)

Weaponry: 5x [OUR] (SF) <Relentless> Gen A.4.2 (Wing Size: 25) with 'Tremor' Torpedo Loadout

Spare Capacity: 13
Spare Power: 90
Final Resource Cost: T:380 O:925 M:2495 E:1660 S:15
Quote from: Command Cruiser
Hull: [OUR] (SAC) <Wrath> Gen A.1.0

Systems: 1x [OUR] (CMND) <Queen's Directive> Gen A.1.0

Weaponry: 2x [OUR] (WEB) <Sunbeam> Gen A.1.2
2x [OUR] (SF) <Relentless> Gen A.4.0 (Wing Size: 7)
4x [OUR] (NAST) <Tremor> Gen A.1.2 - Medium
4x [OUR] (NAST) <Tremor> Gen A.1.2 - Small

Spare Capacity: 0
Spare Power: -3
Final Resource Cost: T:1375 O:1055 M:3845 E:2276 S:110
« Last Edit: March 12, 2019, 10:23:21 am by NUKE9.13 »
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Talion

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #177 on: March 10, 2019, 09:21:42 am »

Here is an alternative to the Early Standard Doctrine, in the event we want to maximise survivability of our Cruisers.

Early Sacrificial Doctrine: IF Enemy detected: Boreless Carriers screen Cruisers. Cruisers close to effective Sunbeam-range. Heavy Fighters are deployed in the ratio of: One part defend cruiser+carrier group (intercepting faster ships attempting to attack it); two parts attack enemy ships directly; two parts intercept hostile fighters if present, otherwise attack enemy ships directly. Light Fighters (without Tremor torpedoes) defend cruiser+carrier group.
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NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #178 on: March 10, 2019, 02:03:11 pm »

I don't think that'd be a good idea generally, as the carriers are made of tissue paper- their best defence is distance. To sacrifice that defence at the beginning of the fight would be throwing away resources for not much gain.



E: So, based on some comments in the general channel on Discord, the Liir are either engaged in a clever ruse to lull us into a false sense of security, or they forgot to develop a speed 2 bore drive. If the latter, then we have a chance to start capturing the Liir border worlds without any competition. My proposal is to move one of the transports going to Echo to Quebec instead, along with the fleet from Bravo, to start capping it, and then move up more transports next turn to bring both Echo and Quebec up to strength (12 units each).
There is a slight risk doing this, but the chance for getting 40% of a border world for 'free' is worth it, I think. I'm editing Plan A to include this, for now.



E2: Okay, so, actual decision here: Do we deploy a fleet to Sierra, or hold it back at Papa? If we send a fleet to Sierra, we'll have sent a fleet to every border world- we'd be setting ourselves up to fight on every front possible. On the other hand, if we're fighting the Liir for Quebec already, my thinking of letting the Gaians and Liir squabble over Tango wouldn't work- we'd just be handing Tango to the Gaians.
Yeah, actually, thinking about it, I think we probably should move on Sierra. I'm gonna edit Plan A to include that.

Also, have a votebox:

Quote from: Straturgee
Plan A: (1) NUKE9.13
« Last Edit: March 11, 2019, 01:10:03 pm by NUKE9.13 »
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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #179 on: March 11, 2019, 05:22:08 pm »


Quote from: Straturgee
Plan A: (2) NUKE9.13, DGR
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