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File: 1368561775503.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

New players please see -> http://pastebin.com/yX3uw7bq

http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki

You are Sonia Reynard, Attack Wing Leader and Knight of the House of Jerik-Dremine! You command the Third Attack Wing, one of the elite units of the House, composed of fast hard hitting Cruisers, Frigates and Corvettes. You and your Wing have gained a reputation for capturing enemy hardware be it through battle or negotiation.

Your Wing and dozens of similar allied units continue your second day's fighting in the opening wave of Operation Typhoon. With only a few minor exceptions 3rd Wing struck most of it's targets in the first sector before moving on to the second. As before your orders remain the same; destroy or disable infrastructure deemed vital to the continued operation of the enemy fleets. Capture is a secondary objective.
This is fortunate as your most experienced marines are off on an infiltration mission lead by Knight Jing Ki, who has managed to get a temporary transfer from the Knight Commander's bodyguard detail. Together with House clone troops and a Neeran "Wizard" going by the name of Svidur the team hopes to locate and possibly steal Veckron weaponry from the Pirates.
>>
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Your forces are still bound by the Factions Treaty which prohibits the use of nuclear scale weaponry within the atmospheres of habitable worlds. There are ways around this and the forces of your House are better adapted for it than most. Your mass driver point defense guns, normally used to shoot down incoming warheads, fire slugs of metal large enough to survive reentry but not so large as to be banned by the treaty.

Reminder: Threat ratings for Operation Typhoon have been revised and are being recalculated by Lt Metharom according to your command style and previous deployments. Given your preference for always deploying in overwhelming force if at all possible, each level will be estimated as a target one of your squadrons should be able to destroy or disable without loss. Should.

A level 1 target would require 1 combat squadron, a level 2 needing 2 squadrons and so on. Some targets are better suited to be hit by Mike's high speed strike unit than others.

You will have a limited amount of time to hit targets in each region as the operation progresses. Your squadrons have each been outfitted with SP torpedoes. Use of a volley will cut time or threat level off an engagement, possibly down to the minimum number for the sector. It will also ensure your ships take less damage in an engagement.

The oversector map will display target types as before along with threat rating and time estimated for your unit to deal with it.
(Threat level ___ / Time estimate ___ Hours )
>>
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After relocating to a threat 2 Rare element to the south you hold for a few minutes to conduct scans.
"Any sign of more scout ships?"

"None at the moment sir."

This system is unusual. Most planets where drive core elements is located at set distances from larger stars. In this case the planet in question is a moon in orbit of a gas giant at approximately the right distance. The giant planet's magnetic field is too strong for the moon to normally be useful, meaning it's probable a small planet had been captured by the larger ones gravity well.

All mining and processing sites on the planet are protected by planetary shields, likely as protection against the radiation being spat out by the larger planet.

Mike contacts you. "We could shave off quite a bit of time if we sent in afterburner equipped ships only and used SP's against the ground targets."

"Let's not risk it." You decide "We'll go in at full strength. Maintain jamming and conserve your SP Torpedoes."

Roll 1d20
>>
Rolled 2

>>24826609
Here's a roll
>>
Rolled 20

>>24826609
H&D!
>>
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http://www.youtube.com/watch?v=reBuz97GgBM


"Warn the locals they're about to be bombed from orbit and should evacuate industrial sites."
"Yes sir."

Heading deep into the Gas Giant's gravity well your four squadrons waste no time, opening fire at maximum weapons range. Careful to watch out for return fire from the moon or collision hazards you drop forward shields for a minute to help your ranged fire. Only the less damaged cruisers with their heavier armor risk doing the same. The extra range boost thanks to the lack of beam diffusion means the shields will be down that much faster.

As each of the smaller planetary shields fail under the combined energy weapons fire your people fire mass drivers to destroy the facilaties themselves. 3rd Wing swings in close to the large moon, using it's gravity well to help slingshot the unit back out away from the gas giant. The entire time you keep firing at the surface until each mining and processing site has been leveled.

"All targets destroyed. Let's punch on out of here."

Thanks to the speed boost and extra firepower you manage to get out of the Gas Giant's gravity well in a little under two hours.

Making contact with the Rovinar ships it seems that the one picking up your fighter pilots is now making its escape. They'll be leaving the area and will meet up with you when you're finished in the oversector.
The other ship has sighted additional scout ships but has seen no sign of the response fleet appearing.

Where will you be going next? Or will you be pulling out of the oversector early?
>>
>>24827578
Hit the threat 2 planet in the north.
>>
>>24827695
Full wing?

Roll 1d20
>>
Rolled 20

>>24827935
Let's do full wing.
>>
>>24828119
Oh, wow. I'm rolling 20's today.
>>
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Seeing no point in putting breaks on the rape train but not wanting to hit targets too close together, you head clear across the oversector to one of the remaining smuggler bases.

While the planet the smugglers are squatting on isn't ideal for habitation it's still close enough that staying hidden there is cheap. Some of the base locations have launch repulsors like those on Tourta which you make sure to knock out. There arent very many but they're all camouflaged and require active scans of the surface. With a few of the underground base structures are easier to just collapse the entrances and mark the location for the main fleets to look at later.

If you hadn't brought so many ships this might have taken forever.

Unless stated otherwise the damaged ships forming 1st and 2nd Squadrons are now leaving the area.

Did you want to attack any other locations?
(If so roll 1d20 with the sector suggestion to keep this moving along.)
>>
>>24828424
I'm fine with heading back. No one else seems to be around at the moment though.
>>
You're at the rally point early. With the amount of damage some of your ship sustained you don't really mind. Already waiting is a Sydney class, which momentarily startles you, and a few support ships. Four Rovinar Tenders are holding formation around a modified Kilo class Medium cruiser and a transport design that's slightly smaller both of which have been refit with repair bays.

"Thank goodness."

The two ships have enough supplies onboard to repair and replace missing weapons and engines. You have eight cruisers that really should get repairs done but only three really need them to reach their previous performance.

17 smaller ships are also in rough shape even with field repairs. 11 of them can't keep pace with the Wing until they're fixed.

[ ] Focus repairs on the Cruisers
[ ] Focus repairs on the Frigates & Corvettes
[ ] Try to get everything up to combat speeds
>>
>>24828464
I'm okay with that as well. I don't think we can do much good in the 45 minutes we have left.
>>
>>24829069
>[ ] Try to get everything up to combat speeds
Uniform speed has been our greatest asset so far.
>>
>>24829104
Supporting.
>>
http://www.youtube.com/watch?v=SGNPit03M-E
Mission results

Target: South Reach Dwarf Galaxy C
Oversector 2

Score: B-
Knight Axis: +10 White Knight

>2/2 Sensor arrays disabled
>1/1 Shipyards destroyed
>4/5 Logistics bases struck
>1/5 Military bases struck
>2/4 Rare element production disabled
>50% Local Response fleet disabled

Assessment: Over-focus on smuggler bases drew attention away from military sites and supply production.
>>
>>24829411
>+10 white Knight
>+10 Black Knight

So we are somewhat in the grey area at the moment I guess.
>>
>>24829069
When can we expect S&R for crew that used emergency teleporters, and would we be able to have some of our corvette ships stay behind for repairs and join us later in the next area?
>>
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>>24829875
Nah, you started the operation way over on the White Knight side. I've been roughly tracking it through most of the quest, I just decided to make it a bit more visible given what's been going on lately.


It's been eight hours since arriving at the rally point and beginning repairs. Most of your ships have their engines fixed up and are once again in fighting trim. Armor damage is still present throughout the Wing but the breaches have been patched by field repairs.
Two of your Frigates are out of action for an extended period but one of them might be able to catch up later after repairs.
Conventional torpedo and missile stockpiles have been replenished but not your SP's.

>>24830100
>SAR
Fleets have already arrived in the region but you won't know the results of any search and rescue operations for a few days. It is a priority but making sure the region has been cleared of hostiles comes first.
>Repairs
You could leave a few ships behind for more extensive repairs and have them catch up along with the damaged Frigate.


There are currently two allied fleets operating in this oversector. One is a Rovinar squadron with two Battleships, six cruisers and eight of their Hunters rigged for straight up combat.

The second fleet is a Dominion corvette wing with one squadron of attack corvettes and five of standards. The Dominion group is currently near a local sensor array.

Your orders?
>>
>>24830281
>You could leave a few ships behind for more extensive repairs and have them catch up along with the damaged Frigate.

I think we should definitely do that. We can pick our targets, so we should be fine without them.
>>
>>24830281
What does the red line mean?

And I think we should start with the threat 2 / time 1 military base planet a bit north of the middle.
>>
>>24826552
Friendly reminder to please put 'quest' in your subject line. Return to your fun, citizens.
>>
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>>24830386
That's the outer edge of this dwarf galaxy. Pic related

>>24830399
Yeah someone suggested that a couple of months ago. If it had been brought up by enough people early on I might have considered changing it.
Wondered yesterday if I should have mentioned to the anon running Dominion Quest that that tag on suptg might be a bit... cluttered.
>>
>>24830281
We should get in contact with the Rovinar squadron to see what there target is.
This way we can attack our targets in sync with each other.
>>
>>24830512
Ah well, I'm not going to get bent out of shape about it, just hide the thread and go about my business. I do expect full restitution for damages suffered and mental trauma, however. The total comes to, let's say, $0.00 USD.
>>
>>24830524
The Rovinar fleet has just finished up an attack on a forward outpost that wasn't considered a priority for your unit. Their commander would like to attack the shipyards and logistics bases as soon as possible as it will help cripple the enemy's fighting strength.
He is more inclined to take time to chip away at any heavily defended position while relying on their tougher shields to take the brunt of enemy weapons fire.

The Dominion fleet is preparing to attack one of the Threat 4 logistics stations.
>>
>>24830714
I say we propose to team up and attack the nearest shipyard go our separate ways for awhile and then meet up again at the 8 or 6 hour mark to hit the last shipyard.
>>
Not seeing anyone else so...

>>24830890
You suggest targeting the threat 6 time 4 shipyard as soon as possible then splitting up for awhile to go after separate targets.

["That would be acceptable Captain. I do have some starfighters but I believe your force has much more than my own in that regard. How did you plan to deploy your starships that I might better place my own?]

What tactics will you be using to attack the shipyard? How will starfighters factor into it?
>>
>>24831136
Could you be so kind and give us an overview of the forces we have available at the moment? If I understand things correctly, some of our ships are still getting additional repairs gone.
>>
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>>24831183
Sure thing. Keep in mind that you have more SP torpedo volley's available for your fighters than your ships due to deployment times.
>>
>>24831136
Not knowing the arrangement of enemy forces at the yard I'd say we should go for hard and fast because with the Rovinar we should have a pretty significant force advantage. Fighters and most of our forces should focus on keeping enemy ships busy while faster ships make runs on the facilities.
>>
>>24831242
Wow, I didn't except so many of our ships to be operation.

>>24831136
Do we know anything about the system the shipyard's in? Or its defenders?
>>
>>24831772
>operation
Operational.
>>
>>24831136
It's common for the shipyards we attack to have large ships docked with them and under their shield umbrella when we arrive. Sometimes there are one or more Medium Cruisers, or worse.

It would be greatly advantageous if we could deal serious damage to these ships, or cripple them with engine hits, before they leave the protection of the shipyard. Were they to be actually destroyed, their explosions would do collateral damage to the shipyard facilities as well. Compared to the docked warships, fixed shipyard defenses do not rate high on the target priority list.

I suggest that we arm our starfighter flights with some of our remaining SP torps, and otherwise outfit them for a close attack on any large docked ships. Obviously, if they can't find a suitable target, aiming for some conspicuous shipyard superstructure would be fine.

Our heavily-armored cruisers and any ship that can survive being a priority target should use massed fire to pound the shipyard and any defenders, drawing as much attention as possible. Using synchronized detonations of many nuclear warheads, our main force should attempt to hide our starfighters from the defenders when their attack run begins.

I'm not sure if it's best to have the fighters launch from behind our main force or from "behind" the shipyard once the rest of us have drawn the defenders away from it.

I think we should shoot for dealing heavy damage to the docked ships first, in any case.
>>
>>24831136
>>24831242

I'm thinking squadrons 1-4 + Carriers and Blackbird join the Rovinar under Daska's command.

5th, 6th and our ship will wait at the system's edge to mirco jump on either a flanking attack on the station or the enemy fleet.

Our escort carriers should deploy with 3:1 ratio of missiles:torps. Probably with SP torps on the bombers [if the fighter/bomber ratio is different, probably go with what is best suited to have whatever.]
>>
>>24831136
We should consider a shipyard beeline, taking both of them out of commission so that no repairs or rush jobs can be completed for a hail marry of the pirates.


As for tactics We should provide distraction and surround, while giving telemetry for them to jump in in the optimum siege position for them to simply park and bomb the shit out of the main target elements.
>>
>>24831766
>Hard and fast
1 for that.
>Fighters and most of our forces should focus on keeping enemy ships busy while faster ships make runs on the facilities.
You are the faster ships. Unless you mean 6th Squadron.

>>24831772
>Wow, I didn't except so many of our ships to be operational.

You had more than a squadron that were not. Replacing their engines and weapons were given priority. Everyone did field repairs on everything else like crazy.

>>24831850
>Main force draws fire, shoots shit.
>Starfighters go for docked ships

>>24831878
>Frontal attack with main force.
>Flank station/enemy fleet with 2 squadrons

>>24831905
>Distraction with bulk of Wing
>Rovinar jump in to attack station

So, I'm seeing some similarity here, some minor specifics change between them but otherwise they seem close enough. The real question seems to be the flanking elements or the ones going for the station.
Who will it be? Don't make me break out a survey.
[ ] Starfighters
[ ] Alex/Mike
[ ] Rovinar Fleet
>>
>>24832059
I'm fine with sending either the starfighters, or alex/mike. The Rovinar fleet seems much better suited for a direct engagement with their reliance on armour and shields.
>>
>>24832059
[X] Alex/Mike

Don't worry we can do this the old fashion way.
>>
>>24832059
My vote is for:

[x] Starfighters
[x] Mike with 6th Squadron

If I'm not mistaken, going in fast and hitting hard is the purpose of 6th Squadron.
>>
Rolled 13, 2, 11 = 26

>>24832146
>>24832180
>>24832189
So Mike in any variation of the plan. Starfighters will be trickier if done at the same time but I suppose it's workable.

If there are no other additions to the plan? Roll 3d20
>>
Rolled 6, 8, 4 = 18

>>24832423
>>
Rolled 1

>>24832423
Rolling.
>1
>>
Rolled 5

>>24832495
Ouch.
>2
>>
Rolled 3, 2, 1 = 6

>>24832423
>>
>>24832528
Oh lawdy
>>
It was a good plan. That's what we will tell the newly-decanted clones of all of our starfighter pilots.
>>
Rolled 19

>>24832512
>3
>>
>>24832608
We still managed to be the average of 31.5 with our combined rolls of 33. So it shouldn't be too bad.

I hope.
>>
>>24832658
>be
Beat.

>Getting some coffee.
>>
So I'm looking at the sector map. Trying to figure out a good pattern for attacks.

The shipyards are the real target here because without them any engagement with the enemy fleet will only happen once. Surviving ships will have nowhere to retreat and repair. Logistics bases are the next important because they stockpile supplies that could be used for field repairs in the absence of a shipyard.

Military bases actually aren't as important as they sound. They provide a strong point that the enemy can retreat to and defend. But in the context of our operation that just gives the enemy fleet a place where they can retreat to conduct field repairs. Of course we do still need to take them out at some point to weaken the sector as a whole. I think we should try to bait out the response fleet and only go for the bases if we can isolate them from reinforcements.

Attacking rare elements and other mining operations is honestly a bit of a dick move because they don't really contribute to the area's defence in the timescale we are working with. Instead of destroying the facilities themselves, me might be able to just cripple all of the ways they can move material off world. Like having them surrender drive plates for instance, though that particular method is time consuming.

Smuggler bases are just possible loot bins really. The locals probably won't even show up to defend them. We can knock those over in our downtime.

If we run into any elements of the defence fleet we should use some SPs to immediately smash it before it has time to link up with others and get bigger. Once that fleet is gone we can pretty much run around the sector with impunity.
>>
>>24833146
Once we take out the shipyards I think our main focus should be the Military bases.
The reason behind this is we have Rovinar going after the logistics bases, the dominion allies going after whatever they want and will take out most of the smuggler's bases ect.

That just leaves military bases untouched and if they have to worry about their gathering locations being attacked it will slow down their efforts to put together a response fleet.
>>
https://www.youtube.com/watch?v=unb3FdsT5fQ#t=1m25s

Jumping in to attack the station everything seems normal. With all of the other such attacks you've made today this should be a walk in the park now that you have a couple of Battleships as backup. You see the usual mix of Battlecruisers along with light cruisers, frigates and corvettes. A pair of Dominion Carriers with Fusion cannon turrets grafted on are launching fighters and maneuvering to provide fire support.

"Razors and Kharbos models." You say over the channel pointing out the battlecruisers. "You know the drill people, don't let the red ones get in close."

Your allied squadron throws out a mix of phase cannon fire and E-Beams. 3rd Wing launches torpedoes and tries to focus fire with phase cannon while getting close enough to use pulse cannon effectively on the smaller ships, yet evade the larger ones. Both sides remain at a stalemate while closing in.
"Stand by SP torpedoes if things get a bit too tight."

"Sir, something's wrong with our sensor readings." Says Hafnar.

"What is it? Are the broadcasting a beacon for another fleet to jump us?"
"No it's the Battlecruisers, they're reading as larger ships."

The Wing and the Rovinar ships launch the missile barrage in an attempt to blind enemy sensors and otherwise distract them. Around the same time the outlines for all the battlecruisers change to resemble something closer to the newer fast battleships you once fought. These are different even from those.

Roll 1d20
>>
Rolled 9

>>24833570
>Roll 1d20
>>
Rolled 8

>>24833570
>>
Rolled 8

>>24833570
Worry
>>
>>24833670
>>24833646
>>24833606
Oh boy, this isn't going to end well.
>>
Four of what look like Torpedoes come flying towards you, but they're closer in size to those the Terran Heavy Cruisers use.
The first thing to go through your mind is Oh... shit.
Hitting the emergency thrusters you try to evade the worst of it. Two of the torpedoes, hit collapsing your primary followed by the secondary shields as two heavy phase cannon beams strike home. Part of a third cannon shot glances off causing minimal damage. Your afterburners are offline.

You see Sam and Verilis both take bad hits despite evading. While neither of them are truly crippled they're both out of the fight. The Rovinar ships change formation to help counter the new threat while your cruisers reorient on the battleships as well.

Mike's unit chooses that moment to come out of FTL and make a beeline for the shipyard. It's just as well because soon the battle starts to devolve into a brawl. The enemy starships that are already engaged won't be able to do anything to protect the station.

Starfighters try to make it around the battle on the flanks but more than half are forced to break off due to enemy fighter presence.

"Anyone with some agility get in close behind the enemy fast battleships, they have a blind spot large enough to find a cruiser in."
Dropping torpedoes into a light cruiser while evading you try to follow your own advice and get in behind one of the heavier starships. They're not making it easy though, a slight maneuver is all it takes to bring one of the four heavy phase cannon turrets into line, battering your already damaged shields.

>SP Torpedoes? Y/N?
>If yes, how many volleys?
>>
>>24834200
Y
Several
>>
>>24834307
Can't argue with that.
>>
>>24834200
We should try to disable one of these ships.
>>
A twin link phase cannon shot is enough to penetrate your shields, cutting a line across your topside armor. The enemy attack corvette is soon hit by beam weapon fire from a Rovinar ship, losing shields before a second series of shots cause the vessel's armor to fly apart.

You're glad that the combat rigged ships the Rovinar brought pack more punch than the usual Silent Hunters. Dorsal and ventral mounted phase cannon turrets provide 360 degree coverage while a pair of light turrets help provide more cover to the aft sections.
"I can see why the Terrans call that version the J├Ąger." Says Kavos after you've thanked your ally for the assist.

You pull in behind a battleship and launch SP's. They blast a line of craters in it's aft hull, damaging one of the heavy torpedo launchers but otherwise doing little to it structurally. They must be building them using materials stolen from the Kavarians.
"God dammit."
It seems the novelty of SP torpedo resistant armor is wearing off, now you're just starting to hate it.

Between you, one of the Hunters and one of the flights from 4th squadron you drop enough SP's and other weapons fire into the aft section of one battleship to destroy half it's engines. The crew eject their remaining heavy torpedo stores which go off like bigger flashier nukes. The multiple blastwaves help hurl the enemy starship out away from the battle.

Your Centurions bring down another with plasma cannon fire. It takes eight shots to do the job due to the recharge time.

Sensors show explosions around the station. Mike contacts you a minute later. "The station is going up. Do you guys need a hand or are you planning to get out of here?"

[ ] Tactical retreat
[ ] Continue fighting the locals

Roll 4d20
>>
Rolled 14

>>24834745
>[ ] Continue fighting the locals
I'd say we should finish this properly, and we might get our hands on that damaged battleship. Our damaged ships should pull back, though. No need to take unnecessary losses.

>1
>>
Rolled 4

>>24834825
>2
>>
Rolled 3

>>24834841
<3... erm
>3
>>
Rolled 2

>>24834867
>4
>>
>>24832528
>3,2,1
>>24834841
>>24834867
>>24834906
>4,3,2

Go home dice function, you're drunk.
>>
Rolled 15, 5, 2, 2 = 24

>>24834745

[x] Continue fighting the locals

Sooner rather than later
>>
Rolled 7, 15, 6, 2 = 30

>>24834745
[ ] Continue fighting the locals
>>
Anything we don't deal with now is going to come back later with friends.
>>
Rolled 15, 17, 20, 1 = 53

>>24834745
[X] Continue fighting the locals
>>
>Those rolls
Congrats, you saved the vast majority of your forces!

Third Wing's pilots knuckle down and get to the hard business of beating down the enemy ships present. The fast battleships are by far the biggest threat but the others present can do quite a bit of damage if ignored.

You take down a few corvettes with single SP torpedo shots then make your way towards the Rovinar Battleships. One of them is streaming plasma into space and most of the starboard weapons are gone. That doesn't stop if from being a formidable force on the field. Launching a trio of SP's at a light cruiser, the hits are enough to disable the vessel's shield generators. Heavy E-beams eat through the tough armor scattering a cloud of metal from the drive sections.

4th squadron pulls in to help you cover the battleship's wounded side until a pair of Rovinar cruisers take up positions near it.
"If you've got one on you lead them in front of the battleships."

While the main battle is shifting back in your favour the starfighter situation is becoming troubling. The fighters you sent to help Mike attack the shipyard are being outclassed by some of the newer particle beam equipped models. Your own fighters are countering with missiles but they have ammo limitations. They'll have to pull back and link up with the main forces.

Mike tries to reach the main battle, headed straight for one of the fast battleships. 6th squadron is caught by the latest wave of enemy fighters launching from the Carriers which are trying to put some distance from the main battle and each other. A wave of torpedo fire closes in on them and point defense opens up, both on the fighters and the warheads themselves. Mass drivers detonate twenty torps but ten times as many get through, hammering the shields of the six cruisers.
>>
"6th squadron breaking off." you catch before they turn to point away from the worst of the starfighter wave. All of them throttle up their afterburners but their drive output seems to be scattering more than usual.
The enemy fighters launch their remaining torps then break off and run for it. All of 6th squadron's cruisers take damage to their aft sections, most of them losing engines or their afterburners failing, but they're already on a vector that will take them clear of the system.

Enemy starfighters across the board are retreating and the Carriers you note are now closing in on the edge of the gravity well, preparing to jump out. One fast battleship is making its way towards each of them, using the smaller ships as shields to protect against the worst of the damage.

Some of the enemy corvette force figures out what is happening and soon they're all trying to make a break for it, not wanting to be left behind. The Frigates as usual in such engagements get the worst luck and most are cut down by your forces and the Rovinar before they can get organised. A couple light cruisers manage to make it out as well.

"It looks like the enemy carriers escaped with most of their starfighter forces intact."

"Dammit."

"I do not think the same can be said for the pilots." Says Kavos.

Sensor readings show that the bombers that crippled 6th squadron were irradiated by the antimatter afterburner systems. The protective systems of a starfighter wouldn't have been able to keep all of it out.

"Wow, sucks to be them."

Full damage reports in the morning. I think it's safe to say that 6th squadron is going to be out of action for the rest of the day.
>>
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>>24835986
>2
>2
>2

>1
And even in the extra uncounted roll 6th got screwed over.
>>
>>24836573
Looks like we are going to need to split up and take out a few threat 1/2s, Then regroup for a few higher targets.
>>
Bump.
>>
bump
>>
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>>24831242
Pilots MIA there should have read 3. I must have copied part of that section from the wrong one.

Damage seems to have fallen into two categories, quantity or quality. All of your ships took plenty of minor hits that are now beginning to compromise armor making it less effective against future Torpedo hits.

Not counting Mike's unit you have 6 cruisers out of action, though in the case of Verilis and Sam it's mostly damage to the forward sections not the engines.
It will take a half hour to tow everyone back to the repair ship.

There are a number of wrecked enemy ships, some of which have components that could be salvaged to help replace equipment. It would take an hour to tow enough wrecks back to the repair ship to get the rest of the unit fixed up.

Or you could raid one of the logistics bases and try to find parts needed to repair the Wing while you're there.
>>
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Intel update.
Jamming by hostile forces has been detected in two areas. Communications in nearby sectors will be useless until they've been eliminated.

Another allied fleet has entered the area. A Carrier group from another minor House.

Have to step out., be back in awhile. Decide if you want to raid a logistics base, go after the jammers or tow more wrecks back.
>>
>>24842376
Would it be possible to use first squadron to tow some wrecks back, and also have them stock up on PD ammo?
>>
>>24842903
You have plenty of ammo, what you're running out of are actual guns on the hulls of your ships.

Additional IRL delays have come up. Don't know when I'll be available to resume.
>>
>>24842317
I think going after the logistics base is a good idea. If we don't find anything there, we can still tow the wrecks back.
>>
One bump and I'm off.
>>
>>24843963
>>24843182
Well, hitting logistics base would be nice, but i don't think we can take any other than the threat one, with all the undamaged/negligible damaged ships while the rest either go back for repair or are left behind to tow the choice ships for taking apart spare parts and new guns.
>>
You haul your damaged ships back to the rally point to begin repairs. 1st squadron begin towing the wrecks of enemy ships back as well in the hopes of recovering a few useful components. This could take awhile.

The Rovinar send their damaged ship back as well and assist with recovery operations. The drive systems on one of their battleships are damaged and they're reluctant to leave it behind at the moment. One it's repaired enough to reach the support ships they'll rejoin the fight.

>Threat 1, Time 3 Logistics

The planetary logistics base is poorly defended except for it's large shield generators. The terrain around the edges of the shield's coverage range is rough and it will take some time for fighters to approach the generators and disable them. The planet, while not habitable by most standards, supports non carbon based microfauna meaning it's protected by treaty. You recall that accidents tend to befall most such worlds within Dominion space leaving them available for later terraforming.

Do you intend to send fighters down to disable the generators and clear the way for you, or refit some of your SP torps with kinetic payloads?

Will you also be trying to capture the supplies to help in repairing your fleet, or destroy them to prevent their use by the enemy?
Or something else entirely?
>>
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For the above question. Full link also available on the wiki.
http://www.surveymonkey.com/s/2KMP6NQ
>>
>Kepler space telescope suffers gyro malfunction
Fuck.
>As of this January, the Kepler mission had uncovered 2,740 planet candidates, and scientists are increasingly finding that smaller planets in the habitable zone are more common than once believed.
God dammit, this changes everything. I only had the Terrans colonizing a handful of Earth like worlds in their first century of space exploration. Mostly because of a lack of colony ships but still.

Moving on.

"That planet might be protected from bombardment by treaty but we can still use mass drivers and kinetic penetrators can't we?"

"Yes, though with the shield is a problem."

"Have the engineers remove the warhead from a Shield Piercing Torpedo and replace it with metal weights. Once it's ready fire at the largest shield generator on the planet."

It takes a few minutes but it's time well spent. The torpedo has a bit more mass than the kinetic missiles that had been provided. You can see the plume thrown up from the impact site from orbit.

"That was a bit big. How big was that?"

Arron shakes his head. "You don't want to know. The shield over the main site is down though."

A limited bombardment removes any air defenses nearby and causes the locals to offer their surrender. You don't really have enough troops or time to hold the base.

[ ] Put the workers on a transport from the depot, drop them off at the sensor array
[ ] Leave them secured in an isolated part of the base
[ ] Tell them to stay out of your way, just grab the equipment and go
[ ] Other

Roll 1d100 for parts to fix up the wing.
>>
Rolled 80

>>24850275
[x] Tell them to stay out of your way
>>
Rolled 51

No one else around? I'm about to head off as well.
Have another roll.
>>
Rolled 10

>>24850275

[x] Tell them to stay out of your way, just grab the equipment and go

May as well be civil about it.
>>
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Corvettes and Frigates that have taken the least engine and repulsor damage descend towards the planet's surface and begin hauling away equipment. Some of your Marines also secure a few tugs to help lift supplies into orbit. The time saved by knocking down the shield is easily used up by the lift operation.

Topside the cruisers are loaded down with as much equipment as they can carry. All eighteen of them counting the escort carriers. There are a few incidents on the ground involving a few stragglers not quite getting the picture but they're easily dealt with. Cannon fire from the shuttles scare off most personnel. Those who don't leave after the follow up audio warning are taken out by starfighters.

"We're clear sir, all ships are away. The teams have secured enough engine parts to replace those needed for the damaged cruisers."

Getting back to the rally point you spend the next hour carefully offloading before getting an update on the situation. Nine and a half hours remaining.

Mercenaries, former smugglers and civilian contractors hired by the Factions have entered the area. They'll be helping to keep an eye on enemy fleet movements and otherwise assisting the two cloaked Rovinar ships in the region with providing updated intel.

The Dominion corvette unit operating in the area has taken some losses but cleared out one of the jammers along with a few of the warships that fled the shipyard you attacked.

"We should probably keep hitting logistics bases unti-"

"Sir!" You're interrupted by the coms officer. "New update from the Mercenaries and the sensor array. They're detecting movement from large numbers of ships in the area. A few of the local bases have been reported as being completely deserted."

Your orders?
>>
>>24851243
Some suggestions
[ ] Attack another logistics base
[ ] Go after some bases while they're still occupied
[ ] Call in allies to attack other shipyard
[ ] Go after the other jammer
[ ] Help with recon
[ ] Other
>>
>>24851528
>[ ] Go after the other jammer
UNless the enemy ships have been heading into that direction.
>>
>>24851737
How many ships did you want to send? Or just take most of the wing?

>UNless the enemy ships have been heading into that direction.
There's a lot of movement, some towards that area, others away from it. it'll be much easier to tell once the jammer is out of commission.

Roll 3d100 for triangulation.
>>
Rolled 30

>>24851867
>Or just take most of the wing?
This, we can't really risk running into a superiour force with all that damage we've already taken.

>1
>>
Rolled 41

>>24852088
>2
>>
Rolled 61

>>24852118
>3
>>
It's been awhile since you've had to deal with enemy jamming rather than your own. You split up and try to get scan fixes the source then meet up to compare data.

After a half hour you reach the meeting point and put everything together.

Arron curses under his breath. "We don't have enough to get an exact fix sir, we'll need to try again. Sending data on optimal scan locations."

Linda plots the three new locations then transmits them to the Wing.

"Here's hoping we don't waste another half hour looking."

Roll 3d20
>>
Rolled 10

>>24852375
Should I just do the three rerolls in 15 minute intervalls if nobody else shows up?

>1
>>
Rolled 2

>>24852421
>2
>>
Rolled 4

>>24852431
>3
>>
Rolled 6, 15, 15 = 36

>>24852375

lets see if we get it this time!
>>
Rolled 3

>>24852375
Third set.
>>
Rolled 11, 17 = 28

>>24852990
Derp, missed two d20.
>>
Rolled 13, 12, 14 = 39

>>24852375
Let's see if I can add anything to this.
>>
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After another half hour you manage to nail down the exact location.

"Form up and be ready for anything. If they outnumber us by any margin we'll jump out and call for reinforcements."

Arriving within a few million km you spot the jammer easily enough. It's similar to ones you saw used back in the Run deployed aboard Y-type transports. This one has been jettisoned with a few fusion reactors and fuel stores grafted to it, nothing else.

If there was more time you'd salvage it but that's a commodity you don't have in abundance. You have one of the ships with plenty of missile stores remaining destroy it.

"Jamming confirmed down." reports Arron.

"Requesting update from allied forces."

"Captain Reynard this is Lieutenant Metharom, we have new intelligence on two enemy convoys forming up. One is at the other shipyard, the second is at a military station."

You sigh. "Lovely, do we have enough forces to tackle them?"

"That's questionable sir. The Rovinar Commander wants to try and attack the other sites before the convoys can reach them and add their supplies and forces to their own. A Knight Captain from one of the other Houses has suggested quite the opposite, or at least another approach. Let them build up more freighters and transports until they have too many to effectively defend then raid them in transit."

What do?
>>
>>24853086
I was thinking a split attack on the two upper left threat 1 sites or a full force effort on the threat 5 rare element site in the lower left. I would suggest SP for the threat 5.

Trying to stop more enemy forces from joining up.
>>
>>24853623
Anyone else up for this?
If so Roll 2d20

Which force will you be going with?
>>
Rolled 11, 10 = 21

>>24853623
The Rovinar Commander seem to want to get some larger hits in before a bigger fight.
>>
Rolled 9, 7 = 16

>>24853747
We kind of slacked off on the last sector when it came to larger targets. I think the threat 5 might be for the best.
>>
>>24853987
>>24853881
Someone needs to get a 3rd roll in here.
>>
Rolled 1

>>24853747
>1
>>
Rolled 8, 14 = 22

>>24853747
We seem to get along better with the Rovinar than we do with most Houses
>>
Rolled 4

>>24854035
>2
>>
>>24853987
>We kind of slacked off on the last sector when it came to larger targets. I think the threat 5 might be for the best.
So, you don't want to hit the pair of threat 1's?

Which is it going to be guys? And if you want to go after larger targets instead please say which ones.
>>
Well at any rate the rolls are already in.

You split up the Wing into two groups and go after the threat 1 Rare and the threat 1 Smuggler base. At the very least it might deprive the convoys of some ships and drive components to repair stranded ones later.

The smugglers are already preparing to depart when you arrive, but most are still on the ground. With the number of ships you've brought there's no way they'll escape. You're just getting set to demand their surrender or perhaps for them to jettison their drive plates when a battleship enters the system.

It's one of the ones equipped with large mass drivers in addition to some torpedo launchers. The vessel turns and runs for it the moment they see you in orbit.

"That was underwhelming. Get their exit vector."

The smuggler ships below could be made ready to leave before the hour is up.

[ ] Put troops aboard them, escort back to the sensor array
[ ] Have them eject their drive systems
[ ] Destroy them
[ ] Other
>>
>>24854352
>smuggler ships
What kind of ships?
>>
>>24854388
The usual mix of Light transports, converted yachts, Frigates, cruiser sized blockade runners and modular transports.
>>
>>24854482
In that case
> [ ] Have them eject their drive systems.
>>
http://www.surveymonkey.com/s/CJXBNHM


Survey up since I'll need to head to work tomorrow. Will post briefly in the morning (I hope) but likely won't be able to resume until after 6p EST so dunno if anyone will be keeping it bumped or not.

Will be posting the link on the wiki shortly.
>>
>>24854849
No clue if I'll be able to bump the thread today, but just in case we fall off the board, thanks for the thread tstg.
>>
Insomnia go
>>
poke
>>
Still tied. Half want to capture them, half want to have them eject their drive systems.
>>
Get the drive plates. We can always come back and capture them anyway, since without the plates they can't go anywhere.
>>
>>24861124
We need to capture them. Those frigates are the type we use in our wing after upgrading them right?
>>
>>24861124
Drive plates. New voter here
>>
bump.
>>
Do we want them? The drives will be good spare parts and they can stay here until someone comes to get them.
>>
>>24865661
Some of them are smuggler frigates. The type we refit and use to replace our corvettes.
>>
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Back, but I've got a guest showing up in maybe ten minutes.

You send shuttles over to put boarding teams on the Smuggler ships then wait for the Marines to give your people control of the navigation systems.

While you're waiting you're informed that the other half of the Wing carried out their mission but were attacked by enemy mercenaries on the way out of the system. There was a SP Torpedo exchange and the Mercs were driven off. The others have pulled back to make repair estimates.

Within a half hour the Smuggler ships are ready and you jump out towards the sensor array. On arrival you're informed one of the enemy convoys has left the military station they were evacuating. Current tracking has them headed towards a planet with a Threat 3 Logistics base.

Be advised that your Marines will be occupied with looking after the smuggler ships for at least the next hour. More allied ships are arriving at the sensor array and will eventually take custody of the ship crews.
You can leave now and come back for the troops later if you want.
You also make sure to stencil PROPERTY OF HOUSE JERIK-DREMINE on the captured ships.

Which target did you want to go after next?
>>
>>24868205
Combine the wing and hit the planet based military base.
>>
>>24868496
There's 3 that either haven't been evacuated yet or haven't been attacked.

Threat 5 /Time 4h to the south
Threat 3 /Time 4h
Threat 5 /Time 3h
>>
>>24869387
Threat 5 3 hours
>>
>>24869502
You take an extra half hour making sure your five rather battered squadrons are fit for combat then head out.
"Planet side base again."

"What's it for?" you ask.

"There is some manufacturing for phase beam weaponry of all scales. This makes it ideal location to convert captured vehicles into tanks and gunships. Main bases should be outside large population centers so less need to batter down all planetary shields."

"But the cities might join the fray." You finish. "Have starfighter squadrons stand by with missiles for interception work."

Roll 1d20 for unit effeciency
>>
Rolled 2

>>24869709
rolling
>>
Rolled 18

>>24869709
For dice and Honor!
>>
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You begin the bombardment and before long starfighters launch from the surface. Point defense among the Wing has been getting a bit more sparse as guns have been destroyed. Starfigher squadrons are also deploying in smaller numbers but they're still more than enough to hold back what the planet can launch.
Planetary defense missiles also hammer the shields of your ships at regular intervals. It's a slugging match, something you don't care for given your usual reliance on speed but you've done it before and you'll do it again.

Ground vehicles are scrambling to evacuate the main base and send equipment into sites in the cities. There won't be enough time for them to move it all though.

Help arrives as half the previous Rovinar fleet jumps in and joins you in hammering the shields. The addition of a Battleship is a big help as are the other cruisers.

["Captain Reynard, the shields will fail soon, begin kinetic bombardment."]

Your people don't have to be told twice. The first volley still has trouble with the shields but those right after them fly through and impact the surface. A minute of mass driver fire covers the base with craters and destroys the vehicle yards.

3rd Wing and its allies jump out safely under the two hour mark.
>>
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After making it to a safe location you're informed that both convoys are on the move. Some elements of them have already arrived at the nearest set of military bases.

Other areas are evacuating with any ships available and rallying at the remaining most heavily defended rare element world.

What did you want to do?
6th squadron is still undergoing heavy repairs to their engines and other ships sitting on the sidelines have serious armor and hull damage.
More allied ships are continuing to arrive as they become available. The longer you wait to go after any of the targets the more of your damaged ships will be patched up.
>>
>>24870470
I think that threat 1 Rare element site should be a good spot to take out quickly. Capture ships or parts if we get the chance.
>>
Rolled 69

>>24870862
The one that ships have been detected departing?

Okay, roll 1d20
>>
Rolled 1

>>24870908
>1d20
>>
Rolled 12

>>24870908
Rolling.

>>24871059
Let's hope I can improve on that.
>>
The rare element should give us some time to patch up. Afterwards I think we should hit the Threat 5 2h military base. Alternately I'm curious why so many ships are retreating to the rare element world. You would think a proper military base would have more defences. Maybe they know something we don't? Some scouting is in order.
>>
Rolled 1

>>24870908
dice
>>
Double 1s, oh boy! Whole enemy fleet and all of the last two stragglers back up!
>>
You arrive in system just as a few last stragglers are getting out of the planet's gravity well. Jumping in closer you're immediately fired upon by ground based defenses. They're phase cannon turrets mounted on top of pillars to reduce damage done to the surrounding area by shockwaves coming off the beam. A few mass drivers are also present but there's no signs of ground vehicles other than a few left abandoned at the spaceport.

Power to the guns is drawing from the same source feeding the shields. As your ships beat down the shields they're unable to recharge as quickly because of the added draw. Much sooner than would otherwise have been possible there's gaps opening large enough to target the ground based weapons and shields.

"There are a few secondary sites on the planet that only have shields. Continue to bombard them from orbit or send down fighters?"
>>
Which option would be faster? If the enemy doesn't seem likely to be able to surprise us here and the risk to our pilots isn't too great. Sending down some fighters would help speed things up a little.
>>
>>24872004
Due to the weak atmosphere it would be a bit faster to send fighters.
>>
>>24872045
Can we make out the strength of the ground defences?
>>
>>24872065
No describable defenses beyond the shields. The area seems deserted.
>>
>>24872115
How high would our fighters have to stay to avoid a possible blast if the base was rigged to explode?
>>
>>24872115
>>24872045
>>24871606
Time to send in the fighters.
>>
>>24872162
It depends. If they used the fusion reactors powering the shield it could create quite a big bang. They might be able to fly high enough below the shield.
>>
>>24872220
If that might be the case, let's try a high altitude attack first, please.
>>
Ground attack fighters head for the surface, skimming the edges of the thin atmosphere then descending. There's enough of a gap to swing below the outer edges of the shields without slowing too much.
Staying as high up as possible the fighters drop bunker busters and kinetic penetrators, letting them sail to their targets. The few remaining shields on the planet go out with little damage to reactors powering them.

"We've been pinged by sensors."

New indicators on your displays appear showing the navigation and tracking systems used by the civilian infrastructure on the planet now sending out powerful pulse scans.

"Everyone out of there!"

The areas below your fighters light up with nuclear detonations, the blasts rippling outwards and upwards. The shock wave is fast enough to catch your fighters but most of them are high enough up and moving fast enough that they take very little damage. The same can't be said for all of them though.

"We've lost a few and the rest are going to need repairs. Those were big nukes."

"How big?"

"Seventy megaton about. On a planet with a thicker atmosphere they'd be dead."
>>
>>24872637
Wow, we suck at ground assaults, apparently.
>>
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Intel update.

Two convoys are still making preparations near military bases but the smaller one forming up above the Rare element mining world has already broken orbit. A few transports are already jumping out towards the other nearby dwarf galaxies, ones that area already under attack by your allies. One or two are trying for the main Warlord stronghold which is risky without access to long range nav data.

The Dominion corvette wing has begun to investigate the abandoned shipyard. Much of it has been stripped while other parts have been deorbited. They're proceeding on the assumption it's been booby trapped while trying to find sections that could be scavenged for use by repair ships.

Your orders?
>>
>>24872917
Call for any allies up to the task and throw everything we can at the convoy at the 5/2 military base.

I doubt we can catch both remaining convoys, and even if we could both our ships and our people are showing signs of wear.
>>
>>24873026
seconded
>>
>>24873026
Agreed
>>
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You gather as many ships as there are available and jump to the asteroid base.
With you are five squadrons of corvettes, a Rovinar battleship with escort, and a House carrier group. The carrier is escorted by six Light Cruisers and twelve Frigates.

You're having trouble figuring out which is the command ship for the Knight Captain leading the corvette unit. Wait, there's an attack corvette painted in Dominion purple to blend in with the standard corvettes while the others attack models are white.

The asteroid base has nearly finished evacuation. Or you hope it has, because if any more ships appear this is just not going to be a very good day.
"Where did they get them all?

Arron speaks up. "There have been ships arriving from other planets in the area that we weren't scheduled to target. If it helps I think the other group might have a few less ships than this one."

4 Carriers
1 Fast battleship modified with heavy torpedo launchers
2 mass driver battleships
1 Aries Corp Battleship
5 Razor battlecruisers
6 Kharbos Battlecruisers (Various models)
1 Marauder (Battlecruiser grade blockade runner)
2 Norune Battlecruisers
15 Light Cruisers
4 Centurions
2 Transcendent light cruisers
2 Norune Attack Cruisers
2 Aries Attack cruisers
4 Vengeance Attack Cruiser (Various models)
3 K-type attack cruisers
2 C-type attack cruisers
24 Combat Frigates (Various types)
19 attack corvettes
31 standard corvette
40 light attack ships (Missile boat, Delta, Scarab)


7 medium cruiser grade custom transports
3 Moliminous Class Transport
5 Mining barge
2 Converted Barge
2 Tarketa Tanker
1 Z-type transport
37 Y-type transport
8 U-haul
12 Converted Spar transport
2 Assault transport
3 Blockade runners
14 Remora
33 Transport/Smuggler Frigates (minimal weapons)
10 modular haulers
7 J-Type Modular Transport
12 cargo corvettes
81 Light Transport/FTL Yacht/FTL LST/FTL patrol boat

"How long until they move out?"

"I estimate less than an hour." Says Kavos.

Prepare your plan of attack.
>>
>>24873654
>Prepare your plan of attack.
I don't have the slightest clue, to be honest. Seems like we're pretty much fucked.
>>
>>24873654
Alright they've got some numbers but we gotta remember that they are also a bunch of smugglers, irregulars, and pirates trying to evacuate the sector and their chain of command is probably somewhere between fragile and nonexistent.

Therefore we want maximum violence of action in the opening phase of the battle directing at anything and anyone that looks like they could be in charge, which means the 4 battleships and the Marauder for starters. After that try to break them up and hit concentrations one at a time.

Beyond that we want to maintain coherency and focus on engaging the warships because even if the transports get away they probably won't get all that far without escorts.

Also weapons free on SP torpedoes, use all of them.
>>
>>24876907
>Seems like we're pretty much fucked.
You have the tools necessary to defeat this group. How beat up you get in the process is up to you.

>>24879191
Did you want your group to close to pulse cannon range?
What if/when the convoy starts to move out?
Do you want the starfighters to go after enemy fighters or help with the warships?
>>
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>>24879703
Headed out for work.
>>
>>24879703
>You have the tools necessary to defeat this group. How beat up you get in the process is up to you.

Okay, how are the enemy forces set up? Are they all in one place, or are they spread throughout the system?

I think going after their chain of command like >>24879191 has suggested would be a good idea.


>>24879703
>What if/when the convoy starts to move out?
I'd suggest focussing on the enemy engines. Every ship we disable will most likely surrender after the other enemy forces have either been neutralised, or fled the system.

>Did you want your group to close to pulse cannon range?
How do the enemy forces compare to ours in long/medium/short distance firepower?

>Do you want the starfighters to go after enemy fighters or help with the warships?
Depends on the answer to the question above.
>>
>>24879909
Regarding the convoy we could perhaps lob a lot of missiles and regular torps at them without blinding them, figure out which angles the PD is weakest at, then blind them and SP torp through that sector, and continue to punch through it.

If we dump enough firepower on them we cold force a surrender where they drop drive plates and we leave a few guards to herd them out of reach, or they scatter, and we can move to intercept another one faster than otherwise.



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