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File: 1366756307874.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 a reputation for capturing enemy hardware be it through battle or negotiation.

Last time your Wing and dozens of similar allied units launched in the opening wave of Operation Typhoon. After attacking a smaller local equivalent of a nav station you successfully captured a number of enemy transports for use in the infiltration mission. You're all too glad to have the House Lat'tham clone troops and their boarding craft off of you ships. With luck you'll never have to worry about them again.

Once of you pilots also managed to capture a much faster light transport capable of J25 speeds. This ship was set aside for use by your special team. Volunteer Marines have taken the injections that should render them immune to the effects of subspace radiation generated by the charging of Veckron weapons. They're being 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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With infiltration no longer being your problem you've moved on to combat operations. Your orders are to destroy or disable infrastructure deemed vital to the continued operation of the Pirate Warlord Fleets. Capture is a secondary objective and you lack the troops to take and hold many locations until you allies arrive.
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.
The other fleets were supplied with stockpiles of small kinetic kill missiles.

The inhabitants of one world you've bombarded are unlikely to care about the difference after the damage you did to their industry. Still, with the starfighter forces they could have turned against the allied Factions it may have been worth it. In your haste to leave the system and remove your ships from danger you failed to hunt down and destroy the communications satellites throughout the area. Enemy forces are no doubt trying to determine the extent of the damaged you've caused so far and will try to rally ships and defenders to stop you.
>>
File: 1366757145521.gif-(19 KB, 1157x697, SR-OpTyph_L08C Oversector 5.gif)
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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 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 )

>You have 14 hours remaining in this oversector!

The balance of 3rd Wing is currently in a binary system pulling intel from an enemy station while preparations are made to destroy it.
The next proposed target was a Threat Level 5 Shipyard. Arthur and Mike are scheduled to meet up with the rest of the unit at the edges of the system before the attack. Are there any changes you wish to make to this plan?
>>
>>24423259
Nope, lets keep to the plan and demolish that shipyard

And welcome back TSTG.
>>
File: 1366759210442.jpg-(244 KB, 1000x1156, Alt Destroyer Designs.jpg)
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http://www.youtube.com/watch?v=reBuz97GgBM

You and 4th squadron pull away from the doomed station and increase to full engine power. You're five hundred thousand km away when the small sphere of the station winks out, consumed by a reactor overload.
Escape pods with those of the station crew to surrender have been packed into the cargo holds of a Frigate and will be dropped at the edge of a habitable system.

It takes time to climb back out of the gravity well created by the pair of stars orbiting each other. It's a good location for a base with defenders having plenty of early warning provided their sensors are good enough. You find yourself wondering if some enemy ships hadn't fled the station before your arrival.

Once clear you jump out, headed for the shipyard. The fleet arrives on station a bit later than expected; boarding the station to look for intel took time, longer than it took the engineers to rig the reactors to blow.

There is no sign of Mike and Arthur. They're late.

Scans of the systems find the shipyard easily enough. There are dozens of slipways packed together in a mishmash of construction. Most are suitable for the construction of Light Cruisers and frigates, but there are a few larger ones.

"I'm seeing at least two battleship grade lanes and one medium cruiser grade one. There's a Kilo class medium in dock." Says Arron.

Kavos looks over the sensor data as well. "I am concerned that Kilo might have newer armor. It's weapons look to be non standard.

Unlike most others you've encountered this one has a number of oddly shaped and bulky turret structures. The station does too now that you look at it.

"Are those Torpedo batteries?"

"Yes." Confirms Kavos. "There are also battleships and battlecruisers I am not familiar with nearby."

The two new designs seem to have heavy missile and mass driver armament.

Will you wait to see if the others make an appearance, send ships to look for them, or begin your attack understrength?

Roll 1d100
>>
>>24423089
space missiles wouldn't have fins
>>
Rolled 83

>>24423835
>>
Rolled 12

>>24423835
Wait for now. We'll give them half an hour or until we're noticed. If we've already been noticed, we'll wait until someone starts heading out to intercept us.

Get us in attack formation.
>>
>>24423835
We wait for a bit ,but if they don't show up soon we attack.
>>
>>24422968
Hell yes. Was wondering where this was.
>>
>>24423897
I didn't find any other images of kinetic bombardment projectiles in the very short search I conducted. Feel free to contribute though.

>>24423935
"Detecting another Medium Cruiser I missed earlier that's headed out of the system. A modified Republic model. It was pulling a slingshot around one of the larger planets to build up speed."

There's no IFF being transmitted but your targeting computer matches the ship's profile against the database. It pops up with the name "Ruby Light." A private warship currently registered to a mercenary company in the Pandora cluster, it supposedly belonged to an eccentric billionaire who stole the ship out of a Republic shipyard at the height of the Second Faction War. The ship was added to the Shallan defense fleet more than a decade later despite protests by the Republic government. It disappeared 50 years later and has popped up occasionally at inopportune moments, disrupting the activities of Pirate and Faction ship alike.

It might be possible for your ships to intecept the vessel before it can jump but it would be close. It would also alert the entire system defense fleet.

Your orders?
>>
>>24424212
As tempting as it is lets not alert the entire defense fleet that we are here.
>>
>>24424212
Send one ship to intercept the Ruby Light. Split our remaining forces into two groups; one will respond to any intercepting enemy forces and attempt to draw them further away from the yard. The other group will attack the shipyard itself, from the direction opposite the outbound vector of any intercepting enemy forces.
>>
>>24424641
>>24424655
Conflict detected.

Previous votes were to wait for the others to show up. Unless there are more objections you're letting Ruby Light escape.
>>
>No additional objections.
Annoyed you let the Ruby escape. You'll find it later you're certain. If it hasn't been caught by the end of the war you'll just have to form a special taskforce to hunt it down. Nothing will get in the way of your plans to salvage everything.

Giving the others a bit more time to show up you get the fleet organised for the eventual attack. Even as you watch you can see more ships being launched from the berths and fighters transferring from the station over to a few Republic carriers that have appeared. A third carrier of the same type jumps in, or it appears to be the same class until Arron points out that it has a slightly more heavily built up spar. After taking up position near the station a half dozen missile boats disengage from docking ports and reposition to hitch a ride on the carriers spine like LST's and Light attack ships do with other starships.

"Ballista. They'll use it to shuttle the missile boats between systems since they're too weak to bother mounting jump drives "

Time is up. It looks like the Kilo is making final preparations for launch. There's enough light cruisers and the odd battleships for make the fighting interesting unless you plan to use SP's.

Which enemy ships will be the focus of your initial attack?
What tactics will you use?
>>
>>24425019
Hit the carriers first and then try to focus on eliminating the larger combatants, maintain unit coherency and try to scatter the enemy.

Authorize use of some SPs but advise moderation
>>
>>24425141

What do you want your starfighter forces to do?
>>
>>24425233
I want to say limit enemy mobility and prevent escape but since we're going into this shorthanded they should focus on screening and supporting our larger craft
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>>24425141
>>24425350
Objections? Alternate plans?

Roll 5d20
>>
Rolled 2, 19, 9, 3, 13 = 46

>>24425494
Since we're at less than full Wing strength, trying to eliminate as many of the heaviest ships and carriers as possible seems like a good plan.
>>
Rolled 8, 1, 19, 6, 4 = 38

>>24425494
>>
Rolled 7, 7, 9, 3, 6 = 32

>>24425494
>>
Rolled 1, 19, 8, 16, 10 = 54

>>24425494

only change I'd like is "SP torps weapons free until the battle is clearly in our favor." Moderation is secondary to remaining combat effective.
>>
>Haven t written a combat scene in 2 weeks. Bear with me please.

http://www.youtube.com/watch?v=Zz98JmXMvMo

"Reynard to all ships, load your SP torps. Use a few volleys if you need to but don't go overboard. Starfighters, hang back far enough to cover the starships from enemy ships and fighters. Carrier Captains make sure you drop out far enough back. I don't want you targeted by those torpedo and missile batteries."
"Copy that."

Four squadrons jump in as close as possible to the station and the Carriers forming up. You barely take the time to get solid targeting locks, firing off torpedoes two at a time. Each of the carriers are struck with between six and eight torps each and their hulls balloon outward, before erupting into roughly cylindrical fireballs. The missile boats that are thrown clear are shredded by 4th squadron while 2nd squadron savages most of a light cruiser squadron while trying to reach some of the battlecruisers.

The station defenses don't take long to begin targeting your ships but are a bit slow in bringing the guns to bear. Alex's 5th squadron is just a bit farther back and takes the brunt of the initial fire along with 1st squadron. Both return fire, tossing two dozen torpedoes into the heavier guns and batteries but by that time the locals have been able to get off an impressive number of warheads.

Doing their best to shrug off the worst of the hits you squadrons continue on trying to hold formation. Swinging around above the main body of the shipyard most fire is focused on the battleships and battlecruisers until the Kilo starts to launch. The larger ship was mostly protected by the station's structure before now. The moment it's forward guns are clear the pair of topside torpedo batteries open up. Streams of torpedoes flash out the short distance to your wing and begin to hammer your ships.
>>
Some of your people are able to pull a hard maneuver and focus fire on the larger ship, providing a distraction as your starfighters drop 30 SP's into it's forward superstructure. The remainder push on, continuing to target the battlecruisers with phase cannons and conventional torps. Its then that the enemy missile cruisers get their act together and blot out the stars with nukes.

Your more heavily damaged ships try to use the distraction to their advantage, shrugging off missile hits on their secondary or tertiary shields and using the sensor data from the Blackbird to evade the heaviest concentrations of weapons fire. Still with the amount of missiles being fired it quickly becomes difficult even for your forces to maintain solid locks.

"Break by squadrons!" You order somewhat late.

Pulling in closer to the station you drop a single SP into a a shield generator then use your phase cannons to tear through one of the station batteries. Two beams shear through the weapon housing chopping it in half, though it doesn't explode and still manages to fire off it's remaining torps. A battlecruiser nearby is cut in half by combined fire from two of your squadrons, scattering armed missile warheads in every direction. As you get clear of the string of explosions you see that the Kilo has gotten clear of the yard. Though damaged it is still very much in the fight. Thankfully more starfighters are lining up for another torpedo run, this time against her drive sections.

One of the Battleships that have been in cover below the station maneuvers and brings it's forward guns to bear on you. They look to be a higher caliber than the other mass drivers.

Roll 2d20 for evasion.
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Rolled 19, 13 = 32

>>24427197

Having access to large stores of advanced ordnance sure makes life a little easier
>>
Miised the thread today, can't wait to read it tomorrow after getting some sleep. I'm glad you're back this week, TSTG.
>>
Rolled 13

>>24427197
Roll 2d20 for evasion.
>1
>>
Rolled 10

>>24427397
>2
>>
Rolled 2, 16 = 18

>>24427197
Let's see what's gonna happen
>>
Slamming the emergency thrusters and controls to the side you manage to avoid all four of the massive projectiles that flash past you. Even as you begin to maneuver at an angle to bring you safely into the larger ship's less dangerous aft another enemy target lock indicator goes off.
"Dodge!" Yells Arron.

You hit the thrusters and afterburners at the same time, rolling out of the way. Phase cannon and conventional torpedoes glance off your secondary shields. One object doesn't and there's a sharp jarring impact and the tearing of armor you've come to associate with SP torpedoes.

"Damage to ventral armor on starboard side. One of the phase cannons are out."
Kavos is right, one of your guns are out of action.

You briefly spot a Type-6 torpedo attack bomber on sensors before your point defense brackets it long enough for mass driver shots to shred the fighter.
The Wing's starfighters finish their pass on the Kilo, their barrage is enough it cripple its engines and disable the torpedo batteries. The tough ship is still able to maneuver somewhat and is throwing out phase cannon fire. The Type-6 most likely launched from one of it's bays.

You've already used as many SP torps as you initially wanted to in this battle. While its clearly moving in your favour now some of the remaining ships are still quite powerful.

[ ] SP's until the most dangerous ones are out of the fight.
[ ] Conventional weapons to finish off the remaining enemies.
[ ] Other
>>
>>24427957
>[X] SP's until the most dangerous ones are out of the fight.

Might as well go for the kill. How many torps do we have left anyways?
>>
Rolled 4, 11, 7 = 22

>>24428068
>>24428158
35 per launcher, no additional reloads.

Roll 5d20
>>
>>24427957
Keep using SPs, but try to save them until we know they will cause critical damage when they hit. There's no reason to waste them on undamaged, heavily-armored sections if we can slip them into uncovered superstructure or some other weak point.
>>
Rolled 7, 8, 6, 3, 11 = 35

>>24428221
>>
Rolled 8, 7, 11, 18, 4 = 48

>>24428221
Rolling
>>
Rolled 3, 20, 14, 6, 11 = 54

>>24428221
Bam time for a great ride
>>
>>24428227
Do this specifically though
>>
Rolled 10, 4, 6, 6, 17 = 43

>>24428221
Oh god
>>
The fighting remains heavy through the rest of the battle. While Alex's unit was forced to pull back and let their shields recover they rejoin it with a vengeance. (Not the Cruiser class) Well placed hits take down one of the other battleships that were harassing another squadron freeing them up to deal with the enemy light cruisers and missile boats present.

"One missile cruiser at the edge of the battle just jumped out."

The guns remaining on the still semi mobile Kilo and the station are keeping things from turning into a route in your favour. There's just too much to target. Reluctantly you keep firing SP's even though you may have a need them later.

"This is Hafnar, found a weak point in the station if anyone can hit it."

A marker shows up on sensors. You're not able to reach it due to a continued duel with a battleship and some missile boats, even with the extra help you're getting. Damn these things can really turn when they redirect thrust from their big main engines. Firing off a pair of SP's you cripple some of the engines. Its enough to let you and some of 4th squadron's ships whittle down its shields.

Above you Drake and her wingmen make a run on the station, disabling defenses and clearing the way for a follow up attack by Lorraine Day. A Plasma cannon shot bores through the patched together structure between two ship lanes and kicks off a chain reaction that slowly tears the station in two.

Mike and Arthur's squadrons appear shortly after and add their fire to that of the others. Most of a squadron of light cruisers choose that moment to run for it. They're faster than the odd battleships and battlecruisers and most get away despite interception attempts.

"Sorry we're late sir." Says Arthur once 3rd squadron has had a chance to integrate themselves into the battle space.

Mike's unit does a few fast passes on the Medium cruiser but ultimately 1st squadron is forced to dump a few more SP's into the ship before its guns are silenced.
>>
"It's not going anywhere sir." Reports Rah'ne. Even you would be reluctant to salvage it for anything but scrap armor in its current mangled state. Scans reveal that damage to its superstructure is extensive enough to prevent it from jumping even with engine repairs.

As the fighting winds down you take stock of the damage. Some of the ships have taken armor damage and a few like yours have full on breaches. There's also the state of the station. While cracked in two much of the damage could still be repaired given time.

[ ] Destroy/disable the remaining slipways
[ ] We've done enough, move on
[ ] Other

Do you also want to destroy any com sats in the system as well?
>>
>>24429143
Also, take your time to decide, I have to stop for tonight because I have a shift in the morning. Will try to resume around 4pm EST.
>>
>>24429143

[x] Destroy/disable remaining slipways
[x] Destroy com sats at best possible speed
>>
>>24429143

I'm starting to wonder exactly how much pillaging we want to be doing here.

The sooner the war with the pirates ends the sooner the much bigger war with everyone else starts.
>>
>>24429294
I don't think we could do a lot of pillaging right now anyways. Gotta go fast and all that jazz

>>24429256
This is as good as anything
>>
>>24423897
Those aren't missiles, those are solid metal arrows that are dropped into atmosphere, they hit the ground and blammo. The fins make sure they fall straight down in the absence of spinning or another form of stabilization. If it didn't have them it would begin to tumble at terminal velocity or burn up on the way down.
>>
>>24429569
I mean destruction of infrastructure
>>
Bump.
>>
If a mass driver rifle uses repulsors in a barrel to accelerate a slug in vacuum. That means the barrel doesn't actually need to contain pressure. So what I was thinking is that we could take two barrels and mount them on our power armour. One on the upper arm, the other on the forearm. To use the weapon we would simply straighten our arm so that both barrels line up and lock together. Unless mass driver rifles are particularly large that should give us a similar or greater barrel length and roughly the same firepower.

Put an SMG on the other wrist and we would have weapons for soft and hard targets that can't be disarmed. Reloading them might be difficult but we could mount the weapon magazines on the back of our upper arms and connect them with a short powered feed line.

If things get down to melee we have a sword in one hand and a repulsor gauntlet in the other, so that should be no problem.
>>
Bump.
>>
Bump.
>>
>>24434597
I'd allow it, but keep in mind if something were to prevent you from being able to line up your arm that would make ranged combat very difficult. You also wouldn't be able to swap it to the other arm easily in the field if you were wounded.

Give me a bit to get sorted before resuming.
>>
>>24434597
>>24439089

it seems like something that would get constantly mangled and misaligned by enemy fire, add additional mass for our armor and it's systems to compensate for, and would just generally be more trouble than it's worth.

We'd also look like one of those stupid trade federation heavy battle droids when we fired it. Let's face it, no one wants to die looking like that.
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>>24441085
>We'd also look like one of those stupid trade federation heavy battle droids when we fired it. Let's face it, no one wants to die looking like that.
I dunno, I suppose it could look kinda cool. Then again it's something i would expect someone with a cybernetic arm to have.

You have about ten and a half hours remaining in this oversector. Things are still going good but you have no way how knowing yet how heavily fortified other positions have become. They could be battening down the hatches or rallying ships into a reaction force to hunt you down. This shipyard and the station located in the binary system would have both been ideal staging locations for a pursuit fleet.

What sectors will you attack next? Also, will you be keeping your command ship out of direct action to give the engineers time to repair your damaged gun?
>>
>>24441273

ETA on such a repair? Cost/Benefit time!
>>
>>24441273
Alright I'm gonna toss my old plan because the other anon was right about it not prioritizing the military targets.

1 Squadron to 1/4 smuggler base (preferably a less damaged one)
1 Squadron + 1 carrier to 1/3 Rare Element
Everyone else and Sonia to 3/4 Shipyard

We've got enough torpedoes and whatnot to probably go without fixing the gun until we clear this oversector
>>
>>24441273
Was there any salvage for the ghosting plan?
>>
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Should probably have mentioned I was going to grab something to eat while you guys decided. Oh well, back now.

>>24441335
They should be able to finish it with 10 hours out of combat. You've got a lot of spare parts on board.

>>24441466
>Was there any salvage for the ghosting plan?
I'm really sorry, which plan? I'm pulling a pic related.

>>24441373
Everyone else okay with this?
>>
>>24441797
It was the "Space is big, so we can hide salvageable hulks for later retrieval by our house really easily."
>>
Rolled 4 + 1

>>24441870
Right, thanks. A few of the battlecruiser and battleship hulls are usable along with a couple light cruisers. Other than that everything else here is scrap. Wait, there might have been a few missile boats left in the docks before they were systematically destroyed.

Rolling for number of salvageable missile boat hulls.
>>
>>24441373
Why the rare element? It screws up our already restrictive timetable.

We should go for the 2/4 mining operation.

That allows us to then finish off the remaining three sectors in the lower area

S 2/3
M 1/2
R 1/3

All in 7 hours. enough time to swing by for the R 4/4, or going back to pacify the colony or total the shipyard we left behind, should we want to do so.

Someone else please give input on the best usage of our remaining timetable to get the best usage of our ship to cover the oversector
>>
>>24441951
Didn't know the dice function is unable to cope with a negative modifier.
>>
>>24441951
Salvage Master Sonia Reynard


We are the Space Max Hardberger, only with far far more gusto for Violence!
http://en.wikipedia.org/wiki/Max_Hardberger
http://www.badassoftheweek.com/hardberger.html
>>
>>24442024
sure lets do that then
>>
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>>24442032
Me either.

>>24442063
>We are the Space Max Hardberger, only with far far more gusto for Violence!
Except you might be him in reverse and end up grading papers later in your career.

>>24441373
1 vote for this
>>24442024
2 votes for this, but it's lacking force deployments. Did you want to hit them all at once? You have enough forces if following the previous threat ratings. Then again you don't know the current forces there yet and your squadrons wont be able to communicate between systems as long as they continue to use the jamming modules.
>Fixed map
>>
>>24442425
I vote for >>24441373
>>
Survey up. We're at a tie now anyways so just as well.
Go to surveymoney and use the following

s/KS3S7ZY

Or check the quest wiki
>>
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Rolled 6, 10 = 16

Once things have finished up the wing moves out of the gravity well and jumps to the edge of the system.

"Let's see... second squadron I want you to hit the asteroid smuggler base a short distance from here. First squadron, you'll take a Carrier and deal with the Rare element mining operation that's also nearby. Use your fighters if you cant make a direct run at it with your ships. Everyone else we'll be making a run at the next shipyard."

There's a chorus of yes sirs as your first two squadrons move out and jump. The remainder of the wing follows as you make the first of three longer jumps to the next yard.

Listed threat level for this yard is lower but the time estimate is a longer 4 hours to complete. The reason for this is the large gas giant in the system. Dozens, maybe even a hundred moons orbit the lone planet in the system and multiple rings are present. There are signs of mining operations that would normally be conducted in the rings but they've been pulled back to bases scattered among the moons. Solar collector arrays are in a polar orbit that would keep them in full sunlight almost constantly.
The shipyard itself is closer to the planet, hanging in orbit above the largest moon. The structure itself is in the early stages of construction. It looks like they've towed in a pair of smaller House corvette grade yards with plans to build off of the sturdy structures. A small colony is on the side of the moon facing away from the giant planet.
The yard is protected by three squadrons of attack corvettes, five light cruisers and a Centurion.

Gravity wells both from the planet itself and the many moons will make navigation a nightmare hence the long attack time.

"Detecting most of a squadron of light cruisers headed for the yard. They're they ones that escaped the last yard. Also seeing increased activity around the mining bases."

What is your plan of attack?
Keep in mind you could also hand off the assignment to Arthur to see if he can handle it.
>>
>>24439089
>>24441085
Well keep in mind during ground combat we tend to skulk around invisible at all times. It is technically complex but the simple fact that you don't have to hold it means you can fire it while keeping that hand free for something else. Like climbing a ladder, or carrying a sword for instance. Same with the SMG on the other arm.

It's not meant for a pitched firefight because rapid fire isn't as stable as a rifle. But we don't get into many of those, and if we do none of this stops us from carrying an actual rifle.

The cool thing about repulsor tech is that the barrel doesn't need to be seamless like it would if it used gunpowder. So we could have a barrel inset into our vambrace and another barrel on our upper arm. They don't connect but if you line them up the rear barrel can fire a slug into the back of the front barrel which would accelerate it further. Or you could even fire it at half power while elbowing someone in the face.
>>
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>>24444714
Be aware that without the two barrels locking together there could be two bad things happening you do not want. First of all, them not aligning properly. The projectile could hit the edge of the next barrel which would be a bad for a lot of reasons, or it could enter the next barrel at an angle decreasing its built up velocity as it changes direction slightly.
Secondly if the barrels aren't sealed and you're using it in an atmosphere, air could be drawn into the weapon through the gap, simply by the vacuum being created. This would (at least partially) defeat the purpose in blasting the air out of the barrel in the first place.
>>
>>24444714
>>24445133
How about a Nagant revolver type deal where the rear section kinda sleeves into the front bit?

I do like the overall concept and while it is clearly harder to use in a normal firefight than a rifle it would also preclude us from lugging a rifle around all the time when we may not necessarily need one.
>>
>>24444585
Corvette yards are the main target, but we want to kill the Centurion first.

Colony is something I'd rather leave more or less alone.

Try to get to the main shipyard before the cruiser squadron can reinforce the position
>>
>>24445331
Could work.

>>24445385
>Try to get to the main shipyard before the cruiser squadron can reinforce the position

That may be difficult, they have something of an advantage in terms of proximity. With the extra squadron along you should still be able to overwhelm them.
Did you want to do anything about the local mining operations?

To keep this moving along
Roll 5d20 !
>>
>>24444585

Centurion dies in first SP torp wave.

Is that moon with the colony protected by the no-bombardment treaty?
>>
>>24445521

>local mining operations

When we're detected, send them a message "Duck, cover, and restrain anyone with stupid ideas in your number"
>>
Rolled 20, 14, 11, 14, 2 = 61

>>24445521
>>
>>24445603
>Is that moon with the colony protected by the no-bombardment treaty?
There is a thin atmosphere, though it's not habitable. Mostly composed of various gasses that might eventually support life provided atmospheric processors were brought in.

>TL;DR
No.
>>
>>24445825
I'd rather not commit massacres even if we can legally get away with technicalities.
>>
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>>24445846
>I'd rather not commit massacres even if we can legally get away with technicalities.
Meanwhile back at that colony you bombarded...
>>
>>24445331
This could work. Given that the rear section would be bigger and heavier with the loading mechanism and all that it may be better to have the front section move back and sleeve over the rear section. That would seal it against air and prevent the barrels from moving out of battery.

Since the system isn't designed for repeat shots we could probably even "overlock" it a bit for extra power.
>>
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>>24445941
>Since the system isn't designed for repeat shots we could probably even "overlock" it a bit for extra power.
I cant see anything going wrong with this.
>>
>>24445991
When you think about it it's kind of like the ranged equivalent of Ezio's hidden blade. Not much use in a straight up fight (compared to a sword anyway). But perfect for surprise attacks from out of stealth. Or against opponents who don't know it's there.

Another idea I had was related to the repulsor gauntlet. It basically amplifies the impact whenever we punch something with it using gravity waves or whatever. So could we reprogram it to launch grenades out of our palm?
>>
>>24446206
>>24445941

Mass driver contact punch yes please
>>
>>24445846
>>24445934
The colony is just going to launch fighters and hide enemy combatants later. If they make any hostile action, render them incapable of supporting even a knife-based form of combat.

"War is Hell"

> All posts involving crazy integrated gun into Recon armor.

ohboywhatcouldgowrong.jpg
>>
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>>24446206
>Another idea I had was related to the repulsor gauntlet. [...] So could we reprogram it to launch grenades out of our palm?
Add it to the list of R&D projects on the Wiki. It's a much more simple one but will take time to program and modify the equipment.
>>24446282
>Mass driver contact punch yes please
Pic related?


You send in the rest of the Wing to attack the shipyard, hanging back while the engineers get to work on the EX-K's damaged gun. The wing jumps in from above the plane that most of the satelites are orbiting in getting them a bit loser to the yard. Still it's going to take awhile to make the approach and the enemy ships spot their direct approach.

Once the wing is half way to the target you start to get reports of sustained laser fire of all things.

"Were is it coming from?"

"Hang on... it's coming from the solar collectors. They're catching most of our ships in a crossfire."

Kavos calls up a number of diagnostics displays showing damage data for the Wing.

"Our cruisers are largely unaffected. Their shields are too powerful to break with the number of lasers without focusing on single targets and our people merely change formation when that happens."

"So we can just ignore them?"

"The Escort Carriers have had to withdraw all fighters. They lack shielding to survive the laser fire for long. They're requesting permission to break off and leave the gravity well."

The rest of your ships should be able to carry out the mission without starfighter support. Targeting the solar collectors would require a detour.
Your orders?
>>
>>24446493
Well they count as infrastructure right? How much time would it take for the fleet to make a detour and run them over on the way out?
>>
>>24446586
They'd have to split up to target them all. they could do it within the 4 hour window.
>>
>>24446493
If we've got a mass driver rifle built into our arm and we use our stealth armor to creep up on someone we may as well punch them in the head and fire the mass driver when our arm is extended.

Also withdraw the carriers and ignore the collectors until the shipyard is dealt with. If we end up ahead of schedule we can take them out.
>>
>>24446493

2 of Mike's afterburner cruisers are to go destroy the nearest solar collector, then the other one. Escort carriers recover fighters for now, then redeploy them in the 2nd collector's blind spot once the 1st is destroyed.

SP torps can level the field until those fighters get involved.

Sonia's ship could also go for the 2nd collector, at least to distract it.
>>
That's quite a detour. Since they don't dodge or anything like that, can't we just pop them with mass driver shots? All we need to do is calculate the right trajectory and fire them from wherever our ships are.

That would expend ammo however.
>>
Rolled 6 - 1

>>24442032
You have to put a plus sign in front of it, I believe. It's a weird setup.

Testing.
>>
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"Pull the carriers back, we'll redeploy them once some of the arrays are destroyed."

Next you order Mike to send two of his ships up to deal with the collector arrays. Breaking off from they main group both ships activate their afterburners and do what they do best, go places really really fast.

http://www.youtube.com/watch?v=bXZF1zI1QvY

The Aries and a Vengeance type heavily modified with more light phase cannons. Once they've built up enough speed both fire off their mass drivers but even from your position you can tell they wont be able to get through the basic shields used to protect against meteor strikes. Both starships wait until they're within effective phase cannon range before opening up with the heavier stuff. Shields collapse after a few minor hits and the beam weapons begin to tear through the collectors, slicing off square kilometers of the arrays at a time and scattering the remains of the laser turrets.

The main attack meanwhile going going well. 3rd squadron with it's heavier ships ploughs through the enemy force in the oppening pass causing them to scatter. Their real target though was the station itself. The much smaller structure doesnt last nearly as long as the previous yard you attacked. Before long chains of secondary explosions are beginning to rip the station appart.
Return fire from the enemy fleet is enough to shake up your others squadrons a bit but they've been through worse by far. It rapidly turns into a rout with the fast enemy attack corvettes attempting to make a break for it.

Most of your ships, as expected, are able to keep pace with Mike's 4 ships rushing between trouble spots and helping out as needed. Once the last crousers are out of action they help intercept the remaining corvettes the others havent caught.

"Detecting KKV's on an inbound vector towards the wing. They must have been launched from some of the mining sites. They're all made out of small asteroids with a fusion drive attached."
>>
>>24447588
A mining barge and a few transports pop up a moment later, pushing towards the endge of the gravity well. They must be fleeing from the base that launched the missiles.

Two of Mike's people are headed towards the next group of solar collectors, the Escort Carriers are repositioning near the edge of the gravity well, you're outside the well, while the bulk of the wing is still chasing corvettes.

Your orders?
>>
>>24447600
Can the carriers get fighters out in time to intercept the asteroids or can we intercept the asteroids?
>>
Will see you guys tomorrow, and see if you've come with any plans to deal with this threat to your ships and or the bastards who launched the KKV's. Should be entertaining.
God I hate this shift.
>>
>>24447750
>can the carriers get fighters out in time to intercept the asteroids
Yes but they'll have to risk fire from the remaining lasers/solar collectors.

> or can we intercept the asteroids?
Your afterburners would allow you to intercept some of them.
>>
Those KKVs probably can't turn on a dime so maybe we could just microjump past them at the last moment?
>>
>>24447807
>tactical micro jump
They're inside the gravity well and they're headed deeper into the gravity well towards the rest of the wing. Nice try though.
>>
Well I suppose we could try some... creative aerobraking. Skim the planet in such a way that the KKVs can't catch up on an intercept course without also diving into the atmosphere. That would make them burn up or rapidly lose integrity.

Last time we did aerobraking didn't work so well though IIRC.
>>
>>24447600

Sonia should intercept and destroy the transports and mining barge. No quarter for them.

Shouldn't our ships simply be able to move out of the path of the KKVs? They can't be anywhere near as maneuverable as our ships.
>>
Bump.
>>
And another bump.
>>
poke


I think the starfighters could keep out of the laser range due to light lag, smart and constant micro course changes, and using their targets as cover once they get in position and sniping the fusion rockets or damaging them in such a way that they veer of course.

Meanwhile we and other fighter or bombers groups can hunt down those mofos who pulled this stunt.
>>
prod.
>>
>>24447750
The carrier launched fighters could. You're too far away even with the afterburners. It would take too long to catch up.

>>24447914
>we could try some... creative aerobraking. Skim the planet in such a way that the KKVs can't catch up on an intercept course without also diving into the atmosphere. That would make them burn up or rapidly lose integrity.
Might work.

>>24448519
>Shouldn't our ships simply be able to move out of the path of the KKVs? They can't be anywhere near as maneuverable as our ships.
This is true, though the asteroid missiles don't have to worry about a crew being crushed by acceleration. Then again there's a limit to what commercially available engines are capable of. So yes it's possible to dodge them. There's just the risk of what happens if they fail to do so.

>>24455537
So, 2 for having Sonia go after the fleeing transports, and also a second anon for sending fighters after the asteroid missiles.


I will try to get things together here and resume when I can.
>>
>>24458250

>aerobraking
>KKVs not working about acceleration
>KKVs have no crew, but are seemingly guided

... Does this mean that the KKVs are likely tracking after individual targets they're pre-set after? That might allow some of our ships to 'loop' behind the KKVs and pop the engines.

Are the KKVs large enough that our ships could use the colony moon's gravity to both save our ships and deal with that colony of undesirables? [assuming fighters can't just pop the engines]
>>
bump
>>
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Huh, fell asleep.Very much not as planned. Dreampt I engineered a nuclear war between two nations of Kerbals.

The first thing you do is tell the engineers to cease repair operations and get their asses inside. It shouldnt take them too long but will probably be at least a minute before they've made it aboard the shuttle and into the bay.

>>24458609
>... Does this mean that the KKVs are likely tracking after individual targets they're pre-set after?
You wont know until after you try something.
>That might allow some of our ships to 'loop' behind the KKVs and pop the engines.
>Are the KKVs large enough that our ships could use the colony moon's gravity to both save our ships and deal with that colony of undesirables? [assuming fighters can't just pop the engines]
I suppose you could try both. Combine with aero breaking should the fighters fail to get the missiles?

First 2 rolls are for you, the other 3 are for fighters, the rest of the wing, and the cruisers taking out the collector arrays.

Roll 5 do 20
>>
Rolled 10, 14, 4, 20, 4 = 52

>>24463774
Here we go.
>>
Rolled 12, 9, 18, 9, 4 = 52

>>24463774

Let there be space battles!
>>
Rolled 13, 16, 16, 5, 12 = 62

>>24463774
ROLL
>>
>>24463774
Sounds like a fun dream.
>>
There's a reason they call your people an elite unit.

It takes only a minute and a half to get the engineering crews and the larger components inside. Not having a starfighter or ground vehicle taking up space in your starboard bay is handy in that regard as it offers room to dump equipment. You wait until they're in the door before kicking the tail of the EX-K around and hitting the afterburners.

The other afterburner equipped cruisers split up to hit different solar collectors and speed up the rate at which they're taking them out, it doesn't seem like they're dangerous enough to seriously harm either starship before they can get within range.

The starfighters launch once again, now that the chance of being fired at by lasers is significantly reduced. The attack bombers are only armed with 2 torpedoes each to cut down on weight and let them catch the missiles more easily. It doesn't take long for them to close in and begin to match speed.

The rest of your ships meanwhile move towards a low orbit of the moon the shipyard was above. All except for Mike, whose 4 other ships are chasing down a few last corvettes. They should be able to find cover elsewhere if necessary.

Starfighter attacks soon start to knock down the missiles, with very few of them having been equipped with shields. With the natural armor up front the builders must not have wanted to waste expensive equipment. Still there's a lot of missiles and will take time for the fighters to get them all. In the end only a few of them manage to get through.

"Arthur, watch yourself, you've got a headshot asteroid incoming."

"Don't worry sir we've calculated the necessary orbital mechanics."

As you watch the incoming KKV's the rest of the wing changes formation then dives into a lower orbit. The three delta formations disappear from view.
>>
Turning your attention towards the fleeing transports you arm weapons and open fire. You're not even within effective range at first, the diffuse beams being easily handled by their shields. The transports scatter, trying to put distance from each other and the mining barge. The Barge itself dumps its external cargo bays, lighting the ship enough to put on some real acceleration. Not wanting the now faster barge to escape you start firing torpedoes into it. Return fire from its pair of heavy phase cannon turrets isn't especially difficult to evade and your maneuvering keep it from bringing both to bear at the same time.

Pulling in behind and above it you continue to cycle the phase cannons, collapsing the aft shields with another batch o torpedoes. You take out the topside turret but the crew redirect power and bring up the aft shield again for a few more seconds. The next time they fail you drop four torps into the main engine block, damaging most of the drives and causing a temporary shutdown among the remainder.

Breaking off you chase down the other transport before they can jump. The aft sections of three Y-Type transports blow up ripping open the cargo blocks and scattering ore into space. The last ship, a single module cargo mover like those used in the Dominion, manages to make the edge of the well and jumps out.

Checking sensors it seems that the last of the KKV's have been dealt with. The wing descended into orbit in such a way that the asteroid missiles skipped off the atmosphere and are now headed into the gas giant. The engines seem to have failed under the strain.

The crew of the mining barge are broadcasting their surrender.
What do you plan to do about it?
>>
>>24464837
Awesome the plan worked.

Is that barge like the other one we captured?
>>
>>24464974
> Is that barge like the other one we captured?
Yes, it's your average mining barge, though this one is slightly larger at 1800m.
It's FTL is intact but 2/3's of the sublight drives are damaged.
>>
Well we can't salvage it fully right this moment but it's an opportunity we shouldn't pass up. If the FTL still works I suppose we could jump it out in the middle of nowhere and remember the location or something like that.
>>
>>24465144
So, 1 for taking the crew off the ship and dropping it in deep space.
It would take the better part of an hour for your marines to do a full sweep of the ship btw to check for sabotage.

Should I bother with a survey?
>>
>>24465262
I'd say the barge is worth the time investment
>>
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Well that's 2.

Surveymonkey link
s/J9DRK9R

Or check the H&D wiki for the full survey link under Active surveys.


While we're waiting for the vote, which sectors did you guys want to go after next?
>>
>>24465433
Not gonna have time for everything so I'd say take our whole circus to the 4/4 Rare Element because the mining ops and the smuggler base are smalltime.
>>
>>24465433
Going to have to agree with hitting the Rare Element.
>>
>>24465262
1 hour is definitely worth it since we don't need to hold up anything else while they are working.

>>24465433
I agree, we only have 6 hours left at most. The only target that stands out is the rare element facility.

If we have time left over we can knock over some of those low time low threat military bases. The smuggler bases aren't worth our time because they don't contribute much to the area as a whole. The shipyards tend to contain mad dosh but are time consuming. The logistics bases don't need to be hit if we knock over the military first. And the colonies aren't worth a visit because were not here in force to claim stuff for the house.
>>
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>Not gonna have time for everything

Speaking of not having time I must depart once again. Hopefully I wont resume at such a horrible time tomorrow.
>>
Bump, /tg/ is moving fast...
>>
bump before departing
>>
Bump.
>>
>>24464837

>surrendering mining barge

They had their chance to surrender peacefully and survive, they decided to send KKVs. Save the ship and save command's time by venting the crew into the void.

Let a dark rumor spread. Every commander needs a dark rumor from their earlier years!
>>
>>24472009
Yeah.... I'd rather not do that.
>>
bump
>>
Bump.
>>
poke
>>
You'd like to kill every last motherfucker on the mining barge, if only to end the life of just one of the bastards that launched the missiles. But too many people have already died today. You don't need a black mark on your record, or another one. You tell their crew to abandon ship. Anyone not off the barge by the time your fleet is out of the gravity well will be killed.

"Mike have one of your ships stay behind with the mining barge and oversee a sweep to make sure it's checked for sabotage. I want it parked at a safe location in deep space where the House can come and get it later. If the enemy finds a way to track it before they're finished destroy it to prevent capture."

"Understood."

You send the first wave of marines over to secure the bridge and engineering sections while everyone else gets out of the gravity well and prepares to jump. The nearest of Mike's cruisers finishes off one more solar collector then heads to your position to conduct the real boarding operation. Escape pods have been firing off like crazy since seconds after your announcement.

There's just enough time for your marines to return to the ship before the last ships in the wing are in position to jump out.

Meeting at the rally point you find that both of the other squadrons carried out their missions without too much difficulty. Daska's attack on the smuggler base largely consisted of a slugging match with the locals and took just as long as advertised.
The starfighter squadrons that helped attack the rare element mining sites are a bit battered and in the end it took them a half hour longer than advertised. Planetary shields were already up and the fighters had to come in at ground level to get under the shield and bomb the processing centers.
>>
>>24479152
Considering they tend to drop like flies, do fighter pilots sign up for a certain amount of time, or number of missions, and get the chance to retire or sign up again after whatever happens first?

I can't really imagine anybody who would sign a 5 year contract for a fighter.
>>
>>24479301
They're given options usually in terms of length of service vs combat missions or tours. Most fighter pilots don't have the option of whether to have brain scans done for cloning, it's just done.
If they've cleared their number of tours or what have you normally they'll get the option of a desk job, instructor, or a ship's CAG. Many go on to the academy to become Navy bridge officers or pilots.

Nabow Hafnar flew Type-4 attack bombers for years before the war and was eventually given command of his current ship after going through additional training. The fact that he had years of experience in deploying fighter based ECM systems in ideal locations helped get him to where he currently is. In a larger House he would have been promoted to starships years ago.
>>
>>24479502
Good to know, thanks.
And the surveymonkey links are awesome, btw. I haven't had the chance to actually participate in the quest while you were online this week, and still got the chance to influence our decisions.
>>
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"We only have five hours left in this region, will we try to take out all of the remainder?" Asks Kavos.

"No, lets put everything on that last Rare. Without it they wont be able to build components for their FTL drives in the area."

Kavos nods. "Even if they repair the shipyards it would take fortunes to reestablish drive system production."

Arrival at the edges of the system goes without incident but it soon becomes evident that you're not alone.

"Enemy ships are scanning the edges of the system, trying to locate us. Our ECM and jamming should keep us hidden a little while longer unless someone jumps within our jamming range."

A fleet is massing in high orbit above the target world. One of the mass driver battleships like those you encountered before is here as is an uglier one that seems to be made of scrap built on top of scrap. It's armed with light pulse cannon turrets and two spinal mount heavy phase cannons. There are other smaller ships as well, a mix of the usual corvettes frigates and a couple battlecruisers.

The real problem are the Carriers and converted transports acting in the same role. Four of them are geared up normally save for heavier armor or weapons, two of them are open ended cargo containers, with docking racks for light attack ships. Scarabs and Deltas. The smaller ships will be harder to shoot down in the mix of larger ships and their damage adds up. You're evenly match in terms of force strength in ships and they're just outside the gravity well meaning they can jump if you start to gain the upper hand.

The ground side situation does not look much better. Shields are up around the main drive component processing centers. Additional defenses on the surface are unknown but they've had several hours to prepare now. There is also a defense platform maintaining an artificial geostationary orbit. It's only 200km up so it's using repulsors to maintain position. It's a big one, medium cruiser grade with either missile or torpedo batteries.
>>
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There are sensor ships and satellites farther out from the planet taking additional readings but the fleet itself isn't without options. At the moment the platform and the fleet are above the day side of the planet if that makes any difference.
One of the processing centers on the planet does not seem to have a planetary shield.

What is your plan of attack?
>>
>>24480024
Squads 1-5 plus the carriers will jump in front of the enemy and engage. SP torp volley on the battleships. Squad 6 will then jump in from behind and target the carriers.
>>
>>24480087
Fighter deployment plans?

Anyone else approve or have alternate ideas?

Have to step out, I'll be back in 40 minutes about with any luck.
>>
>>24480395
screen the main force.
>>
>>24480024
Sorry TSTG, it's too late for me to actually make decent tactical decisions.

I hope the other anons will be able to come up with some decent ideas.
>>
Since we're dragging along and it looks like we wont make any real progress until my day off on Sunday, here's another survey to try and get us through this battle at the very least.

surveymonkey
s/XBH353W

Full link available from the Wiki as before.

Now, an option I've been running with in the background through this operation. Auto resolve. Any time I have been making rolls for the other units going off and doing their missions separate from which ever group you're in the rolls I've been making are for the time involved in mission completion.
If rolls go bad they end up taking longer as what happened with Mike and Arthur before.
Then again this has been against sectors with appropriate threat levels.
Here the threat level is considerably higher by the new system. The threat level 4 is based on just the planetary defenses and the station, not the fleet. Because of this an auto resolve would likely burn a much longer amount of time than normal regardless of the roll.

Still it's an option to keep in mind when voting.
>>
>>24480024
They are pretty much out of places to do refits and repairs around here, so I'd like to do some real damage to the fleet without them running away.

Maybe try to kite them into the gravity well by making a run on the defense platform with a bunch of SPs and then turning to face the fleet.

We can then apply the previous anon's plan and have Mike's unit block their escape.
>>
>>24481842
I think this is the right way to go about it. Damage as many ships as we can and make the infrastructure secondary on this attack.
>>
I say we hit the platform first. Enough ships attacking all at once should be able to crush that thing. Then kite away from the fleet.

Ideally that would force them to stretch out their fleet because of different ship speeds. So if the heavies lag behind we could have a reserve group jump in and dump SPs all over them. If we can cripple them they would just fall into the gravity well.

As for the ground installations one of them is unshielded so we can drop rocks on that one with impunity. The others are going to be tricky. Normally fleets deal with them with sustained bombardment and or fighters flying under the shield right? Well we have the resources for that, but I'm sure they are prepared for that sort of thing.
>>
Bump.
>>
.pumB
>>
Poke?
>>
poke
>>
>>24492864
>>24492867
swarmmind....

Psycho!Swarm...
>>
The two trains of thought seem to be to either
1) attack the fleet in orbit to the exclusion of the planetary infrastructure,
OR
2) target the station and the processing sites while drawing the enemy fleet from its current location, possibly destroying elements of it piecemeal.

Tactics for the first seem fairly straight forward, the second a bit less so.
>Normally fleets deal with them with sustained bombardment and or fighters flying under the shield right? Well we have the resources for that, but I'm sure they are prepared for that sort of thing.

Under controlled bombardment of larger high altitude planetary shields phase cannon are used to weaken the defenses until a hole is created large enough for troop ships or fighters to get through. This is always dangerous because any misfire through the gap would strike the surface. With planets such as this one with smaller diameter shields normally fighters will attempt to get under them to target the generators. When this is risky to the fighters because of prepared defenses, ground forces are normally landed and advance into the protected areas. This is what happened at Gesaur and on many other worlds since then.

It should be noted that the atmosphere on rare element worlds are normally so thin that they're not habitable by normal means. Mining and processing centers are sealed colonies either above ground or below. There are exceptions but this is not one of them.

Orbital bombardment with phase cannon is an option. Theoretically it would be much the same as attacking an asteroid base. Or you could just use them to drop the shield so your mass drivers can do the work.

Updated surveylink! Yes again
Link on the wiki updated.

surveymonkey
s/F7WRHTG
>>
>>24493573
Just to be clear there were 4 votes for the frontal attack plan before on the previous survey but I knew even when i was making it there would need to be a follow up simply because no one had come up with any alternatives at the time.

Currently 3 votes for attacking the station first and a split vote on what to do about any potential bombardment.

On that, it occurred to me a bit late that if you were to go for the ultimate sucker punch you'd just fire SP Torpedoes at the surface. Expensive but even faster than phase cannon bombardment of the shields.
>>
.pmuB
>>
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So, game day tomorrow. With luck the current tie in the survey will be broken and we'll head into combat.

See you then.
>>
Bump from page 10.
>>
3 hour prod
>>
bump
>>
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Not seeing a lot of agreement from the survey. I'd flip for it but both have their own unique dangers to the Wing. Casting my own vote to break the tie.


Waiting at the edge of the system you can only delay so long before the enemy detects you. They don't know the exact direction you entered the system from, which is thirty degrees off from the direction of the last shipyard you attacked. If they did there's no doubt in your mind they would have picked you up. They must not have retaken the long range sensor station yet or they could have just tracked your progress at FTL.

"Mike, I want you to get into position above the plane of the system. From there you should be able to jump in where needed and either torpedo the Carriers or the Battleships."

"Understood. We've only have about a dozen torpedo salvo so we cant SP too many targets at once and make sure that they stay down."

"Carriers, deploy starfighters once we jump in then bug out and micro jump out and around to a suitable pickup location. Tell your ground attack fighters to stand by to attack surface targets after launch. We'll try bombarding the surface shields with phase cannon fire first."

Roll 7d20
>>
Rolled 11

>>24509566
>1
>>
Rolled 16

>>24509821
>2
>>
Rolled 3

>>24509830
>3
>>
Rolled 5

>>24509882
>4
>>
Rolled 19

>>24509897
>5
>>
Rolled 7

>>24509906
>6
>>
Rolled 12

>>24509914
>7
>>
>>24509922
Single rolls: 11+16+3+5+19+7+12=73
>>
Been working on the next oversector map while waiting for more people to roll. Must have deleted the original somehow.

>>24510002
The total for all of them put together means little. Each is how a specific part of the Wing is doing.

>Arthur always getting the shittiest rolls
This a thing. Why does /tg/ dice make this a thing?
>>
>>24510197
>The total for all of them put together means little. Each is how a specific part of the Wing is doing.

I know, I just do it to see how I stacked up against the others with my rolls.
>>
Rolled 8, 14, 15, 15, 17, 9, 12 = 90

>>24509566
!
>>
Rolled 13, 19, 12, 14, 7, 8, 7 = 80

>>24509566
Pretty empty today.
>>
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3rd wing snaps back into real space at the edge of the gravity well and all ships turn towards the station and low orbit. The Escort Carriers pull a 180 and begin launching fighters. Once they're all clear the converted transports fire up their engines and get out of the gravity well before jumping away.

"Try to save your SP torps for the enemy fleet. We should have more than enough ships to overwhelm the station with conventional weapons."

Sensors light up with hostile IFF's, target lock warnings and additional starfighters launching from the carriers and the station. Your ECM and jamming is making it more difficult for them. Your fighters launched by the carriers catch up and get into position, ready to intercept any bombers from the station that head your way.

The station itself is shaped like a rhombus with launchers lining the outer edge and six heavy phase cannon on the top and bottom. A Terran design created to act as a torpedo platform after SP weapons had been developed, few of them ever saw completion in the wars. This one has been modified to replace some of the torpedo launchers with missile equivalents. Eight batteries of each type open fire, with some of the missiles being detonated to block the station and enemy fleet from view.

Hafnar contacts you. "Sir, their other sensor ships in the system are providing data to the enemy fleet and the station. Even with our ECM they have enough to make up for it. The usual missile tricks won't work."

With the sensor situation now being at a stalemate you have the other pilots direct missile fire normally reserved for sensor blinding towards the enemy ships and station. Starfighter missiles and point defense fire fills space as enemy pilots on both sides try to clear out the opposition enough for the attack bombers to get through.
The starships meanwhile force their way through initial wave of torpedoes missiles and heavy phase cannon fire without excessive damage.
>>
It's hard to tell how much damage is being done until the cannon fire forms a cone focusing in on the platform. You have to use your thrusters a few times to evade cannon fire and you can see that some of the torpedoes are being shot down by point defense but you're gaining the upper hand.

"Station secondary shield failure." Reports Arron. The next wave of missiles and torpedoes from the Wing collapses the number three shield easily enough and cannon fire begins to glance off of armor.

"Reynard to all ships, redirect phase cannon turrets to fire on the planet shields!"

Those with spinal mount guns continue to pound away at the station and a few seconds later pulse cannons join them. Outer armor of the station is quickly eroded and torpedoes penetrate the interior causing secondary explosions.

"Station disabled."

The Wing passes by it's debris moments later. It's beginning to lose altitude but slowly, some of the repulsors must still be online. Arron predicts it will crash on the surface in a day or two.

For the moment the enemy fleet is being careful with their fire, especially the mass drivers, for fear of hitting the planet. Down below the phase cannon fire is super heating what little atmosphere is above the shields causing some scattering.

"Planetary shields are failing. Ground attack fighters are making their approach on the least defended sites."

With most of your fighters up in space screening the fleet it will take a bit for those below to strike all of the ground targets.
[ ] Strike targets then leave atmosphere on other side of the planet
[ ] Strike those they can get to in time to rendezvous with the fleet
[ ] Strike those in time for rendezvous, fleet assists bombardment (Mass drivers)
[ ] Warn the fighters then glass heaviest sites, letting fighters get the rest
[ ] Other

(Note there was a tie vote for glass the planet vs using fighters, but some also wanted to use mass drivers so...)
>>
>>24511136
>[ ] Strike those they can get to in time to rendezvous with the fleet
>>
Rolled 20, 18, 6, 5, 20, 2, 18 = 89

>>24511202
Second
>>
>>24511136
Bomb to shit the heaviest sites, use fighters to get the rest. This way we can finish it in a timely manner while getting all of the objectives.
>>
Sorry guys, I know this is an issue you can never seem to agree upon but in each vote slightly more people seem against full on nuclear force.

The attack fighters descend deeper into the gravity well and begin attacks on the mining and processing sites from above. Some use missiles or other guided munitions, while others use their cannon. The groundside defenses are layed out to protect against fighters coming in at or near ground level, not directly above. Still it doesnt take long for surface to air missiles and anti aircraft systesm to turn towards the skies. Converted ground vehicles and tanks are slightly less able to respond to the high altitude attacks.

You turn your attention towards the enemy fleet. They've split up into two groups, a smaller one with faster ships is matching your movments and trying to exchange long range fire. They also have more than half the enemy fighter force present with them.

The larger force remains outside of the gravity well and only their ships with the longest range weapons are able to trade fire with you.

>Call in Mike to attack their rear Y/N?

If Yes Roll 1d20
>>
>>24511737
>>Call in Mike to attack their rear Y/N?
Ask Kavos, I don't feel like I know enough about the current situation.
>>
>>24511819
"6th Squadron does not have starfighters of their own, they should not attack the enemy fast force. If you were to send them after the larger group I would only do so from long range. Fire torps, retreat. Don't wait to see results."
>>
>>24511737
Not yet, let's see if we can take on the smaller group in the gravity well and get them to commit the larger force before we call Mike in.
>>
Rolled 10

>>24511936
Sounds good to me. Unless Mike is doing something terrible important right now, we should go with Kavos' plan.
>>
>>24511977
Did you want to change course to intercept them?

surveymonkey
/s/3Z23WY3
>>
>>24512272
I would like to suggest to rename this quest to either:
a) House & Survey
b)Survey & Dominion

surveymonkey
s/3ZH3H3N
>>
>>24512448
Yeah I know I've made jokes about that in the past already. I'm not thrilled with it either.

Still it's one of the few way to get responses of any kind since I run at weird hours.
>>
>>24512489
I think it's great, to be honest. I would be mostly limited to bumping the thread during EU-hours, otherwise.
>>
Not wanting to bring the Wing in any closer to the enemy main fleet or provoke them into forming up into a single unit again you maintain course. The smaller unit continues to stay at range, hanging near the edge of the gravity well. Their main fleet wont be able to catch you before you're able to jump but starfighters from both groups begin to draw nearer to your position, trying to fire off torpedoes at maximum range. The starfighter battle intensifies as you get closer to the well's edge and some of your people have to return to their ships for repairs or to rearm.

Your ground attack fighters meanwhile finish bombing the lest defended sites and make their run out of atmosphere burning hard to make the rendezvous.

Up ahead the escort carriers jump in and realign before broadcasting recovery beacons. Your bombers fire off their remaining missiles then run for it followed by the interceptors.

"Approaching the edge of the well. Drives ready." Says Linda

Enemy fighters are closing in to take advantage of your fighter cover being in retreat. It's going to be close, with some of your cruisers hanging back a bit to pick up the ground attack fighters once they come into range.

Roll 1d20 for point defense effeciency
>>
Rolled 10

>>24512666
>>
Rolled 7

>>24512666
For Dice and Point Defense!
>>
Rolled 20

>>24512666
Well, let's see if I have more luck.
>>
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http://www.youtube.com/watch?v=xbTzhBMouVs

Mass driver shot and particle beams fill space, putting down a frightening amount of covering fire. Its enough to give the enemy interceptors and bombers pause and buys more time for the escort Carriers to load up their squadrons.

First squadron still takes enough torpedo hits that you order the Wing to shuffle positions until their shields can come back up.

The last group out of the atmosphere dumps any external stores and some of their fuel to lighten them enough to better catch up. The older Marauder fighters are a bit too heavy in this instance, lagging behind the handful of newer Iratar Multi Role Fighters, with their much lighter construction. On the up side the Marauder's aerofoil design, like the Enforcer, is tough enough to take a few hits and keep going.

Alex joins a few others hanging back to help pick them up since he doesn't have fighters stationed aboard his squadron, and is the only ship in 5th that could carry them. Katherine and one of the mercs from 2nd also help out while you move into position to cover them.

A squadron of unmodified Z5's that make one last try to shoot down your incoming fighters is in turn shredded by particle beams.

"Lowering aft shields." Says Alex. The last squadron sets down in the aft facing bays of the three ships which quickly raise their shields.

"They're all aboard." Reports Kat.

"Jump."

3rd wing micro jumps towards the edge of the system, meeting up with Mike a minute later then jumping to another location in the comet belt.
>>
While all ships undertake repair checks and the starfighters are being patched up you do a quick review of the damage done to the planet's surface. The ground attack unit did quite well on their own but failed to hit the primary hub of the colony where much of the infrastructure and processing equipment is. It was just too heavily defended for the fighters to go anywhere near without risking being shot down.
The only way to have hit it would have required diverting more fighters from space to the ground attack, or conducting bombardment with the starships. The mass drivers on the ships might have been enough to get through the colony surface structures to hit what must be below. Increasing to nuclear scale weapons would have caused massive collateral damage but there is no doubt as to the desired result being achieved.

You have 3 hours left in this oversector. You can either try to make another attack on the Rare to destroy the infrastructure you missed, target the other systems (2 mining, 1 smuggler base) or move onto the staging area for the next oversector early.

The unit is scheduled to have 2 hours rest time at the staging area so sleep headsets will be essential.
>>
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>>24513395
>>
>>24513423
Let's hit the threat 1/2hours mining operation and then get out of here.

If they have gathered enough forces there to make the mission dangerous and we only notice after arriving there, just head for the staging area immediately.
>>
>>24513395
Three hours should be enough time to at least do some damage to the three remaining systems if we hit them simultaneously.

If there are any unexpectedly large enemy concentrations at any of them orders should be not to engage.
>>
>>24513478
>If they have gathered enough forces there to make the mission dangerous and we only notice after arriving there, just head for the staging area immediately.
>>24513487
>If there are any unexpectedly large enemy concentrations at any of them orders should be not to engage.
Noted.

Not wanting to run the gauntlet a second time you split up the wing again and head off for the other three.

1st and 2nd will head for the smuggler base along with a pair of the carriers since the base is on a planet. 3rd and 6th will take another carrier and check out the threat 2 mining site while 4th and the last carrier hit the remainder.

This leaves 6th squadron and yourself in reserve.

Roll 3d20 for attack efficiency.
>>
Rolled 11, 19, 18 = 48

>>24513806
Roll
>>
Rolled 7

>>24513806
Yay, dice.

>1
>>
Rolled 18, 14, 12 = 44

>>24513913
Oh hell yeah...
>>
Rolled 8

>>24513920
>2
>>
Rolled 8

>>24513931
>3
>>
You head for the Wing rendezvous point and wait, watching the clock and hoping that nothing else goes wrong today.

4th squadron arrives a little under an hour and a half after departing. They've made good time and report that the mining site had been abandoned, all ships and transports pulled from the area. The on site metals refineries hadn't yet been evacuated and were destroyed.

Next up, 1st and 2nd squadrons arrive around the two hour mark. The smugglers that they went after must have have been kept in the loop because they were caught completely unaware of the attacks your people had been carrying out. It seems like most situations involving smugglers in this war, being caught between two powers with no good way to stay out of it.

Arthur and Mike are the last to arrive just squeezing in under the three hour mark.

"Thank goodness."

"Anyone else ready for a nap?" Says one of the pilots, you don't catch which one.

Jumping out to the rally point takes time you really wish could be spent unconscious. Still, it seems to have been figured in. When you arrive at the designated coordinates a Krath battlecruiser decloaks followed by a trio of Rovinar fleet tenders and a two silent hunters.

"Welcome Dominion forces, you're right on time. We have additional fuel stores, missiles and even a few torpedoes for you to take onboard."

You're being resupplied while on downtime. Any additional equipment or supplies you want to try and grab from them?
>>
>>24514409
Nothing immediately springs to mind.
>>
>>24514409
Do they have PD mass driver ammo? We probably need some of that.
>>
>>24514409
More sleeping headsets.
Energizers.
Sleep away drugs.

Perhaps one or two ECM and ECCM pods for the ships that could mount them.

It seems we might be facing more enemies that can counter our blackbird.
>>
>>24511737
>>24513126
>slightly more people seem against full on nuclear force
>failed to hit the primary hub of the colony where much of the infrastructure and processing equipment is
So we risked the lives of our pilots instead of easy orbital bombardment AND failed to disable the facility. Another job well done! Seriously wtf people voting for starfighter attack was thinking?
>>
>>24514567
I was thinking I'd like to limit civilian casualties in a sector our forces are planning to eventually control.

also
>implying our pilots don't get off on risking their lives
>>
>>24514500
They do have some, and kinetic missiles for bombarding planets.
You have plenty of spare stores of slugs aboard. There are crates of them in some of the corridors on the ships.

>>24514531
>More sleeping headsets.
The wing has been slowly stocking up on them over the past couple months but you make sure to grab some extras.
>Energizers.
>Sleep away drugs.
You got hold of some from Republic Logistics before you left but not very many. You see if they have any more suitable for Humans and Dro'all.

>Perhaps one or two ECM and ECCM pods for the ships that could mount them.
They have a couple ECCM pods if you want them but it will mean removing some of the jamming pods already attached your ships. The damaged ones are being replaced.

>>24514567
Dunno man.
>>
>>24514616
So you value our pilot lives lower than some random civilians on some planets galaxys away? Do you even Dominion? Besides i don't think this sector was designated as a territory to be controlled by Jerik-Dremine. And this was atrocity-friendly low atmosphere planet.
>>
>>24514696
>There are crates of them in some of the corridors on the ships.

They are inert right?

If so, hooray for safe storage.
>>
>>24514740
Our pilots were not placed at substantially greater risk than they would have faced going up against the enemy fleet, and I'd rather not give our potential rivals ammunition to use against us in the form of 'HEY REMEMBER THAT PLANET YOU BOMBED? WE JUST GOT IT CLASSIFIED AS HABITABLE ENJOY YOUR TRIBUNAL' or some such thing.
>>
>>24514567
Everyone seems to think we'll certainly get this area for loot. It will be funny when it gets handed over to another faction/house with more pull.

I just hope we don't gain a reputation for being a pushover if you can put some civilians around your forces. I'd rather have one where the civilians hear we're in orbit and decide they have a better chance killing the guys we want to kill instead.
>>
>>24514804

I'm fairly certain a post-event reclassification of the planet's habitability wouldn't matter, as the treaty itself is likely to specifically note the threshold for bombardment. If it wasn't in the 'no bombardment' zone, no problem.

We should be more worried about being seen as someone unwilling to do what is in the better interest of friendly forces. [preservation and time/assets]
>>
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http://www.youtube.com/watch?v=SGNPit03M-E
Mission results

Target: South Reach Dwarf Galaxy C
Oversector 1

Score: A-
Knight Axis: +10 Black Knight

>Successfully struck at most targets.
>Delayed reaction of regional enemy forces until several hours into operation


Two hours sleep wasn't enough but you'll manage. You're contacted after reaching the bridge.
"Sir this is Lt Metharom. The Rovinar and Krath have updated our intel on our second designated Oversector with them now on alert. Specifically they're worried about the deployment of long range sensor arrays in the area. So far they've picked up two sensor arrays but they're both heavily guarded.
As long as they're in operation there's a chance the enemy will be able to track our movements and vector response fleets to pursue us. You should seriously consider taking them out."

Wonderful.

"You can request support from the two Silent Hunters. They'll be attached to the wing for the remainder of this sector but their capabilities are limited. They can conduct SP torpedo attacks and their beam weapons have good punch but they're rigged for stealth not combat. Their armor wont hold up to many hits."

>What sectors will you be attacking first and in what strength?
>>
>>24515650
5/4 Sensor array, full circus
>>
>>24515650
>Score: A-
Yay!

>Knight Axis: +10 Black Knight
:O. I hope this stops the commander from complaining about how nice we tend to be.

>>24515681
This makes more sense than I like to admit. Unless somebody comes up with a better idea, this has my support.
I'm heading to bed, so I won't really be able to change my vote. Just feel free to count it towards the best idea.
>>
>>24514804
You really are not thinking in a space feudal frame here.

You are so showing your modern thinking bias.

Think like a feudal lord.
>>
>>24515738
Well ow that we have a path, we should consider going the full efficiency before anything path.

>>24515650

>2 Silent Hunters.
I am half a mind of purposefully running the into a certain death situation they cant realize until its too late, then win the battle and have them salvaged into our cruiser holds.
In all honesty a good current era Silent Hunter wreckage, two for that matter means a godsent for our Reverse engineering efforts when we will get to it. And two of them means there is a chance we could get all components intact between the two of them.

And any foul play can be brushed off with a slight oversight or miscalculation.

This is beautiful..
>>
>>24515650
>http://www.youtube.com/watch?v=SGNPit03M-E
How many hours?
>>
>>24515770
This is a joint operation with various powers who are decidedly not "space feudal". If you're going for the hardcore derp route, at least try to think like an african warlord who has to play nice while UN troops are nearby.
>>
Yeah.... in the same way, consider everything >>24515836 suggests to not be supported by me.

Jesus Christ, I already never mention H&D in other threads, but it seems like the current /tg/ population has caught up with us. Fuck.
>>
So we should use our force to draw the enemy fleet out from the station and then have the silent hunters drop SP torps into lingering Carriers or the station itself from long range? Or they could even sit off to the side and sensor share with us to make nuke spam minimally effective against us?
>>
>>24515738
>>24515681
Hitting the Sensor arrays first seems like the most logical choice.
>>
>>24515872
>How many hours?
Sorry, didn't put it on the map. you have 24 hours remaining.

>>24515836
>I am half a mind of purposefully running the into a certain death situation they cant realize until its too late, then win the battle and have them salvaged into our cruiser holds.
>In all honesty a good current era Silent Hunter wreckage, two for that matter means a godsent for our Reverse engineering efforts when we will get to it. And two of them means there is a chance we could get all components intact between the two of them.
>And any foul play can be brushed off with a slight oversight or miscalculation.
>This is beautiful..
Because that Krath Battlecruiser totally won't be anywhere nearby.

>>24514988
>Everyone seems to think we'll certainly get this area for loot. It will be funny when it gets handed over to another faction/house with more pull.
I don't recall giving confirmation that any of the worlds being attacked here would be given to the House so I don't know where they're getting it from. You're not landing troops or occupation forces.
>>
>>24515983
Hit a sensor array first, and then make the occasional feint towards the other one so they keep some forces there while we keep hitting other things
>>
>>24516009
>no confirmation
Oh, I know you've not given any such information as such. I've just noticed at least 1 voice presuming as such at times.

and thats why I constantly vote to blow everything into space dust :D
>>
>>24516009
>I don't recall giving confirmation that any of the worlds being attacked here would be given to the House so I don't know where they're getting it from

Definitely wasn't my motivation when I decided on how to do things. Just don't like picking up popularity with the locals the way the Soviet army did.
>>
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>Sorry about the delay. Needed to look up some things up.

3rd Wing reverts to real space within the molecular cloud of a stellar nursery. A trio of bright newly born stars are blasting out radiation and messing with STL readings. Both of the Rovinar Hunters decloak and prepare for battle.

"Well they know we're in the area but it should take a bit for the locals to triangulate our position." Says Arron.

"And we have to locate them before we're found I take it?" You ask.
"Seems a safe bet."

Lt Metharom informs you that the Rovinar ships know the location of one sensor array within the nebula but suspect there to be others forming a network to allow high resolution scans. The network would have a central control point but they havent located it yet.
A square yellow marker on the map shows the location of the known array.

It should be possible to find the arrays through triangulation and from them to find the location of the control center.

How will you deploy your fleet?
>>
>>24516577
>A square yellow marker on the map shows the location of the known array.
Would the array have to be symmetrical?
>>
>>24516620
Nope.
>>
>>24516694
Hmm, okay. Where are we currently on that map?
>>
>>24516577
Would it be possible to use one of the Silent Hunters to insert a marine team onto the known sensor array, and potentially have them hack into the network and relay the locations of the other arrays in a reasonable amount of time?

I realize there's a lot of guesswork in that.
>>
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>>24516724
Blue dot towards the center. You'll need to deploy squadrons, or if you want single ships to try and triangulate the locations of sensor arrays.
Similar to probe scanning for you Eve online players.

>>24516792
Possible? Yes, but the cloak will be operating at reduced efficiency. You could also straight up attack the station but that might set off an alert, even with your jamming systems.
>>
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>>24516818
I suggest deploying our Wing in an expanding ring, divided into three-ship units roughly the way it already is in the Wing diagram. Starfighters from two of the ECs should be divided among these units to provide support while the remaining two ECs stay in reserve in the center, ready to deploy their full force of starfighters to any position.

Meanwhile, one Silent Hunter attempts to infiltrate the known sensor array while the other scouts, hiding a frigate or two under its cloaking shield. The Blackbird can go with the SH on the infiltration mission if necessary, or stay with the reserve ECs. Sonia's ship can also operate on its own.

If we happen to locate the control center before being detected, we can recall one of the Silent Hunters to attempt an infiltration mission there, if it's not too risky.
>>
>>24516818
>operating at reduced efficiency
We should probably suggest it to the ships' captains, and see what they think about it.
>>
>>24517034
>Starfighters from two of the ECs should be divided among these units to provide support while the remaining two ECs stay in reserve in the center, ready to deploy their full force of starfighters to any position.
NOTE: This is a big nebula. you'll be jumping between each location to take scans. Ship units will be limited to what starfighters they can carry in their bays.

>while the other scouts, hiding a frigate or two under its cloaking shield.
They are unable to carry anything larger than a light attack ship or LST. Their cloak is too small and can't be safely extended.

>>24517060
They would be willing to attempt it with 1 ship, BUT if there was any sort of problem after the troops were away they could not guarantee being able to stay long enough to pick them up. Their ships are more valuable than a few dozen marines.

If everyone is okay with the infiltration attempt on the known location roll 2d100.
>>
>>24517208
>If everyone is okay with the infiltration attempt on the known location roll 2d100.

In that case I'd rather not try.
>>
Rolled 11, 71 = 82

>>24517208
>NOTE: This is a big nebula. you'll be jumping between each location to take scans. Ship units will be limited to what starfighters they can carry in their bays.

In that case, any starfighters that won't fit will have to remain in reserve.

>They are unable to carry anything larger than a light attack ship or LST. Their cloak is too small and can't be safely extended.

Oh well.

>They would be willing to attempt it with 1 ship, BUT if there was any sort of problem after the troops were away they could not guarantee being able to stay long enough to pick them up. Their ships are more valuable than a few dozen marines.

Then we'll just have to be ready to jump in and do our best to extract the marines ourselves, if anything goes wrong.
>>
>>24517236
>>24517264
Should I be putting a survey up or shall we move onto triangulating the other arrays?

Personally I'd rather keep moving but we should have time to do both.
>deploying our Wing in an expanding ring, divided into three-ship units roughly the way it already is in the Wing diagram

Roll 1d100 for scanning/triangulation
>>
Rolled 68

>>24517412
>Roll 1d100 for scanning/triangulation
Rolling.

>Should I be putting a survey up or shall we move onto triangulating the other arrays?
Eh, probably not necessary if another anon posts his opinion on this. I think highly enough of the other players to be sure the guy supporting the plan won't samefag.
>>
Rolled 55, 64, 70 = 189

>>24517208
I'll support the infiltration attempt.

First two rolls are for that, third is for making triangles.
>>
Rolled 75

>>24517551
Well, in that case, I'll try to roll for the infiltration as well.

>1
>>
Rolled 92

>>24517581
>2
>>
>>24517596
Excellent, I don't support the plan, but get some really nice rolls...
>>
>>24517412
dice+1d100
>>
Rolled 97

>>24517412
Oops ^ I'm tired...
>>
You have the unit split up and prepare to begin triangulation attempts but first you want to see if an infiltration attempt on the one known sensor array will yield any results. One of the other spare LST's are manned and sent over to one of the Hunters.

"Cease jamming on channels we'll need to receive a distress signal. If there's a problem we'll jump to the station, recover the troops and destroy it."

While you'd like to either accompany the boarding team or jump closer to the station so as not to be so far away that would only help give away your presence.

It's a full half hour before you hear anything on the unjammed channels. The boarding team was successful but getting to the station was a near thing with the cloak the way it was. They only have partial control of the station and some are setting demolition charges to blow everything once they're off.

"Sir, we can get network access to provide two locations and then get off the station without being detected. Or our tech guys think they can hack the network to give us a direct relay link to the control station. Only problem is it will set off ALL the alarms everywhere once we're in and they'll need to maintain the hack for a few minutes. Normally this stuff would be locked out but they don't know we're aboard yet.
We'll need extraction ships here after we've started up the hack but before the station is blow up by the locals if you want us to try the second option."

[ ] 2 station position data, GTFO
[ ] Risk the hack
[ ] other
>>
>>24518369
[x] 2 station position data, GTFO

That will give us a much better chance of pinpointing the central array. Let's maintain the element of surprise as long as possible.
>>
>>24518369
Position data
>>
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>>24518482
Well that's one person.
>>24518643
And another.

I hate to do this guys but I need to close down for the night. Work in the morning and all that jazz. There's still some posts left before Autosage. Jesus, full week thread. Hardly ideal.

I did have the survey link up before the second post but I'll leave it up in case someone types something interesting into the OTHER box on it.
FUCKING SURVEYS HOW DO THEY WORK?

/s/B88K55N

Full link on the wiki
>>
>>24518699
See you. Even though it's sometimes slow, I always enjoy this.



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