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File: House & DominionNWQ.jpg (28 KB, 810x425)
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For House and Dominion: Neeran War Quest

http://houseanddominion.wikia.com/wiki/House_%26_Dominion_Complete_Archive
http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

You are Sonia Reynard, Attack Wing Leader and Knight of the House of Jerik-Dremine! You command the Third and Fifth Attack Wings along with other elite units of the House military while on campaign.

Last time you returned to the front lines to help the Shallan people repel the Neeran invaders. It's slow work and with signs that the Neeran are preparing to renew their offensive you've decided to stage large scale raids behind enemy lines. Towards that end the Republic Heavy Carrier "Millennial Host" has been made available for your operation.

With the heavy carrier you'll be able to support a much larger force in the field for longer periods of time. This is essential as the addition of new attack corvette squadrons to your forces have increased the unit strength to 4 Attack Wings. You've also been holding 2 squadrons worth of new Mark 2 assault corvettes in reserve that can be manned if too many of your other ships are lost.

A few corvettes have been crippled in your first handful of raids but it should be possible to repair them back to full operation.
>>
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So far your unit has raided a sensor outpost that was under construction, an asteroid base that had been captured from miners, and a base that was being built from the remains of a Shallan station.

Between the raids and exploration your teams have recovered some salvage that could be of use to the fleet. Currently a captured Neeran construction ship is parked on the bow of the Carrier since it would take up too much room inside the main bay.

Shallan built Sensor arrays have been attached the the Heavy Carrier and are being repaired. Once finished these should give the fleet advance warning if you're being tracked or a search group is closing in.

There are also the remains of a metals refinery which are being rebuilt. This should expand the production capability of the ship and allow you to stay in the field longer.
If the small mining vehicles you've recovered can be brought online they will help provide a small but steady stream of materials for the industrial modules.

Fleet Captain Ark Oralth, commander of the Heavy Carrier, has taken an interest in the high output reactors your salvage teams recovered. He seems to have some plan for them but won't say what until engineers have found out if it will even be possible to use them.

Salvage
Sensor array (under repair)
Metals Refinery (under repair)
Mining Tugs (inspection underway)
Cargo Bays

Neeran Construction ship
Neeran basic fusion reactor
2x N.large high output/efficiency reactors (analysis underway)
2x N.large scale inertial compensator
N.Mining drill corvette
N. HLV

Ships:
House Long Range Battleship
ECM Battleship
CCD Attack Cruiser
Smuggler Frigate
Iratar light corvette

5 salvaged starships are also under repair and will be added to your fleet escort unless otherwise stated.
>>
>>33535270
For House and Dominion!

>Also, as I didn't manage to reply to the whole 'do you want to bomb transporter capsules' thing last thread.

I'm opposed to that course of action for three reasons:

1. It's most likely ineffective.

Even the ships we've destroyed so far have probably resulted in hundreds of capsules scattered across various worlds if Neeran corvettes are equipped with teleporters. We won't find them all, and it's likely at least one of them has already ended up on a shielded world. It's also likely Neeran forces will pick up many of them before our ships can hunt them down even if we decided a substantial number of ships to it.

2. It's morally questionable.

Regardless of if there's something that regulates the treatment of crews who have abandoned ship killing these guys won't bring the planets the Neerans have destroyed back. Also, it's not very likely any of the guys we're currently fighting had anything to say about it as they're most likely random enlisted ranks and low standing officers.

3. It could significantly endanger any of our crews that will have to abandon their ship.

TSTG stated the Neerans are currently taking prisoners. As our fleet are currently the only significant Faction Alliance forces in the galaxy, it's most likely the enemy will start returning the favour to any of our crews they get their hands on as soon as they find out we nuke their teleporter capsules from orbit.
>>
At the moment there seems to be interest in downgrading the Long Range Battleship to a Battlecruiser by cannibalizing the outboard drive nacelles for parts. This would help repair other ships more easily and increase its sublight performance but would decrease the vessels firepower and max FTL speed.

There is also a problem with the recovered ECM Battleship. It's electronic warfare systems are badly damaged and there are not enough spare parts available to repair it. The industrial modules also lack the ability to manufacture the necessary parts.
The repair crews have an idea however. If some of the Shallan sensor arrays were scrapped there should be enough compatible components to restore the systems. Likewise, the remains of the ECM system could be used to help get the sensors online more quickly.


1) a) Repair LR Battleship
b) "Downgrade" to Battlecruiser

2) a) Scrap some of the sensors to fix ECM BS
b) Scrap ECM to fix sensors more quickly.
>>
>>33535627
>1
I'm undecided on this. The bonus to repairs would be nice but I have no idea how well the Battlecruiser would work with either or wing or the carrier escort.

Would it slow either down?

>2
I'd favour getting the sensors online. Keeping our heavy carrier out of harm's way is vital for this mission.
>>
>>33535794
>how well the Battlecruiser would work with either or wing or the carrier escort.
>Would it slow either down?
It would be able to keep pace with your command squad or the Centurions in the escort fleet, not the attack Wings.

While you've been busy raiding some crews back with the fleet have been blasting a pit into the side of an asteroid. Captain Oralth intends to dump all the nonessential Neeran scrap into it, mark the location, then bury it.
"We can't make use of it all yet but we will some day. Better to hide it than let Neeran salvage teams recover it for their own fleet."

Unusable scrap is not something that you need more of at the moment even it you could trade it to the Alliance once back in port. Thanks to quickly scouring the graveyard where your people found the damaged ships it's expected that materials stockpiles will be nearly back to what you started with once repairs are completed. It won't be enough to fill the extra cargo bays that were recovered.

Captain Tama contacts you from the EBON.
"You've hit the enemy with most of the fleet in both of your raids. You may want to consider keeping the EBON back as a wild card."

>>33535536
Any other opinions on Captain Oralth's plan to bombard Neeran survivors? People didn't seem to have come to a decision last time so it's looking like it will be going into the first survey.
>>
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>>33536011
I think it's just the two of us at the moment TSTG.

>map
What's the blue marker to the east?

Also, I think we should probably relocate after these two successful strikes against the enemy to keep them guessing where we will strike next. The other two potential missions seemed much more dangerous.
>>
>>33535627
1) a) Repair LR Battleship
Because more firepower when we need it though I have a question of just how much extra crew did we bring with us?

2)b) Scrap ECM to fix sensors more quickly.
I am of the mind to try and keep our base of operation safe at all cost.

>Keep the EBON as a wild card
I can agree with that.

>bombard Neeran survivors?
Blast them back to the stone age.
>>
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Enemy short form identifier when listing known force breakdown.
CRV - Neeran Corvette
CRV(FTL) - Neeran FTL capable Scout Corvette
ACRS - Attack Cruiser
LCRS - Light Cruisers
BS- Battleship/Battlecruiser
C- Carrier
CX- Carrier sized Transport / Construction ship
BT- Blockade Runner / Marauder
T- Tanker / Heavy Transport
H- Heavy Cruiser
SH- Super Heavy (Scorcher / Super Carrier)

Remaining enemies in the sector you've been raiding.

Fleet - There is another enemy fleet in the sector that seems to have randomly stopped at a particular system. A Super Heavy Carrier and its escort are present.

BS-8
C-15
T-6 (3x Tankers, 3x rigged for heavy cargo)
H-1
SH-1

Logistics, Planet - Aparently the only colony in the region, the planet is undergoing terraforming. A planetary shield is on place but not a terribly strong one yet. You could punch a hole through the shield for fighters to use but thicker atmosphere and poor visibility will make raids slightly more difficult.

CRV-32
CRV(FTL)-20
BS-4
C-4

>>33536180
>I think it's just the two of us at the moment TSTG.
I suppose I better use the time to generate more sectors since most of yesterday was spent working on video card repair/replacement instead of getting things ready for the game this week.

>What's the blue marker to the east?
Well there are 7 Nav scanning stations around the rim of the galaxy, one of those? Unless you mean the "You are here" marker.
>>
>>33536272
>Well there are 7 Nav scanning stations around the rim of the galaxy, one of those?

Yeah, that one. I was mostly wondering why there wasn't an area of heavy enemy activity around it.
>>
>>33536272
>Fleet - There is another enemy fleet in the sector that seems to have randomly stopped at a particular system. A Super Heavy Carrier and its escort are present.

Did we bring any of the Aries stealth probes? It could be useful to drop one in the system, and pick it up later to see what the enemy is up to.
>>
>>33536259
>I have a question of just how much extra crew did we bring with us?
Not a huge amount but certainly enough to skeleton crew the ship.

2 votes for sensors over ECM.

>>33536348
>I was mostly wondering why there wasn't an area of heavy enemy activity around it.
Enemy fleets are not arriving or departing from that particular direction in force. There are almost certainly enemy ships in the region but it's not a major staging area.

>>33536395
>Did we bring any of the Aries stealth probes? It could be useful to drop one in the system, and pick it up later to see what the enemy is up to.
You have one of the Torpedoes. Did you want the warhead removed and replaced with additional propellant?
>>
>>33536467
>You have one of the Torpedoes. Did you want the warhead removed and replaced with additional propellant?
Sure.
>>
>>33536467
>You have one of the Torpedoes. Did you want the warhead removed and replaced with additional propellant?

Sounds good to me and while we gain more information how long will the repairs to any of the damaged ships from 4th and 5th take?

That fleet is a dangerous target, but that logistics area is ripe for the picking especially if we can hit the carriers in the initial exchange.
>>
>>33536619
>but that logistics area is ripe for the picking
I'm kinda worried they're hiding nasty stuff on the planet.
>>
>Technically, are any Shallan we take as prisoners considered traitors and/or mutineers (if they were military)? Taking prisoners could quickly become something of a danger for us, especially if they try to escape or manage to sabotage ship systems somehow.
Well if they were fighting on the enemy's side that would make them prisoners of war. If they're ex-Shallan military yes they'd be tried for desertion at best and for Treason at worst.
If you really wanted to there are bound to be a few Shallan personnel among the Alliance observers on your ships that could help set up a trial. This would reduce the number of prisoners you had to carry but may have mixed results on morale.

>>33536619
>how long will the repairs to any of the damaged ships from 4th and 5th take?
About a day except for two of the corvettes that will need more extensive repairs.


From last time: This might be a good time to switch some of your pilots over to the Assault Corvettes and get them operational.
Daska suggests waiting until the new people have been in a couple of more fights but there are a few skilled pilots who already stand out. As you suspected a few of the veteran pilots in the mixed squadrons still stuck with corvettes would like the opportunity for an upgrade or promotion.

Did you want to move people over to some of the Assault Corvettes now?
>>
>>33536864
Maybe we could handle the promotions to the assault corvettes with a point system?

Good performance in battle and/or sims will earn them points, when they achieve enough they'll earn themselves an assault corvette as long as we have any available.
>>
>>33536864
Personally I want to get our veteran pilots in the Assault Corvettes and after that see about getting the rookies in the remaining.

>>33537020
An interesting idea for the rookies I have to say and it would allow them to get more experience under their belts.
>>
The Krath Agent who once passed himself off as Jarato Eldal of House Aeil'sen was not available at the time when your fleet deployed to the front. It may be possible for you to requisition the support of an infiltration specialist in the future once you return to port.
Message: "Got your gift. Didn't expect it. I'm glad to see that there is more to life than just this war. You have my thanks."
>Morale boost to Jarato Eldal!


>Maybe TSTG could clarify but IIRC phase weapons and particle beams don't do anything special in atmosphere, though they do diffuse a lot more. Rather the treaty bans use of weapons that would wreck a livable atmosphere. This isn't necessarily referring specifically to fission weapons and radiation as any kinetic impact big enough will also cause a nuclear winter.
The Dominion -and every House worth mentioning- signed the treaty specifically to protect planetary infrastructure. This was to help reduce potential damage to industry during inter-house warfare that might need to be turned against the other Factions at a moments notice.

Nuclear warheads and phase cannons can both cause more damage in atmosphere than in space for similar reasons. A nuke in space radiates most of it's energy uselessly unless its a shaped charge like those for use with the Orion nuclear pulse propulsion. In atmosphere a lot of the energy is superheating and compressing air creating a deadly shockwave.

With phase cannons it's similar to firing the main gun from the Apsalus III.
>Inevitable "Why cant you just turn down the strength of the beam?"
You can but the moment someone sees a starship firing their larger weapons in atmosphere there's going to be questions and accusations and all sorts of things going on. It can escalate very quickly as the other side faces the prospect of having to use similar weapons to take down the ship in question.

The weapons are also not very efficient when firing at lower yields. It's easier just to switch to point defense.
>>
Hopefully this posts.

As I think I was the only person last week excited about the House LRBS for downgrading/parts, can I get a confirmation?

I recall House BCRS being a powerful battle cruiser, but rare due to upgrading them to LRBS, which is the only Dominion ship to hit J-26, but the LRBS is a fairly average battleship and it depends on nacelles for the speed.

And I bet we have at least one commander in the wings looking to upgrade.
>>
SURVEY <<<<<<<<<<
https://www.surveymonkey.com/s/YP83P8Q


>>33537020
>Maybe we could handle the promotions to the assault corvettes with a point system?
>Good performance in battle and/or sims will earn them points, when they achieve enough they'll earn themselves an assault corvette as long as we have any available.
Yes but would this point system be retroactive? Because that would give the vets one hell of an advantage.
If it wasn't there would be very little time to build up points now before your wings went out again.
In my mind that puts it under the
>Wait until the rookies have a bit more experience.
option.

>>33537583
>As I think I was the only person last week excited about the House LRBS for downgrading/parts, can I get a confirmation?
I thought there was more but it was a little hard to tell. At the moment there seems to be 2 votes for downgrade, 1 for keep at Battleship.

>And I bet we have at least one commander in the wings looking to upgrade.
Alex might consider it but ultimately few of your Wing Commanders want to switch to a slower ship that leave them unable to keep up with their attack squadrons.
>>
>>33535270
FOR HOUSE AND DOMINION
>>
>Survey option

>Drop them on an uninhabited planet with survival gear

Isn't that pretty much a death sentence as they're unlikely to find anything to eat that they can actually digest? Or has future tech solved that problem?
>>
>>33538663
>Or has future tech solved that problem?
That would be included under the survival gear. Water filters, food processor that could break down local materials into something they can eat. A quick check by a ship in orbit should be able to tell rather quickly if people landed there will be able to survive or not.

Besides it's not like you wouldn't put the location data in your reports to the Alliance later right?
>>
>>33538856
Thanks.

>Besides it's not like you wouldn't put the location data in your reports to the Alliance later right?
...yes?
>>
While we're waiting for enough people to complete the survey, how are production lines for the rifles, bombers and LST going? I know it's probably not IC to have any up to date information available, but it's not like we can influence anything from here anyway.
>>
>>33538098

Concerning the Shallan prisoners.. those who have been fighting for the enemy are clearly shoed for trial.

But I'd recommend that we use Shallan deserters (who are capable) that we capture to man ships that we salvage that have a skeleton crew. Not too many, but to help out.

This way, those who participate can reduce the sentence or something like that, and we get some extra manpower.
>>
>>33539526
> use prisoners to crew extra ships
That is a horrible idea, unless the goal is to get our people killed.

We have no way of ensuring one of those Shallan doesn't manage to fuck up something important
>>
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>>33539445
>how are production lines for the rifles, bombers and LST going?
Starfighters have begun production and will ramp up to full speed in a few more weeks. Rifles remain at low production rates put are progressing, the latest batch are the short barrel versions some of the Marines requested.
Did you want a small crate of the full sized rifles to be delivered to the planetary Governor along with a few discount coupons for ammo? Many splinter ammo restrictions are still in effect but are being widely ignored if the recipient is the expeditionary fleet.
LST line is operational. Assembly of the first few ships should be complete by now.
Your BC line and Assault Corvette line both require some minor tweaks before they can begin building ships. Engineers are working on it but there are security issues.

Majority has so far voted not to bombard enemy teleport capsules.

>Shallan prisoners
>On the spot execution, Dredd style.
There's 1 vote for that.
Drop them on an uninhabited planet with survival gear is in the lead followed by holding them until return to the lines.

>>33539526
You can expect to face extreme opposition by Captain Oralth to this plan. its unlikely he would allow ships with those crewmen aboard to dock for repairs.
Had the pirates been brought along it would have been possible to have prisoners temporarily implanted with slave chips which would have been removed before reaching port.
The next time you return to port you could probably get hold of some slave chips from some of the Pirates or from a House that implants them in their penal regiments.

Move the best suited pilots over to both squadrons now = 1
Wait until the rookies have a bit more experience= 2
Move skilled veterans over for 1 Sq, best rookies bet the rest later= 4

Looks like 1 of the Assault corvette squadrons are being made operational. Some of the more junior pilots will be moved into the Mixed squadrons.

Which wing will the newer ships be attached to?
>>
>>33539873
>Did you want a small crate of the full sized rifles to be delivered to the planetary Governor along with a few discount coupons for ammo?

The gun factory was on Surakeh, right? Would the governor there appreciate it? He didn't seem like somebody who cares about such things too much.

I'm honestly losing track of what we have built where. Would it be possible to make a basic wiki page for that?

>You can expect to face extreme opposition by Captain Oralth to this plan. its unlikely he would allow ships with those crewmen aboard to dock for repairs.

I don't like it one bit either.

>The next time you return to port you could probably get hold of some slave chips from some of the Pirates or from a House that implants them in their penal regiments.

Let's not go there.

>Which wing will the newer ships be attached to?

Who has the best track record when it comes to keeping new pilots alive?
>>
>>33540006
>Who has the best track record when it comes to keeping new pilots alive?
Drake is a good candidate but she's only just commanded a full wing through the past couple of battles and thus doesn't have the same experience as the others.

Alex or Daska are roughly tied, though Alex favours long range engagement.
>>
>>33540124

I guess it's Daska in that case.

>Daaaaska, I have even more ships for you.

What's the Dro'all facial expression for glee? Similar to humans, or something else entirely? Do they even use their faces to emote?
>>
>>33540124
I'll vote [x] Drake, because we need to have people feel like they're advancing.
>>
>>33540206
>Similar to humans, or something else entirely?
Similar enough, though Dro'all tend to be a bit more broad facially than many Humans.


>>33536272
The silent hunter has deployed the stealth torpedo / probe to keep an eye on the Neeran fleet in the sector. It can be picked up at a later time.

>>33536619
>>33536696
>that logistics area is ripe for the picking especially if we can hit the carriers in the initial exchange.
>I'm kinda worried they're hiding nasty stuff on the planet.

Did you guys want to attack the logistics base then or move on to other targets?
>>
>>33540545
>Similar enough, though Dro'all tend to be a bit more broad facially than many Humans.

Clearly a utopian future. We needed to go WIIIDER! And they did.

>Did you guys want to attack the logistics base then or move on to other targets?

I don't think it's worth it. Maybe cause some havok at the other end of the galaxy and come back later.
>>
>>33539873
>Did you want a small crate of the full sized rifles to be delivered to the planetary Governor along with a few discount coupons for ammo?

I don't see why not. Have the Alliance done their own field testing and come to a conclusion about them getting some as well?

>You can expect to face extreme opposition by Captain Oralth to this plan.
Over my dead body that the enemy will crew our ships and I don't think it's our thing to use slave chips.

Daska get my vote for the new ships, she has earned a treat.
>>
>>33540545
I'd prefer that we moved on to greener pastures. Planets are always a pain to deal with and more so now. I mean it's wont be that big of a punch at the Neerans and I am fairly certain that fleet will jump us if we hit the planet and I really reeaaaally do not feel like fighting a Super just yet.

Two posts in a row... I feel so wasteful of thread space.
>>
>>33540751
>Planets are always a pain to deal
Depends what's in orbit...
>>
>>33540545
I say we attack the logistics base even if it's just to destroy the ships in orbit as it means they will have to pull more from somewhere if they want to have this place defended.

After that I think we can move on.
>>
>>33540545
I'd be interested how the Nav Scanning Stations are set up. Would it for example be possible to jump to one, blast its defenders away and secure the station to take it apart and move it away, or are the individual components too large for transport by any of our ships?
>>
>>33540206
>Daska
>>33540246
>Drake

Putting them with Daska for the moment so we can progress. It looks like you're ready to move on to another sector. With your fleet rested up and for the most part repaired you set forth once again.

There are currently 3 sectors left that your people have scanned down.
Sector 4 has plenty of logistics bases but at least 2 of them are situated on planets.
Sector 5 has a sensor array which was thankfully not aligned properly to detect your recon force when it passed through but that's likely changed by now. There is a shipyard and several colonies.
Sector 6 is only has a few areas of activity comprised of 2 logistics bases and a sensor array that is assisting the nav station farther out. The sector is an area of heavy enemy activity. Fleets are arriving from the main Neeran staging area to refuel and resupply before moving on. Threat level around the logistics bases are expected to be extremely high.

Daska is requesting permission to take 2 Attack Wings to go after either sector 4 or 5.

>Your orders?
>>
>>33541423
Daska goes after sector 5 with two wings, we take care of sector 4.
>>
>>33541479
Sounds good to me.
>>
>>33541423
Take her own wing for now, have Alex on call in the event she needs another wing.
>>
>>33541479
>>33541545
I do believe we have a consensus here.
>>
>>33541423
>Daska is requesting permission to take 2 Attack Wings to go after either sector 4 or 5.
2 attack wings in total, or her wing and two additional attack wings?
>>
>I'd be interested how the Nav Scanning Stations are set up. Would it for example be possible to jump to one, blast its defenders away and secure the station to take it apart and move it away, or are the individual components too large for transport by any of our ships?

It depends on the type. Some stations are small enough that the Heavy Carrier could jump in and take it aboard. You've also seen pirates rig a smaller station with FTL systems to jump it out of an area.
Most smaller ones don't rely on onboard power or a single large array, instead deploying hundreds of smaller sensors in a dyson swarm around a small star. While the sensors themselves are small their solar collectors and sails once deployed can be rather large.
Occasionally smaller ones will be equipped with larger attached arrays along with more reactor systems.

For the mid sized ones you could potentially cut the sensor arrays off it and cram them into the H Carrier or use the Mediums to jump them out but the station itself would be too big to recover. Stations of this size are similar to the core or axle of the much larger wheel shaped relay stations.

>>33541799
2 wings in total.
>>
>>33541998
>2 wings in total.
Thanks. Splitting up should work well enough in that case.
>>
>>33541998
Then I'd say we should go scout and attack the nav scanning stations after we are done with the logistics stations we are about to attack. Either securing and moving or destroying their scanning capabilities should be high priority to us, so we can move around more easily.
>>
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Sector 4

>H-Colony Terraforming
A Super and several transports sit in orbit of this Shallan colony world. While the fleet itself looks secure the surface does not, the planetary shields having been destroyed by evacuating troops. It might be possible to raid the local garrison
BS- 4
C- 16
CX- 2
T- 4
H- 3
SH- 1

>Rare
A fairly average mining operation. A Heavy Cruiser is parked in orbit above the main facility.
BS- 9
C- 2
T- 1
H- 1

>Mining Operation
You've seen this type of mining op before. A heavy cruiser sized Neeran mining barge is chewing through a local belt with transports making regular jumps out of the system.
BS- 8
C- 10
T- 6
H- 4 (3x heavy, 1 heavy mining ship)

>Tanker group
This group is refueling from a gas giant especially rich in helium-3.
CRV 112
BS- 2
C- 3
T- 4

>Planetary Base
Several Carriers are parked in orbit of this groundside base. HLV's are transiting to and from the surface. The base may have local planetary shields.
CRV-64
BS- 1
C- 8

>H-Colony Terraforming
Two super heavies are parked in high orbit, one of them a Scorcher. It looks like the planet surrendered without much fight and you can't blame them. Planetary shields are still operational except for where HLV's are transferring to and from the surface near several arcologies and atmospheric processors.
BS- 3
C- 18
T- 4
H- 8
SH- 2

>Logistics Station
A small station, the only thing notable are the presence of the less common enemy attack cruisers.
ACRS - 6
BS- 8
C- 3
T- 2

>FLEET
A main fleet has stopped to conduct replenishment operations in the outer regions of a system. A number of ships are investigating a planet which is logged as being home to a pre-spaceflight civilization.
ACRS - 2
BS- 19
C- 19
T- 5
H- 3
SH- 2

>Jammer
BS-??
C-??
CX-??

>Logistics Planet
This logistics base seems to be severely lacking in corvettes. Most of the carriers in orbit are empty.
CRV- 64
BS- 5
C- 14
T- 5

>Logistics Planet (Fleet in orbit)
ACRS - 12
BS- 11
C- 16
T- 2
H- 2
SH- 1
>>
>>33543167
>>Planetary Base
>Several Carriers are parked in orbit
I'm tempted to go for this one and drop a carrier in orbit like we did before.
>>
>>33543271
I think we should hit the logistics planet first. Then the planitary base and logistics station.
>>
Some of the enemy force strengths are well beyond what your people are capable of dealing with in a straight up fight. You could always wait to see if any of the larger fleet elements move on, or you could try to ambush newly arriving groups before they reach their destinations.
>>
>>33543167
>Jammer
>Rare
>Mining Operation
>Tanker group
>Planetary Base
>Logistics Station
>Logistics Planet
Soooo many tasty targets, so little time. Even if that Tanker Group has a few to many Corvettes than I'd like. Perhaps those are the Corvettes that all those empty Carriers are suppose to have?

>>33543401
I agree, hit the empty Carriers then push the wreaks into the planetary base to wipe out said base. If anything it will make it harder for the enemy to redeploy a lot of Corvettes not to mention the lose of five tankers.
>>
>>33543446
I agree. This is a pretty intensely busy sector.

Can we lay low for a bit and see if any of them move off?
>>
>>33543507
>Perhaps those are the Corvettes that all those empty Carriers are suppose to have?
If no corvette or HLV totals are listed for the system assume all carriers are full at the very least. Corvette totals will not be given if Supers are present because most will be docked inside and you have no way to know how many they have.

>>33543511
>Can we lay low for a bit and see if any of them move off?
You can, though it looks like people would like to raid the less well protected systems instead.

>>33543271
>>33543401
>>33543507
Hit this target first?
>Logistics Planet
>This logistics base seems to be severely lacking in corvettes. Most of the carriers in orbit are empty.

>not to mention the lose of five tankers.
Remember the shields on Heavy Tankers can be quite tough. Do you want to allocate SP Torps to take down their shields or just hammer them down with conventional weapons?
>>
>>33543707
SP's are to valuable to use on utility ships such as the tanker, conventional weapons will do for now.
>>
>>33543707
Conventional weapons
>>
>>33543167
>Logistics Planet
>This logistics base seems to be severely lacking in corvettes. Most of the carriers in orbit are empty.
>CRV- 64
>BS- 5
>C- 14
>T- 5

Currently most of the enemy fleet is within the gravity well in orbit above the logistics processing base. Do you plan to try and engage the carriers, Tankers and corvettes before all of them can launch, or try to take down the Battleships first?

Will you be deploying starfighters and your command squad?


[ ] Send both Attack Wings (roll 6d20)
[ ] Attack wings + starfighters (roll 8d20)
[ ] Wings, fighters & Command squad (roll 9d20)
[ ] Other
>>
Rolled 7, 13, 2, 10, 9, 20, 20, 2 = 83

>>33544229
I would suggest the Attack Wings and Fighters with a double prong flanking attack as the Attack wings come in from the leff and right while the fighters attack from below and above. Swarm the fuckers
>>
>>33543167
All I know is I was looking at the different places and every time I saw the "F" I was going "Oh shit".

But I like the looks of that logistic's planet with the 14 carriers that are mostly empty.

The phrase "Fish in a barrel came to mind" but there are those tankers to deal with as well.

I say use normal weapons since we are going to want to conserve their use.
>>
Rolled 12, 10, 15, 3, 1, 20, 15, 10 = 86

>>33544229
>[ ] Attack wings + starfighters (roll 8d20)
>>
Rolled 8, 4, 12, 7, 12, 17, 3, 1, 4 = 68

>>33544229

[x] Wings, fighters & command squad

Wings go for the carriers/tankers before corvettes launch.

Command Squad jumps in from an opposite angle and hits the battleships.

Fighters deploy scattered to avoid plasma balls, focusing battleships first.
>>
Rolled 2, 11, 19, 7, 6, 8, 4, 11, 15 = 83

>>33544229
>[X] Wings, fighters & Command squad (roll 9d20)
>>
Rolled 19, 4, 20, 17, 11, 3, 11, 20, 10 = 115

>>33544229
>[X] Wings, fighters & Command squad (roll 9d20)

This sounds like a good idea.
>>
"Drake left flank, Alex right flank. Starfighters from above and below. Focus on taking out the Corvettes and any ship carrying them. Command squad on me, we're targeting the Battleships."

On jump in the escort carriers begin to launch starfighters as quickly as they can while the attack Wings turn and begin to attack the flanks. Alex's Wing is positioned a bit closer after their jump and the Enemy corvette forces decide they'll attempt to swarm them. The lower corvettes launch plasma balls the moment they see the closer starfighters forcing them off and delaying their attack.

Your Battlecruisers and escorts open up on the Battleships, drawing their attention before they can join 7th Wing's melee. About the moment that all five of them turn in your direction you realise your command squad is outgunned unless you start pouring on the SPs.

Fifty torpedoes launched by the upper group of starfighters strike at the near perfect moment, providing enough damage for your battlecruisers to drop the forward shields of three of them and hit their bow sections. Your plasma cannon shot manages to destroy the entire front half of one ship. The others pull back behind the Transports for cover.

Drake's Wing sweeps in completing the pincer attack on the corvette forces before they can cause too much damage to Alex's Wing. One of the attack corvette squadrons uses the distraction to help carve their way through a disproportionate number of Neeran ships.

"The Transports are all trying to make a break for it. Most of the Carriers are firing up their engines as well."

"Attack Wings take down the engines on the Transports and Carriers. Mind those last two battleships."

Getting in closer to use your pulse cannons your battlecruisers are hit repetedly by fire from the few turrets on the Transports. Their plasma turrets are not something you want to ignore for long. The larger craft begin moving closer to one another as they move to break orbit.
>>
"Transports are taking up a covering formation. They're overlapping shields."

The Attack Wings and squadrons are moving to take up positions behind the transports by the now moving Carriers are getting in their way. Four Carriers and the last of the battleships are down but there are ten more carriers beginning to get in the way.

[ ] "Force your way past the carriers. Hit those transports."
[ ] "Concentrate on knocking out the Carriers first."
>>
>>33545500
>[ ] "Force your way past the carriers. Hit those transports."
>>
>>33545500
Hit the transports. They may be a tough nut, but they're more important. The carriers aren't much of a threat without the light ships they're having to leave in-system.
>>
>>33545500
>[X] "Force your way past the carriers. Hit those transports."
>>
>>33545500
>[X] "Concentrate on knocking out the Carriers first."

Knock them out so we can concentrate on the Tankers without interference.
>>
>>33545500
>[X] "Force your way past the carriers. Hit those transports."
>>
"Force your way past the carriers. Hit those transports."

Things become crowded quickly with the Carriers attempting to block fire directed towards the Transports engines. The remaining starfighters pull back and get out of the way.

"Attack Corvettes focus fire on the following coordinates." Transmits Alex.

Twenty twin linked phase cannon beams focus on one section of shield, a few of them punching through to hit the shields generators below. With a gap in the defenses open it doesnt take long for fire to cripple the drive section of one ship even with the tough armor protecting the engines.

Your Command squad and the other wings manage to brute force the shields down on a second, which then changes course to break your formation.
The first group of starfighters to help you early in the battle return from having reloaded and break through the less protected bow shields of the transports. They're able to down the shields of one more transport entirely and damage those of another.

"They're jumping."

One undamaged and one slightly damaged transport jump out followed by several Carriers. The logistics base on the surface has raised a weak defensive shield. Your mass drivers will not be able to knock them down easily. The atmosphere is not technically habitable by the standards of most Factions so you could use phase cannons to destroy the base.
You could also try to make off with some of their supplies but that would take time.

A good portion of your corvettes have reached their limit and will need to pull back for repairs.

[ ] Pursue the retreating transports
[ ] Destroy the base
[ ] Other
>>
>>33546250
About how risky/stupid would it be to have the coverets stay here in a military blockade while they repair as we go after the rest of them with waht we had avaible to smash em?

Alternativly I was say just hang out here and scavenge what we had and do some orbital bombardment on the base to keep them from sending things after us while others stole their supplies.
>>
>>33546250

[X] Pursue the retreating transports

Our mixed wings have the advantage at sublight, and they're at least 2 jumps from more Neeran.

Give up the chase before they reach allies and then GTFO.

[x] Destroy the base

Enemy forces have escaped. S&R for any downed starfighters/pilots, shoot up the Neeran wrecks some more, and blow the hell out of that base.

Corvettes that are damaged are to head to the rally point, led by a veteran if possible.
>>
>>33546250
[X] Pursue the retreating transports
[X] Destroy the base

This sector has a lot more enemy forces in it so I don't want to stick around a logistics base that had "almost empty carriers" just sitting there.

That just screams "We are shipping corvettes here"
>>
Lets try this again.

>>33546337
>how risky/stupid would it be to have the coverets stay here in a military blockade while they repair as we go after the rest of them with waht we had avaible to smash em?
"In orbit with the repair ships? That would probably be dangerous for the salvage and repair craft." States Kavos. "They would not be able to jump out as easily. Out in comet belt may be safer for repairs. We still have some less damaged corvettes for bombardment."

You give the order for your more damaged craft to destroy the base then get back to the repair ships. Everyone else jumps out after the transports.


Do you want to contact Mike and see if he can assist with the intercept?

If so Roll 3d100!
Otherwise roll 2d100!
>>
Rolled 43, 94, 75 = 212

>>33546815
Contact Mike.
His afterburners should make the chase easier
>>
Rolled 37, 25, 66 = 128

>>33546815
>>
Rolled 29, 14, 77 = 120

>>33546815
Ah hell why not give Mike a call and see if he wouldn't mind playing interceptor.
>>
Rolled 51, 99, 11 = 161

>>33546815
Rollin thunder
>>
>>33546815
Wait, we just hit the logistics planetary base adjacent to the planetary logistics base with a SH and Fleet above it, didn't we?

are they heading to that neighboring sector, and can we even intercept them before they arrive at that system without an FTL intercept?
>>
>>33546948
>Wait, we just hit the logistics planetary base adjacent to the planetary logistics base with a SH and Fleet above it, didn't we?
Yes.
>are they heading to that neighboring sector
Oh yes.

"Mike, I need you to intercept some transports. They're fleeing towards-"
"Towards an enemy stronghold with enough ships to kill us three or four times over?"
"Yes that one. And don't interrupt your superior officer."

http://www.youtube.com/watch?v=md4KHX7uJk8

Some of your ships are able to catch up with the transports, knocking out the engines on the previously damaged one as it attempts a course change. Half of your force just isn't able to keep up though. Mike's squadron shows up just in time to assist, helping to hammer down the shields. Or more accurately Mike fires a pair of SP's to drop the shields in one section of the ship.

By the time you catch up along with the slower ships the transport has jumped into the same system as the enemy fleet.

"Target crippled. They won't be able to micro jump to the Super or its escort."

"They're transmitting a locator signal. We're not going to be able to jam it at this range." Arron warns. "Activity among the enemy fleet."

Your squadrons deal as much damage to the transport as possible then turns to jump out of the system just before the enemy response fleet arrives.

A heavy cruiser jumps in along with 6 Battleships and a squadron of "Corsair" attack cruisers.

[ ] Jump out
[ ] Turn and fire SP Torpedoes
[ ] Other
>>
>>33547398
>[ ] Jump out
>>
>>33547398
Jump out. This is the part where we run, and repair what we can on the move.
>>
>>33547398
>[X] Jump out

Time to get the hell out of here now that we just poked the hornets nest.
>>
>>33547398
>[ ] Turn and fire SP Torpedoes
Fuck you Neeran.

One day we'll open our own wormhole to your space and dump all the vtorps in it.
>>
Rolled 16, 9, 7 = 32

You return to the fleet and get Alex's squadrons under repair. Your Battlecruisers also took a few hits and will need some minor work done. With Drake's squadrons also looking to have some minor checks done it's going to take two days to get everyone back out and ready for action.
A few corvettes have been badly crippled and will have to be swapped out with those now in the reserve. These things happen, not much to be done.

Daska has conducted a few light raids dealing damage here and there. Sending in starfighters the long way from concealed locations to deal damage with minimal chance of detection. It takes longer to set up but with multiple raids going on simultaneously her Wings are keeping busy.

What target(s) would you like to go after once your ships have finished repairs? There was support for targeting the Planetary Base and the Logistics station. If you wanted you could also stage a raid with your good ships while the damage squadrons are undergoing repairs.

>Planetary Base
Several Carriers are parked in orbit of this groundside base. HLV's are transiting to and from the surface. The base may have local planetary shields.
CRV-64
BS- 1
C- 8

>Logistics Station
A small station, the only thing notable are the presence of the less common enemy attack cruisers.
ACRS - 6
BS- 8
C- 3
T- 2
>>
>>33548096
We've mostly been hitting logistics areas, they might be on watch for that now. Let's mass everything we can and hit the planet. Try to kill what's there fast enough we can take our time, crack the shields.
>>
>>33548096
I wouldn't mind conducting a raid like what Daska has been doing on the Planetary Base. Might be a good idea to start doing such attacks on the larger targets that we can't handle. (Does not include fleets)
>>
>>33548096
is the logistics site a planet protected by factions treaty?

I'm hesitant to strike at possibly alerted corvette swarms if we can't quickly deal with the planet they're guarding.

>>33548234
>they might be on watch for logistics areas

I agree, but taking our time could be very dangerous if they're on alert and have upped their scheduled check-ins
>>
>>33548234
Or just deorbit some of the wrecks
>>
>>33548430
>is the logistics site a planet protected by factions treaty?
The logistics station is in a system with no habitable worlds. So no.

The world the planetary base is on has a very thin atmosphere that is not habitable.

Unless you're talking about the Logistics planet that the super heavy fleet is in orbit of. That's not really habitable either but it could be eventually.

>>33548234
>>33548347
2 for attack on the Base.

>I wouldn't mind conducting a raid like what Daska has been doing on the Planetary Base.

>>33548520
>Or just deorbit some of the wrecks
Blow up the ships in orbit then use them to take out the base?

So did you guys want to have the escort carriers drop in some starfighters from out of range that would blast the ships in orbit? Did you want to have them carry SP torps? It would certainly make sure the mission would succeed.

You could also jump in with Drakes Wing now, or wait until Alex's unit is back online.
>>
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Here's an interesting article about titan's atmosphere and one possible use.

http://www.wired.com/2013/09/cassini-titan-propylene/

See you guys in the morning. I'll be running all day tomorrow but on tuesday won't be able to resume until 7PM.
>>
What would be the effect of a Vtorp being fired into a sun?
>>
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>>33549839
>What would be the effect of a Vtorp being fired into a sun?
Not that different from firing a large fusion bomb into one really. The result would probably be a solar eruption.


People seem to be undecided about repairing the long range battleship or downgrading it to a Battlecruiser.

The sensor arrays on the heavy carrier have been completed using parts from the other salvaged battleship. If you risk bringing the Millennial Host into a sector you're operating in it should be able to detect FTL traffic within 5 spaces on the sector map. 6 spaces if focusing on traffic going to or from a particular system.

Were there any plans for the Battleship now that it's ECM systems have been stripped? It could probably carry additional weapons instead but you're a little low on anything that isn't turreted.
>>
>>33551038
>Were there any plans for the Battleship now that it's ECM systems have been stripped?

Use it to store salvage and provide additional protection to the carrier and our salvage operations?
>>
>>33551422
Sounds good to me!
>>
>>33551422
That should be good for now.
But have it ready incase we need extra firepower for raids
>>
>>33539873
>Apsalus III
I had to look up what that was. Are light phase weapons still too big for atmospheric use? Microphase should be okay because those are an order of magnitude smaller than the ship version.

>>33537441
If giving the governor some samples would help get the paperwork out of the way I don't see why not. This would also let him try it out and see exactly what we build here.

Also on a side note, the smaller version of the rifle designed for marines is a refinement of the old one and replaces it. So there isn't really any need to switch production back now that we make the new rifles.

>>33546815
Sucks that the transports got away. If used exclusively against engines would one or two SP torpedoes do enough damage to cripple most starships?
>>
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>>33540545
>Similar enough, though Dro'all tend to be a bit more broad facially than many Humans.

My new Kavos headcanon, I regret nothing.
>>
>>33556491
But aren't Droall like... yellow frog people? I have a hard time telling the races apart sometimes because physical descriptions never really come up.

Humans are humans. Hune are elves. Shallans are blue elves. Krath are shapeshifters. Something something mohawks. This is where things get fuzzy.
>>
>>33554370
>Are light phase weapons still too big for atmospheric use?
Yes they're still starship grade weapons.
>Microphase should be okay because those are an order of magnitude smaller than the ship version.
That's the idea.

>the smaller version of the rifle designed for marines is a refinement of the old one and replaces it.
Really? Looked like you were advertising 2 models last time.

>Sucks that the transports got away.
They were all crippled. The last one was crippled in the same system as they enemy fleet but only barely.
>If used exclusively against engines would one or two SP torpedoes do enough damage to cripple most starships?
Most, not Medium cruisers and larger. Neeran Carriers and Battleships maybe if you hit them in the perfect spot in their engines might knock them out but 2-4 would be a better bet.

>>33558080
I need to find an artist that doesn't charge +$150 per picture and get some species portraits done up.

>Planetary Base
There are now two additional Battleships present that weren't here before. The Carriers have maintained similar numbers but they look to be different ones. You can't tell if they're pulling troops from the surface or landing more with their HLV's but the carriers are definitely trading places every so often with new ones from out system.
CRV-64
HLV-64
BS- 3
C- 8

[ ] Jump in with both attack Wings
[ ] Raid with just Drakes Wing
[ ] Starfighter raid
>>
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>>33558209
>Really? Looked like you were advertising 2 models last time.

I assumed the same. Why would we stop producing the long range version?

>>33556491
More yellow and assuming almost amphibian means no hair.
>>
>>33558080
[X] Starfighter raid

We've never tried one of these.
>>
>>33558242
>>33558209
Actually now that you mention it, I think I remember planning for a sniperized version when I did the shotguns and stuff but looking at the picture I didn't add one. Let me check my notes again.

>[ ] Starfighter raid
This means sending fighters under the shield bubble to take out the generators right?
>>
>>33558209
>[X] Starfighter raid
>>
>>33558405
>This means sending fighters under the shield bubble to take out the generators right?
That's an option. They could also just shoot up the ships in orbit with Torpedoes and detonate a few nukes to drop the wreckage.

>>33558257
>>33558405
>>33558455
So are they targeting the base itself or the ships? And if they're going after the ships will they be taking SP Torps along?
>>
>>33558467
>So are they targeting the base itself or the ships?
The ships.

>And if they're going after the ships will they be taking SP Torps along?
I'd suggest taking a few to cover the fighters' retreat.
>>
>>33558209
Since there are a few more BS and carriers I would say yes to the SP bringing and I want to attack the ships.

All those HLV are ripe for the sniping once the big ships are gone and we can bring in the Calvary if things start to go south.
>>
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Roll 4d20 for starfighter attacks!
>>
Rolled 12

>>33558735
>Roll 4d20 for starfighter attacks!
Rolling!

1
>>
Rolled 17, 14, 20, 4 = 55

>>33558735
>>
Rolled 16

>>33558774
2
>>
Rolled 9

>>33558795
3
>>
Rolled 6

>>33558819
4
>>
Rolled 4, 20, 12, 3 = 39

>>33558735
Rollin thunder
>>
>>33558774
>>33558785
>>33558795
>>33558819
>>33558835
>>33558963
>17, 20, 20, 6

Well hopefully those 20s make up for the six
>>
Rolled 4, 15, 8, 1 = 28

>>33558735
>>
>>33558995
>4 , 6, 3, 1
Seems like roll 4 just wasn't meant to be decent.
>>
Eight squadrons of starfighters launch from the pair of escort carriers and head in, at an angle that should be slightly more difficult for the enemy to detect. A few of the fighters are carrying ECM pods so that should help them out.

The starfighter commanders use the thin atmosphere to their advantage, bringing their approach in extremely low over the surface.

After clearing the horison the group pulls up towards the carriers and battleships, launching Torpedoes. One third of them are SP Warheads. Well so much for trying to save a few. Most of the SP's cause enough damage to knock out the shields on the Carriers and Battleships so that the conventional weapons can do damage.

Once most of the warheads have been spent the fighters get in close and use cannon fire to target vital systems or the Corvettes that are still docked. Sensor readings from your position degrade rapidly as the surviving enemy ships power up their ECM and attempt to launch plasma balls to swat down the fighters. Detonating them shortly after launch may be dangerous to the ships firing them but so are the starfighters.

"Watch yourself, some of the balls got clear."
"Seventh and eighth they've got you bracketed."
"We're getting boxed in and the HLV's from the surface are using point defense."
"Break north and pull them away, we'll cover you."

It's a minute before you start to get more reports. The last of the corvettes in orbit are down and the HLV's only had point defense because they opened their bay doors and allowed the tanks to shoot out.

"We're targeting the HLV's from below while the remaining fighters pwerform a drop with a crippled Carrier. Requesting pickup within five minutes."

The Escort Carriers jump in and begin recovery. Two of your squadrons lost some fighters with the survivors looking a bit beat up. A couple of the pilots survived ejection and were picked up by an attack bomber. Thanks to covering fire from the other units none of the squadrons were outright destroyed.
>>
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I forget sometimes that the firefox spellchecker doesn't work unless you paste into the browser, cut from it then paste again.

While the raid has been going on Drake checks out the next potential target on the list.

>Logistics Station
The enemy attack cruisers that were here before are gone. In their place are four more carriers each loaded down with corvettes.
CRV-105
BS- 8
C-7
T- 2

Do you still want to target this base, go after a different location, pull out of the sector entirely, or bring in the Heavy Carrier to scan for moving targets?
>>
>>33559712
>Do you still want to target this base
Confer with our wing commanders. It's either going after this target or leaving the sector. Everything else is too dangerous in my opinion.
>>
>>33559872
>Confer with our wing commanders.

"We might be able to hit the mining operation or that colony with the single super in orbit with more starfighter raids." points out Alex. "If we use all 16 fighters squadrons we could try to go after both at the same time."
Kavos points out that the strike on the mining operation might turn out better if you could draw away some of the escort.

Katherine Drake is still interested in either the Logistics Station or the Tanker group.

>>33543167
>>
>>33559712
The rare mining op is still a valid target.
>Rare
A fairly average mining operation. A Heavy Cruiser is parked in orbit above the main facility.
BS- 9
C- 2
T- 1
H- 1

That Heavy and that Tanker is severely lacking in support ships assuming they haven't gotten a shit ton of reinforcement while we've been busy. I think we should try to deal with that and then bail to a new system.
>>
>>33560097
>Katherine Drake is still interested in either the Logistics Station or the Tanker group.

The tanker group definitely looks interesting.
>>
Rolled 19, 5, 12, 20 = 56

>>33560097
i say the tankers
>>
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>>33560170
>>33560174
>>33560232
Tanker group seems to be the choice.

The gas giant is really more of an ice giant, a small one with a lower percentage of hydrogen making up the atmosphere. The tankers themselves are in very low orbit using a combination of ramscoops and corvette sized ships to rapidly fill their fuel tanks. These may not be the same ships that were spotted previously.

The 112 Neeran Corvettes along with the carriers and battleships are maintaining a higher orbit above the tankers.

Your plan of attack?
>>
>>33560656
Can we just fly through the gas/ice giant?
>>
>>33560656
Should be a fairly straight forward approach. EBON jumps in flanked by both wings at one of the Corvette flanks and just opens up at them. The combined firepower should level the odds a bit more in our favor and with the extra Fighter support it will go even better. If we are lucky we can take out perhaps 30 of those little buggers befor the rest can join in. Then when the enemy start to bunch up on us and proper battle lines are drawn we can hit them on their new flank with Command and Dragoons as they micro in.

>>33560692
Also this would be an interesting approach. Come up from under the Tankers and hit them where it hurts befor the enemy escort even realizes what is going on.
>>
>>33560692
That...is a interesting question.

I was going to suggest hugging close to the surface and hitting the tankers from both sides.

When the BS and Corvettes start to react we have the command squad jump in to cripple the carriers.
>>
>>33561045
Weren't we trying to keep the EBON from being scouted out so we have an ace up our sleeves?
>>
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>>33560692
You could theoretically enter the atmosphere on one side of the planet then rise up out of it on the other. The ships will have to reconfigure the deflection systems so that they operate more like those on a shuttle. You also run the risk of causing minor fusion events that could give away your position, though it would not lead to sustained reactions.

With the supersonic or perhaps hypersonic shock waves coming off your starships it might not be a good idea to deploy starfighters in such an attack.

>>33561045
>EBON jumps in flanked by both wings at one of the Corvette flanks and just opens up at them
You're choosing to reveal the existence of the EBON to enemy forces in this galaxy.
Please confirm Y/N?

[ ] Frontal assault/DFA with fighter compliment.
[ ] Frontal assault/DFA with EBON & fighter compliment.
[ ] Skim the outer atmosphere and strike at the tankers
[ ] Pass through the planet's atmosphere and strike the tankers from below
>>
>>33561167
>Please confirm Y/N?
NOPE

[X] Pass through the planet's atmosphere and strike the tankers from below
>>
Rolled 15, 18, 5, 2 = 40

>>33560656
have some wings fly in the atmosphere of the planet and have some others jump in on top of the carriers then hit them from the top and bottom
>>
>>33561167
>Please confirm Y/N?
Nope.

I would suggest to
>[X] Pass through the planet's atmosphere and strike the tankers from below
with the slower wing, and have the faster one on standby to jump once the enemy moves to engage our forces coming through the planet.
>>
>>33561167
>Deploy EBON?
No. An ace up your sleeve needs to stay up your sleeve until it is most needed.


Before I put in a vote, can we run a quick calculation?

I'd like to ensure that, if we go for the in-atmosphere attack, we'd have at least some window of time to escape the gravity well of the planet before the entire enemy escort could be on top of us.

A sneaky attack like that is useless if we end up getting shot down trying to escape the planet's gravity well or worse, blockaded inside the atmosphere.

Would there happen to be any sort of rings on this planet that we could use to hide the approach of starfighters from the opposite side of the planet?
>>
>>33561197

>>33561219
>>33561232
Hammer and anvil approach, there is some division over which group would play which part.
Either way it looks like some of the ships will be cutting through the atmosphere.

>and have the faster one on standby to jump (in?) once the enemy moves to engage our forces coming through the planet.
You want this group to include the escort carriers?

>>33561351
>time to escape the gravity well of the planet before the entire enemy escort could be on top of us.
If you went back into the atmosphere it would be difficult for them to determine where your exact exit point would be. Alternatively if you finished the Transports you could try to punch through their Corvettes and Battleships to reach the edge of the gravity well quickly. If you do go straight out and away from the planet you will have to exchange fire.

>Would there happen to be any sort of rings on this planet that we could use to hide the approach of starfighters from the opposite side of the planet?
No, none.
>>
>>33561559
After hitting the tankers I would say going back within the atmosphere to circle around the ice&liquid core so we can come out where we entered.

For this Starfighters should either not be used or used to skim above the atmosphere.
>>
>>33561167
>You also run the risk of causing minor fusion events that could give away your position, though it would not lead to sustained reactions.

What if the enemy decides to start firing into the planet's atmosphere?
>>
>>33561887
There would be some detonations where their weapons fire struck. If you dive quickly enough the weapons fire wouldn't be able to penetrate deeply enough to seriously threaten you. Fortunately the Neeran don't use Pirate bombardment arrays.
You would still take damage in the upper atmosphere though.

Do you want either Mike's unit or your command squad to assist?

1) Hammer and anvil. Mixed squadrons come up from below, attack the tankers and begin to draw in enemy fleet. Corvettes and Escort Carriers jump in once the enemy moves and attacks them from behind.

2) Assault from atmosphere. Both Attack Wings cut through the atmosphere and attack from below. Fighters (if used) may skim the atmosphere to assist.
>>
>>33562050
Okay. Hammer and anvil with the command squad jumping in with the Corvettes and Escort Carriers to attack from behind.
>>
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No other votes?

Roll 9d20
>>
Rolled 1, 5, 4, 13, 3, 17, 14, 5, 19 = 81

>>33562535
Hammer and Anvil!

Tropic Thunder
>>
Rolled 11

>>33562535
I didn't want to vote for my own plan...

>Roll 9d20
1
>>
Rolled 16

>>33562622
2
>>
Rolled 15, 11, 7, 3, 1, 4, 12, 5, 13 = 71

>>33562535
>>
Rolled 10

>>33562643
3
>>
Rolled 16

>>33562673
4
>>
Rolled 19

>>33562688
5
>>
Rolled 13

>>33562715
6
>>
Rolled 19

>>33562732
7
>>
Rolled 12, 8, 12, 18, 14, 20, 17, 8, 9 = 118

>>33562535
>>
Rolled 13

>>33562755
8
>>
Rolled 16

>>33562776
9
>>
Rolled 14, 13, 6, 6, 10, 5, 3, 1, 14 = 72

>>33562535

Rollan
>>
>Rolled 15, 16, 10, 16, 19, 17, 19, 13, 19 = 144
Not bad, not bad at all.
>>
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Drake and Alex jump in system and enter the atmosphere as your command squad, the corvettes and the escort carriers wait for the precise moment to join the battle.

"Movement in the enemy fleet. They may have detected the attack wings."
"Wait for it." you tell the others while watching the displays.

It looks like one of the tankers is full and is gaining altitude in preparation to jump out. The repositioning of the escorts in higher orbit is a bit more concerning.

"Four Battlecruisers and another tanker jumping in."

The newly arrived tanker begins its descent while the escorts move into position around the full one.

"Do we jump in on them early sir?" Asks one of the newer corvette squadron CO's.
If you did that your corvettes might get torn up before the mixed squadrons arrived. Even with the best pilots throwing 48 attack corvettes at more than 100 Neeran corvettes would make for a bad day.

"Transport and escorts have jumped out." reports Arron.

Fifteen minutes later you start to detect increasing activity in the upper sections of the planet's atmosphere. Some of the smaller ships conducting scoop operations begin to pull back and the larger Tankers also start to retract any drogues they might be using.

Missile and phase cannon fire breaks through the upper most cloud layers just before the ships become visible. The leading edges of a few of them are glowing red from friction. Weapons fire catches the unshielded undersides of two transports striking critical areas. Your people have been learning better places to shoot these things over the last few fights. One transport dumps its cargo and pulls up, using its main drives to detonate the collected fuel, the resulting explosions hiding it from view.
>>
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"Two of the transports might be able to escape. The newly arrived one has no cargo and still has shields while the other that dropped their fuel stores is also accelerating much more quickly."
"The escorts?"
"Battleships and carriers are moving towards the remaining tankers... and corvettes are descending towards the mixed squadrons."

"All ships jump."

Your section of the fleet reverts at the edge of the gravity well and begins to fall towards the descending corvettes. Half their numbers turn back towards you, while the other half attempts to reverse engines to keep from closing with the heavier squadrons below as quickly. It doesn't work as planned for them ans soon they're in the middle of a cross fire. One enemy unit doesn't even attempt to fight you, launching plasma balls and retreating towards two of the carriers attempting to form up with a transport.

Soon most of the enemy force has been crushed with the survivors fleeing towards the remaining transports.

Split your forces and try to take down both? Or will you focus on one of the groups?
>>
>>33563764
Concentrate on the group to the left and on protecting any of our damaged ships from further harm.

Then get out of here.
>>
>>33563764
Focus down the group on the left and we might have enough time to hit the other, but if not that okay.

Try to protect any ships that have been damaged from getting hurt further.
>>
"Focus fire on the group to starboard. Damaged ships stick to cover while we fight our way out of here."

All forces turn to help Drake's wing fight their way towards the better protected of the two remaining transports. Alex's long range ships but down fire towards the opposite group to help out the fighters conducting strafing runs.

The heavy guns on your battlecruisers help knock down the shields of one carrier just after taking aboard several corvettes. A follow up plasma cannon shot from the Devourer takes out most of the docked craft, though several get clear once again.

With everyone concentrating fire it doesnt take long for both wings working together to take down the aft shields of the tanker, as tough as they might be. Your able to put two more cannon shots into its drives before the others finish disabling it. Before long the ship's forward hull is breaking up as are its escorts.

"Last group of enemy ships is jumping out. The fighters were able to down the Battleship and a carrier but the transport escaped with most of their surviving corvettes."

"Fine. Tractor any damaged ships and prepare to jump out."

"Sir, we have an undamaged enemy corvette signaling its surrender." reports coms.

[ ] "Destroy it."
[ ] "Ignore it."
[ ] "Ready a boarding team."
[ ] Other
>>
>>33564219
>[X] Other

Tell them to power down any non-essential systems, have a ship tractor them, jump to an empty system, then board them there.
>>
>>33564304
Sounds good to me.

I'm actually interested in boarding this one personally.
>>
>>33564219
[x] Ready a boarding team

[x] Hail them.

"Identify yourself immediately and power down your weapons and shields. If you do not comply you will be destroyed."

[x] Other: tractor all Neeran wrecks into impact coordinates with the gas giant.
>>
>>33564337
I'm against spending any more time than strictly necessary in this system.
>>
>>33564381
As am I, but the fact is that if we don't put people aboard in -this- system, we have to hold an enemy ship with a plasma weapon under one of our ship's shields to jump it elsewhere.

Even if we ensure the gun can't fire, they could still detonate the ship as a suicide bomb during FTL or something equally horrible, if this is a trap.
>>
>>33564219
I'm with Captain Brutus. We want to take it, but we don't want to do it here. If they refuse, fire a warning shot; if they continue to refuse, blow them to bits.
>>
"Tell them to power down any non-essential systems, have a ship tractor them, jump to an empty system, then we'll board them there. If they don't comply destroy them."
"Yes sir."
"Oh and have them jettison their fuel stores so if it explodes it won't cause as much damage."

While that's being taken care of you see if there is any wreckage that is on an escape trajectory or a stable orbit and have ships hit them with phase cannons until that is no longer the case.

One of the Vengeance types eventually latches onto the surrendering ship and jumps it out. You follow soon after and have the marines prepare an LST.

Sayerna your Alliance observer makes sure to upload the latest translation matrix.

The captain of the corvette identifies himself by a name that roughly translates to meaning "ship smith" or "ship builder" though some of the actual name is beyond your hearing range. As ordered by the Marines the crew leave the ship and enter one of the LST's. They're each surrounded by troops in power cell armor armed with heavy weapons.

The captain is an eight foot tall Neeran, broadly built similar to others from their Empire you've seen, this one just isn't as tall. The flight engineer is a much smaller thinner Neeran about 7 foot tall. Probably a Juvenile. Meanwhile the operations officer is a somewhat scared looking Shallan probably in his mid to late teens.

"That's it, no more crew aboard." Ecord reports.
"Secure the interior, set up sensors and com networks so that there's no chance of anyone else being aboard and double check for traps and explosives."
"Engineers are doing another sweep now."

One of the Alliance officers who are better suited to handling translation takes statements from the Captured crew.
>>
>>33565555
Make sure we have loyal marines who play by the rules guarding the prisoners.

Don't want any funny stuff to happen to them.
>>
"The Corvette captain says that they were convinced into joining by promises of position and power once the fleets were victorious. Well, not position specifically, there's some trouble translating the meaning of that one. There may be some additional layers to that series of words that doesn't quite comes across.
Apparently they were candidates to get into one of the elite units to be held in reserve but instead were assigned to tanker escort duty because a shallan enlistee had replaced one of their other officers. Which was not by choice by the sounds of it. They didn't want to risk life and limb when they were completely outnumbered and had no chance of winning."

Checking recordings from the battle the corvette crew and their two wing men managed to evade all fire that your people threw at them except for when you blew up that one carrier. Looks like you might have managed to kill both of the others if they didn't have emergency teleporters.

"Do they have emergency teleporters on their ships?"
"Some of them, not all."

>What are your plans for the captured ship and crew?
>>
>>33565710
>>What are your plans for the captured ship and crew?

Well, they surrendered. There isn't really much more we should do than put them in a cell and hand them over to the FA once we get home.

I'm not really sure about the ship as it may have tracking devices or something like that installed.
>>
>>33565710
Put the crew under interrogation, the nice kind not the painful kind. Go through the ship and take scans and notes, perhaps we can coheres them into revealing some secrets of their tech? And make sure, VERY SURE that there is no tracking device in either the ship or the crew.
>>
>>33565710
What is the Shallan's story? It seems odd that they'd replace a seemingly veteran or skilled crew member with a Shallan.

>what do with captured ship and crew

Does the Alliance have tested protocols for dealing with Neeran prisoners?
>>
>>33565834
This.
>>
>>33565710
First make sure rhy dont have any traking bekon on them. Then find out who is In charge of ehe fleets in the area and get as muchas you can about the regular stuff like fleet deploments and battle plans. If they are coroptive keep them pows
>>
>>33565710
Do they know what the elite units are going to be used for. Local units, manufacturing and other potential targets. Any scuttlebutt about us and our operations and any other intersting rumors
>>
>>33565897
Sorry about the spellung mistakes im on mobile
>>
>>33565710
>Was almost in an elite unit

Don't suppose he has heard anything about the C&C that wormholed out when the Neeran hijacked that Isolationist ship. (I'll keep asking until we find it!)
>>
>Does the Alliance have tested protocols for dealing with Neeran prisoners?
Put them in stasis so they can't be a problem until they can be moved to a more secure facility.

>tracking devices
Your engineers are working on it. So far they have no way of knowing for certain if the ship is transmitting since it could be some crazy tech they haven't encountered before. It's been suggested that it be parked in a safe zone out of the way for several days or a couple of weeks to see if anyone goes looking for it.

>or in the crew
Medics are working on that and soon rule out the Shallan crewman.

>perhaps we can coheres them into revealing some secrets of their tech?
They're not especially helpful on this point, saying that much of their technology just won't work for you as most of it was built for them to use. They're confident that it would take you some time to get the corvette working well enough for you to use it. This may have factored into their decision to surrender.
They are probably unaware of the equipment you brought along on your last mission to steal an enemy ship, which is a good thing.

>What is the Shallan's story? It seems odd that they'd replace a seemingly veteran or skilled crew member with a Shallan.
While reluctant to talk about it they eventually tell your people that the other more experienced crewman was reassigned to a better ship and since there were 2 Neeran aboard it was assumed they could handle any problems if the newly inducted crewman mutinied. Where precisely the other crewman was assigned to they don't claim to know.

Shallan personnel are being offered very good pay both for them and life insurance that would be paid out to their families if killed in action. Its close to what your best mercs make. They don't know where the money is coming from. The kid wasn't really into economics before the war started.

>>33565897
They don't have much info on fleet deployments. Commanders of the heavies or Super heavies would know.
>>
>>33566513
>They don't know where the money is coming from. The kid wasn't really into economics before the war started.
...Wait, that should be nearly impossible. There is no exchange rate between what the Neeran Empire uses and The various national currencies of the factions alliance. Ergo, they could only use what they've managed to seize. The amount of factions alliance currency should be fixed and small in their system. Unless they're basically engaging in wholesale fraud in an attempt devalue the Factions alliance currency.
>>
>>33566702

They infiltrated the Factions for years, perhaps decades and tried to engineer the destruction of both the warlords and Factions fleets in South Reach campaign. They could very well have torn information from captured people and drained countless credits into accounts for this very purpose.

>>33566513
Sounds like its time for stasis Neeran!
>>
>>33565897
They were just told that their squadron was to act as escort for the tanker squadrons for a few weeks or months, however long it took to get their particular fleet ready.

The one they were attached to had 2 Supers and 10 heavy cruisers. Some of the heavies and support ships were probably sent away to guard local sites until it's time for the fleet to move on.

>>33565901
>Do they know what the elite units are going to be used for.
For the next wave of the offensive, whatever that would entail. Everyone left will be given command of entire fleets once reinforcements arrive. They could then act as either the defensive reserve or command units for the next wave into rebel Neeran territory. That would be the Republic and Isolationist Neeran territory you assume.

The translator also mentions something possibly to do with setting white phosphorus or magnesium on fire though again that's also not quite clear.

>Any scuttlebutt about us and our operations and any other interesting rumors
They had heard there was an attack by raiders on some ships in another fleet but that a heavy cruiser had chased them off.

>>33566314
>Don't suppose he has heard anything about the C&C that wormholed out when the Neeran hijacked that Isolationist ship.
They don't seem to know anything about that and make some nonsensical comments about stealing fire being dangerous.

>>33566802
>Sounds like its time for stasis Neeran!
Anything else or do this?
>>
>>33567135
>Sounds like its time for stasis Neeran!
>Anything else or do this?
Yup.

Also, it looks like "fire" could be a metaphor for energy organ.
>>
>>33567135
>stealing fire being dangerous

Well, what do they know about the Isolationist Neeran?

Why do they believe this war is being fought?
>>
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>>33567516
"The older one says not to bother explaining.
The younger one says the war is for two reasons but mostly is preemptive. They knew about the civil war in the Republic and think that it was engineered by the Isolationists so they could take control. The other Factions were subverted already or will be soon. Except for the Dominion which are mostly mercenaries anyways."
You frown at the Alliance officer.
"Not my words sir, I'm only paraphrasing certain bits. Dominion can be coerced by the other Factions. Once the Republic recovers from its civil war it would be too late to stop the isolationists.
I guess most of that is common gossip among their fleet."


Your Wing commanders are still interested in raiding the Jammer, Mining site and the Logistics Station.
With the amount of damage you've now done locally to the enemy Tanker fleets you may also want to consider withdrawing from the sector entirely.
>>
>>33567135
>Sounds like its time for stasis Neeran!
Can we smuggle back the engineer to RSS labs for when we get working with NeeranTech(tm)?
>>
>>33567812
>With the amount of damage you've now done locally to the enemy Tanker fleets you may also want to consider withdrawing from the sector entirely.
Can we send a scouting party to the Jammer? See what's guarding it.
>>
>>33567812
I say scout the Jammer and hit the Rare mining site at the same time. With any luck we can take out the Jammer as we bail out of the system.
>>
>>33567823
no
>>33567812
i just want to wipe out the small logistics station.
>>
>>33567812
I say we attack the mine
>>
>>33567823
>Can we smuggle back the engineer to RSS labs for when we get working with NeeranTech(tm)?
If you're prepared to have the Alliance asking questions after one of their officers was doing the interview.

>>33567885
>Can we send a scouting party to the Jammer? See what's guarding it.
Do you want to send out the Black Lancers I mean Mike's squadron to check it out?
They're fast and aside from the dark blue markings near the engines have have a matte black paint scheme. The similarities are becoming difficult to ignore.

>>33567944
>Rare
CRV-??
BS- 9
C- 2
T- 1
H- 1

Would you want to use SP's to take down the Heavy Cruiser in orbit?

>>33567964
>Logistics station.
CRV-105
BS- 8
C-7
T- 2

>>33567985
>Mining Operation
BS- 8
C- 10
T- 6
H- 4 (3x heavy, 1 heavy mining ship)

As usual, some division over what targets you want to hit. If you're focusing on simply raiding them instead of outright destruction it is possible to go after several targets simultaneously.
>>
>>33568049
>The Black Lancers
Let's do it.
>>
>>33568049
I think we should just pull out of this sector.
>>
>>33567812

I'd like to pull out of this mini sector.

We've stirred a hornet's nest and survivors have good intel on our forces. There are plenty of areas we might encounter allied stragglers, and the damage we do here is worthless if we bite off more than we can chew and lose people behind enemy lines.
>>
>>33568049
The logistics station looks like something we can take
>>
>>33568105
>I think we should just pull out of this sector.
onward, to new soft targets!
>>
Daska has conducted raids on several locations in her sector, culminating in a large raid on a super fleet. Two of her wings staged separate attacks on the fleet, drawing away defenders so that starfighters could hit the support ships from range with SP Torps. She regrets to inform you that two of the corvettes were destroyed in the raid. The Rovinar Silent Hunter is currently looking for the escape capsules.

With the entire sector now on alert she's decided to move on.

Mike is interested in taking care of that jammer now that it's been brought up. Roll 3d100.

What sector(s) do you wish to move on to? There was interest in attacking the nav station up by sector 6.
>>
Rolled 56, 43, 29 = 128

>>33568500
>>
>>33568049
Send out the Black Lancers!
>>
Rolled 1001

>>33568500
>>
Rolled 75, 84, 23 = 182

>>33568500
Mike a gogo.

>Nav Station
Won't that thing detect us coming?
>>
Rolled 20, 38, 84 = 142

>>33568500
>>33568615
Woops!
>>
Rolled 37, 50, 95 = 182

>>33568500
I pray that the dice god is with Mike.

Tacking out the Nav station should bring the Neeran's some pain, I support going there and at the very lest check out the system.
>>
>>33568500
How about sector 11?
>>
>>33568694
I'm up for it.
>>
Guys, I think we should reconsider raiding in a pattern. If some Neeran higher up notices that his forces are getting knocked up in a rough line of systems, he may place a reaction force along our line of raiding (in this case, toward the Nav station.)

On the topic of Nav stations, shouldn't we have some intel on what stations are what? We may be able to pick an easier target for destruction/raiding due to that, as far as destroying or crippling it goes.

I'm wondering if we shouldn't try and scout out Sector 11 or stuff in that region, and conduct some raids that direction while Daska scouts a path toward the 2 possible abandoned outpost sectors down in the lower half.
>>
>>33568615
>Rolled 1001
Something's not quite right here...

>Won't that thing detect us coming?
Now that you've started to hit sectors here and there? Probably. Especially since there is a sensor array in sector 6.
It should be possible to lose pursuit as before when fleeing into deeper into the galaxy.

What scale of attack did people have in mind for the nav sensor station if any?
Or would you prefer to investigate sector 11 instead?


>>33568557
>>33568633
>>33568637
Mike's unit destroys the jamming craft and one of the two carriers guarding it, then escape before the four Battleships present can cause much damage.

A couple of a couple systems that couldn't be scanned down easily before reveal that there is a weak distress signal on Faction frequencies is being bounced off of several deep space transmitters. Mike is soon able to make contact with a Shallan attack cruiser and three smuggler frigates that have been deploying them. Apparently there is a crippled Shallan medium cruiser in the region which is hidden. It can't jump on its own because of damage to the port side hull and sublight engines.

To get it out would require bringing in the repair barge and plenty of spare materials for a few days or jumping in the heavy carrier. It won't fit in the bay of the Heavy but they could certainly speed along repairs. Even once it is jump capable its going to take a long time to get a medium cruiser like that fully operational in the field.

Your orders?
>>
>>33569067
Could we have the Silent Hunter supply them with the necessary resources? It might take longer but we wouldn't have to jump in our vulnerable assets shortly after stirring the hornets' nest in this sector.
>>
>>33569067
>going to take a long time to get a medium cruiser like that fully operational in the field.
how long to just get it so it can almost keep pace on it own (jump wise) with the heavy carrier?
>>
>>33569067
How well hidden is this medium, and how close have the Neeran gotten to locating it?
>>
>>33569067
>Even once it is jump capable its going to take a long time to get a medium cruiser like that fully operational in the field.
Not much we can do here other than report it in and hope for the best. Maybe have a few cloaked ships jump in and evacuate the crew.
>>
>>33569067
I'd say we get it jump capable and then bail out out to sector 11 where we can repair it more peacefully for a while. Adding another Medium to our fleet, even a somewhat damaged one, would be a great amount of added firepower.
>>
>>33569325
this has my vote, even it it isn't able to help in the firepower dept it should still be able to provide support.
>>
>>33569067
Can't we just tow the damned thing out of the area? We do it all the time with our salvage corp
>>
>>33569394
We have incredibly specialised ships in our salvage corp.
>>
>>33569145
>Could we have the Silent Hunter supply them with the necessary resources?
Yes, but what they really need is a repair ship. even one of the grappler recovery ships would be enough.

>>33569187
Once it can jump at all it'll be able to keep up with the Heavy Carrier. Just barely but it'll do it.

>>33569188
>How well hidden is this medium, and how close have the Neeran gotten to locating it?
It's been in hiding for more than a month now. The other ships were using a relay of transmitters to keep in contact with allies in another area without giving away their position. The Neeran brought in the jammer to break that contact in the hopes the ship would reveal itself or its position in some way. Neeran battlecruisers have been combing the surrounding systems but so far haven't found the comet they're hiding in.
The other allies the group were in contact with have probably fled the region by now.

>>33569198
>Not much we can do here other than report it in and hope for the best. Maybe have a few cloaked ships jump in and evacuate the crew.
The crew seem determined to save their ship. Some of the wounded could be shipped out but even if you can only drop off some repair supplies they would be grateful.

>>33569394
Yes, you could probably do it with the help of the repair barge, one of the other Medium cruisers or the Heavy Carrier.

>>33569325
>>33569354
What ship(s) did you want sent in to help?

1-2x Grappler recovery ship - Repair until it can jump
Repair Barge - Repair /or/ jump the ship out now
Heron Medium Cruiser - Jump the ship out now
Heavy Carrier - Repair /or/ jump the ship out now
>>
>>33569067
>damage to the port side hull and sublight engines

Any chance we could help it do assisted jumps with minimal repairs and at least get it to a less alert area for some more in depth repairs?
>>
>>33569542
And random mediums that we literally barely fixed up and then had them begin towing other mediums. Seriously a heavy carrier should be able to tow away a medium.
>>
>>33569573
Heron
>>
>>33569573
>Heron Medium Cruiser - Jump the ship out now

We can jump it out and repair it in "relative" safety.
>>
>>33569573
>1-2x Grappler recovery ship - Repair until it can jump

Let's keep our support fleet hidden as well as we can for the moment.
>>
>>33569573
Jump it out with a Heron, sector is to hot for us to gather supplies for an extended repair effort.
>>
You talk to Captain Oralth and he certainly agrees its worth risking one of his medium cruisers if it gets a Shallan warship of that caliber out of enemy territory. Mike hangs back and keeps watch for additional enemy ships while the Heron jumps in and assists the larger warship jump out of the system and then the sector.

One its safely away Oralth informs you that he would like to move the fleet to a system midway to the Medium's location and they can both meet there to conduct more serious repairs.

Are you okay with this or would you like to fleet moved closer to sector 11 in preparation for investigating the sector?

I'm going on the assumption that most people are okay with checking out that area. Do you want to conduct an auto resolve scan of the sector, which is safer and will advance things a few days, or scan down the sector using multiple dice rolls?
>>
>>33570553
Auto resolve.
>>
>>33570553

Whatever is easier for you is fine by me.
>>
>>33570553
Auto resolve
>>
>>33570553
Auto resolve sounds fine to me and Oralth's idea is okay in my books.
>>
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Sector 11
This sector seems to have plenty of abandoned facilities of which the enemy is only aware of a few.

>H-Colony Terraforming
There is an abandoned colony world which was struck by a asteroid fragments some time ago. It was just a small settlement and lacked the ships or sensors to detect or divert the fragments. The change in atmospheric conditions made it economically unsustainable.
A Neeran Transport converted for mixed duty is in orbit and assembly of a base and planetary shields have started. This ship is much better armed, almost making it on par with a Faction Heavy cruiser or Carrier.
CRV-180
HLV-20
BS- 4
C- 6
*T- 1

>Planetary Base
An abandoned Shallan base has been occupied by a Neeran taskforce. It looks like they're bringing in heavy equipment, possibly with plans to expand it.
CRV-??
HLV-??
BS- 14
C- 10
CX-3
T- 1
H- 1

>Sensor array x2
Two sensor arrays pose a serious problem for deployment in the region. Defensive platforms are being deployed near them by transports as added protection. They're not yet complete.
BS- 6
C- 4
T- 1

>Allies
A fleet that seems to have survived the fall of the region to enemy forces are hiding out in a previously abandoned asteroid base. They have some basic repair facilities but are unable to deploy for fear of exposing the location of their base since it now falls within the range of a sensor array.
CRV 1
FRG 2
LCRS 4
ACRS 3
BC 4
BS 6
Carrier 2
Combat Barge
MED 1

There are also 3 smuggler outposts scattered through the sector. They face similar problems of Neeran encroachment. If you could clear the sector they could probably provide you and the allied base with a limited stream of supplies.
>>
>>33571724
I would say meet up with the allied fleet and have a chat.

I'd like to suggest we take out both of the sensor arrays, using as light a force as we think we can get away with, and then set up the full force either to ambush whatever they send to find out why they went dark OR to attack the planetary base or the terraforming place while they're lightly defended.
>>
>>33571724
Simultaneous strikes on the sensors would probably be a good way to start our operations in this area.
>>
>>33571790
Err, messed up. Don't talk to them first, I guess. Or send just something small the array won't notice. We don't want to introduce ourselves by giving away their positions...
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>>33571724
Oh goody, allies. Let's make contact with them and see what we can work out. First target should be the sensors, two wings each should be able to deal with them quickly and without loses on our side. Then we can take all our forces,aswell as allies, and strike at the Colony Terraforming target. See with that lack of Carriers they have there those Corvettes have no way to escape so we can kill them all and then crash the Transport into the unfinished enemy base... Again, it was fun the last time. After that we can rest and repair at the base befor either dealing with the planetary base, which may or may not be lacking in Corvettes, and then bail with more ships than we begun with.
>>
>>33571965
>and then bail with more ships than we begun with.
i'm starting to feel that we are going to end this deployment with a much larger fleet than we started with.
>>
>>33571945
>Or send just something small the array won't notice.
You can contact them remotely without entering the system, just there's a slight chance of the enemy intercepting your signal.

>>33571852
>Simultaneous strikes on the sensors would probably be a good way to start our operations in this area.
>>33571965
>First target should be the sensors, two wings each should be able to deal with them quickly

Everyone okay with this?

There is also the issue of the Assault corvettes now that the fleet has linked up again. Did you want to have the remaining squadron swapped in now or will you wait until you've cleared sector 11?

Roll 6d20 for attacks on the sensor arrays.
>>
Rolled 4, 11, 18, 5, 17, 15 = 70

>>33572246
Yes,
Wait until we've cleared the sector
Rolling.
>>
Rolled 3, 3, 14, 20, 14, 10 = 64

>>33572246
Sounds good to me.
>>
Rolled 11, 7, 9, 3, 8, 11 = 49

>>33572246
Reequip now
>>
Rolled 3, 10, 15, 12, 7, 14 = 61

>>33572246
Sounds good. Don't reequip yet.

What are the roll rules now anyway?
>>
Rolled 5, 17, 19, 16, 5, 16 = 78

>>33572246

Dual sensor attacks!

swap them in after we've cleared the sector.
>>
>>33572246
After we have cleared this area I would say.
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>>33572305
>What are the roll rules now anyway?
All your people get best out of 3. Units that crit on 19 or 20 will automatically help units that would have otherwise been destroyed. 5 or lower without some kind of support and ships start exploding unless crews and squadron CO's have been drilled to know when to retreat.

The performance of some units occasionally do not need rolls based on situation and will depend instead on the tactics used.

Your rookies have largely proven themselves capable of the ability many of them claimed at the start of the tour. Given that only the best from the training units were assigned to the attack squadrons that shouldn't really be a surprise. Many of them were already better pilots than half your people were back when you fighting pirates around Surakeh.

Right now the House is limited by its ability to afford more ships for the military and to ensure enough crews are ready for them. There are more pilots and bridge personnel than there are ships since so many are being sold to other Houses, the PCCG or the Alliance. Since you're losing so few on average its allowing some crews to stay in training longer.

With 6 mixed squadrons and 4 attack corvette squadrons assigned to attack each sensor array and its defenders, most of the enemy ships are quickly swept aside. Alex and Drake's Wings run into some trouble with the defense platforms that have been completed and take a few minor hits here and there. While they keep the heavier fire from the platforms occupied the attack corvettes swing in from a blind side and take them out.

Both groups return and begin system checks, the more damaged vessels docking aboard the carrier for a few quick repairs.

"Mostly just armor hits but it's best to get them patched just in case." States Alex.
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With the sensor arrays down you're able to send in a ship to contact the base more easily.
Baron Taushir of House Fane'lo is acting as temporary commander of the fleet despite being a ship Captain in the Alliance. This is because he has the largest ship, a Shukhant Class Medium Cruiser. It's been fully repaired but the only other ship left from the fleet his House deployed is a single attack corvette.

The others are a mix from other Factions. Mercs both PCCG and SRL, Terrans Hune, Shallan, even a Norune battlecruiser. With a few exceptions most of the ships are on the slow side, not suited to operations with attack wings. Oh well.

Those carrying plasma cannons are happy to hear that a Republic Carrier is with you meaning they'll be able to get some reloads.

After you trade info the Baron gets right to the point.
"If you can drive off the local Neeran forces then make it look like you've moved on to raiding other sectors we could get some of the old bases around here operational. That would let us really strike back at the enemy and open up a new front."

>What say?
>>
>>33573000

Time to get ships near those smugglers and Allies and inform them that we've just hit the sensor arrays.

They should prepare to either join up with us or abandon their positions before the Neeran send forces to scour the area.

And here is a million credit question...

That station base near the northern sensor array... is it modular or otherwise containing something we could salvage like repair systems?

We could probably muster enough forces to strike at that H-colony or any other sites that may have been revealed from under those sensors.
>>
>>33573186

they have less than a mixed squadron of cruisers and under, an over-strength flight of battlecruisers, half a squadron of battleships... 2 carriers, a combat barge and a medium cruiser.

The hell kind of second front is this guy planning to open up?
>>
>>33573186
Sounds like a plan to me. We should probably request he have some backup available for the planetary fights, just in case, and it's a shame that we can't jack his fleet, but setting up a rear base is probably better for the war effort.
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>>33573186
>What say?

I'll write something tomorrow, this is roughly the time H&D usually stops anyway.

If you guys keep going, some things we should probably consider:

-The FA lines were already stretched thin in a few places when we left, so we have no idea if this galaxy will see any friendly ships for months once we have left.

-A second front is something we don't want to establish, it gives the enemy something to focus on while they will have to shore up their defences in the entire galaxy if we keep striking targets all over the place.

-Unless they have huge stockpiles of SP and Veckron torpedoes hidden in these bases, they're pretty fucked once the Neerans decide to pay any attention to this area, going by the amount of ships we've seen in the other sectors.
>>
>>33573186
Where do you want us to hit first?

We can try and drive the Neeran into a location they can pounce on them as well if need be.
>>
>>33573186
How many of those other ships are there? Unless there are a large number of them, they might want to consider just retreating to friendly space and helping the front there.
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>>33573186
I say we hit the Colony first and once we have that taken care of we stage a series of lightning raids or one massive raid against the Planetary base.

I agree that another front might be a good thing and if possible any survivors we find should be sent here as a rallying point. No doubt he will be focusing on getting the other bases up and running so it should take some time before he gets to any raiding on his own.

Since we are planning to "hopefully" come back maybe we could bring some "extra" supplies to help him once we are in the area again.
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>>33573186
"Baron Taushir, with all respect, you are hardly in any state to open up a new front right in the middle of the enemy's staging ground with your current forces. My plan for the moment is to destroy the Neeran forces and bases in this sector, get what I can from the smugglers in the area and then bail out with the force here. I got a feeling that these forces will be needed soon and I'd much prefer them to be alive and close by rather than dead when the enemy sends out a fleet to see what happened to this sector."

Opening up a new front, geeze. The moment they peak outside their little base they will be butchered. Much better that they come with us and help do what damage they can to the Neeran before we pull back to friendly space again. Cause I just know we are totally going to need all the ships we can get.

On another note, I wonder if we can get the Smugglers in the area to join us with their ships once we clear the area. Any ship with a weapon counts if we are tracked down. Then again just resources and supplies to repair and rearm will be a good thing.
>>
wait, did we just -capture- the sensor arrays?

Well that has possibilities...
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>>33573605
Maybe instead of just shutting him down we should ask what exactly he has planned for this "Second front"?
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>>33573254
>That station base near the northern sensor array... is it modular or otherwise containing something we could salvage like repair systems?
It was a mixed modular type with a more permanent core section. The military must have partially shut it down with plans to reoccupy it later. There are signs it was destroyed by retreating Shallan fleet elements.
Checks of the scan data show nothing of value besides good quality scrap.

>They should prepare to either join up with us or abandon their positions before the Neeran send forces to scour the area.
It may be difficult to convince some of the smugglers. Those with the station will probably go but those hiding on hidden planetary bases will be able to stay hidden for an extended period.

>>33573343
>The hell kind of second front is this guy planning to open up?
Possibly just guerrilla warfare but you never know with some nobles. There may be a reason the Alliance didn't give him a higher rank.

>>33573408
>Unless they have huge stockpiles of SP and Veckron torpedoes hidden in these bases,
That would be a no. Their fleet only has about 15-20 SP torps left.
>they're pretty fucked once the Neerans decide to pay any attention to this area, going by the amount of ships we've seen in the other sectors.

>>33573415
>Where do you want us to hit first?
"Their Planetary Base has a heavy cruiser if your info is still accurate. If you could destroy that ship we would have enough firepower to threaten the defenders above the remaining colony almost by ourselves."

>>33573445
>How many of those other ships are there?
Just the ones listed above. 24 ships.

>>33573585
There is indeed an upside to reactivating the old bases since the Carrier can't bring along everything you find.

>>33573703
Well you kind of blew them up. Still you might be able to salvage some spare parts.
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>>33573861
>"Their Planetary Base has a heavy cruiser if your info is still accurate. If you could destroy that ship we would have enough firepower to threaten the defenders above the remaining colony almost by ourselves."

In that case we should definitely hit that base first. Destroy everything (Unless the barron wants to planet intact for some reason.)
>>
> "... If you could destroy that ship we would have enough firepower to threaten the defenders above the remaining colony almost by ourselves."

24 ships against over 180 plasma-packing Neeran corvettes?

... can we open a secure line with a Terran or Hune ship and get their assessment of this Baron? I'm very worried he's gone a bit mad at the loss of the taskforce he probably commanded from his House, and is under the delusion that he can still salvage the situation now that we're here.
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>>33573605
You tell the Baron that the fleet present won't be able to hold up against any real enemy force if they come to investigate. He seems to get the picture once you provide intel on the size of the fleets passing through.

While having them launch a full blown offensive will not be good and would draw far too much attention there is some potential in getting the old bases online, especially if they could be kept hidden. Or it could it could all be a waste of time that could be better spent getting resources out of the sector. One thing's for sure, that base your allies are occupying could probably conduct repairs on the Shallan Medium in your fleet more easily than your own repair ships.

>can we open a secure line with a Terran or Hune ship and get their assessment of this Baron?
"Tactically he's actually quite good given small forces. From a strategic standpoint though the guy is rubbish."

"Do you think he could take down 180 corvettes and four battleships?"
The other officer grimaces. "Maybe. We do have a lot of starfighters in reserve so that's one advantage."
"As are the reloads for our few plasma cannons." Adds the captain of a Republic Battleship. Those ships technically outgun the Devourer but you have the advantage of torpedo launchers.
If your Wings helped there's no doubt you could win.

We're at 256 posts so it looks like there should be enough to resume tomorrow. Will post in the morning then see you at 7PM EST.
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Given the weight of enemy forces in this area I think we would be better off just destroying what we can, packing up everything we can and then moving on. The bases could help in getting our assets repaired while we keep the enemy busy in the rest of the system.

--

Oh and I figured out the rifle situation, we actually have two versions of the rifle on file now. The first version was the one handcrafted by the artisan we hired. IIRC we initially had 3 made, we took the first prototype with us on that specops mission with the Krath where it got cut in half. The other two were sent as samples to the Alliance and Winifred. This is the one we used to set up the initial production line. Some time after that we had produced a number of rifles and sent them out again for testing. The main point of feedback was that the rifle was too long for some situations.

At this point I went back and did a little work on the design, ending up with the one in this pic. The "Mark II" version of the rifle differs in two ways. The rifle barrel is a foot shorter and the (same number of) repulsors now extend all the way to the back. The suppressor on the front is now a single piece instead of two, and the barrel extends by moving the suppressor forwards and adding a section to the middle. Overall the rifle is much shorter and the suppressor now all the time instead of just when extended. This is the version we are currently producing in the factory. The carbine, shotgun and forearm PDW are as yet untested prototypes. We can wait and see if there is a demand for such things before retooling the factory.
>>
You guys mentioned making a sniperized version of the rifle, this would actually be quite easy. All we need to do is take the improved Mark II marine version and give it a longer barrel to match the original prototype, 5 feet collapsing to 4 instead of 4 feet collapsing to 3. We could probably do it on the same assembly line because the parts are mostly the same, just slightly longer in a few cases. As a mass driver it would be roughly 20% more powerful and the longer barrel would make the 20mm shells shoot faster.

About 60 inches of barrel should be plenty. There are real life 20mm rifles in service today with barrels in the 36-48 inch range and these already have an effective range of several miles. Our rifle is way more powerful and effective range won't be an issue for terrestrial combat. Actually SEEING and hitting your target at such distances is the real trick, but futuretech should help with that.
>>
Page 9 bump.
>>
Survey <<<<<<<<
https://www.surveymonkey.com/s/GFHJZHP

>>33573186
Which enemy location do you want to attack first and with how much force? The Baron wants that Heavy cruiser taken out but that may not be the best choice.

Survey question added for if you intend to have your allies help out with such an attack.
>>
>>33579926
Personally I think we should send the forces we rescued back home, they must have been stuck here for quite some time, if necessary we can clear an exit vector by destroying a nav scanning station.
Wrt the stations I'd be in favour of looting the stations for all that we can use and then reposition them somewhere into deep space and transmit their new locations to Alliance command via the ships going home.
>>
The most useful thing we can do is draw enemies away from the front. For that, Raids are far more useful than opening a new front or having a few stations operational (which could then be captured by the enemy).

I would have them either added to our raid party (slow ones as carrier escort, fast ones on the raid) or maybe provide second fall-back point other than the carrier.

In the short term having letting them stay at a base and repair the medium cruiser would be helpful. Mid-term I would continue having them work as a secure repair station for as long as we are in the region. Later I would have them sack the place and move on either with us or back to the front.

Can someone explain to me the benefit of reactivating several bases? Do we even have enough staff to man those bases?
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>>33580537
Opening up a new front seems like pure madness when the area lacks and sort of possibility for reinforcement what so ever. Best thing we can do is add them to the fleet and make use of the base to repair the Medium until we leave for another sector with them.

As for several bases. If we did have several of them it would open up for making hard points which would be easier to defend, even if that would draw Neeran forces like flies to honey. It would also let us make use of the areas resources but then it would seem more like an occupation rather than an extended raid. If there is anything that's important for us right now it's to avoid traditional fleet battles as best we can and just focus on doing damage and getting our ships and crews back home alive.

Also bump.
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>>33580537

Fully supporting this.

Take the fast ships with us for attacks, the slower ships for extra defence for the carrier and use the base for faster repair for the medium - specially now when we have some quality scrap available.

Also this:
>Can someone explain to me the benefit of reactivating several bases? Do we even have enough staff to man those bases?
>>
We might want to ask the baron (and some other officers) why he wants that heavy cruiser destroyed.
>>
Bump.
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>>33583682
I have not been on these threads this moths due to school and work combo. but reading the archive i read about the 1k Kestrel.

Are we having Windsor Shanghaied into training volunteers for this? because if we could somehow train enough people we could increase their numbers enough to get a lot of them familiarized with this tactic that they could disable enough superheavies to turn the battle or make a retreat into a rout.

And if we had know how to do this during the battle at the shipyards we could have requisitioned some 60 or so stealth corvettes and have them made their runs while we started the attack, heavily cutting enemy numbers.

Heck, coupled with cloaked corvettes this tactic could be a murderous assassination tool on enemy superheavies.

We could pull of random acts of violence and destruction on symbols of Neeran might and their esprit the corps .
>>
page9 bump.
>>
bump
>>
>>33580537
>>33582553
>Can someone explain to me the benefit of reactivating several bases?
The planetary logistics base especially can provide supplies for the fleet using what manufacturing ability is left.
The military base may be able to manufacture some parts for small craft like starfighters.
>Do we even have enough staff to man those bases?
There are enough personnel taking shelter at the other base that skeleton crews could be assigned. You could assign some of your non essential personnel to increase those numbers.


>>33583682
>We might want to ask the baron (and some other officers) why he wants that heavy cruiser destroyed.
"Because we lack many SP torps. Our ships would be in a slugging match with the heavy and it has the potential to do serious damage against the larger ships. Enemy corvettes at the other site could be picked off a few at a time here and there."

>>33586597
>Are we having Windsor Shanghaied into training volunteers for this?
There are probably a few people being sent his way by now. It's unlikely he'd join the Alliance as an officer but it's not out of the question that he'd be assigned to a training unit.
As someone who maintains a rather high profile its unlikely they would put him on training any secret units. A decoy unit isn't out of the question though.
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>>33589469
So, which base is getting wrecked first.
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A majority have voted to keep just the current asteroid base online, the next most popular one being to evacuate the sector entirely.

Most of the ships and personnel will be relocated to the fleet while the Shallan Medium is readied to be moved to the base for repairs. Some of the Smugglers are also being convinced to evacuate their hideaways though some will remain behind. A few are determined to find a way to establish smuggling routes into enemy controlled worlds in the future.
Hopefully they dont just get themselves killed.

>Are there alliance officers higher ranked than the Baron among the stragglers we've encountered?
Of equivalent rank but not higher.
>And do any of them have info on areas we might find battle sites?
>we might find a few wrecks or hit a Neeran salvage Op
You've been send data on battle sites in sectors 9 and 12.

>See my answer to question 2.
This actually made me laugh.
There's no way to tell which of the half dozen comments made belong to the same poster.

It looks like you'll be going after the local bases mostly on your own. You have invited along the few ships that are fast enough to keep pace so that's a small boost to firepower.

>>33589779
>So, which base is getting wrecked first.
Good question! ...and there were no responses to it since I had last asked it so lets go back further.

1 for hitting the Colony and 1 for the Planetary base. Your plan of attack(s)?
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>>33590729
Did they drop scan sat and com relays around the planet? otherwise, we'll hit the colony from around the planet. Aiming to target the transport from the rear
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>>33590729
>You have invited along the few ships that are fast enough to keep pace so that's a small boost to firepower.
So that's 6 attack cruisers, and 3 smuggler corvettes between all the forces we've picked up right?
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>>33590729
Can't we bring along the Mediums/Medium in our Command Squad, we could certainly use the firepower when we deal with this many ships at once. I'll put my vote on the Terraforming world as for the plan of attack.

We put Command (possibly allied Mediums?) on the left flank along with two wings and all the carriers. We micro in and bash the shit out of forces there and then most of their forces should start heading for us. This is when the rest of our forces hit them on the right flank, pinning them between the hammer and the anvil. Our main goal would be to cripple that Tanker and then push it down on the base down below. EBON can be reserved for the Planetary Base after.
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>>33590729

I'm for hitting the planetary base.

deploy our fighters to unleash an SP torp volley from long range.

We'll initiate with our mixed wings jumping in at range and dumping SP torps into carriers from up/down angles, follow up with the fighters hitting the BS/Heavy with their SP torp barrage.

Command squadron comes in slightly off the attack wings, focuses on the Heavy.

Mike comes in from another direction and wrecks whatever he deems fit.

No chance the Baron wants to have his Medium jump in to wreck the transports when they reveal their intended escape vector?
>>
>>33591114
we don't have that many SP torps left
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>>33590832
It seems they are beginning to put up a com and sensor network in orbit of the colony. Did you want to have starfighters attack them before hand to weaken the network?

>>33591098
>Can't we bring along the Mediums/Medium in our Command Squad, we could certainly use the firepower when we deal with this many ships at once.
Yes you can have it operate with your command squad, though this will slow down the squad to battleship speeds.

>>33590860
Actually...with the other ships you've salvaged and some of the spare crews from the base there are enough ships now to form a mixed attack squadron.

Also roll 2d100 for the pair of pilots from Daska's unit that got shot down earlier.
>>
Rolled 6, 73 = 79

>>33591267
Yes, send in the fighters first
As, Rollan.

Keep the Medium separate. Speed is life.
>>
Rolled 92, 56 = 148

>>33591267
pilots!

>SD/SC ACRS

Terran Scorpions?
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>>33590729
I have a crazy suggestion.

We have that one stealth ship correct? We have three Stealth suits of power armor right? So what if...we attempt to infiltrate the Neeran Taker that is modified to disable it on a deadline for when everyone is going to attack.

Then try to use that in the attack on the Planetary base.
>>
Rolled 18, 13 = 31

>>33591267
Starfighters.
Don't bother with the medium
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>>33591267
Keep the mediums separate. Add in the 4 Battle Cruisers though. Shouldn't slow us down
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>>33591397
This is the Tanker at the colony i'm talking about for those wondering.
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>>33591397
>>33591452
no
>>
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>>33591376
[SD ACRS] (Shallan) Dusk Class
[SC ACRS] Scorpion Class
I need to add these identifiers to the wiki some day when I have time.

>>33591397
>>33591452
You could disable it for awhile but your hijacking gear isn't good enough to take control of a ship that big. You'd need a Krath infiltrator... or another Neeran.

It looks like more people want to go after the Terraforming colony first. Starfighters will be sent in ahead of time to destroy com and sensor satellites. These will consist mostly of interceptors and the less useful ground attack craft so as to not detract from the main force.

>>33591493
Madman has proposed a full assault with the reinforced command squad backed by two of the wings and all of the escort carriers. It will take a little bit for the fighters to form up. You could take your ships into close range as quickly as possible to disrupt the enemy fleet and buy time for the fighters to launch and form up. Another option would be to jump in farther out and wait to engage until the fighters are ready.

As always there is the question of SP Torp usage, how much if any?

[ ] Get in close, disrupt enemy lines
[ ] Form up at range
[ ] Other
>>
>>33591964
Terraformer first is fine.

SP Torps:How many have we used? I thought we had been saving them, but someone said different.
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>>33591964
[X] Form up at range

We want them to believe this is the only force that will attack them so that when the other force attacks they will be caught a bit off guard. Besides if we get all Fighters out and into formation then we can unleash on hell of a opening torpedo volley, regular ones that is. SP usage should be fairly limited here, use it to avoid death but there is enough of our forces here to be able to handle this fairly well without them. If it is unavoidable it should also be used to cripple the Tanker to prevent it's escape.

Mixed Squads have 3 volleys, Fighters have 4 Volleys and we got a stock of 200 of our own. So not that many to be wasting them on anything less than death prevention or Heavys and up.
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>>33592101
>SP Torps:How many have we used?
Not many which is probably a good thing.

>>33592164
>Mixed Squads have 3 volleys, Fighters have 4 Volleys
Accurate for the most part.

Did you want to transfer your spare volley of SP's to the Allied squadron?
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>>33592164

Remember that the Tanker/Transport over this world is kitted out with enough weapons to classify as a Factions Heavy Cruiser.

Perhaps we should give it a love tap of SP torps just to be sure? It couldn't hurt to have fighters from one of the carriers drop a volley of SPs into the beast.
>>
Rolled 71

>>33592412
Yeah, if we have them go ahead and use just a few. I don't want to waste them, but having this be a quick and bloodless victory would help a lot.
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>>33592412
Fair enough I suppose. A precision strike by Fighters to take out one or more shield generator, or as much damage as one Carriers worth of Fighters can do, should help us a lot in taking it out.

>>33592339
They probably wont need them... Probably. Those things are expensive you know even if we have not paid for them!
>>
Some fighters with SP's will be attacking the converted heavy transport.

Unless there are any other objections or additions to the plan? Roll 7d20
>>
Rolled 4, 1, 15, 8, 18, 3, 10 = 59

>>33592812
Gimme all 20s!
>>
Rolled 12, 17, 1, 7, 6, 2, 7 = 52

>>33592812
Can't wait until the alliance cracks the Neeran code so we can hijack ships.
>>
Rolled 13, 20, 8, 12, 17, 2, 16 = 88

>>33592812
>>
Rolled 15, 5, 9, 13, 14, 13, 6 = 75

>>33592812
We can do this!
>>
The fleet jumps in just far enough out from the gravity well that the fighters will have time to form up after launch. The attack wings and battlecruisers open fire as they advance, trying to break apart groups of enemy corvettes and keep them from focusing fire on any of your ships.

Remaining docked corvettes swarm out of the bays on the transport and carriers. Eight HLV's drop from the larger ship's underside and descend towards the surface of the planet, their shields lighting up from atmospheric entry.

"Looks like they're taking the time to deploy their own starfighters from the carriers. Numbers are looking similar to ours."
"Any Shallan fighters?"
"Only one squadron and they're not carrying SP's."
Oh thank goodness.

Both sides begin jamming, launching nukes and plasma balls. There are enough starfighters out at different angles that your fleet's sensor network is fairly well off. Alex is taking advantage of it and putting his longer ranged weapons to good use.

"Carrier three, torpedoes away!"
"Carrier four, torpedoes away. Returning to rearm."

The other fighter squadron groups begin launching their warheads as your ships get into knife fighting range. They certainly waited long enough but it seems to have been worth it. Entire sections of the enemy corvette groups are wiped out.

Those from the 5th and 6th carriers are forced off, their locks spoiled by plasma ball fire and rapid maneuvering. In their attempts to reacquire locks several of the fighter squadrons nearly get themselves killed by enemy return fire and would have if Alex hadn't changed course. Two of his mixed squadrons punch through some of the corvettes then begin suppressing enemy fighters with their point defense. Your fighters are able to retreat but do no damage.

"Enemy corvettes and the larger ships are pulling back towards the Transport."
>>
Zooming in on the larger ship it's positioned itself to break orbit in the general direction Daksa's unit will jump in from. Until then your command squad is facing into it's broadside of some thirty plasma cannon turrets. Your TAP shows lines from six turrets on that ship alone targeting you.

"Oh good, no reason to make this easy."

Making some hard maneuvers to try and avoid the worst of the fire, you're reminded that ships this big can't quite move out of the way as quickly.

"Where are those fighters with the SP's?"

As if they heard you a dozen pairs of shield piercing torpedoes slam into the bow and port side of the transport. Most of the weapons on the port quarter are destroyed and the hull around part of the corvette carrier bays are blown open. Part of your plasma cannon fire gets through the weakened shields damaging the interior but it doesn't seem to have much effect overall.

More SP's hit the usual locations for shield generators on the transport but it seems this one has backup generators as while its reducing their strength it isn't enough to completely deprive it of defenses. At least your people are able to knock out quite a few of its turrets.

"Enemy fleet is attempting to pull back and regroup." Says Arron, drawing your attention to the larger battle.

"Most of the attack bombers are pulling back to rearm." Kavos informs you.

Daska chooses that moment to jump in on the other side, destroying three carriers that were taking on damaged corvettes in the opening barrage.
Mike decides to strafe the transport, exploiting the damage the rest of you have done to it. You're not sure if it was his unit or some of the Battlecruisers but eventually something in the central body break apart. The bow section collapses back into the carrier bay setting off fuel stores. Despite this the drive section continues to accelerate, pushing through the remains of its front half towards the edge of the gravity well.
>>
File: Neeran fuel transport.png (244 KB, 639x349)
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Once the corvettes have been crushed between both halves of the fleet everyone focuses on the remains of the transport. Eventually energy weapons fire wears through the tough hull and the sublight engines destroying the interior.

Arron sends you some data. "Energy spikes were detected just before the ship blew up. I think they might have been emergency teleporters but I can't be sure."

"What about the HLV's?"

"They've finished landing on the surface and are overlapping their shields with the local defenses to form a planetary shield 60km in diameter."

Do you wish to send down ground attack fighters, drop debris from orbit, bombard the shields and the infrastructure they've built or do something else?
>>
>>33594335
drop debris
>>
Rolled 67

>>33594335
Drop debris while bombarding the orbital infrastructure.
>>
>>33594335

a fine 300th post for the thread.

Can we compare the energy spikes with those we've detected from the failed Warlords Wormhole and/or the command unit wormhole in the Neeran city ship?

>HLVs

This planet isn't protected by treaty due to Terraforming, right?

Blast it quickly.

S&R of friendly pilots and lets get out of here before enemy response forces come for us.
>>
>>33594335
Drop debris down on them, that Tanker should do, and bomb them at the same time. Speed is of the essence here so we use any means possible to bring ruin to that base as fast as possible. We leave nothing behind on that planet for them to use except a hole. Destroy and bail.

As for the Planetary base I had an idea for when we try destroy it. Since we have not tried an MLR attack in a while I thought we could try one here. Align the strike so that it will pass through the enemy fleet on it's way to strike the Base. We then micro in on their flank so they are forced to either move out of the way and let the base be destroyed or stand in it's way and try to shield the base. Either way things will be fucked up since I hardly thing they can move a planet out of the way and with us on their flank it will be a pain to try shoot down all the Torpedoes. Anyways, this is my last post tonight.
>>
>>33594335
Drop debris and start sending back damaged ships for repairs.
>>
>>33594335
Gotta sleep now, but thanks for running, TSTG. Good fun.
>>
>>33594335
Gotta request, but can you pull up the R&D options before the thread dies? We can vote on them at the start of next thread and get it over with.
>>
>>33594657
Seeing what I can do. Board is moving awfully fast.

Sayerna, the ship's Alliance observer, has been largely keeping quiet through your bombardments and orbital drops of debris up until now. This time however she voices protest.

"Sir, the other worlds where you have chosen to destroy surface targets from orbit did not fall under the factions treaty. This planet falls within the habitable range, although the amount of fallout from the earlier asteroid impacts make that more difficult."

>What say?
>>
Rolled 42

>>33594911
Ah, fuck.

"I do not believe we have the time to stay here and launch ground-attack fighters... We can either destroy the targets from orbit or we can leave them alone. The choice is up to you."

If she wants us to leave, we still blow the orbital infrastructure and try to time it so it "accidentally" will hit near our targets.
>>
>>33594911
Ah, well that seems reasonable in this case I guess, but that doesn't mean we can't "threaten" to drop the remains of the Tanker on them to see if that gets their attention.
>>
>>33595196
They can surrender or be bombarded from space by the remains of their own vessels.

I good threat I say and if they refuse we can put the hurt on them after we take care of the other place.
>>
>>33594911

"The enemy holds no respect for the treaty and has demonstrated as much by shattering dozens of worlds. Your protest is noted and options heeding it judged wasteful in both lives and equipment of the forces under my command."

probably a bit more "fuck you" than I'd like to be, but I'm not about to risk our people to surface combat against Neeran with even a half-prepared base.

Our job is to wreck shit and draw their attention to stall the front. This should get their attention.
>>
>>33594911
"Ma'me, I recall the Alliance specifically ordering strike teams to destroy any infrastructure that we could not reclaim, instead of leaving it for the Neerens."
>>
>>33594657
1) [+] Weapons

1.1 - Laser / Light weapons
1.2 - Particle Beam
1.3 - Phased beams (Includes pulse cannon)
1.4 - Plasma
1.5 - Ballistic (Overlap with small arms)
1.6 - Missile & Torp* (Includes all SP tech)

2) [+] Engines / Propulsion

2.1 - Drive output
2.2 - Repulsor thrust acceleration
2.3 - Afterburners
2.4 - Emergency Thrusters
2.5 - High Maneuver Drives


3) [+] Systems & General Tech

- Shields
- Intertial compensators (increased maneuver & acceleration)
- Repulsor / Tractor
- ECM & Jamming
- ECCM & Sensors
- Teleporters
- Stasis tech
- Rapid Construction/Automated Repair Systems
- Mining & Materials processing

4) [+] Hull & Structure

4.1 - Armor
4.2 - Structural strength/weight
4.3 - Modular Hull Structure (Cross Faction compatability)
4.4 - External Modules (Jamming, ECCM, Weapons, support systems)
4.5 - LST's, Light Attack Craft, Light transports
4.6 - Corvette & Frigate Development
4.7 - Cruiser & Battleship Development
4.8 - Medium & Heavy Cruiser Development
4.9 - Super Heavy Cruiser Development
=4.9.1 - Carrier/Mobile Repair Dock
=4.9.2 - Foundry Ship
=4.9.3 - Mobile Gun Platform
=4.9.4 - Defense platform
=4.9.5 - Large scale weapon mounts / Siege weapons

5) [+] Planetary Defense

5 - Planetary shields
5 - Orbital platforms
5 - Modular Forward Base[MFB]
5 - SP Drop Pods

6) [+] Vehicles & Small craft

6 - Starfighter: Inteceptor, bomber, ground, multirole
6 - Heavy Walkers & Super heavy tanks
6 - Tanks
6 - IFV's

7) [+] Small arms & Infantry Tech

7.1 - Power Armor (JJ-Replsor upgrades)
7.2 - Power Cell Armor
7.3 - Body Armor
7.4 - Small Arms
>>
>>33594911
We can still "threaten" to do that right?

Could be contact those below and tell them to surrender?
>>
>>33595132
>>33595266
Seems a little harsh to me

I like >>33595297 and the threaten option.
>>
>>33595132
>we still blow the orbital infrastructure and try to time it so it "accidentally" will hit near our targets.
>>33595266
>Your protest is noted
>>33595297
>destroy any infrastructure that we could not reclaim,
>>33595922


>>33595196
>"threaten" to drop the remains of the Tanker on them to see if that gets their attention.
>>33595257
>They can surrender or be bombarded
>>33595797
>We can still "threaten" to do that right? tell them to surrender?

4 for going ahead and blasting them always, 3 for attempting to force a surrender.

Unless there are additional objections it looks like the surface is going to experience some hard rain.
>>
They blow up planets, your really gonna write me up for shelling one. Atleast itll still be habitable when im done with it.

Make it rain
>>
>>33596453
>always
"anyways" but I guess that works too.

Kavos looks like he's about to say something then changes his mind.
"What is it?"
"An idea but not a very good one."
"Okay... now I want to know of course."
"Remove warheads from SP Torps and replace them with kinetic payload."
"How is that bad?"
"There is a chance the torpedo casing might survive. It could be repaired and a warhead put inside it by the enemy."
You can see how that could be a problem. It also wastes an expensive and hard to replace weapon.


>The previous R&D survey was still open.
That's worth a screams internally.jpg

I did not realise there were so many votes for additional power cell armor development before. I'll have to do something about that.
>>
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369 KB JPG
Also the thread is archived, see you next week!
>>
I'd vote for attempting to force surrender. And if it doesn't work we can always just make good on our threat.

The observer might complain, but as she pointed out this world is marginal and so is our timetable for getting out of this sector alive.
>>
>>33596453
Let's not bombard them.



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