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History: Excalibur!

Posted by FateFor group archive 0
Gloria Flake
2IC, 515 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 9 Jan 2020
at 18:05
  • msg #18

Excalibur!

Madame Fourcade's Plasma fire has helped and we want her to keep hitting the cruiser with them. Once the Cruiser is out of it, this fight is all but over.

E  PC - Target Cruiser - 8
E Beams -  Target Cruiser -  11     Targeting, maneuver drive etc.
Missiles on functioning patrol cruisers  -  14

MF - Beams - Patrol Cruisers -  10
MF - Plasma C (if in range)  - 10   Cruiser
Fate
GM, 3007 posts
Roll for dodge!
Fri 10 Jan 2020
at 01:34
  • msg #19

Excalibur!

In reply to Gloria Flake (msg # 18):

The fight is turning against this group, but they have taken their toll. With the fighters safely aboard, you close the range to 6,000 miles (-10) and continue to pound them. The fighting between the two cruisers becomes violent as you smash each other, with the fuel tanks, jump drive and light missile battery all being hit. Your missile launch moments before are shot down, but then your return fire devastates them. Then Madame Fourcade, seeing the cruiser done for, attacks the remains patrol cruisers, destroying two more and Excalibur's beams disable the rest.

Your crew, realizing they cannot run, suggest using the HPC to disable the beam turrets from a distance for the next wave, which is now coming directly for you.

Particle c, 16+3(sAcc)+2(targeting)+SM-1(profile)-10(range) = 22, r8, d14, 8x11 dam,
E, Beams, 5x3, 17+2(sAcc)+2(targeting)-10(range) = 11, r11, d14, 42x5 dam
MF, Plasma, 2x2, 18-1(sAcc)+9-1(SM, profile)-10(range)=15, r10, d8, 2x2x50/turret
MF, Beams, 4x3, 17+2(sAcc)+2(targeting)-10(range) = 11, r10, d8

[Private to GM: Vilani skill rolls:
Beams, 3x3, 16+2(sAcc)+2(target)-10(range) = 10 (precision), r8, d11, 3x33 dam
pulse, 10x3, 16+2(sAcc)+2(target)-10(range) = 10 (precision), r11
SM +6 fighters, +9 Gashiddas, +10 Shamshirs, +11 Merrishmer
]

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
(5G/Move:370, dDR:220, dHP:-76/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
10 x Fighter (Missile), 5 Assault Shuttles, 1 Ships boat,

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x8, 4 destroyed, 6 disabled
(4G/Move:3250, dDR:90, dHP:1@-15, 3@-6/70, 2@-122/70, 2@-81/70, 2@-32/70 and 1/2 speed, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Gloria Flake
2IC, 516 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 10 Jan 2020
at 02:39
  • msg #20

Excalibur!

Let's try that; also would like a damage report from the ship, so I know what damage we have sustained. Would also target their targeting systems and their bridge.
As soon as the Beams are in range , let's shoot for vulnerable spots ... missiles on the launcher, Targeting array ... then when those are defeated, if we have time, we'll kill Gashiddas.

Heavy fighters out to assist in dealing with Missiles; Light fighters as well while the enemy is distant, but they are to recover as soon as the enemy is in BEAMs range

E  PC - Target Cruiser -  7   Turrets, Targeting, Bridge etc.
E Beams -  Target Cruiser -  8    Missiles as necessary, Missile Launchers,  Targeting etc.
E 3x HF Beams  -  15   Missiles,
E 12 LF  Beams -     9   Missiles

MF - Beams -  10    Missiles, Patrol Cruisers -
MF - 2x HF Beams  -  13   Missiles
Fate
GM, 3008 posts
Roll for dodge!
Sat 11 Jan 2020
at 01:03
  • msg #21

Excalibur!

In reply to Gloria Flake (msg # 20):

You have quite a few hours before you meet the next wave. A bit less if you move to intercept, which reduces the chance of the two groups combining, but does not give you a chance to secure the current disabled vessels.

With the longer range of the HPCs, you may not need to get within range of beams. The -17 range penalty would mean you need a 4 for precision targeting (skill is still only 16 with the new weapon) beyond beam range. It increases to 6 if you stay around 35,000 miles, beyond maximum laser damage range.

You have a swarm capacity of 168 before having to roll or use light fighters. They have a swarm capacity of 184...hence their decision to attack.
Gloria Flake
2IC, 517 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 11 Jan 2020
at 03:36
  • msg #22

Excalibur!

OK, it sounded like they were on us... do we have time to either skim fuel or take it from disabled ships?
We order all crews off of their ships and into shuttles, and to travel to the new ships coming this way, anyone who destroys their ship when they leave will be engaged as an active enemy.

Once they are away, we look for fuel and search the cruiser for documents or drives with data of interest.
Since we cannot recover these ships, we will destroy them after we have recovered anything of value.
Fate
GM, 3009 posts
Roll for dodge!
Sat 11 Jan 2020
at 05:10
  • msg #23

Excalibur!

In reply to Gloria Flake (msg # 22):

The engineer points out that the cruiser jump drive is the same as yours, though it will take about 8 hours to remove it and about 6 more hours to get it working on your ship.

Otherwise, you do have time to get fuel from them.

2 of the Gashiddas have been almost repaired by the time the crews follow your commands and leave. They do leave their ships intact, and you are also able to get a valuable hard drive from the command cruiser. The damage done to your ship is on the players vessel thread. The hole in the fuel tank is also repaired. Want to roll repair rolls?
Gloria Flake
2IC, 518 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 11 Jan 2020
at 16:36
  • msg #24

Excalibur!

I am confused, but I think that is the answer... you have put damage in another thread, so i was clueless about it...
Let me go figure out what has happened. I’d prefer all damage be in the current thread, if you want to track it elsewhere as well, fine.
This is the first I have known of any damage.

Players Ships says I have lost the Missile Launcher and Fuel  ... Fuel is fixed and the Missiles are only a concern if unstable. Any good ones can be stored for the Fighters and the rest  pushed off toward the GG or used to dispose of enemy ships.  Both ships will refuel from enemy ships and the captured Gashiddas can top off.

You say we have recovered two serviceable Gashiddas? We can crew those ... we'll copy the Hard drive and then put it on one of the serviceable Gashiddas, update their IFF signature and send it back to Girii. We'll review the data on it as well, for immediate actionable information.

IF the damage is as listed and not as you said above, we should probably all jump out again, using missiles and or explosives to destroy anything we can't crew out. IF the Cruiser is jump capable, we will look to putting a prize crew on it as well, Girii might really like that ship.
This message was last edited by the player at 19:30, Sat 11 Jan 2020.
Fate
GM, 3010 posts
Roll for dodge!
Sun 12 Jan 2020
at 00:00
  • msg #25

Excalibur!

In reply to Gloria Flake (msg # 24):

OK, I did mention the hits when the damage occurred, but yes, I have been experimenting in putting it in the other thread actually to avoid confusion, as then it is always in one place. I thought I did mention it, but in hindsight perhaps I could have communicated it better. I obviously do need to find a better way to indicate the damage to the jump drive.

The missile launcher was not being used, so the missiles were not primed and hence were safe. The other issue you have is the jump drive. To stay hete while engineers remove the other one risks the two forces joining. To leave engineers on the other cruiser risks them, though they would most likely be able to remove the needed parts and run before the other fleet arrived, assuming the more distant fleet came for here while the other met with your two warships.

The two captured Gashiddas will still take a few hours work to get back to jump capable...you can do this before any hostile fleet arrives, catabolizing some of the unserviceable ones before destroying them, but again, there is the time matter.
Gloria Flake
2IC, 519 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 12 Jan 2020
at 03:25
  • msg #26

Excalibur!

At least one of the Gashiddas should evacuate the Intell if at all possible,  If we need the jump drive, then we have to snatch it... How long we have before the next wave shows up is unclear.

It would appear the 400 man modular craft is all I can leave with the engineers... anything smaller can't handle the bulk and won't have the support (shops etc).  We get the engineers work asasp ...  Refuel both ships and monitor the incoming mess. I want to start sniping as soon as am with in range.


20:25, Today: Gloria Flake rolled 12 using 3d6 with rolls of 2,5,5.  Repair rolls .
20:25, Today: Gloria Flake rolled 5 using 3d6 with rolls of 2,1,2.  Repair rolls .
Fate
GM, 3011 posts
Roll for dodge!
Sun 12 Jan 2020
at 04:58
  • msg #27

Excalibur!

In reply to Gloria Flake (msg # 26):

I just checked my previous post. They are 5 and 13 hours away respectively. As such, you could leave engineers here to deal with the jump drive and other Gashiddas and get back 2 hours before the next wave arrives. Two of the heavy fighters hit were the two from the Madame Fourcade.

You leave the lifeboat with the engineers who begin repairs, with as many crew as you can spare, and head towards the nearest group, just four hours away by the time you are ready.  As you approach the enemy, one of the Gashiddas you are repairing informs you it is in position and ready to jump, asking if it should wait until the fight is over first.

You launch all fighters and close to 80,000 miles. The Imperial ships do not seem keen to close the range yet, and you deal with the missiles thanks to the light fighters, sniping at the cruiser, but it dodges with extraordinary skill...or luck! Someone suggests that you could recall the light fighters if the HPC could deal with the enemy missile fighters...or you have them drop back as you move closer into range for just one round, since missiles take one round to launch, then another to hit... (OOC: successful tactics roll needed. I rolled a regular attack, note that a precision attack for now would give a critical role, which would for a regular attack halve the DR anyway).

Due to a range of 80,000 miles, beams are out of range. Next round you will shoot down missiles, and could close to 60,000, about a 1000 miles beyond beam range...if they slow even slightly the shooters starts.

Particle c, 16+3(sAcc)+2(targeting)+11-1(SM, profile)-17(range) = 14, r7, d4
E, Beams, 5x3, 17+2(sAcc)+2(targeting)+6-1(SM, profile)-16(range) = 10,
MF, Beams, 4x3, 17+2(sAcc)+2(targeting)+6-1(SM, profile)-16(range) = 10,
HF, Beams, 8x3, 17+2(sAcc)+2(targeting)+6-1(SM, profile)-16(range) = 10,
LF, Beams, 12x1, 17+2(sAcc)+2(targeting)+6-1(SM, profile)-16(range) = 10,


[Private to GM: Vilani skill rolls:
Beams, 3x3, 16+2(sAcc)+2(target)+SM-16(range) = 10 (fighters), r9, d10, 0 dam
pulse, 10x3, 16+2(sAcc)+2(target)+SM-16(range) = 10 (fighters), r8, d15, 0 dam
SM +6 fighters, +9 Gashiddas, +10 Shamshirs, +11 Merrishmer
]

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
10 x Fighter (Missile), 5 Assault Shuttles, 1 Ships boat,

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x10
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0), Weapons:2x Missiles,
This message was last edited by the GM at 05:01, Sun 12 Jan 2020.
Gloria Flake
2IC, 520 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 12 Jan 2020
at 20:40
  • msg #28

Excalibur!

OK, Are any of the Heavy Fighters repairable?  We'll recover all of them andreat any wounded, the remains of any dead go in low berths, likely in the "Lifeboat"

The Gashidda (with bare minimum crew) is told to jump, and ensure the Intell arrives safely.  The oyher better crewed Gashidda is tyo stay with the Life Boat and protect it from fighters.

The Light fighters are to stay out of beams range, hold their missiles and help keep missiles off of us. They may launch if a good target occurs that can't just shoot them all down.

The HPC is ineffective at tis range vs the cruiser? If so, we can snipe at a few Fighters, then I want to hold the range where my HPC is effective and beams are are not. If the cruiser separates from the Gashiddas, so much the better, we'll pull it away and beat it with MF and Ex.



13:39, Today: Gloria Flake rolled 9 using 3d6 with rolls of 2,2,5.  E HPC Sniping.
13:39, Today: Gloria Flake rolled 7 using 3d6 with rolls of 1,3,3.  E HPC Sniping.
13:39, Today: Gloria Flake rolled 16 using 3d6 with rolls of 4,6,6.  E HPC Sniping.
13:39, Today: Gloria Flake rolled 9 using 3d6 with rolls of 4,4,1.  E HPC Sniping

***I think our skill is such that the 16 becomes a normal failure...
Fate
GM, 3012 posts
Roll for dodge!
Mon 13 Jan 2020
at 03:20
  • msg #29

Excalibur!

In reply to Gloria Flake (msg # 28):

The fighters were utterly destroyed, but crew as always wore suits. Roll against 6 (HT modified by the massive explosion, etc) for each of the 6 crew. The HPC needs to roll above 24 on 4d6 to penetrate at half damage range. Closing to 35,000 it gets 8d6 instead. With just 16 skill, sniping is difficult, but increase that to 18 or 19 and it become much more feasible, hitting on 6 or 7 or less and halving the dDR.

The functional Gashidda jumps immediately with what Intel it has to Girii. The lifeboat has 4 Pulse lasers and each assault shuttle has a beam and a missile.

The HPC snipes at them several times as you reduce range to 75,000 miles, hitting two. The rest veer off to go around you, clearly with a view of hitting the Lifecraft and two assault shuttles you left with the damaged ships. Those three have the capacity to shot down 24 missiles between them.

Particle c, 16+3(sAcc)+2(targeting)+6-1(SM, profile)-17(range) = 9,
r9, d13, r16, r7, d5, r9, d11
E, Beams, 5x3, 17+2(sAcc)+2(targeting)+6-1(SM, profile)-16(range) = 10,
MF, Beams, 4x3, 17+2(sAcc)+2(targeting)+6-1(SM, profile)-16(range) = 10,
HF, Beams, 8x3, 17+2(sAcc)+2(targeting)+6-1(SM, profile)-16(range) = 10,
LF, Beams, 12x1, 17+2(sAcc)+2(targeting)+6-1(SM, profile)-16(range) = 10,


[Private to GM: Vilani skill rolls:
Beams, 3x3, 16+2(sAcc)+2(target)+SM-16(range) = 10 (fighters), r, d
pulse, 10x3, 16+2(sAcc)+2(target)+SM-16(range) = 10 (fighters), r, d
SM +6 fighters, +9 Gashiddas, +10 Shamshirs, +11 Merrishmer
]

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
10 x Fighter (Missile), 5 Assault Shuttles, 1 Ships boat,

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x10
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0), Weapons:2x Missiles,
Gloria Flake
2IC, 521 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 13 Jan 2020
at 04:07
  • msg #30

Excalibur!

OK, so the HF crews need a <6 to survive? That’s grim…

There is also a Captured Gashidda with a larger prize crew aboard that should be able to assist in removing any fighters that get through, However our Light Fighters can launch a few missiles at these fighters, which have no means of defending against them… Those fighters should be behind us now (covering us as anti-missile defense), but within range of these fighters. Our fighters do NOT Chases them however.

>24 on 4D6 is not possible unless there are other modifiers that add to the die roll.

20:52, Today: Gloria Flake rolled 4 using 3d6 with rolls of 2,1,1.  HF Crew Survival.
20:52, Today: Gloria Flake rolled 16 using 3d6 with rolls of 6,5,5.  HF Crew Survival.
20:52, Today: Gloria Flake rolled 8 using 3d6 with rolls of 3,3,2.  HF Crew Survival.
20:51, Today: Gloria Flake rolled 8 using 3d6 with rolls of 1,6,1.  HF Crew Survival.
20:51, Today: Gloria Flake rolled 14 using 3d6 with rolls of 6,3,5.  HF Crew Survival.
20:51, Today: Gloria Flake rolled 17 using 3d6 with rolls of 6,5,6.  HF Crew Survival.
One crewman survives?

WE will stay just out of beam range but inside HPC range and start and engage with the HPC vs the Cruiser's targeting, power, bridge or drives in that order.

21:02, Today: Gloria Flake rolled 11 using 3d6 with rolls of 3,4,4.  E HPC Sniping.
21:02, Today: Gloria Flake rolled 13 using 3d6 with rolls of 6,6,1.  E HPC Sniping.
21:01, Today: Gloria Flake rolled 8 using 3d6 with rolls of 2,2,4.  E HPC Sniping.
21:01, Today: Gloria Flake rolled 10 using 3d6 with rolls of 6,2,2.  E HPC Sniping.
21:01, Today: Gloria Flake rolled 14 using 3d6 with rolls of 3,6,5.  E HPC Sniping.
21:01, Today: Gloria Flake rolled 9 using 3d6 with rolls of 3,4,2.  E HPC Sniping

Tactics roll 21:04, Today: Gloria Flake rolled 11 using 3d6 with rolls of 4,3,4.  Tactics.  Made by 2
Fate
GM, 3013 posts
Roll for dodge!
Mon 13 Jan 2020
at 06:00
  • msg #31

Excalibur!

In reply to Gloria Flake (msg # 30):

Yeah. Two guys or gals in a tiny little steel ball that gets blown to bits...not good odds. One was recovered, two others are in a coma and are taken in the Gashidda's sickbay back to Girii, but likely some injuries will be permanent even if they recover.

Sorry  that should have been you need to roll greater than 22. Or course, if you roll a critical, it also halves the dDR, but you chance of that is the same as your chance of making a precise shot.

However, there are two things here. The Imperial fighters can actually outrun the missiles you launch if they start more than 60,000 miles away, but with them gone, the swarm of missiles is reduced to a number your ships and heavy fighters can handle.

As such, they take quite a long time to move beyond the range they can launch missiles at you from. As you are moving back towards the wrecks in order to keep the distance (the warships are following you) the fighters must go back get out of range (done fairly quickly) then circle around in front of you (the time consuming part).

Let's say you would get about 20 shots in in that time. The first six (rolled) miss.


Precision Particle c, 16+3(sAcc)+2(targeting)-17(range) = 4,
E, Precision Beams, 5x3, 17+2(sAcc)+2(targeting)-16(range) = 5,
MF, Precision Beams, 4x3, 17+2(sAcc)+2(targeting)-16(range) = 5,
HF, Precision Beams, 8x3, 17+2(sAcc)+2(targeting)-16(range) = 5,


[Private to GM: Vilani skill rolls:
Beams, 3x3, 16+2(sAcc)+2(target)+SM-16(range) = 10 (fighters), r, d
pulse, 10x3, 16+2(sAcc)+2(target)+SM-16(range) = 10 (fighters), r, d
SM +6 fighters, +9 Gashiddas, +10 Shamshirs, +11 Merrishmer
]

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
10 x Fighter (Missile), 5 Assault Shuttles, 1 Ships boat,

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x10
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0), Weapons:2x Missiles,
Gloria Flake
2IC, 522 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 13 Jan 2020
at 17:29
  • msg #32

Excalibur!

OK Here are the other 14 rolls.  Hopefully 6 and 7s are low enough, because this roller is really constipated for 3, 4 or 5. I did manage to avoid the 15+ rolls too.

10:23, Today: Gloria Flake rolled 7 using 3d6 with rolls of 2,1,4.  E HPC Sniping.
10:23, Today: Gloria Flake rolled 7 using 3d6 with rolls of 3,3,1.  E HPC Sniping.
10:22, Today: Gloria Flake rolled 12 using 3d6 with rolls of 3,3,6.  E HPC Sniping.
10:22, Today: Gloria Flake rolled 11 using 3d6 with rolls of 1,4,6.  E HPC Sniping.
10:22, Today: Gloria Flake rolled 11 using 3d6 with rolls of 5,3,3.  E HPC Sniping.
10:22, Today: Gloria Flake rolled 12 using 3d6 with rolls of 5,3,4.  E HPC Sniping.
10:21, Today: Gloria Flake rolled 6 using 3d6 with rolls of 3,1,2.  E HPC Sniping.
10:21, Today: Gloria Flake rolled 11 using 3d6 with rolls of 6,3,2.  E HPC Sniping.
10:21, Today: Gloria Flake rolled 7 using 3d6 with rolls of 5,1,1.  E HPC Sniping.
10:21, Today: Gloria Flake rolled 12 using 3d6 with rolls of 5,1,6.  E HPC Sniping.
10:21, Today: Gloria Flake rolled 6 using 3d6 with rolls of 2,2,2.  E HPC Sniping.
10:20, Today: Gloria Flake rolled 13 using 3d6 with rolls of 2,5,6.  E HPC Sniping.
10:20, Today: Gloria Flake rolled 7 using 3d6 with rolls of 2,3,2.  E HPC Sniping.
10:20, Today: Gloria Flake rolled 10 using 3d6 with rolls of 2,6,2.  E HPC Sniping.

The light fighters can slide back as far as needed, if we can handle the missiles fired at us easily, then they can go visit the repair group and ensure the enemy fighters have no chance.
Fate
GM, 3014 posts
Roll for dodge!
Mon 13 Jan 2020
at 23:47
  • msg #33

Excalibur!

In reply to Gloria Flake (msg # 32):

You can manage the missiles fired at you without the light fighters, once the Imperial fighters are out of range. Of course, with the same speed, that will mean the light fighters will not catch them, but they will be able to cope with any missiles the Imperial fighters launch.

Unfortunately the sniping of the Heavy Cannon fails to connect. Once the Imperial fighters are away, your own light fighters take off after them, preventing them from rejoining the fight.

Of course, this now means that you could approach to about 35,000 miles (-15), beyond half damage range for beams and pulse lasers, but within full damage range of the particle cannon, without risk of loosing light fighters.

At the shorter range, the following apply:

Precision Particle c, 16+3(sAcc)+2(targeting)-15(range) = 6,
E, Precision Beams, 5x3, 17+2(sAcc)+2(targeting)-15(range) = 6,
MF, Precision Beams, 4x3, 17+2(sAcc)+2(targeting)-15(range) = 6,
HF, Precision Beams, 8x3, 17+2(sAcc)+2(targeting)-15(range) = 6,
SM-profile, +5 fighters, +7 Gashiddas, +9 Shamshirs, +9 Merrishmer

[Private to GM: Vilani skill rolls:
Beams, 3x3, 16+2(sAcc)+2(target)+SM-15(range) = 11 (fighters), r, d
pulse, 10x3, 16+2(sAcc)+2(target)+SM-15(range) = 11 (fighters), r, d
SM +6 fighters, +9 Gashiddas, +10 Shamshirs, +11 Merrishmer
]

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
10 x Fighter (Missile), 5 Assault Shuttles, 1 Ships boat,

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x10
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0), Weapons:2x Missiles,
Gloria Flake
2IC, 523 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 14 Jan 2020
at 02:33
  • msg #34

Excalibur!

We should have been at about 35,000 miles and holding.

From msg 30 - We will stay just out of beam range but inside HPC range and start and engage with the HPC vs the Cruiser's targeting, power, bridge or drives in that order.

From Message 28 - The HPC is ineffective at tis range vs the cruiser? If so, we can snipe at a few Fighters, then I want to hold the range where my HPC is effective and beams are are not. If the cruiser separates from the Gashiddas, so much the better, we'll pull it away and beat it with MF and Ex.

I had two 6s... and a couple of 7s as well.
Fate
GM, 3015 posts
Roll for dodge!
Tue 14 Jan 2020
at 05:09
  • msg #35

Excalibur!

In reply to Gloria Flake (msg # 34):

Just outside of beam range is 70,000 +miles. There really isn't a range where beams and pulse cannon are ineffective against light fighters, other than beyond their maximum range. The Vilani are well aware of this, and hence their desire to close to beam range of the light fighters, and hence the rest of the fleet. Hence, I assumed that was the range your previous rolls were made at. The light fighters would only have departed at the end of that time, after the Imperial fighters went around you staying outside your effective missile range. If you went closer while the light fighters were with you, both the pulse weapons and the beams would be very effective against the light fighters.

The tactics roll gave you a safe opening to allow the light fighters to pull away from the capital ships, but it only occurred after about 20 rounds. If you wanted to try something before that time, happy to oblige. Please describe what your intention is and I can work out how they would react.
Gloria Flake
2IC, 524 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 14 Jan 2020
at 19:35
  • msg #36

Excalibur!

I see the disconnect.  I was using a 40 K limit in my mind. Since the light fighters could hang back out of beam range and still assist in protecting us with their beams, I had ordered them to hang back and cover us while staying safe.  I moved Excalibur into 35k miles to snipe and assumed MF would hang back a little to avoid any serious damage.  I am trying to gain an advantage as quickly as possible as time is not on my side. I can move sufficiently quickly to keep the Cruiser outside Beams efficient range until it is handicapped and at a significant disadvantage.

Our Light fighter were sent to keep any Vilani fighters from having a chance of getting to the ships doing the repairs.

I have no clue where the 40K limit came from honestly... but that was what I was thinking.
I think we both have various things impinging on our time and our thinking gets rushed ... does for me anyway.
If I were doing this full time, like the Characters, I'd be far more situationally aware than I can be in this game.
Fate
GM, 3016 posts
Roll for dodge!
Tue 14 Jan 2020
at 23:14
  • msg #37

Excalibur!

In reply to Gloria Flake (msg # 36):

You could only move to 55,000 miles (improving the chance o a precision attack by 1, but not improving damage) if the intention was to retreat back to the light fighters next round. Or you could roll. Or you could just roll point defences, or risk attacks on the light fighters if you wanted to close to 35,000 miles. So option I see:

a) Assume you stayed at 75,000 miles until the Imperial fighters, and their extra missiles were out of the way. (All actions as posted)

b) Try short bursts forward to 55,000 between salvos, returning to deal with the missile swarm.

c) Move to 35,000 without the cover of the fighters early, and roll point defences. You could roll for everyone, or for each ship/group or for each turret/ fighter individually. Your call. If you choose this option, please let me know when you move up so I can calculate how many swarms you need to deal with.

Precision Particle c, 16+3(sAcc)+2(targeting)-15(range) = 6,
E, Precision Beams, 5x3, 17+2(sAcc)+2(targeting)-15(range) = 6,
MF, Precision Beams, 4x3, 17+2(sAcc)+2(targeting)-15(range) = 6,
HF, Precision Beams, 8x3, 17+2(sAcc)+2(targeting)-15(range) = 6,
SM-profile, +5 fighters, +7 Gashiddas, +9 Shamshirs, +9 Merrishmer

[Private to GM: Vilani skill rolls:
Beams, 3x3, 16+2(sAcc)+2(target)+SM-15(range) = 11 (fighters), r, d
pulse, 10x3, 16+2(sAcc)+2(target)+SM-15(range) = 11 (fighters), r, d
SM +6 fighters, +9 Gashiddas, +10 Shamshirs, +11 Merrishmer
]

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
10 x Fighter (Missile), 5 Assault Shuttles, 1 Ships boat,

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x10
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0), Weapons:2x Missiles,
Gloria Flake
2IC, 525 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 15 Jan 2020
at 02:26
  • msg #38

Excalibur!

I can see this getting confused and complicated.
Why do the Light Fighters have to be close to me?
They should only need to be close enough to kill missiles, which is within 60k miles IIRC.
So if they lag back say 30K miles, and I am at 35K miles or more, they are safe and effective at killing missiles.

I do understand that they fade back along with the Vilani LF to keep them at bay... that's fine.
The heavy fighters can remain aboard until we get in close or also lay back and kill missiles from a distance making them poor targets.

Mean while Excalibur can close to around 35K and engage the enemy cruiser ... MF can hang back a little and snipe at the Gashiddas when not killing missiles, as can any of Excalibur's turrets not otherwise engaged in shooting down missiles.
I understand the probability of serious damage is quite low, but it should get them thinking and gives the beam crews practice.

If we can handicap their cruiser enough, we can close in and rip up the Gashiddas fairly easily, HF included

This is what I had thought I had done... thus wondered why the better shots hadn't counted.
I shall endeavor to remember mentioning ranges more clearly hereafter.

These are the tactics I am attempting to employ.
Fate
GM, 3017 posts
Roll for dodge!
Wed 15 Jan 2020
at 08:37
  • msg #39

Excalibur!

In reply to Gloria Flake (msg # 38):

Confusion is what I am trying to avoid, but breaking up your fleet does create complications.. Any ships that are not with you when the missile swarm hits you have to make an attack roll to contribute to the point defences, which lowers their effectiveness significantly as it is against a SM0 target. Point defence rolls assume a range of 100 miles (space range penalty of zero), which is much closer than the 36,000 miles (space range penalty of -15) you are talking about. Point defence roll is made against

Skill(17)+2(sAcc)+2(comp)-2(profile)=19, which would have 5 hits on a roll of 11

Note a range penalty of 15 in that equation will require a critical hit just to hit a single missile! Even at 9,000 miles the range penalty is -10, meaning you still need to roll just to hit 1 missile per beam! However, I note that, unlike most Vilani, this give 5 missiles hit per weapon instead of 4 I had been using...this will probably make a big difference in this case.

Right now the heavy fighters are assumed to be acting as point defence. With a roll of 11, you can expect to shoot down 5 missiles per beam/pulse weapon, so each turret/heavy fighter can deal with 15 missiles. Hence the capital ships can deal with 135 missiles alone reliably. The heavy fighters can hit another 75, meaning you can deal with a swarm of 210 with the heavy fighters, instead of the 168 I had calculated using 4 missiles per weapon. They are launching 90+72+20=182 missiles per swarm. However this assumes all ships stay within 100 miles of each other, is in formation! As soon as you start to separate them, separate calculations are required for each.

With that in mind, should you launch the fighters before you get within 69,000 miles, so they can outrun any missiles launched at them and are not at risk of beams, or keep them aboard as you close to 35,000 miles for the attacks you made?
Gloria Flake
2IC, 526 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 15 Jan 2020
at 17:53
  • msg #40

Re: Excalibur!

Fate:
In reply to Gloria Flake (msg # 38):

Confusion is what I am trying to avoid, but breaking up your fleet does create complications.. Any ships that are not with you when the missile swarm hits you have to make an attack roll to contribute to the point defences, which lowers their effectiveness significantly as it is against a SM0 target. Point defence rolls assume a range of 100 miles (space range penalty of zero), which is much closer than the 36,000 miles (space range penalty of -15) you are talking about. Point defence roll is made against

OK, This was something I didn't know and wasn't taking into account, It does make your concept the more valid tactic.

Skill(17)+2(sAcc)+2(comp)-2(profile)=19, which would have 5 hits on a roll of 11

Note a range penalty of 15 in that equation will require a critical hit just to hit a single missile! Even at 9,000 miles the range penalty is -10, meaning you still need to roll just to hit 1 missile per beam! However, I note that, unlike most Vilani, this give 5 missiles hit per weapon instead of 4 I had been using...this will probably make a big difference in this case.

Right now the heavy fighters are assumed to be acting as point defence. With a roll of 11, you can expect to shoot down 5 missiles per beam/pulse weapon, so each turret/heavy fighter can deal with 15 missiles. Hence the capital ships can deal with 135 missiles alone reliably. The heavy fighters can hit another 75, meaning you can deal with a swarm of 210 with the heavy fighters, instead of the 168 I had calculated using 4 missiles per weapon. They are launching 90+72+20=182 missiles per swarm. However this assumes all ships stay within 100 miles of each other, is in formation! As soon as you start to separate them, separate calculations are required for each.

With that in mind, should you launch the fighters before you get within 69,000 miles, so they can outrun any missiles launched at them and are not at risk of beams, or keep them aboard as you close to 35,000 miles for the attacks you made?

Since I wasn't aware of or using the information you just gave me, we will do it your way, with PD and only letting the LF fade back to keep the Vilani F away from the work crews.  Don't mean to be difficult, just am not aware of all these ins and outs you have learned over the years of working within this system.  If the HF are needed, consider them deployed and working.

So we are currently at 75,000 Miles ...  Given the 24 missiles I can launch along with 20 from the LF, I see no reason to bother firing them.
The Light Fighters fade back to keep the enemy fighters out at evade missiles distance. Is the Captured Gashidda serviceable? I was counting it's pulse lasers in for our defense.
Fate
GM, 3018 posts
Roll for dodge!
Wed 15 Jan 2020
at 23:39
  • msg #41

Re: Excalibur!

In reply to Gloria Flake (msg # 40):

O try to simplify the rules, but am using them pretty much as written in G:ISW. They are a bit complicated  but not as much as the Space combat rules. Only the timing of each round is an issue, though I would like to bring that back into line as well now that I understand the system.

I am pretty sure your missile launcher is still U/S, not that it changes much. The second captured Gashidda is not yet running, though they say it will be by the time anyone gets there. Maybe.

So the fighters have gone, pursuing the 8 Imperial fighters, and you have closed to 35,000 miles.


Precision Particle c, 16+3(sAcc)+2(targeting)-15(range) = 6,
E, Precision Beams, 5x3, 17+2(sAcc)+2(targeting)-15(range) = 6,
MF, Precision Beams, 4x3, 17+2(sAcc)+2(targeting)-15(range) = 6,
HF, Precision Beams, 8x3, 17+2(sAcc)+2(targeting)-15(range) = 6,
SM-profile, +5 fighters, +7 Gashiddas, +9 Shamshirs, +9 Merrishmer

[Private to GM: Vilani skill rolls:
Beams, 3x3, 16+2(sAcc)+2(target)+SM-15(range) = 11 (fighters), r, d
pulse, 10x3, 16+2(sAcc)+2(target)+SM-15(range) = 11 (fighters), r, d
SM +6 fighters, +9 Gashiddas, +10 Shamshirs, +11 Merrishmer
]

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
10 x Fighter (Missile), 5 Assault Shuttles, 1 Ships boat,

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x10
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0), Weapons:2x Missiles,
Gloria Flake
2IC, 529 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 Jan 2020
at 20:37
  • msg #42

Re: Excalibur!

OOC-
With everything going on in life, my mind isn’t absorbing the rules well at all.
FWIW I did find a very nice set of books that might appeal to you…
South Pacific Air War Volume 1: The Fall of Rabaul December 1941 - March 1942
South Pacific Air War Volume 2: The Struggle for Moresby, March - April 1942
South Pacific Air War Volume 3: Coral Sea & Aftermath May - June 1942

I am a WW 2 historian of sorts and have become quite interested in the early war in the Pacific. I’m also reasonably well versed in the Napoleonic Era.

—————

"So the fighters have gone, pursuing the 8 Imperial fighters, and you have closed to 35,000 miles."

No, the Fighters are paralleling the fighters but heading back in one group to protect the ships being repaired.

We can go ahead and close to 35k miles now.

I presume you wish me to roll die again for the weapons, or do you wish to use previous rolls made in the confusion of where we were?
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