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THE GALACTIC ARCHIVES => Retired Game Archives => [Closed] Ashes of the Alliance => Topic started by: SWSF Hale on May 30, 2012, 03:55:06 PM

Title: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on May 30, 2012, 03:55:06 PM
Okay bitches... let's have ourselves a free-for-all. 23 Command Points as normal, must exit hyperspace in a Deep Space Zone. Let's blow each other up until Empier posts the Twilight of the Empire thread.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on May 30, 2012, 05:26:28 PM
TASK FORCE DRAGON

A fleet comprised of small yet capable craft exit hyperspace in Deep Space Zone 1. Shields are raised and scans begin, awaiting anyone else who would join the fray.

Units:

HHF Dragon
HHF Phoenix
HHF Masticore
HHF Griffin
CCC Dodge
AVIG Slayer
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on May 30, 2012, 05:40:27 PM
TRADE FEDERATION

The mighty Trade Federation ventures into the fray with a Dauntless Class Heavy cruiser exiting hyperspace in Deep Space Zone 2. (This ship will loiter in DS2 for playtesting purposes with Task Force Dragon if nobody else shows up in the next couple days).

Units:

DHC Colossus of Might
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on May 31, 2012, 08:46:46 AM
The fleet pops from HS in DS4. All shields and weapons power and some X-Wings are launched to CSP.

Summary:
Exited HS
Powered shields and weapons
Launched CSP

Status: All craft in DS4
Venator-class Star Destroyer (VNSD)
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1140
Armor: 1140
Hull: 640
Systems: 340
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
(8 Starfighter Squads)
2 X-Wing Squadrons (CSP)
6 Y-Wing Squadrons
30 A-Tran
(500 Infantry Squads)
500 Republic Commando Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Hammerhead-class Frigate (HHF) x2
Cost: 400 KCs
Production Time: 4 Days
Length: 315 meters
Hyperdrive: x2
Shields: 315
Armor: 315
Hull: 180
Systems: 96
Speed: Fast (2)
Maneuver: (2)
Weapons:
12 Heavy Turbolasers (120)
12 Laser Batteries (36)
2 Concussion Missile Launchers (4)
1 Tractor Beam Projector (100m)
Onboard Craft:
(3 Starfighter Squadrons)
1 X-Wing Squadron (CSP)
2 Y-Wing Squadrons
2 A-Tran
(40 Infantry Squads)
40 Republic Commando Squads
Notes: Capable of entering the atmosphere and performing planetary landings.

1 Y-Wing Squadron (CSP)

CSP Group 1: Deep Space Grid 4
4 X-Wing Squads
1 Y-Wing Squad
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on May 31, 2012, 04:46:08 PM
TASK FORCE DRAGON

HHF Dragon moves to C-** along with her other fleet ships, the HFF Phoenix, the HHF Masticore, and the HHF Griffin. Each of the Hammerheads raise shields, charge weapons, and deploy all onboard craft, consisting of 12 Squadrons of ************* Starfighters for Combat Space Patrol and 8 *** Auxiliaries. The fleet escorts CCC Dodge and AVIG Slayer also accompany the Hammerheads.

No ComScan transmissions were made, as this would reveal the fleet's position. Instead, Captain Colt Smith waiting for any other enemy units to make the first move, although he decided to have the auxiliary craft move further into the system to act as a recon force.


Unit Status:

1. (4) HHFs, (1) CCC, and (1) AVIG in C-** at 100%
2. (12) SF Squads on CSP in C-** at 100%
3. (8) AUX in B-** at 100%
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on May 31, 2012, 06:56:23 PM
(Quick question, didnt we do away with scanning rules with the first version of this game as it was causing too many problems? I swear I remember something about not having to scan unless you were doing a ground assault.)

The fleet moves into the system and begins an active scan of all space around the planet.

Summary:
Moved
Begins Scan

Status: All craft in C-15
Venator-class Star Destroyer (VNSD)
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1140
Armor: 1140
Hull: 640
Systems: 340
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
(8 Starfighter Squads)
2 X-Wing Squadrons (CSP)
6 Y-Wing Squadrons
30 A-Tran
(500 Infantry Squads)
500 Republic Commando Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Hammerhead-class Frigate (HHF) x2
Cost: 400 KCs
Production Time: 4 Days
Length: 315 meters
Hyperdrive: x2
Shields: 315
Armor: 315
Hull: 180
Systems: 96
Speed: Fast (2)
Maneuver: (2)
Weapons:
12 Heavy Turbolasers (120)
12 Laser Batteries (36)
2 Concussion Missile Launchers (4)
1 Tractor Beam Projector (100m)
Onboard Craft:
(3 Starfighter Squadrons)
1 X-Wing Squadron (CSP)
2 Y-Wing Squadrons
2 A-Tran
(40 Infantry Squads)
40 Republic Commando Squads
Notes: Capable of entering the atmosphere and performing planetary landings.

1 Y-Wing Squadron (CSP)

CSP Group 1: Deep Space Grid 4
4 X-Wing Squads
1 Y-Wing Squad
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on May 31, 2012, 09:48:40 PM
Commander Parrault's Brigade

Commander Parrault's fleet came out of hyperspace over the dead planet of Simulator and immediately began launching fighters to combat patrol. Shields were raised and all personnel reported to their battle stations. The mass of TIE Fighters began to form up into a defensive screen, or sworms, around the battle group. The time for destruction was now!

Summary:
Exited HS in Deep Space 3.
Launched CSP.
Raised Shields.
Scanning.


Starfighter Group
SWORM 1
    Location: DS-3    Action: CSP    Armor: 432/432
TIE Starfighter Squadron MT-01
TIE Starfighter Squadron MT-02
TIE Starfighter Squadron MT-03
SWORM 2
    Location: DS-3    Action: CSP    Armor: 432/432
TIE Starfighter Squadron FL-01
TIE Starfighter Squadron FL-02
TIE Starfighter Squadron FL-03
SWORM 3
    Location: DS-3    Action: CSP    Armor: 432/432
TIE Starfighter Squadron FA-01
TIE Starfighter Squadron FA-02
TIE Starfighter Squadron FA-03
SWORM 4
    Location: DS-3    Action: CSP    Armor: 432/432
TIE Starfighter Squadron MW-01
TIE Starfighter Squadron MW-02
TIE Starfighter Squadron MW-03
SWORM 5
    Location: DS-3    Action: CSP    Armor: 624/624
TIE Starfighter Squadron AA-02
TIE Interceptor Squadron AA-05
TIE Interceptor Squadron AA-06

Victory-II Star Destroyer Maleficent
Shields: 1000/1000    Armor: 1000/1000    Hull: 900/900    Systems: 540/540
Auxiliary Group:
10 Stormtrooper Transports
    Location: Hangar
10 Lambda-class Shuttles
    Location: Hangar

Nebulon-B Imperial Frigate Flora
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150
Auxiliary Group:
2 Lambda-class Shuttles
    Location: Hangar
1 Gamma-class Assault Shuttle
    Location: Hangar

Nebulon-B Imperial Frigate Fauna
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150
Onboard Units:
Auxiliary Group:
2 Lambda-class Shuttles
    Location: Hangar
1 Gamma-class Assault Shuttle
    Location: Hangar

Nebulon-B Imperial Frigate Merryweather
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150
Auxiliary Group:
2 Lambda-class Shuttles
    Location: Hangar
1 Gamma-class Assault Shuttle
    Location: Hangar

Imperial Escort Carrier Aurora
Shields: 500/500    Armor: 500/500    Hull: 300/300    Systems: 300/300
Onboard Units:
Auxiliary Group:
2 Stormtrooper Transports
    Location: Hangar
Starfighter Group:
TIE Starfighter Squadron AA-01
    Location: Hangar    Action: None    Armor: 144/144
TIE Bomber Squadron AA-03
    Location: Hangar    Action: None    Armor: 192/192
TIE Bomber Squadron AA-04
    Location: Hangar    Action: None    Armor: 192/192

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on May 31, 2012, 10:53:05 PM
Seeing as we are up to 4 independent fleets running here can I get an updated order of battle quick?
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 01, 2012, 10:21:03 AM
ORDER OF BATTLE

Hale
Ramano
Dementat

If a player misses their 24-hour post cycle (1 post per day), you can skip them. Remember still that you have to have a minimum of 12 hours between posts. I don't plan on bringing in the Dauntless, so we'll keep it how it is.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 01, 2012, 10:36:09 AM
Sounds good, and a little addendum to my earlier post, my CSP Group should be in C-15 not DS4. Sorry, I will make a note to look my stuff over better in the future when using c/p. And yeah, keep that DHC right there so after im done killing you 2 I can go capture it. ;)
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 01, 2012, 11:01:25 AM
TASK FORCE DRAGON
of the Galactic Liberation Force
Commanding Officer: CAPT Colton Smith

*

Onboard the DRAGON...

"Captain! An enemy fleet has entered high orbit of Planet X, they are scanning aggressively!" reported a ComScan technician.

"Excellent. Looks like its time for some fun and games. Helm, steady course 240 mark 053, all ahead full," ordered the Captain.

"Course 240 mark 053, all ahead full, aye Captain!" replied the Helmsman.

The rest of the task force followed the Dragon to B-2 where they rendezvoused with the Rothana Assault Transports that were sent ahead. The two full wings of Advanced Z-95s also moved to B-2 where they continued their combat space patrol.

*


HHF DRAGON
Location: B-2 | Status: Waiting | UCR: 4
Shields: 315/315 | Armor: 315/315 | Hull: 180/180 | Systems: 96/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 1 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Adv/Z-95 Squadron NOVA 2 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Adv/Z-95 Squadron NOVA 3 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Rothana Assault Transport TIGER 1 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2
Rothana Assault Transport TIGER 2 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2

HHF PHOENIX
Location: B-2 | Status: Waiting | UCR: 4
Shields: 315/315 | Armor: 315/315 | Hull: 180/180 | Systems: 96/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 4 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Adv/Z-95 Squadron NOVA 5 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Adv/Z-95 Squadron NOVA 6 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Rothana Assault Transport TIGER 3 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2
Rothana Assault Transport TIGER 4 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2

HHF MASTICORE
Location: B-2 | Status: Waiting | UCR: 4
Shields: 315/315 | Armor: 315/315 | Hull: 180/180 | Systems: 96/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 7 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Adv/Z-95 Squadron NOVA 8 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Adv/Z-95 Squadron NOVA 9 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Rothana Assault Transport TIGER 5 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2
Rothana Assault Transport TIGER 6 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2

HHF GRIFFIN
Location: B-2 | Status: Waiting | UCR: 4
Shields: 315/315 | Armor: 315/315 | Hull: 180/180 | Systems: 96/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 10 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Adv/Z-95 Squadron NOVA 11 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Adv/Z-95 Squadron NOVA 12 [Shields: 216/216 | Armor: 144/144] Status: CSP (B-2)
Rothana Assault Transport TIGER 7 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2
Rothana Assault Transport TIGER 8 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2

CCC DODGE
Location: B-2 | Status: Waiting | UCR: 6
Shields: 115/115 | Armor: 115/115 | Hull: 70/70 | Systems: 36/36
Weapons: 5 DTLCs + 2 QLCs = 88 Damage

AVIG SLAYER
Location: B-2 | Status: Waiting | UCR: 5
Shields: 150/150 | Armor: 150/150 | Hull: 150/150 | Systems: 75/75
Weapons: 6 TLCs + 6 PTs + 6 QLCs = 90 Damage | 6 ICs = 12 Ion Damage



*
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 01, 2012, 01:54:30 PM
OOC Note: Question as I was reading through the rules and I dont want it to come back and bite me in the ass. It states: Due to the nature of auxiliary craft, they cannot effectively engage an enemy squadron (but at the same time, they cannot be blocked by a CSP screen). Does this mean Aux craft can not shoot at starfighters at all, or does it just mean they can not occupy fighters to get them off of CSP status?

The fleet moves to C-16 where it continues to hold position and scan.

Summary:
Moved

Status: All craft in C-16
Venator-class Star Destroyer (VNSD)
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1140
Armor: 1140
Hull: 640
Systems: 340
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
(8 Starfighter Squads)
2 X-Wing Squadrons (CSP)
6 Y-Wing Squadrons
30 A-Tran
(500 Infantry Squads)
500 Republic Commando Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Hammerhead-class Frigate (HHF) x2
Cost: 400 KCs
Production Time: 4 Days
Length: 315 meters
Hyperdrive: x2
Shields: 315
Armor: 315
Hull: 180
Systems: 96
Speed: Fast (2)
Maneuver: (2)
Weapons:
12 Heavy Turbolasers (120)
12 Laser Batteries (36)
2 Concussion Missile Launchers (4)
1 Tractor Beam Projector (100m)
Onboard Craft:
(3 Starfighter Squadrons)
1 X-Wing Squadron (CSP)
2 Y-Wing Squadrons
2 A-Tran
(40 Infantry Squads)
40 Republic Commando Squads
Notes: Capable of entering the atmosphere and performing planetary landings.

1 Y-Wing Squadron (CSP)

CSP Group 1: C-16
4 X-Wing Squads
1 Y-Wing Squad
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 01, 2012, 03:09:19 PM
Good question. "The intent of the law" regarding Auxiliaries, back when Greg and I were writing the rules, was that we wanted to distinguish them as "mini capital ships".

This means that they can attack starfighter squadrons normally, but they cannot occupy a CSP screen because in the end it's just 1 little ship vs 12 others (as opposed to a larger more capable capital ship - like a CGUN - being able to rush into a CSP screen with guns blazing).

I suppose an argument could be made that if you had 12 AUX engage 1 CSP Squad you could occupy it, but that's neither here nor there, because if a CSP Squad is dealt enough damage to be destroyed, then it has been "occupied" either way.

Because AUX's cannot be used to occupy a CSP screen, they can bypass a CSP screen altogether and engage capital ships at will because they are "too big" for starfighters to block.  It also gives AUXs a slight advantage against SFs/CSPs since they have a harder time engaging them (due to higher UCR).

This all conforms with the idea that AUXs are "mini capital ships" as opposed to "oversized starfighters".

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 01, 2012, 03:32:56 PM
Sounds good. Thank you for the elaboration. I just didnt want to get into a position where I shoot at fighters with some aux then get told I made an illegal move.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 02, 2012, 01:04:38 AM
Commander Parrault's Brigade

Commander Parrault reviewed the battlefield carefully, contemplating the best way to proceed. Most aspects of the battle appeared to be balanced. Many of the enemy starfighters, however, were far superior to what his fleet had brought to the table. While quick and nimble, the lack of shields and missiles on his TIE craft would be outmatched by the enemy's shielded and more heavily equipped fighters. Parrault ordered the battle group to remain close, and to proceed further into Simulator's gravity well.

Summary:
Moved from DS-3 to C-6.
Oriented to heading C-7.


Starfighter Group
SWORM 1
    Location: B-6    Action: CSP    Armor: 432/432
TIE Starfighter Squadron MT-01
TIE Starfighter Squadron MT-02
TIE Starfighter Squadron MT-03
SWORM 2
    Location: B-6    Action: CSP    Armor: 432/432
TIE Starfighter Squadron FL-01
TIE Starfighter Squadron FL-02
TIE Starfighter Squadron FL-03
SWORM 3
    Location: B-6    Action: CSP    Armor: 432/432
TIE Starfighter Squadron FA-01
TIE Starfighter Squadron FA-02
TIE Starfighter Squadron FA-03
SWORM 4
    Location: B-6    Action: CSP    Armor: 432/432
TIE Starfighter Squadron MW-01
TIE Starfighter Squadron MW-02
TIE Starfighter Squadron MW-03
SWORM 5
    Location: B-6    Action: CSP    Armor: 624/624
TIE Starfighter Squadron AA-02
TIE Interceptor Squadron AA-05
TIE Interceptor Squadron AA-06

Victory-II Star Destroyer Maleficent
Location: B-6    Heading: B-7
Shields: 1000/1000    Armor: 1000/1000    Hull: 900/900    Systems: 540/540
Auxiliary Group:
10 Stormtrooper Transports
    Location: Hangar
10 Lambda-class Shuttles
    Location: Hangar

Nebulon-B Imperial Frigate Flora
Location: B-6    Heading: B-7
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150
Auxiliary Group:
2 Lambda-class Shuttles
    Location: Hangar
1 Gamma-class Assault Shuttle
    Location: Hangar

Nebulon-B Imperial Frigate Fauna
Location: B-6    Heading: B-7
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150
Onboard Units:
Auxiliary Group:
2 Lambda-class Shuttles
    Location: Hangar
1 Gamma-class Assault Shuttle
    Location: Hangar

Nebulon-B Imperial Frigate Merryweather
Location: B-6    Heading: B-7
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150
Auxiliary Group:
2 Lambda-class Shuttles
    Location: Hangar
1 Gamma-class Assault Shuttle
    Location: Hangar

Imperial Escort Carrier Aurora
Location: B-6    Heading: B-7
Shields: 500/500    Armor: 500/500    Hull: 300/300    Systems: 300/300
Onboard Units:
Auxiliary Group:
2 Stormtrooper Transports
    Location: Hangar
Starfighter Group:
TIE Starfighter Squadron AA-01
    Location: Hangar    Action: None    Armor: 144/144
TIE Bomber Squadron AA-03
    Location: Hangar    Action: None    Armor: 192/192
TIE Bomber Squadron AA-04
    Location: Hangar    Action: None    Armor: 192/192

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 03, 2012, 12:17:32 AM
OOC Note: And my first victim of the 24hr rule is... -drum roll- Hale! Next yes I know this is a few minutes early, really... I know how you post, and if need be, I can sit here and wait, but I dont see a need for that cause there is no way you would get another post up in the next hour without being signed on now. So I guess if you respond to this post before 1:04am est I will go ahead and delete it. But if you dont even see it until tomorrow morning, I dont see why it shouldnt stick, your 24hrs is up and you wernt here, I was. I mean, with all due respect, as you are the GM, you could tell me to just go to hell, but being a GM myself for many pen&paper RPGs, thats being a bad GM sir! With that being said, I am just a player so it be to your call. But im gunna go ahead and gamble on it anyway, as its my only opportunity arising to take out you and Tat and still have enough left to capture that DHC lmao!! Also, as always, let me know if im doing something wrong, and please bare in mind, im a bit rusty.

"Sir, we have a fleet multiple fleets in system. 1 behind us moving in, another in front of us holding position in B-2. They seem to be taking an observation status."
"Lets not give them a chance to get the upper hand. All craft, move in and engage. We will deal with the other fleet as they reach us."

With that many craft are launched and the ships move into an attack position in C-1 and B-1, with multiple fighter squadrons moving into B-2. (Movement specified VNSD from C-16 to C-1, 2 HHF from C-16 to C-1 to B-1 *2 move*, Fighters/Aux from C-1 *launched there* to B-1 to B-2 *2 move*)

Attack Summary: (Happens in order of posting below for CSP engagement purposes)
34 A-Tran vs Adv Z-95 squads
136TLCs * 8 = 1088
68ICs * 3 = 204
68torps * 3 = 204
UCR = 4/5 = 0.8 x 1496 = 1197 total damage

2 HHF vs Adv Z-95 squads
24HTLs * 10 = 240
24LBs * 3 = 72
4CMs * 2 = 8
UCR = 4/5 = 0.8 x 320 = 256 total damage

4 X-Wing and 4 Y-Wing squads vs remaining Adv Z-95s
X-Wings:
192Lasers * 1 = 192
96torps * 3 = 288
UCR = 6/5 = full damage = 480 total damage

Y-Wings:
96Lasers * 1 = 96
96LICs * 1 = 96
96torps * 3 = 288
48PBs * 5 = 240
UCR = 4/5 = 0.8 x 720 = 576 total damage

4 Y-Wing squads vs HHF Dragon
96LICs * 1 = 96 sys damage
UCR = 4/4 = full damage = 96 system damage

3 Y-Wing squads vs HHF Phoenix
72Lasers * 1 = 72
72LICs * 1 = 72sys
72torps * 3 = 216
36PBs * 5 = 180
UCR = 4/4 = full damage = 468 damage 72 system damage

Total damage to 12 Adv Z-95 squads: 2509pts all squads engaged/destroyed (7.8 squads should be destroyed, 4 from the combined aux + 2HHF attack, and the other 8 engaged by fighters, engaging or destroying all 12 squads)
Total damage to HHF Dragon: 96 system damage (stunned)
Total damage to HHF Phoenix: 468 damage, 72 system damage

Status:
Venator-class Star Destroyer (VNSD) in *C-1*
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1140
Armor: 1140
Hull: 640
Systems: 340
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
(8 Starfighter Squads)
2 X-Wing Squadrons (engaged)
6 Y-Wing Squadrons (engaged)
30 A-Tran (engaged)
(500 Infantry Squads)
500 Republic Commando Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Hammerhead-class Frigate (HHF) x2 *in B-1*
Cost: 400 KCs
Production Time: 4 Days
Length: 315 meters
Hyperdrive: x2
Shields: 315
Armor: 315
Hull: 180
Systems: 96
Speed: Fast (2)
Maneuver: (2)
Weapons:
12 Heavy Turbolasers (120)
12 Laser Batteries (36)
2 Concussion Missile Launchers (4)
1 Tractor Beam Projector (100m)
Onboard Craft:
(3 Starfighter Squadrons)
1 X-Wing Squadron (Engaged)
2 Y-Wing Squadrons (Engaged)
2 A-Tran (Engaged)
(40 Infantry Squads)
40 Republic Commando Squads
Notes: Capable of entering the atmosphere and performing planetary landings.

Fighter Group 1: B-2 Attacking
4/4 X-Wing Squads
4/4 Y-Wing Squads

Fighter Group 2: B-2 Attacking
4/4 Y-Wing Squads

Fighter Group 3: B-2 Attacking
3/3 Y-Wing Squads

Aux Group 1: B-2 Attacking
34/34 A-Trans

Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 03, 2012, 03:02:10 AM
Commander Parrault's Brigade

The enemy had revealed their tactics to Commander Parrault, and his threat assessment was computed to all commands. The enemy transports had proven a vital component of the nearest fleet's battle plan. It had also reduced the effectiveness of the other enemy fleet by nearly half. Almost half his fighters and all his auxiliary were ordered to engage the enemy transports. It would be a costly endeavor, but would buy him some time before those guns were turned on him. Moving the fleet as far as the engines would carry them brought the enemy frigates within range. All batteries oriented in the direction of the two aging frigates and opened fire, effectively removing them from combat. The fight was down to a single destroyer, three frigates, and a shit-ton of bombers and snubfighters. In this match, Parrault thought to himself, we will all be losers.

Summary:
Moved from B-6 to B-8 heading B-1.
Some fighters/aux move to B-2 and attack.
Fleet fires on B-1.

SWORMs 4 & 5 vs. Ramano's A-TRANs
192 SFS-LCs (384 dmg)
UCR = 8/4 = 100% = 384 Total Damage

2 TIE Bomber vs. Ramano's A-TRANs
48 SFS-LCs (96 dmg)
48 PTs (144 dmg)
24 PBs (120 dmg)
UCR = 6/4 = 100% = 360 Total Damage

16 LSHU vs. Ramano's A-TRANs
96 SFS-LC (192 dmg)
UCR = 5/4 = 100% = 192 Total Damage

12 STORM vs. Ramano's A-TRANs
96 LC (96 dmg)
48 LIC (48 SYSTEMS dmg)
24 PT (72 dmg)
UCR = 4/4 = 100% = 163 Damage + 48 Systems

3 GAS vs. Ramano's A-TRANs
12 TLC (96 dmg)
6 IC (6 SYSTEMS dmg)
6 LC (6 dmg)
UCR = 4/4 = 100% = 102 Damage + 6 Systems

TOTAL DAMAGE TO A-TRANs
1201 MANDATORY *13 Disabled, 1 Damaged*
54 SYSTEMS *1 Stunned*



VSD-II Maleficent (B-8) vs. Ramano's HHF 1 (B-1)
20 TLB (300 dmg)
20 DTLC (320 dmg)
20 IC (60 SYSTEMS dmg)
5 TB (500 meters held)
UCR = 4/4 = 100% = 620 Damage, 60 Systems, 500 Meters Held

ESC Aurora (B-8) vs. Ramano's HHF 1 (B-1)
10 DLC (20 dmg)
UCR = 4/4 = 100% = 20 Total Damage

TOTAL DAMAGE TO HHF 1
640 MANDATORY *Disabled*
60 SYSTEMS
500 METERS HELD



NEBs Flora, Fauna, Merryweather (B-8) vs. Ramano's HHF 2 (B-1)
36 TLB (432 dmg)
36 QLC (144 dmg)
6 ACM (18 dmg)
UCR = 5/4 = 100% = 594 Total Damage

TIE Starfighter (B-1) vs. Ramano's HHF 2 (B-1)
24 SFS-LC (48 dmg)
UCR = 8/4 = 100% = 48 Total Damage

TOTAL DAMAGE TO HHF 2
642 MANDATORY *Disabled*





Starfighter Group
SWORM 1
    Location: B-8    Action: CSP    Armor: 432/432
TIE Starfighter Squadron MT-01
TIE Starfighter Squadron MT-02
TIE Starfighter Squadron MT-03
SWORM 2
    Location: B-8    Action: CSP    Armor: 432/432
TIE Starfighter Squadron FL-01
TIE Starfighter Squadron FL-02
TIE Starfighter Squadron FL-03
SWORM 3
    Location: B-8    Action: CSP    Armor: 432/432
TIE Starfighter Squadron FA-01
TIE Starfighter Squadron FA-02
TIE Starfighter Squadron FA-03
SWORM 4
    Location: B-2    Action: ATTACK    Armor: 432/432
TIE Starfighter Squadron MW-01
TIE Starfighter Squadron MW-02
TIE Starfighter Squadron MW-03
SWORM 5
    Location: B-2    Action: ATTACK    Armor: 624/624
TIE Starfighter Squadron AA-02
TIE Interceptor Squadron AA-05
TIE Interceptor Squadron AA-06
NON-SWORMs
TIE Bomber Squadron AA-03
    Location: B-2    Action: ATTACK    Armor: 192/192
TIE Bomber Squadron AA-04
    Location: B-2    Action: ATTACK    Armor: 192/192
TIE Starfighter Squadron AA-01
    Location: B-1    Action: ATTACK    Armor: 144/144

Auxiliary Group
Stormtrooper Transports
    Location: B-2    Action: ATTACK    Units: 12    Armor/Shields: 60/60 each
Lambda-Class Shuttles
    Location: B-2    Action: ATTACK    Units: 16    Armor/Shields: 20/20 each
Gamma-class Assault Shuttles
    Location: B-2    Action: ATTACK    Units: 3    Armor/Shields: 90/90 each

Victory-II Star Destroyer Maleficent
Location: B-8    Heading: B-1
Shields: 1000/1000    Armor: 1000/1000    Hull: 900/900    Systems: 540/540

Nebulon-B Imperial Frigate Flora
Location: B-8    Heading: B-1
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Nebulon-B Imperial Frigate Fauna
Location: B-8    Heading: B-1
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Nebulon-B Imperial Frigate Merryweather
Location: B-8    Heading: B-1
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Imperial Escort Carrier Aurora
Location: B-8    Heading: B-1
Shields: 500/500    Armor: 500/500    Hull: 300/300    Systems: 300/300


Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 03, 2012, 09:01:02 AM
OOC: Looks good. I figured you would draw first blood due to my position either way, so I took a calculated risk in not posting yesterday/enjoying a cookout. No worries there. Honestly, I could have outrunned your fleet the whole time, but that would've got boring OR I would've ran into Dem. || GM: I know the concern is out there for the Proton Bombs.. that they make the Y-Wing too powerful. Just keep in mind they can only be used against capital ships or ground targets while on a bombing run. This is why the Empire has TIE Bombers too. And why the Y-Wing is UCR 4 and can get blow away by capital ships if need be. || GM Note 2: Remember, defender bats last in this game, so even if you kill/disable/stun/capture/hand job a unit in your post the defender can make a full action in his next post before resolving your action. || That is all.

----------------------------------------------------------------------------

TASK FORCE DRAGON
of the Galactic Liberation Force
Commanding Officer: CAPT Colton Smith

*

Onboard the DRAGON...

"Captain! The Venator fleet has engaged us, Hammerheads have moved to middle orbit and are firing weapons!"


"First blood.... Hold position and return fire! We'll make our stand here."

"Aye, Captain!" replied the Executive Officer..

The task force's combined weapons erupted in a concerted defense, mainly targeting the incoming Y-Wings. The beauty of the Venator-class was that is was an effective modern space carrier, but after it ran out of units, it's combat abilities were somewhat limited after that. The main priority would be to take down those fighters.

The Advanced Z-95 Pilots responded first since they were running there Combat Space Patrol. Engaging in a full on melee dogfight with the Assault Transports, X-Wings, and Y-Wings, they fought back... with a vengeance. However, the combined attack on the two full wings resulted in many deaths in the following moments. After the Dragon got off its shots, its systems went black. "Dammit, we've been ionized!" Though the remaining ships directed their fire appropriately. The Rothana Assault Transports also bounced back, joining the fray with full weapons fire.



*

COMBAT SUMMARY
(12) Adv/Z-95 Squads NOVA 1~12 fires 288 HLCs (576) + 288 CMs (576) at FG1 Y-Wings
| UCR 5>4 = Full Damage --> 1152 Pts = Y-Wing Squads #1 and #2 DESTROYED!

(8) RATs TIGER 1~8 fires 16 TLCs (128) + 16 LBs (48) + 16 PTs (48) at FG1 Y-Wings
| UCR 4:4 = Full Damage --> 224 pts against Y-Wing Squad #3

(4) HHFs DRAGON, PHOENIX, MASTICORE, and GRIFFIN fires 48 HTLs (480) + 48 LCs (48) + 8 CMs (16) at FG1 Y-Wings
| UCR 4:4 = Full Damage --> 576 pts = Y-Wing Squad #4 DESTROYED!

CCC DODGE fires 5 DTLs (80) + 2 QLCs (8) at FG1 Y-Wing Squad #3
| UCR 5>4 = Full Damage --> 88 pts against Y-Wing Squad #3

AVIG SLAYER fires 6 TLCs (48) + 6 PTs (18) + 6 QLCs (24) at Y-Wings | UCR 5>4 = Full Damage --> 90 pts against FG1 Y-Wing Squad #3

DAMAGE SUMMARY
to Y-Wing Squad #1 (576 pts)
to Y-Wing Squad #2 (576 pts)
to Y-Wing Squad #3 (402 pts)
to Y-Wing Squad #4 (576 pts)
(all from Fighter Group 1)

*


HHF DRAGON
Location: B-2 | Status: ION STUNNED! | UCR: 4
Shields: 315/315 | Armor: 315/315 | Hull: 180/180 | Systems: 00/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 1 DESTROYED
Adv/Z-95 Squadron NOVA 2 DESTROYED
Adv/Z-95 Squadron NOVA 3 DESTROYED
Rothana Assault Transport TIGER 1 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2
Rothana Assault Transport TIGER 2 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2

HHF PHOENIX
Location: B-2 | Status: CRITICAL | UCR: 4
Shields: 000/315 | Armor: 162/315 | Hull: 180/180 | Systems: 24/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 4 DESTROYED
Adv/Z-95 Squadron NOVA 5 DESTROYED
Adv/Z-95 Squadron NOVA 6 DESTROYED
Rothana Assault Transport TIGER 3 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2
Rothana Assault Transport TIGER 4 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2

HHF MASTICORE
Location: B-2 | Status: COMBAT | UCR: 4
Shields: 315/315 | Armor: 315/315 | Hull: 180/180 | Systems: 96/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 7 [Shields: 000/216 | Armor: 11/144] Status: COMBAT (B-2)
Adv/Z-95 Squadron NOVA 8 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-2)
Adv/Z-95 Squadron NOVA 9 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-2)
Rothana Assault Transport TIGER 5 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2 COMBAT
Rothana Assault Transport TIGER 6 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2 COMBAT

HHF GRIFFIN
Location: B-2 | Status: COMBAT | UCR: 4
Shields: 315/315 | Armor: 315/315 | Hull: 180/180 | Systems: 96/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 10 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-2)
Adv/Z-95 Squadron NOVA 11 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-2)
Adv/Z-95 Squadron NOVA 12 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-2)
Rothana Assault Transport TIGER 7 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2 COMBAT
Rothana Assault Transport TIGER 8 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: B-2 COMBAT

CCC DODGE
Location: B-2 | Status: COMBAT | UCR: 6
Shields: 115/115 | Armor: 115/115 | Hull: 70/70 | Systems: 36/36
Weapons: 5 DTLCs + 2 QLCs = 88 Damage

AVIG SLAYER
Location: B-2 | Status: COMBAT | UCR: 5
Shields: 150/150 | Armor: 150/150 | Hull: 150/150 | Systems: 75/75
Weapons: 6 TLCs + 6 PTs + 6 QLCs = 90 Damage | 6 ICs = 12 Ion Damage



*
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 03, 2012, 09:06:57 AM
Wait... I dont get it, you did hardly any system damage, and technically the only thing that took enough to be disabled was 1 A-Tran, which will be a secondary question here in a minute but, how is everything disabled? Shouldnt that stuff be dead? I guess I dont understand how all these ships are just floating around in space though. (That was a nice hit btw, I miscalculated how far away you were. Make sure you bring that level of game for the real show now! Told you I was rusty.)

2nd, are fighters/aux effected by ion damage? I could be thinking of a different sim but didnt you guys make it that fighters/aux take everything as mandatory and thus cant be disabled, they just die? Just curious on this cause if this stuff can all be disabled like capships... I may need to look at a change of game plan here and take a more vong approach lol!

And just checking as I look over your post so I dont need to make more of these cluttering the boards, although this is what the mocks are for! Fighters get a death post too?! Uhh... that seems a bit... wow, lol. Bah, whatever, lets see how it works then we can discuss it again after, but keep in mind if im running around with 14 squads of b-wings that will still get another attack even after you kill them all...

Also I was wondering about the proton bombs, I read and read through the rules and it didnt say anything about them not being usable for fighter combat, I figured it must simply work like jango fetts bomb thing he launched out of his IPV against obiwan. We should add that into their stats that proton bombs are not usable on fighters.

And lastly as a request, I was wondering if we could make an addendum to the posting limitations? Perhaps you have to wait 12hrs between posts unless all other parties have already responded. I mean, say we only had me and Dem out here fighting, we are both here and want to post, i've made my post, he's made his post... should we really be forced to wait to make another post if we are both here trying to post?
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 03, 2012, 07:34:05 PM
GM Clarifications:

1. ION DAMAGE... the rules pertaining to this affect capital ships mainly, so I see there needs to be some clarification regarding ion damage and starfighters. I do believe that Greg and I decided that AUX can be stunned, ionized, captured, etc... because AUX are "mini capitals", regarding starfighters though, ion damage hits SHIELDS first and then ARMOR as if it were mandatory damage. I realize some of the Rebel fighters have a spec listing for Systems. Hopefully by the time you read this post I'll have deleted those ratings so there isn't any confusion.

2. "Defender Bats Last" ensures that "He Who Posts First, Wins" is no gaurantee of victory. I recognize this is a radical departure from traditional simming, but the glory days of AOL simming when we literally loitered online waiting for the clock to tick down so we could post our attack just isn't feasible with our mutually adult lives. The traditional setup to me also doesn't make any sense, because if a ship exited hyperspace with weapons hot, and then another enemy exited hyperspace right behind it and blew it up... would the first ship not get even a single shot off?  The GCW model is much like tabletop Battletech, which treated each round as happening all at once (regardless of who goes first, second, or third). Naturally, as in this game, damage eventually is accounted for in the end, so I think it all works out in the end... such that "he who posts first, wins a tactical position".

3. Proton Bombs can only be used against capital ships and ground targets. Y-Wings and TIE Bombers by that virtue become High Priority targets because they can take on capital ships big time. I thought we wrote this into the rules a long time ago but I guess I'm mistaken. Greg and I tended to have way more conversations about rules theory than bothering to write the rules... but that's neither here nor there. Then again I also thought that is was common sense that a freefall bomb could in no way hit a starfighter you were dogfighting with...but I suppose we need rules to cover every detail so that the rules don't get abused.

4. No addendums to posting limitations. Sorry, but the line has to hold somewhere. Maybe an exception could be made if it's just two players battling each other themselves on a case by case basis, but with a third or fourth thrown in the mix... there needs to be a standard.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 03, 2012, 09:23:42 PM
You need 6 attackers to engage 1 TIE Swarm. They can be a mix of capital ships or starfighter squadrons, but you still need 6. Please revise your post. Dealing enough damage to kill a TIE Swarm satisfies the CSP engagement irregardless of ratios.

You posted today at 00:17:32. So don't even bother revising your post since this one is VOID! You would have to wait until June 4th 00:18 AM to post again.

ONE POST PER DAY, NO EXCEPTIONS!! The "12 hour minimum between posts" rule is there to prevent people (like you) from posting at 11:59 PM and immediately follow up with a 0:01 AM post the next day. But to throw you a little bone here, let's cut back the Order of Battle Skipping Rule to 0 hours. Keep track of your own post times.

Since I assume you're not sleeping tonight, go ahead and redraft your post. =) My 12 hour minimum expired today at 9PM , Dem's expired at 3PM today... so technically we can post before you can (with a VERY tiny 18-minute window)! If either of us misses this window, you can skip us in the order of battle. Please keep in mind though that if you post on June 4th at 00:18, then that will be your 1 post for the day. ONE AND DONE!
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 03, 2012, 09:29:26 PM
Err... that is totally my bad, I forgot completely about the 1 post per day limit!! Like I said, kinda excited to be simming again and getting ahead of the game. I saw Dem posted, then you posted, so its technically my turn and I jumped the gun. And I thought the 1 draw back to using your ties in a swarm was that it acts as a single unit and thus could be engaged by a single capship? I mean im not arguing it as the whole post is void to begin with, not a big deal, I just dont understand how swarms work I guess then.

But one thing I dont understand, if we only get 1 post per day, and you have to have 12hrs in between posts, how can Dem get 2 posts in to my 1? If he has any opportunity to post again before I can, somehow he is getting 2 posts on me without me being able to respond. Im wondering if you can explain how this worked out? I just dont see how it could happen with me posting at the absolute maximum.

Edit: Post removed, all better! Again, sorry about that. I need to slow down a bit.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 03, 2012, 09:51:50 PM
Yeah, see, Dem cant post again until 3am june 4th, you cant post until 9am june 4th, I can post at 12:30am june 4th, theres no window for either of you to make a post before me. And with this being said, seeing as we basically have to wait 24hrs between posts, maybe we should bump it to 36hrs to skip a person, that way the 12hr and 24hr rules with the 1 post per day dont conflict?
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 03, 2012, 09:52:52 PM
Hypothetical Scenario:

You posted on June 3rd, 00:17.
Dem posted on June 3rd, 03:02.

Dem posts again on June 4th, 00:15.
You post again on June 4th, 00:18.

A shitty scenario for you, since you'd have x2 damage coming your way, but it's legit according to the rules. You'll still have the chance to bat last though. That counts for something. But I see your point.

I think the solution here is to implement a 24 hour minimum rule, because that will regulate the pace of the battle a little better. That way the above scenario will look like this:

Ramano posted on June 3rd, 00:17.
Dem posted on June 3rd, 03:02.
Hale posted on June 3rd, 09:01.

You are cleared on June 4th 00:18 AM to post. Dem is cleared on 03:03 AM. I'm cleared at 09:02 AM.

Sometimes it's not always best to go first though, so I'll leave that up to you.

My vote is for the 24 Minimum Between, since that keeps the Order of Battle organized. What's your vote? Dem, what do you think?


...Good thing we're mocking this shit out!!
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 03, 2012, 10:06:00 PM
This was my point when I was screaming about inactivity all along. This is how you hash out problems, with mock battles. And it helps when every participates to their full abilities. Remember, when flashpoint started, we spent almost 8 months mock battling and mock storylining testing and retesting just to make sure we didnt have problems like this when the game was running.

But yes, I think just saying 24hrs between posts works out much better for an OoB that way things like this dont happen.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 03, 2012, 10:50:43 PM
And this is your chance to use my own tactic against me as I wont be able to stay awake tonight. My children have school in the morning still and I have to be up for that, so I wont be able to post until 6am at the earliest. Bah, fucking responsibilities strike down another fleet!
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 04, 2012, 09:20:46 AM
The whole thing confuses me. I just wait for Ramano to post, knowing I follow him in the order of battle. I'm not one to skip out of courtesy.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 04, 2012, 09:47:20 AM
Yeah, I was doing the same thing and it didnt work very well for me lmao!
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 04, 2012, 10:05:09 AM

TASK FORCE DRAGON
of the Galactic Liberation Force
Commanding Officer: CAPT Colton Smith

*

Onboard the DRAGON...

Captain Colton "Colt" Smith paced around the bridge impatiently. The ion attack his ship suffered in the first rounds of battle took him out of the fight far too soon. The ship was currently undergoing a full-systems reboot, and so basic systems such as lighting, life support, and communications were coming back - the engine and weapons needed a full-power reactor to get going, but luckily shields remained online due to redudant power supplies.

"What's the status of the reboot?" asked the Captain.

"We're at 50% sir, it's going slow..." replied the Executive Officer.

"Send out a message to the rest of the fleet, tell them to move to low orbit and press the attack against that Star Destroyer!"

"Yes sir!"

"There will be no mercy..."

Within minutes, the fleet and various support ships mobilized. The capital ships moved to A-1, leaving the Dragon behind in B-2, while the starfighters and auxiliaries moved to B-1 to engage the enemy VNSD directly. As the whole fleet opened up on the Venator, it's lack of combat space patrol created a large gaping hole in its defenses, and so the repeated salvo of green, red, and blue energy bolts combined with concussion missile impacts began breaking through the Venator's shields until they collapsed, whereupon the vengeance continued...

*

COMBAT SUMMARY
(6) Adv/Z-95 Squads NOVA 7~12 fires 144 HLCs (288) + 144 CMs (288) at VNSD | UCR 5>3 = 576

(8) RATs TIGER 1~8 fires 16 TLCs (128) + 16 LBs (48) + 16 PTs (48) at VNSD | UCR 4>3 = 224

(3) HHFs PHOENIX, MASTICORE, and GRIFFIN fires 36 HTLs (360) + 36 LCs (36) + 6 CMs (12) at VNSD | UCR 4>3 = 408

CCC DODGE fires 5 DTLs (80) + 2 QLCs (8) at VNSD | UCR 5>3 = 88

AVIG SLAYER fires 6 TLCs (48) + 6 PTs (18) + 6 QLCs (24) + 6 ICs (12i) at VNSD | UCR 5>4 = 90 + 12 Systems

DAMAGE SUMMARY
to VNSD ... 1386 Mandatory + 12 Systems (Shields = 0 / Armor = 894 / Systems = 328)

*


HHF DRAGON
Location: B-2 | Status: RECHARGING SYSTEMS | UCR: 4
Shields: 315/315 | Armor: 315/315 | Hull: 180/180 | Systems: XX/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Available Support Craft:
Rothana Assault Transport TIGER 1 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 2 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

HHF PHOENIX
Location: A-1 | Status: CRITICAL | UCR: 4
Shields: 000/315 | Armor: 162/315 | Hull: 180/180 | Systems: 24/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Available Support Craft:

Rothana Assault Transport TIGER 3 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 4 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

HHF MASTICORE
Location: A-1 | Status: COMBAT | UCR: 4
Shields: 315/315 | Armor: 315/315 | Hull: 180/180 | Systems: 96/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 7 [Shields: 000/216 | Armor: 011/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 8 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 9 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 5 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 6 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

HHF GRIFFIN
Location: A-1 | Status: COMBAT | UCR: 4
Shields: 315/315 | Armor: 315/315 | Hull: 180/180 | Systems: 96/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 10 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 11 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 12 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 7 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 8 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

CCC DODGE
Location: A-1 | Status: COMBAT | UCR: 6
Shields: 115/115 | Armor: 115/115 | Hull: 70/70 | Systems: 36/36
Weapons: 5 DTLCs + 2 QLCs = 88 Damage

AVIG SLAYER
Location: A-1 | Status: COMBAT | UCR: 5
Shields: 150/150 | Armor: 150/150 | Hull: 150/150 | Systems: 75/75
Weapons: 6 TLCs + 6 PTs + 6 QLCs = 90 Damage | 6 ICs = 12 Ion Damage



*

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 04, 2012, 10:22:07 AM
OOC Note: Ok essentially, my post itself wont change, whether the stuff died or not, everything I have will still get to fire this shot, so I will just have to update the status.

"Sir, attacks coming in from all sectors!"
"Damnit! A miscalculation on my part, and a costly one. Have the remaining A-Trans pull back to engage the Ties, move the Destiny Ascension into position and let them know we're here. This attack will not go without response."
"Orders are sent, this will be interesting sir."

Summary:
VNSD moves to B-1
All craft attack
HHF 1 tractors disabled A-Tran into hanger

Attack Summary:
33 A-Trans vs Tie Swarms 4 & 5.
132TLCs * 8 = 1056
66ICs * 3 = 198
68torps * 3 = 198
UCR = 4/8 = 0.5 x 1452 = 726 total damage

VNSD Destiny Ascension vs Neb-b Flora (B-8)
10DHTLCs * 20 = 200
50HLs * 2 = 100
UCR = 3/5 = 0.6 x 300 = 180 total damage

3 X-Wing squadrons vs 16 L/SHUs (Dems)
144Lasers * 1 = 144
72torps * 3 = 216
UCR = 6/5 = full damage = 360 total damage

4 Y-Wing squadrons vs HHF Masticore (B-2)
96Lasers * 1 = 96
96LICs * 1 = 96
96torps * 3 = 288
48PBs * 5 = 240
UCR = 4/4 = full damage = 624 and 96 sys total damage

4 Y-Wing squadrons vs HHF Griffin (B-2)
96Lasers * 1 = 96
96LICs * 1 = 96
96torps * 3 = 288
48PBs * 5 = 240
UCR = 4/4 = full damage = 624 and 96 sys total damage

1 Y-Wing squadron vs HHF Dragon
24Lasers * 1 = 24
24LICs * 1 = 24
24torps * 3 = 72
12PBs * 5 = 60
UCR = 4/4 = full damage = 156 and 24 sys total damage

1 Y-Wing squadron vs HHF Phoenix
24Lasers * 1 = 24
24LICs * 1 = 24
24torps * 3 = 72
12PBs * 5 = 60
UCR = 4/4 = full damage = 156 and 24 sys total damage

1 Y-Wing squadron vs CCC Dodge
24Lasers * 1 = 24
24LICs * 1 = 24
24torps * 3 = 72
12PBs * 5 = 60
UCR = 4/6 = 0.67 x 156(24) = 104 and 17 sys total damage

Total damage to Tie Swarm 4, 432pts. *destroyed*
Total damage to Tie Swarm 5, 294pts.
Total damage to 16 L/SHUs, 360pts *9 destroyed*
Total damage to Neb-b Flora, 180pts

Total damage to HHF Dragon, 156 and 24 sys *Stunned x2*
Total damage HHF Masticore, 624 and 96 sys *Stunned*
Total damage HHF Griffin, 624 and 96 sys *Stunned*
Total damage HHF Phoenix, 156 and 24 sys *Stunned*
Total damage CCC Dodge, 104 and 17 sys

Status:
Venator-class Star Destroyer (VNSD) in *B-1*
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 0/1140
Armor: 894/1140
Hull: 640/640
Systems: 328/340
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
(8 Starfighter Squads)
2 X-Wing Squadrons (engaged)
6 Y-Wing Squadrons (engaged)
30 A-Tran (engaged)
(500 Infantry Squads)
500 Republic Commando Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Hammerhead-class Frigate (HHF) x2 *in B-1*
Cost: 400 KCs
Production Time: 4 Days
Length: 315 meters
Hyperdrive: x2
Shields: HHF 1: 0/315 / HHF 2: 0/315
Armor: HHF 1: 0/315 / HHF 2: 0/315
Hull: HHF 1: 170/180 / HHF 2: 168/180
Systems: HHF 1: 36/96 / HHF 2: 96/96
Speed: Fast (2)
Maneuver: (2)
Weapons:
12 Heavy Turbolasers (120)
12 Laser Batteries (36)
2 Concussion Missile Launchers (4)
1 Tractor Beam Projector (100m)
Onboard Craft:
(3 Starfighter Squadrons)
1 X-Wing Squadron (Engaged)
2 Y-Wing Squadrons (destroyed)
2 A-Tran (Engaged)
(40 Infantry Squads)
40 Republic Commando Squads
Notes: Capable of entering the atmosphere and performing planetary landings.

Fighter Group 1: B-1 CSP
1/1 X-Wing Squad

Fighter Group 2: A-1 Attacking
3/3 X-Wing Squads

Fighter Group 3: A-1 (Attacking)
7/11 Y-Wing Squads

Aux Group 1: B-2 Attacking
21/33 A-Trans
1/1 A-Tran *stunned* (In HHF 1 Hanger repairing systems)
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 04, 2012, 10:23:15 AM
AHH!!! Fuck you LMAO!!!!!!!!!! Gimme a minute, I will have to revise my post... dam nice shot.

Edit: My post is correctly modified. At your leisure Dem. =)
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 04, 2012, 12:36:07 PM
Actually, still not good enough. All my units (except the Dragon) moved to A-1. Starfighters must be in the same grid to attack. Please edit your post so that your fighters moved to A-1.

Also, capital ships with busted Hulls are disabled, so your HHFs are officially done.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 04, 2012, 02:13:40 PM
Err... then can I ask what is the point in having a hull rating in the first place? In light of this new info, yeah im gunna have to go into agreement with Dem that its a pointless value on ships.

Edit: Post fixed
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 04, 2012, 05:38:47 PM
Traditionally we'd just have Shield, Armor, and Systems.. but once Armor goes to 0 the ship blows up. Well in this game, Hull was added to give ships a little more character. Carracks for example have stronger hulls than average, while Strike Cruisers have weaker Hulls. It's "useless" if you think it's just "one more number you need to get to 0 in order to kill a capital ship", but it adds a little more nuance to combat, and gives ships a little bit more survivability.

I'm still on the fence regarding ion cannons though... I'm leaning towards the traditional setup of: Shields first, then systems, once systems reach 0, the ship is fully disabled and done. With this setup systems ratings for all capital ships would triple, and it would also clarify the issue regarding starfighter ions.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 04, 2012, 06:23:41 PM
Oh I understand that, and its a cool concept, but I just dont know if having a hull modifier is even worth it if its not going to mean anything. Why even keep track of it if after your shields/armor are gone this ship is unusable anyway? Seems like added math without a purpose.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 04, 2012, 06:56:17 PM
"Breaking" a ship by reducing its shields and armor to 0 is another way for ships without ion cannons to disable/capture. So it does mean something to an extent. Also if a bunch of wrecked ships are floating around in a battlefield after the battle is over, which is something I imagine, then imagine also the possibility of response fleets being sent after the battle is over to salvage the wreckage! It also allows people to "save" a ship that otherwise might die by friendly tractoring it away.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 04, 2012, 10:51:06 PM
Commander Parrault's Brigade

His calculations had been correct, and there was nothing to keep the enemy transports from obliterating scores of his TIEs. The crew of the Merryweather had just lost many of their friends. The battle raged on, and Commander Parrault ordered his flotilla forward. The heavy guns came within range of the same enemy transports and opened fire, vaporizing many more. The fighter cover remained firm, keeping the enemy bombers at bay. AA-01, a loan fighter squadron in the mix, engaged the patrols of the larger star destroyer, enabling Aurora's bomber units to take advantage of the lack of shields. Things were looking good for Parrault's battle group, but the battle was very far from over.

Summary:
Dying craft return fire.
Fleet moves from B-8 to B-1.
Bombers move from B-2 to B-1.
1 TIE Fighter moves from B-2 to B-1.
Attacks made.

SWORMs 4 & 5 (B-2) vs. Ramano's A-TRANs (B-2)
192 SFS-LCs (384 dmg)
UCR = 8/4 = 100% = 384 Total Damage

16 LSHU (B-2) vs. Ramano's A-TRANs (B-2)
96 SFS-LC (192 dmg)
UCR = 5/4 = 100% = 192 Total Damage

12 STORM (B-2) vs. Ramano's A-TRANs (B-2)
96 LC (96 dmg)
48 LIC (48 SYSTEMS dmg)
24 PT (72 dmg)
UCR = 4/4 = 100% = 163 Damage + 48 Systems

3 GAS (B-2) vs. Ramano's A-TRANs (B-2)
12 TLC (96 dmg)
6 IC (6 SYSTEMS dmg)
6 LC (6 dmg)
UCR = 4/4 = 100% = 102 Damage + 6 Systems

VSD-II Maleficent (B-1) vs. Ramano's A-TRANs (B-2)
20 TLB (300 dmg)
20 DTLC (320 dmg)
20 IC (60 SYSTEMS dmg)
5 TB (500 METERS)
UCR = 4/4 = 100% = 620 Damage, 60 Systems

NEBs Flora, Fauna, Merryweather (B-1) vs. Ramano's A-TRANs (B-2)
36 TLB (432 dmg)
36 QLC (144 dmg)
6 ACM (18 dmg)
UCR = 5/4 = 100% = 594 Total Damage

TOTAL DAMAGE TO A-TRANs
1988 MANDATORY *22 Disabled, 1 Damaged*
114 SYSTEMS *2 Stunned*
500 METERS *5 Held, including the 2 Stunned*



ESC Aurora (B-1) vs. CCC Dodge 1 (A-1)
10 DLC (20 dmg)
UCR = 4/6 = 66% = 13 Total Damage

TOTAL DAMAGE TO CCC Dodge
13 MANDATORY



TIE Starfighter (B-1) vs. 1 X-Wing CSP for VNSD (B-1)
24 SFS-LC (48 dmg)
UCR = 8/6 = 100% = 48 Total Damage

TOTAL DAMAGE TO X-WING CSP
48 MANDATORY
ALL CSP ENGAGED



2 TIE Bomber vs. Ramano's VNSD
48 SFS-LCs (96 dmg)
48 PTs (144 dmg)
24 PBs (120 dmg)
UCR = 6/3 = 100% = 360 Total Damage

TOTAL DAMAGE TO VNSD
360 MANDATORY



Starfighter Group
SWORM 1
    Location: B-1    Action: CSP    Armor: 432/432
TIE Starfighter Squadron MT-01
TIE Starfighter Squadron MT-02
TIE Starfighter Squadron MT-03
SWORM 2
    Location: B-1    Action: CSP    Armor: 432/432
TIE Starfighter Squadron FL-01
TIE Starfighter Squadron FL-02
TIE Starfighter Squadron FL-03
SWORM 3
    Location: B-1    Action: CSP    Armor: 432/432
TIE Starfighter Squadron FA-01
TIE Starfighter Squadron FA-02
TIE Starfighter Squadron FA-03
SWORM 4
    Location: N/A    Action: DESTROYED    Armor: 0/432
TIE Starfighter Squadron MW-01
TIE Starfighter Squadron MW-02
TIE Starfighter Squadron MW-03
SWORM 5
    Location: B-2    Action: ATTACK    Armor: 330/624
TIE Starfighter Squadron AA-02
TIE Interceptor Squadron AA-05
TIE Interceptor Squadron AA-06
NON-SWORMs
TIE Bomber Squadron AA-03
    Location: B-1    Action: ATTACK    Armor: 192/192
TIE Bomber Squadron AA-04
    Location: B-1    Action: ATTACK    Armor: 192/192
TIE Starfighter Squadron AA-01
    Location: B-1    Action: DOGFIGHT    Armor: 144/144

Auxiliary Group
Stormtrooper Transports
    Location: B-2    Action: ATTACK    Units: 12    Armor/Shields: 60/60 each
Lambda-Class Shuttles
    Location: B-2    Action: ATTACK    Units: 7    Armor/Shields: 20/20 each
Gamma-class Assault Shuttles
    Location: B-2    Action: ATTACK    Units: 3    Armor/Shields: 90/90 each

Victory-II Star Destroyer Maleficent
Location: B-1    Heading: B-2
Shields: 1000/1000    Armor: 1000/1000    Hull: 900/900    Systems: 540/540

Nebulon-B Imperial Frigate Flora
Location: B-1    Heading: B-2
Shields: 120/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Nebulon-B Imperial Frigate Fauna
Location: B-1    Heading: B-2
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Nebulon-B Imperial Frigate Merryweather
Location: B-1    Heading: B-2
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Imperial Escort Carrier Aurora
Location: B-1    Heading: B-2
Shields: 500/500    Armor: 500/500    Hull: 300/300    Systems: 300/300


Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 05, 2012, 05:12:18 PM
TASK FORCE DRAGON
of the Galactic Liberation Force
Commanding Officer: CAPT Colton Smith

*

Onboard the DRAGON...

Computers systems abruptly came back online, with lights flashing everywhere. At last systems power had been restored. There were a few minor glitches since another Y-Wing Squadron had given the ship a secondary dose of ion energy, but fortunately systems were running at top shape. The same could not be said for the rest of the fleet however, as the enemy Y-Wings wrecked havoc on the fleet, performing vicious attack runs that damn near knocked out the Hammerheads entirely. Fortunately, these ships were able to get some shots off before being ionized, and so the Dragon entered Low Orbit to rejoin the fleet proper and give it formational support.

With an Imperial Fleet looming over the entire battle that had yet been scratched, the decision was made by Captain Colt to execute an attack against the Victory-class Star Destroyer that was resting in middle orbit; but first, the Z-95s had a score to settle with the Y-Wing pilots, man to man...

*

MOVEMENT SUMMARY
HHF DRAGON moves to A-1 from B-1

COMBAT SUMMARY
(6) Adv/Z-95 Squads NOVA 7~12 fires 144 HLCs (288) + 144 CMs (288) at FG3 Y-Wing Squad | UCR 5>4 = 576

(8) RATs TIGER 1~8 fires 16 TLCs (128) + 16 LBs (48) + 16 PTs (48) at VSD | UCR 4:4 = 224

(3) HHFs DRAGON, PHOENIX, MASTICORE, and GRIFFIN fires 48 HTLs (480) + 48 LCs (48) + 8 CMs (16) at VNSD | UCR 4>3 = 544

CCC DODGE fires 5 DTLs (80) + 2 QLCs (8) at VSD | UCR 5>4 = 88

AVIG SLAYER fires 6 TLCs (48) + 6 PTs (18) + 6 QLCs (24) + 6 ICs (12i) at VNSD | UCR 5>4 = 90 + 12 Systems

DAMAGE SUMMARY
to FG3 Y-Wing Squadron ... 576 (DESTROYED)
to VSD Malificent... 966 + 12i (Suggested Damage: Shields 034 / Armor 1000 / Systems 528)

*


HHF DRAGON
Location: A-1 | Status: COMBAT | UCR: 4
Shields: 159/315 | Armor: 315/315 | Hull: 180/180 | Systems: 72/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Available Support Craft:
Rothana Assault Transport TIGER 1 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 2 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

HHF PHOENIX
Location: A-1 | Status: CRITICAL/STUNNED | UCR: 4
Shields: 000/315 | Armor: 6/315 | Hull: 180/180 | Systems: 00/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Available Support Craft:
Rothana Assault Transport TIGER 3 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 4 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

HHF MASTICORE
Location: A-1 | Status: CRITICAL/STUNNED | UCR: 4
Shields: 000/315 | Armor: 006/315 | Hull: 180/180 | Systems: 00/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 7 [Shields: 000/216 | Armor: 011/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 8 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 9 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 5 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 6 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

HHF GRIFFIN
Location: A-1 | Status: CRITICAL/STUNNED | UCR: 4
Shields: 000/315 | Armor: 006/315 | Hull: 180/180 | Systems: 00/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 10 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 11 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 12 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 7 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 8 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

CCC DODGE
Location: A-1 | Status: COMBAT | UCR: 6
Shields: 009/115 | Armor: 115/115 | Hull: 70/70 | Systems: 19/36
Weapons: 5 DTLCs + 2 QLCs = 88 Damage

AVIG SLAYER
Location: A-1 | Status: COMBAT | UCR: 5
Shields: 150/150 | Armor: 150/150 | Hull: 150/150 | Systems: 75/75
Weapons: 6 TLCs + 6 PTs + 6 QLCs = 90 Damage | 6 ICs = 12 Ion Damage



*

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 05, 2012, 08:20:22 PM
OOC Note: Now before you start the cat calls about retreating during a mock, let me remind you replacing ships is gunna be expensive. So some of you might want to start looking into practicing some retreat scenario's. Unless your ok with being defenseless for a period of time after every battle... I guess it depends on how aggressive you plan to play. Yes I know, a new concept to everyone, so I thought Id test the waters now when it dont count. And I believe this one should be good to go without need of corrections. Please let me know when im wrong, lol.

The fleet was pummeled under shot after shot of the combined firepower of the 2 fleets. Shuttles exploded, fighters fell dead in space, the fleets support craft both floated dead, burning holes smoking from the out-gassing on the hulls.

"Sir, shields are gone, hull is down to 47%! All shuttle squadrons are dead or dying. HHFs 1 and 2 are both dead in the water."
"Ok, yes, I get it, so how about you tell me what IS still working?"
"We still have almost 2 full wings of fighters left, as well as systems seem to be holding up rather well all things considered."
"Whats the status of the enemy fleets?"
"The remaining functional vessels from the first fleet have retreated to a low orbit position and seem to be focusing their efforts on the lead VSD from the 2nd fleet. The 2nd fleet remains largely untouched."
"Damn it! Alright, have the remaining craft form up to cover our ass, we need to take this opportunity to get out of here while we still live. Have the fighters dive in on that imperial fleet, anything surviving can form up with us at deepspace. This battle is lost."

Summary:
VNSD limps to C-1 and enters HS
Remaining craft continue 1 last assault

Attack Summary:
20 A-Trans vs Swarm 1 (CSP B-1)
80TLCs * 8 = 640
40ICs * 3 = 120
40torps * 3 = 120
UCR = 4/8 = 0.5 x 880 = 440 total damage

4 X-Wing Squadrons vs Swarm 2 (CSP B-1)
192Lasers * 1 = 192
96torps * 3 = 288
UCR = 6/8 = 0.75 x 480 = 360 total damage

1 Y-Wing Squadron and 1 A-Tran vs Swarm 2 (CSP B-1)
4TLCs * 8 = 32
2ICs * 3 = 6
24Lasers * 1 = 24
24LICs * 1 = 24
26torps * 3 = 78
UCR = 4/8 = 0.5 x 164 = 82 total damage

5 Y-Wing Squadrons vs Swarm 3 (CSP B-1)
120Lasers * 1 = 120
120LICs * 1 = 120
120torps * 3 = 360
UCR = 4/8 = 0.5 x 600 = 300 total damage

Total damage Tie Swarm 1, 440pts
Total damage Tie Swarm 2, 442pts
Total damage Tie Swarm 3, 300pts (Only 5 squads hit it, Not considered Engaged)


Status:
Venator-class Star Destroyer (VNSD) in *HS*
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 0/1140
Armor: 534/1140
Hull: 640/640
Systems: 328/340
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
(8 Starfighter Squads)
2 X-Wing Squadrons (engaged)
6 Y-Wing Squadrons (engaged)
30 A-Tran (destroyed, 2 stunned)
(500 Infantry Squads)
500 Republic Commando Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Hammerhead-class Frigate (HHF) x2 *in B-1, disabled*
Cost: 400 KCs
Production Time: 4 Days
Length: 315 meters
Hyperdrive: x2
Shields: HHF 1: 0/315 / HHF 2: 0/315
Armor: HHF 1: 0/315 / HHF 2: 0/315
Hull: HHF 1: 170/180 / HHF 2: 168/180
Systems: HHF 1: 36/96 / HHF 2: 96/96
Speed: Fast (2)
Maneuver: (2)
Weapons:
12 Heavy Turbolasers (120)
12 Laser Batteries (36)
2 Concussion Missile Launchers (4)
1 Tractor Beam Projector (100m)
Onboard Craft:
(3 Starfighter Squadrons)
1 X-Wing Squadron (Engaged)
2 Y-Wing Squadrons (destroyed)
2 A-Tran (destroyed)
(40 Infantry Squads)
40 Republic Commando Squads
Notes: Capable of entering the atmosphere and performing planetary landings.

Fighter Group 1: B-1 Attacking
4/4 X-Wing Squadrons (1 with 48dam)
6/11 Y-Wing Squadrons

Aux Group 1: B-2 Stunned
2/2 A-Tran *stunned*
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 05, 2012, 10:01:07 PM
My personal mock policy is to go balls to the walls. Test the limits in order to set the standards, I say.

BTW... All starfighters have been tripled in price. The TIE Mark-II was removed in light of this.

Players will still get 1000 KCs/Action Day, so replacement fighters will no doubt eat up the bulk of that money.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 06, 2012, 02:30:43 AM
In the "last breath" return fire deal, are those craft allowed to move? The A-TRANs were all engaged/disabled in grid B-2, but in Ramano's last post they attacked units in B-1 with their dying return fire. They should be out of range, no? This method of return fire is getting confusing and a little sloppy. I think we need to fix it before launch. My suggestion, have the attacker calculate his own winners damage.

Also, I am out of town the next two days. I'll be back Saturday afternoon.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 06, 2012, 08:33:25 AM
Per the rules, destroyed ships can move, fire weapons, and launch craft... and pretty much do anything else aside from entering hyperspace as their final action.

I'll figure something out that works smoother before launch. Perhaps as you suggested, an attacker calculated return fire element.

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 06, 2012, 09:12:43 AM
I think it would be easier to just say "return fire" ships cant move. I do see what Dem is saying there, how did a dying craft have time to move to another grid space, then get off all of its weapons before exploding? Thats some brave piloting there, lol. I still think having a return fire system is simpler system then having to calculate out our damage, then calculate out winners damage. I've never been a fan of winners damage in the first place, its so out of place in pen&paper gaming. You ever heard of having to take partial damage from a swing you make on something in D&D? Perhaps Call of Cthulu? Stargate d20 system maybe? No you dont, anywhere.

So like I was saying, perhaps just say a dying vessels return fire must be made from the grid it died/became disabled in. No movement during return fire. That should take care of Dem's concerns on this, and prevent having to rebuild the entire system.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 06, 2012, 09:20:14 AM
Also, in the last version didnt we have rules that bombers do half damage in dogfighting, and interceptors do half damage vs ships? I know there was something we did that made it so bombers wernt acting as space superiority fighters in dogfights. As Dem stated earlier, with the current system on it theres no point to using say X-wings or A-Wings because a simple Y-Wing kills better then both combined. Same thing with the T/F and T/I vs the T/B. Well I guess its not so much a thing with Ties as you can swarm them, but I think you see my point.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 10, 2012, 10:13:46 AM
BTW, its your post Dem, when ever your back and settled in.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 10, 2012, 06:28:48 PM
Everyone be sure to reference the Revised Combat Rules posted in the Rules section under Episode II Rules. I'd like to see how those rules fly in-situ since we got the mock going.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 10, 2012, 11:15:47 PM
Commander Parrault's Brigade

The battle raged on, and with the withdraw of the Venator-class Destroyer, it now appeared that the battle would be a loss for everyone. It was assured mutual destruction, by Commander Parrault's estimation. While currently having the upper hand on the field, it was just a matter of time before his entire fighter defense collapsed and the bombers reached his hull. The frigates maintained the picket line, striking out at enemy snubfighters as the rest of the squadron focused on the deadly bombers.

Summary:
Dying craft return fire.
Remaining fighters form up to CSP.
Bombers move to A-1.
Attacks made.

SWORMs 1 & 2 <RETURN FIRE> (B-1) vs. Y-Wings (B-1)
144 SFS-LCs (288 dmg)
UCR = 8/4 = 100% = 288 Total Damage

7 LSHU (B-1) vs. Y-Wings (B-1)
42 SFS-LC (84 dmg)
UCR = 5/4 = 100% = 192 Total Damage

12 STORM (B-1) vs. Y-Wings (B-1)
96 LC (96 dmg)
48 LIC (48 SYSTEMS dmg)
24 PT (72 dmg)
UCR = 4/4 = 100% = 163 Damage + 48 Systems

3 GAS (B-1) vs. Y-Wings (B-1)
12 TLC (96 dmg)
6 IC (6 SYSTEMS dmg)
6 LC (6 dmg)
UCR = 4/4 = 100% = 102 Damage + 6 Systems

VSD-II Maleficent (B-1) vs. Y-Wings (B-1)
20 TLB (300 dmg)
20 DTLC (320 dmg)
20 IC (60 SYSTEMS dmg)
5 TB (500 METERS)
UCR = 4/4 = 100% = 620 Damage, 60 Systems

TOTAL DAMAGE TO Y-WINGS
1371 MANDATORY *2 Destroyed, 1 Damaged*



NEBs Flora, Fauna, Merryweather (B-1) vs. Z-95 Nova 7, Nova 8, and Nova 9 (B-1)
36 TLB (432 dmg)
36 QLC (144 dmg)
6 ACM (18 dmg)
UCR = 5/5 = 100% = 594 Total Damage

TOTAL DAMAGE TO NOVA 7
11 MANDATORY *Destroyed*
TOTAL DAMAGE TO NOVA 8
360 MANDATORY *Destroyed*
TOTAL DAMAGE TO NOVA 9
223 MANDATORY



ESC Aurora (B-1) vs. HHF Griffin (A-1)
5 DLC (10 dmg)
UCR = 4/4 = 100% = 10 Total Damage

TOTAL DAMAGE TO HHF Griffin
10 MANDATORY *Disabled*



ESC Aurora (B-1) vs. HHF MASTICORE (A-1)
5 DLC (10 dmg)
UCR = 4/4 = 100% = 10 Total Damage

TOTAL DAMAGE TO HHF MASTICORE
10 MANDATORY *Disabled*



2 TIE Bomber (A-1) vs. HHF Dragon (A-1)
24 PBs (120 dmg)
UCR = 6/4 = 100% = 120 Total Damage

TOTAL DAMAGE TO HHF Dragon
120 MANDATORY to ARMOR
120 MANDATORY to HULL



Starfighter Group
CSP SWORM
    Location: B-1    Action: CSP    Armor: 606/1200
TIE Starfighter Squadron FA-01
TIE Starfighter Squadron FA-02
TIE Starfighter Squadron FA-03
TIE Starfighter Squadron AA-02
TIE Interceptor Squadron AA-05
TIE Interceptor Squadron AA-06
TIE Starfighter Squadron AA-01
SWORM 1
    Location: N/A    Action: DESTROYED    Armor: 0/432
TIE Starfighter Squadron MT-01
TIE Starfighter Squadron MT-02
TIE Starfighter Squadron MT-03
SWORM 2
    Location: N/A    Action: DESTROYED    Armor: 0/432
TIE Starfighter Squadron FL-01
TIE Starfighter Squadron FL-02
TIE Starfighter Squadron FL-03
SWORM 4
    Location: N/A    Action: DESTROYED    Armor: 0/432
TIE Starfighter Squadron MW-01
TIE Starfighter Squadron MW-02
TIE Starfighter Squadron MW-03
NON-SWORMs
TIE Bomber Squadron AA-03
    Location: B-1    Action: BOMBING RUN    Armor: 192/192
TIE Bomber Squadron AA-04
    Location: B-1    Action: BOMBING RUN    Armor: 192/192

Auxiliary Group
Stormtrooper Transports
    Location: B-1    Action: ATTACK    Units: 12    Armor/Shields: 60/60 each
Lambda-Class Shuttles
    Location: B-1    Action: ATTACK    Units: 7    Armor/Shields: 20/20 each
Gamma-class Assault Shuttles
    Location: B-1    Action: ATTACK    Units: 3    Armor/Shields: 90/90 each

Victory-II Star Destroyer Maleficent
Location: B-1    Heading: B-2
Shields: 34/1000    Armor: 1000/1000    Hull: 900/900    Systems: 528/540

Nebulon-B Imperial Frigate Flora
Location: B-1    Heading: B-2
Shields: 120/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Nebulon-B Imperial Frigate Fauna
Location: B-1    Heading: B-2
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Nebulon-B Imperial Frigate Merryweather
Location: B-1    Heading: B-2
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Imperial Escort Carrier Aurora
Location: B-1    Heading: B-2
Shields: 500/500    Armor: 500/500    Hull: 300/300    Systems: 300/300


Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 11, 2012, 12:17:35 AM
Ok, so for official purposes, id have to say the mock goes to Dem, hands down lol. Nice job! Now, before we finish off here, so the rules can get a good show down with a proper attack force, Hale for your next post, my pilots got pissed they were abandoned and want to join you. No offense Dem, thats why I said you win first, but only hale and my stuff combined have enough to make a proper attack post, and being done by Hale we know it will be correct, thus we can see an attack and counter-attack, and counter-counter attack to call this and make sure the rules got a good test this go around. I have for your control:

3 X-Wing squads full
1 X-Wing squad with 48 damage
3 Y-Wing squads full
1 Y-Wing squad with no shields.

So make it a good one so we know the rules work right! And im not doing it cause I will end up fucking it up anyway, lol! Oh and Dems damage against my stuff in his post was already factored in.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 11, 2012, 04:06:37 PM
I'm good calling the Mock. Dem's post sealed it, really. No need to have a massive SF orgy.

I'm down for another mock, perhaps a smaller scale... 10 command points... something simple so we can test out the rules and solidify everything.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 11, 2012, 06:57:50 PM
Aww... I would like to have seen the end of that. Was interested in finding out what would be left.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 11, 2012, 07:21:20 PM
Yes, I think we need another mock to test the new rules set up, especially seeing as ive yet to make a legal post on the first shot, so I evidently dont know what im doing yet. And lets face it, there is nothing that will stagnate a game faster then a broken rule set so lets make sure these ones are good to go now.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 11, 2012, 07:37:24 PM
Do ya'll want a smaller scale of 10 command points? Or full-on? Cuz if that's the case I'm thinking about bringing the ISD-II to the fight so you can tremble before it's power!!! mwhahaaha
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 11, 2012, 10:40:16 PM
Careful, Dem's already killed me with one of them, I know how to fight it, lol. But anyway, yeah im cool either way. Which ever everyone else wants to do. I just know I need at least 1 more mock of any scale, and my SL still is gunna have a lot of typing to do yet.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 11, 2012, 11:57:20 PM
Careful, Dem's already killed me with one of them, I know how to fight it, lol. But anyway, yeah im cool either way. Which ever everyone else wants to do. I just know I need at least 1 more mock of any scale, and my SL still is gunna have a lot of typing to do yet.

When did I defeat you with an ISD-II? I just did this mock with a plain old VSD-II!

I'm up for a small scale mock. This is a busy week/month for me.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 12, 2012, 12:46:17 AM
NEW BATTLE ---------------------------------------->

Battle clock will begin at 12:12 June 12, 2012. Players will get 12 CPs. Mock will last 12 Days.

Restrictions: 1 ESC / 2 QFBCs max, for all other ships... spam away

Order of Battle:
Ramano
Dementat
Hale

Rules to Focus On:
1. Bombing Runs for TIE Bombers/Y-Wings
2. TIE Swarms
3. Ion Damage

May the best man win.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 12, 2012, 01:10:22 PM
OOC Note: Ok, so to prove a point, im gunna field an imp fleet for this, cower before the power before you decide on allowing inter-changable compliments with imp ships. That or the imp ships need a serious boost to CP costs. This is only a 12CP fleet, has 19 squadrons of fighters that are every bit as good as a republic fighter. OMG this is retarded.

With a flash the fleet popped from HS in DS1. No scans or messages were sent and the fleet waited.

Summary:
Exited HS
Powered Shields and Weapons
Waited

Status: All craft in DS1
Victory Escort Carrier (VEC) Godmode
Cost: 700 KCs
Production Time: 7 Days
Length: 900 meters
Hyperdrive: x1
Shields: 900
Armor: 900
Hull: 900
Systems: 450
Speed: Fast (2)
Maneuver: (2)
Weapons:
20 Turbolaser Cannons (160)
10 Quad Laser Cannons (40)
5 Tractor Beam Projectors (500m)
Onboard Units:
4 Tie Advanced Squadrons (Hanger)
8 Tie Bomber Squadrons (Hanger)
6 Gamma class Assault Shuttles (Hanger)

Imperial Escort Carrier (ESC) Under Cost
Cost: 300 KCs
Production time: 3 Days
Length: 500 meters
Hyperdrive: x2
Shields: 500
Armor: 500
Hull: 250
Systems: 250
Speed: Fast (2)
Maneuver: (2)
Weapons:
10 Dual Laser Cannons (20)
12 Auxiliary Tractor Beams (275m)
Onboard Units:
2 Tie Advanced Squadrons (Hanger)
4 Tie Bomber Squadrons (Hanger)
2 Gamma class Assault Shuttles (Hanger)

Marauder Corvette (MARC) Filler
Cost: 200 KCs
Production Time: 2 Days
Length: 195 meters
Hyperdrive: x2
Shields: 195
Armor: 195
Hull: 120
Systems: 60
Speed: Fast (2)
Maneuver: (3)
Weapons:
8 Dual Turbolaser Cannons (96)
4 Proton Torpedo Launchers (12)
Onboard Units:
1 Tie Advanced Squadron (Hanger)
2 Gamma class Assault Shuttles (Hanger)
8 Stormtrooper Squadrons (Hanger)
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 12, 2012, 02:39:52 PM
Usage of TIE Avengers is specifically prohibited for the VEC and ESC, per the ship notes. TIE Advanced is the next best thing. Please replace your Avengers with those or go 100% TIE Bomber, your call.

Victory Escort Carrier
Quote
Notes: The Victory-class Escort Carrier is a variant of the VSD-II platform that favors heavy starfighter support in lieu of auxiliary and ground troops. Due to specialized launch bays and holding racks, the VEC may only carry TIE Fighters, TIE Bombers, TIE Interceptors, and TIE Advanced starfighters.

Imperial Escort Carrier
Quote
Notes: Due to specific launch deck and rack configurations, the ESC may only carry: TIE Fighters, TIE Interceptors, TIE Bombers, and TIE Advanced starfighters. Units listed as onboard are "stock" and can be replaced if destroyed with any configuration of the previously mentioned starfighters.

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 12, 2012, 04:30:53 PM
I thought there was a reason for that. I had tie advanced first, but moved em to avengers why I dont know. But still, 12CP and I got 19 squads of fighters, lmao, you are seeing this with me right? Personally if I was Dem id grab 3 VECs then laugh at the rest of the game when you try and face off against 36 squads of fighters.

And again, this would be fine if the ship carried a listed unchangable compliment of like 6 T/Fs, 4 T/Is, 2 T/Bs, then it does its purpose, a heavy CSP screen for the rest of the fleet. As is current, with only costing 7CP, this would make an impossible fleet to face off against. With allowing interchangable compliments, this ship and the ESC are... for absolute lack of a better word, godmode. As I said, an easy fix for this is to have a listed unchangable compliment, lower the amount of fighters they can carry in line with a QFBC and VNSD respectively, or greatly raise the CP cost of both ships. Again, im not telling you what to do, simply making suggestions.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 12, 2012, 04:42:25 PM
A small fleet a Republic ships exit hyperspace outside of the Deep Space Zone, where they will wait for their turn to enter the battlefield.
 
NEB Centurion I w/ (2) Y-Wing Squadrons, and (3) AUX
NEB Centurion II w/ (2) E-Wing Squadrons, and (3) AUX
NEB Centurion III w/ (2) E-Wing Squadrons, and (3) AUX
NEB Centurion IV w/ (1) X-Wing Squadron + (1) Elite X-Wing Squadron, and (3) AUX
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 12, 2012, 05:01:39 PM
HOLY SHIT LMAO!! Ok, this doesnt count for anything but I want you to look at this for an example.

7 Tie Advanced engage 2 Y-Wing, 4 E-Wing, and 1 X-Wing Squadron
Fleet engages 1 Elite X-Wing Squadron
12 Tie Bombers vs 4 Neb-Bs (3 squads to each Neb)
144 proton bombs * 5 = 720 /4 = 180 Armor and 180 Hull damage to each Neb. <poof>

Shall we just make this quick then? Please, tell me im not being stupid in saying these imperial carriers are far too overpowered with an interchangable compliment? Perhaps with your dying return fire you will be able to kill my Marauder, lol.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 12, 2012, 06:12:41 PM
Hey man... no need to act all crazy. We're running these mocks to make sure the rules make sense under every circumstance. It's tough because I want players to customize their ships with whatever fighters they want. In the end... if you can buy it, you have a right to field it.

Suggestions ---

For the GE/IR:
1. Limit the VEC to (1) per Fleet max, or drop its SF loadout to (9) squads, OR increase its CP to 10.
2. Limit the ESC to (2) per Fleet max.
3. Limit the TIE Avenger to (1) per ship max.
4. Limit the TIE Bomber to (3) per ship max.
5. TIE Fighters are the default stock starfighter for all Imperial vessels, everything else must be paid for normally.

For the RA/NR:
1. Z-95s are the default stock starfighter for all Rebel/NR vessels, everything else must be paid for normally.

Bombing Runs:
1. Proton Bombs do (5) points and bypass shields only... NO double Armor/Hull damage.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 12, 2012, 08:19:42 PM
Sorry, I didnt mean to get all psychotic there but when the rough numbers put you at a single post death, with absolutely NOTHING you could have done about it, I started thinking about Gall and Dem being able to field these things, and it scared the hell out of me, lmao!!!

Ok, here goes for my ideas with your suggestions.

For GE/IR:
Ok for the VEC and ESC, I think we should leave them alone, but drop the advanced from the loadouts and limit the compliments to no more then 1/3 bombers. I mean they are carriers after all, but still. So the VEC/ESC would only be able to carry tie fighters, tie interceptors, and tie bombers 4 and 2 respectively. That way even if someone tries to field VECs awesome, you got 36 squads of fighters, and its all tie fighters, lol.

The tie avenger... this is a vong era ship, we should just drop it all together. The imps have the XG-1 for this kind of power/defense, and they cost 2:1 to have, which is perfect for such power on an imp fighter.

The only limit on the tie bomber should be for the VEC/ESC an only due to an issue of balance. I can assure you, if I could get away with it, I would have carriers filled with Y-Wings, so we should not limit the T/B either.

I absolutely love the idea of stock units being limited to T/F and Z-95s. Although its not very cannon for the timeline, it really does crush the abuse ive been using on neutral units over rebel units due to "listed" fighter/aux compliments on the rebel units. Which evidentally is no longer an issue anyway, lol. But either way, I love it because due to the power of bombers, if you want em, you should have to build them. I want this rule!!

As far as bombing runs, with the the increased difficulty in attaining them, perhaps we should leave it alone, kind of a bonus for building them. Seeing as they are not a stock unit for anyone, we dont have to worry about ships coming out of the gate with 8+ squads of em, and like you said, if you paid for it, you took the time to build it, why shouldnt you be able to use it? With this being said, I think both the B-Wing and Assault Gunboat should have a proton bomb added to them to signify them as bombers. Why should only Y-Wings and T/Bs get all the fun when these 2 are clearly classified as bombers as well?

And we should list it you MAY NOT perform a bombing run during a death response. Kinda like we said stuff cant move when its blowing up, how is a bomber doing a bombing run when its blowing up?
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 13, 2012, 01:34:59 AM
Republic Stock Units:
Corellian Corvette (CAP)
Z-95 Headhunter (SF)
Lambda-class Shuttle (AUX)
Republic Fleet Marine (GI)
Combat Landspeeder (GAV)

Imperial Stock Units:
IPV-1 Patrol Vessel (CAP)
TIE Fighter (SF)
Lambda-class Shuttle (AUX)
Imperial Fleet Trooper (GI)
Speeder Bike (GAV)

Stock units are produced entirely for FREE but with added production times to offset this bonus. Stock units cannot be "stockpiled" ad infinitum in a player's Reserve Force for unlimited units.

--------------------------

Bombing Run Capable Units:
Skipray Blastboat
TIE Bomber
XG-1 Assault Gunboat
B-Wing
Y-Wing

You will notice that "Proton Bombs" have been removed entirely. In lieu of this, Bombing Runs are Proton Torpedo-only attacks that can penetrate the shielding of any unit and hit the Armor directly (no Hull damage). Bombing Runs can only be used on targets with equal or less UCR than the attacking unit, and cannot be used in a post-mortem attack.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 13, 2012, 03:09:10 AM
Prince Nich'ta's Royal Carrier

The loan carrier emerged from hyperspace into the mock system, escorted by a single bomber squadron. Shields and weapons came online as scanners began sweeping the system for enemy contacts. The entire compliment of fighters spilled from the royal ship's hangars and took up a patrol position, ready for action.

Summary:
Exited HS in DS-3.
Launched craft.
Scanning.
Weapons/Shields online.


Starfighter Group
Miy'Til Starfighter Squadron DK-01
    Location: DS-3    Action: CSP    Armor: 288/288
Miy'Til Starfighter Squadron DK-02
    Location: DS-3    Action: CSP    Armor: 288/288
Miy'Til Starfighter Squadron DK-03
    Location: DS-3    Action: CSP    Armor: 288/288
Miy'Til Starfighter Squadron DK-04
    Location: DS-3    Action: CSP    Armor: 288/288
Miy'Til Starfighter Squadron DK-05
    Location: DS-3    Action: CSP    Armor: 288/288
Miy'Til Starfighter Squadron DK-06
    Location: DS-3    Action: CSP    Armor: 288/288
Miy'Til Starfighter Squadron DK-07
    Location: DS-3    Action: CSP    Armor: 288/288
Miy'Til Starfighter Squadron DK-08
    Location: DS-3    Action: CSP    Armor: 288/288
Miy'Til Starfighter Squadron DK-09
    Location: DS-3    Action: CSP    Armor: 288/288
Hetrinar Assault Bomber Squadron Rapier
    Location: DS-3    Action: CSP    Armor: 720/720

Charubah-class Fleet Carrier Dark Queen
Location: DS-3    Heading: C-10
Shields: 1500/1500    Armor: 1500/1500    Hull: 1000/1000    Systems: 800/800
Onboard Craft:
Hetrinar Assault Bomber Squadron DK-10
    Location: Hangar    Action: N/A    Armor: 720/720
Hetrinar Assault Bomber Squadron DK-10
    Location: Hangar    Action: N/A    Armor: 720/720
Hetrinar Assault Bomber Squadron DK-10
    Location: Hangar    Action: N/A    Armor: 720/720
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 13, 2012, 03:45:11 PM
Aww, we are so both fucked, lmao. No one is playing the hapans, so no one bothered to fix their stats hahaha!! And I think we should restart this using the new rules. If acceptable, please everyone re-arm to a 12CP fleet from your own faction utilizing all new rules and compliment augmentations. All stock units.

Fleet begins scanning

Summary:
Begins active scan

Status: All craft in DS1
Republic Assault Frigate (RAF) HLS One
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (launched)
2 Lambda Shuttles (launched)

Republic Assault Frigate (RAF) HLS Two
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (launched)
2 Lambda Shuttles (launched)

Fighter Group 1 (CSP)
2/2 Z-95 Squadrons
Shields: 144/144, Armor: 144/144, UCR: 5

Aux Group 1 (DS1)
4/4 Lambda Shuttles
Shields:20/20/20/20, Armor: 20/20/20/20, Systems: 20/20/20/20, UCR: 5
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 13, 2012, 10:06:58 PM
TION PIRATES exit hyperspace in DS4 and commences active scanning.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 14, 2012, 01:35:20 AM
Edited to be fully within the mock parameters. I expect to get beaten badly now :-(
Strike Cruiser = 5cp
Strike Cruiser = 5cp
Patrol Craft = 1cp
Patrol Craft = 1cp
Total = 12sp

Commander Parrault's Brigade

Commander Parrault returned to the battlefield with a new squadron. Two sleek cruisers and a contingent of hyperspace capable fighters established formation. The two larger ships began launching their payloads of TIE Fighters and auxiliary craft as scanners activated. Weapons systems and shields came online in preparation for what was to come.

Summary:
Exited HS in DS-3.
Launched craft.
Scanning.
Weapons/Shields online.


Starfighter Group
    Location: DS-3    Action: CSP    Armor: 576/576
TIE Fighter Squadron RK-001
TIE Fighter Squadron RK-002
TIE Fighter Squadron ESB-001
TIE Fighter Squadron ESB-002

Auxiliary Group
Lambda-class Assault Shuttle RK-01
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-02
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-03
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-04
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-05
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-06
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-07
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-08
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-09
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-10
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-11
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-12
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-01
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-02
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-03
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-04
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-05
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-06
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-07
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-08
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-09
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-10
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-11
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-12
    Location: DS-3    Action: N/A    Armor: 20/20    Shields: 20/20

Capital Ships
Strike-class Medium Cruiser Rosa Klebb
Location: DS-3    Heading: C-10
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225

Strike-class Medium Cruiser Ernst Stavro Blofeld
Location: DS-3    Heading: C-10
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225

IPV-1 Imperial Patrol Vessel Emilio Largo
Location: DS-3    Heading: C-10
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75

IPV-1 Imperial Patrol Vessel Auric Goldfinger
Location: DS-3    Heading: C-10
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75
[/size]
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 14, 2012, 07:28:24 AM
Ok, my turn!! Few things here, lmao...

Hale:
Y-Wings are not a stock unit

Dem:
AGBs are not a stock unit
Gamma class Assault Shuttles are not a stock unit
Your about an hour and a half early on your post, 1 post every 24hrs. Not a big deal, dont go change it as its already past the time, but just letting you know so you can keep a better eye on it. Not a big deal here but I will call you out on it in the real game.

Republic Stock Units:
Corellian Corvette (CAP)
Z-95 Headhunter (SF)
Lambda-class Shuttle (AUX)
Republic Fleet Marine (GI)
Combat Landspeeder (GAV)

Imperial Stock Units:
IPV-1 Patrol Vessel (CAP)
TIE Fighter (SF)
Lambda-class Shuttle (AUX)
Imperial Fleet Trooper (GI)
Speeder Bike (GAV)
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 14, 2012, 09:25:04 AM
RAMANO:
I'm not using Y-Wings. I'm using a "Veteran Y-Wing Squadron" ... it's a Super Starfighter like the Elite TIE and Elite X-Wing, only for Independent usage.

Given the limited CP options for this mock, let's roll with the added Starfighter Escort. Maybe I can make a rule provision for that or something later, because in Episode I we gave the Rebels an option of having (3) Squadrons extra outside of their fleet (at 1 CP each). I think it's an idea worth testing, and besides -- (2) STRKs + (2) AGB Squads is more favorable than a Charubah for purposes of this mock. =)

DEMENTAT:
In terms of Assault Shuttles, please use Lambda Shuttles instead. With very, very limited exceptions (like your AGBs) I'd like to make this a "STOCK MOCK". Even still... 24 Lambda Shuttles is pretty damned intimidating at 18 damage a pop. lol
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 14, 2012, 10:53:19 AM
Correcting my post. I completely spaced on the "stock" unit thing. Also, how can I have posted early if it is my first post? You are the one that started the mock over, Ramano ;-)
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 14, 2012, 11:20:36 AM
Well I believe the point of the rebels getting to carry outside fighter squads is due to the fact they have hyperdrive and that rebel tactics depend almost completely on fighters. And I do believe we discussed it, bombers of any type will NOT be stock units. We already know what we can do with bombers, I think the point of this mock should be to see how starting stuff works out, thus no bombers.

And hale, how is a super fighter like the elite tie/x-wing count as a stock unit? LMAO! Come on now, only I am allowed to try and cheat like that, and I cant even get away with it, hahaha!

And err... oh we did full restart, im sorry I was just going off of our last posts with corrected fleets. Disregard that.

Edit: Well dam it fine, I want some bombers too LMAO!! Bah, fuq it, i'll beat you without em... or more likely die trying hahaha. However Hale, with your elite y-wings your at 13 CP, you should drop a Z-95 squad to equal that out at least.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 14, 2012, 01:18:39 PM
RAMANO:

DREAD (9 CP) + AVIG (1 CP) + AVIG (1 CP) + Elite Y-Wing (1 CP) = 12 CP

But I will change my fleet and remove the Y-Wings. I lowered the CP value of the AVIG right before I posted my stuff because those things have less hit points and do less damage than a X-Wing Squad, so it felt wrong that they were 2 CP.

TO ALL:

The problem is that I could field 4 ESCs for this mock and dump 24 TIE Fighter Squadrons onto the scene. If I clumped them all into one massive TIE Swarm that's a 3456 Armor Unit that does 1152 Damage (and at UCR 8 that's gonna hurt). My fleet would last two rounds, at best. This isn't even the bad news... suppose a player decides to do this with their in-game fleet. That's suddenly 7 ESCs on the field. If the player becomes an Admiral, an 8th ESC can be added, which brings us to 48 TIE Fighter Squadrons in all. Replacing an ESC is only 300 KCs, but enemy players would be so focused on the massive TIE Swarms that the ESC's wouldn't even get touched.

I don't want to turn this game into a Carrier battle, as I believe that's what Galactic Realms became, but at the same time we need to recognize the spam potential of our smaller ships... and our Bombers...

Worst-case scenario: 3 ESCs loaded out with 18 TIE Bomber Squadrons and 6 Skipray Blastboats go on one massive Bombing Run against an MC80 Cruiser... this would amount to 1320 Damage, completely destroying the MC80. Purchasing those Bombers and Blastboats cost only 1680 KCs, so it's entirely possible to assemble this fearsome strike fleet in a month's time - and let's not forget about the rest of the 14 CPs the Imp player has left to use...

We need to have some guidance on this, but I don't want the guidance to micromanage the player's fleet or takeaway from the tactical customization possibilities of it.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 14, 2012, 02:02:36 PM
LMAO, you cant be serious?! I just made this argument 2 days ago, remember my post with the VEC and ESC? I mean if you want I can go quote it all for you here. All you did was keep feeding me this stuff about wanting people to have customization with their ships while evidentally just dismissing my concerns all together. Now you look at having to face off against it and NOW you want to do something about it?

Also, I dont get where the 1152 damage is comming from? 12*24 = 288 * 2 lasers each = 576 damage. Umm... im not afraid of that, especially considering I can kill it in 2 posts. But this is why I said the carriers needed a listed unchangable fighter compliment or their CP costs doubled. And dont even begin to tell me you upgraded the TF with heavy lasers, not only did they NOT carry them but it makes the fighter much too powerful. T/Fs are supposed to be the worst fighter in the galaxy! Thats why they are so cheap and easy to produce. I'll walk through the gates of hell and back before im gunna allow HLs on a T/F again. If you are that worried about imperial fighters sucking that bad, dont play imperial I guess, I just dont know what else to say. They are supposed to suck, thats why imp ships get so much more firepower.

And the VEC and ESC can not carry skiprays. Tie class only remember.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 14, 2012, 02:09:19 PM
And an easy fix for this is to drop the VEC from the ship specs all together, and lower the ESC to 4 fighter squads Tie class only.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 14, 2012, 03:54:24 PM
Laser Cannons = 1 pt
Heavy Laser Cannon = 2 pt
SFS Laser Cannons = 2 pt
Advanced SFS Laser Cannons = 3 pt

It's been that way forever for balancing issues.

STEP 1 -- But yes, since the VEC isn't even Expanded Uni canon, I'll drop that one altogether.

STEP 2 -- By the time you read this, I will have made the following changes to the Imperial Specs: VEC deleted, ESC increased to 500 KCs & 5 CP, Imperial NEB onboard starfighter squadrons changed from 3 TIE Fighter-only Squadrons to 2 TIE Starfighter Squadrons.

I'm not concerned with a NEB Spam Fleet, but if somebody does field 7 NEBs, it'll be 14 Squads coming at you as opposed to 21. This will give players who like NEBs more flexibility (since XG-1s can be loaded on them now), but prevent total stock unit spamming.

STEP 3 -- We all make a "gentleman's agreement" to not spam each other. I'm heavily leaning towards the ISD-II solo as my fleet, and it I know Dem prefers a more balanced approached, and even you Ramano prefer one-sided space superiority fleets -- but none of us show any tendencies to spam, so we could simply leave it at that.

We proved in the last mock that Escort Frigates don't last long anyway, so even if one of us decides to spam with Escort ships, I'm sure it will balance out one way or another. That's what CSP + Ship Weapons vs Fighters are for right?
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 14, 2012, 04:49:36 PM
Oh, I spam most certainly, I just spam fighters/aux, not ships. Not worth it to spam ships as a single squad of fighters will equal out most small ships.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 14, 2012, 05:16:03 PM
THE TION HEGEMONY PIRATES!
Fortuna Favet Audax | Fortune Favors The Bold
CAPT Bartholomew "The Dread Pirate" Roberts

<>

"Move closer to the system, we must let everyone know that I, the Dread Pirate Roberts, hereby declares this planet to be the rightful bounty of the Tion Hegemony!" As the captain barked out his orders, the ship came to life as all stations went on alert and starfighters took up combat space patrol formations.

<>



<> PBC HMS Revenge
Location: C-15 | Status: Holding | UCR: 3 | Shields: 1100 | Armor: 1100 | Hull: 650 | Systems: 650

>> Z-95 Headhunter Squadron Lion I
Location: C-15 | Status: SF CSP | UCR: 5 | Shields: 144/144 | Armor: 144/144

>> Z-95 Headhunter Squadron Lion II
Location: C-15 | Status: SF CSP | UCR: 5 | Shields: 144/144 | Armor: 144/144

>> Lambda-class Shuttle Royale I
Location: C-15 | Status: AUX CSP | UCR: 5 | Shields: 20/20 | Armor: 20/20

>> Lambda-class Shuttle Royale II
Location: C-15 | Status: AUX CSP | UCR: 5 | Shields: 20/20 | Armor: 20/20

<>

OOC Notes: Fleet changed on the fly. Deal with it. =) I also want to try out a new idea: Starfighter CSP vs Auxiliary CSP. AUX's can block AUX's but not SFs; SFs can block SFs but not AUX's... get it? Good.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 14, 2012, 05:57:28 PM
OOC Note: Ok, so which takes priority for CSP, do I have to get through 1 then the other, or how does this work? What if im trying to attack your fighters with my aux and not your ships, or what if I want to attack your aux with my aux. What if I want to attack your aux with my fighters? I dont get how this is gunna work?

"Sir, enemy pirates located in sector C-15."
"Recall the fighters to keep them safe, move in and engage."

The fleet moves from DS1 to C-1 then to C-16 where they start the decimation of the pirate forces.

Summary:
Recalled all craft
Moved to C-16
Engaged pirate fleet

Attack Summary:
RAFs HLS One and Two vs CSP C-15
60HQLCs * 8 = 480
30HTLBs * 15 = 450
UCR = 4/5 = 0.8 x 930 = 744 total damage

Total damage to Z-95 Lion I, 300pts
Total damage to Z-95 Lion II, 300pts
Total damage to L/SHU Royal I, 72pts
Total damage to L/SHU Royal II, 72pts


Status: All craft in C-16
Republic Assault Frigate (RAF) HLS One
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Hanger)
2 Lambda Shuttles (Hanger)

Republic Assault Frigate (RAF) HLS Two
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Hanger)
2 Lambda Shuttles (Hanger)
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 14, 2012, 06:30:31 PM
And for the record, I am not at all against having aux CSP as well, but I think it needs to be expanded upon. I honestly dont know how this is gunna work. Every scenario I run in my head just leaves more questions then fixes. The biggest problem I keep coming up with is how do we consider everything engaged?

Say we consider it 1 fighter to 1 aux, thus a single squad of fighters can occupy 12 aux craft... which unless you are fielding one hell of a fleet, your not gunna have much more then that, makes it pointless.

Say we consider 1 squadron to 1 aux, well then what happens in the scenario someone has something with 20+ aux craft on it, you'll never be able to engage all that, so it out of balance.

Saying fighters ignore aux and vice-verse then what is the point of the rule at all other then to create a headache to have to deal with?

Say we want to use it as just a layered aux, well then we are back to square 1 with what if I want to use fighters to engage aux and aux to engage fighters.

Having fighters not be able to target aux, or some variation there-of... is so stupid im not even going to address it.

We could think of making aux groups for the purpose of CSP engagement but what if I dont have enough aux to make a full group. Seems stupid to say they cant do anything? This ends up falling apart then too.

And the problem we have is if we make them too hard to get through, people throw 20 lambda's on their fleet and never have to worry about a bombing run, making bombers pointless. If we make them too easy to get through, then whats the point of troubling with this at all? Then we have what priority everything takes, because as I stated earlier, if they ignore each other, whats the point of it, to stop aux from attacking your ships?

First off, Im the only one who actually does that, and 2, thats not what im using the aux for. Its a heavy fighter neutralization to burn up your CSP. It allows me to save my interceptors for CSP while still killing all of your CSP thus allowing my bombers control of the skies. And honestly, im gunna do this regardless of what you do to the aux stats or what you remove from them im still gunna do it, its easy fighter control, and if you ever played the game XvsT you'll see where I got the idea from, its standard practice. Why do you think some of these shuttles are so heavily armed?

So like I said, im cool with this idea, but you got some work ahead of you to work out the logistics of it.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 14, 2012, 07:31:28 PM
I was thinking this scenario:

NEB has 2 X-Wing Squads and 3 Shuttles on CSP.
DREAD attacks NEB with 2 TIE Fighter Squads and 12 Skiprays.

The (2) TIE Fighters are blocked by the (2) X-Wings, so none of them get through (although the X-Wings are "engaged").
The (12) Skiprays are blocked by the (3) Shuttles, so (9) of them get through.

Scenario 2:

NEB-A & NEB-B & NEB-C have (6) X-Wings and (6) Shuttles on CSP.
DREAD & ESC attacks NEB-A with (6) TIE Fighter Squads + (2) TIE Bomber and (16) Skiprays on a Bombing Run.

The (8) TIE Fighters are blocked by the (6) X-Wings, engaging all (6), which allows the (2) TIE Bombers to get through dealing 144 Armor Damage.
The (16) Skiprays are blocked by (6) Shuttles, which allows (10) of them to get through, dealing 40 Armor damage.


Under no circumstance can an AUX or even (12) AUX block (1) SF Squad. Starfighters are too nimble for the AUX, so they slip through the AUX CSP. On the other hand, AUX are too big for the SF Screen and are able to punch right through it.

SF to SF / AUX to AUX


Scenario 3:
GE Strike Force consisting of (13) Lambda Shuttles and (1) XG-1 Gunboat Squadron exit hyperspace and attack an Imperial Remnant CARRACK with (1) TIE Fighter Squads on CSP.

The (13) GE Shuttles attack (1) TIE Fighter Squad, inflicting 147 Damage on it... which is enough to kill it, so it has been successfully "engaged" by the AUX hands down, leaving the XG-1 Gunboats to perform a Bombing Run on the CRAK.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 14, 2012, 08:03:28 PM
So basically your saying SF can only block SF, Aux can only block aux... thats what I said was dumb. Ive been pondering this for an hour or so now and heres the best i've come up with so far:

Every 4 aux are formed into a group, no exceptions. A single forced group of less then 4 may count as a whole group in the advent you have an uneven amount of aux. (Example: You have 7 Aux, you have 2 groups, 1 of 4, 1 forced group of 3) Basically we make Aux big fighters seeing as thats pretty much what we are using them for anyway. In the event they are being used for CSP/to engage CSP, an aux group counts as a fighter squad.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 14, 2012, 09:56:52 PM
I don't think we need to "group" AUX like we do Starfighters since AUX's get attacked that way anyway... Let's say with the PBR HMS Revenge I fire all weapons on Lambda Shuttles... I'm not going to sit there and calculate # of weapons per Shuttle, I'm going to do total damage and then divide by targets. In this case, 800 x UCR (3/5) = 480 Damage / 12 Shuttles = 40 damage each. All destroyed. Done deal.

Since this game treats AUXs like "mini capital ships" we have to follow that mindset accordingly by letting them fly and die as solo units.

The movies don't really portray AUX's in combat, so all we have is the video games...and even then their role is minor. The whole idea behind the AUXs we have in Star Wars simming today really came from the SW:RPG by WEG.  Sure, they may have made it into the SW Comic Books, but for the most part they again play a minor role.  Unfortunately in every iteration of SW Simming, AUX's are combat thorns that can pile the damage if not dealt with...which is now a major role.

Now this isn't to say AUXs can't mop the floor with Starfighters... hell... I definitely remember getting my ass kicked by an "elite" Lambda shuttle in X-Wing vs TIE Fighter, but allowing them to form groups and engage entire squadrons at will is I believe "unconstitutional" to the spirit and intent of GCW.

Quote
Foreword
Hoppus and I (Hale) have been developing the ideas of Galactic Civil War for nearly an entire year.  It started out as a pet project due to the dissatisfaction with After Endor and traditional simming as we know it on the Star Wars Sim Forum; and what it became is our new hope for the Forum.  Complex rule systems with endless modifiers and tit-for-tat tweaks and exceptions for this-and-that were things we worked very hard on to prevent and avoid at all costs.  What remains is a set of rules that gets back to the basics.

Our continuing goal and intent with GCW is to provide clear, simple, and universal rules with easy-to-follow gaming mechanics that make gameplay both easy, exciting, and encouraging for multiple players to join in and game each other.  We hope that with an eye towards the passed glory days of AE and GR, and with another eye looking to the horizon of the SWSF, we desire to create an ideal simming environment for the future, today.

What is a clear, simple, and easy-to-follow gaming mechanic to incorporate Auxiliaries in battle?
1. Let them fly and die as individual units.
2. Let them provide 1:1 CSP cover against attacking AUX.
3. Since AUX's are solo units, they can be "engaged" by other solo units such as capital ships and starfighter squadrons (which "fly as one" unit).



Oh and one more thing:

Quote
Standard Movement ~ Moving into A-Ring exhausts all movement points. Moving into a DEEP SPACE ZONE (even from another zone) exhausts all movement points. Moving diagonally is NOT ALLOWED.

The logic behind this rule:
1. Moving into the A-Ring from the B-ring exhausts all movement points because engine power is directed towards overcoming the more intense gravitational pull of the planet.
2. Deep Space to Deep Space is a huge span of distance relative to the actual System, which is why it exhausts all movement points.

The intent behind movement points being exhausted is to:
1. Prevent players in "sliding" from one side of the System to the next via Deep Space Zones. Starfighters especially would become masters at this since they have fast movement points. Imagine an A-Wing Squadron moving from C-13 to Deep Space 4 to Deep Space 1 and then to C-4. Granted, the A-Wing Squad could move from C-13 to B-7 to B-8 to B-1, which essentially gets them to the other quadrant effectively, but this is a HUGE difference in terms of relative distance covered due to proximity to the planet.
2. Prevent players in "sliding" from one A-ring space, into the Atmosphere, and then back to an opposite A-Ring space.
3. Obey a relatively skewed sense of the Laws of Physics, with respect to science fiction, but still maintain some believability in those Laws. Einstein dammit!
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 15, 2012, 01:45:01 AM
Commander Parrault's Brigade

The ships moved closer to the enemy, observing as the battle between the other two hostiles breaks out.

Summary:
Moved from DS-3 to C-12 to C-13


Starfighter Group
   Location: C-13    Action: CSP    Armor: 576/576
TIE Fighter Squadron RK-001
TIE Fighter Squadron RK-002
TIE Fighter Squadron ESB-001
TIE Fighter Squadron ESB-002


Auxiliary Group
Lambda-class Assault Shuttle RK-01
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-02
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-03
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-04
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-05
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-06
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-07
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-08
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-09
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-10
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-11
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-12
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-01
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-02
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-03
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-04
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-05
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-06
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-07
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-08
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-09
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-10
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-11
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-12
    Location: C-13    Action: N/A    Armor: 20/20    Shields: 20/20


Capital Ships
Strike-class Medium Cruiser Rosa Klebb
Location: C-13    Heading: C-14
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225


Strike-class Medium Cruiser Ernst Stavro Blofeld
Location: C-13    Heading: C-14
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225


IPV-1 Imperial Patrol Vessel Emilio Largo
Location: C-13    Heading: C-14
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75


IPV-1 Imperial Patrol Vessel Auric Goldfinger
Location: C-13    Heading: C-14
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75

Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 15, 2012, 05:17:35 PM
THE TION HEGEMONY PIRATES!
Fortuna Favet Audax | Fortune Favors The Bold
CAPT Bartholomew "The Dread Pirate" Roberts

<>

"Captain, we're under attack!"

"Dammit! Full screen!" The digitally enhanced viewport opened a zoomed in picture of the enemy vessel that was firing. A pair of Assault Frigates! "Argh! Those bastards must be out of range! They aren't even hitting us!"

"Captain, at that range Assault Frigates are more than capable of..."

"SILENCE!" shouted Roberts. "They're not shooting at us!"

At that moment the Tactical Officer began recieving reports of the support craft, going down one by one. The starfighters and shuttles began flying towards the RAFs to mount a counterattack, but by the time they made it to weapons range they had all been shot down.

"Well then, this is the game those Rebel pigs want to play, we'll show them the meaning of this ship's name... Argh! Set course 100 Mark 330, Sector B-8! Standby all gunners!"

"Aye captain!" replied the bridge crew.

The HMS Revenge moved closer to the system, where it would be in position to mount a full counter-attack on the Rebel pigs.

"Captain, we'll be in weapons range in less than 10 seconds," prompted the Tactical Officer.

"Very well. Full broadside on my mark..." the Captain clinched his fist, eager to punch the Rebels back, "...FIRE!!!"

<>

Post Summary
1. Starfighters and shuttles destroyed, and we unable to counterattack due to being out of range.
2. Ship moved from C-15 to B-8.
3. Attacked RAF HLS One.

<>

<> PBC HMS Revenge
Location: B-8 | Status: Attacking | UCR: 3
Shields: 1100/1100 | Armor: 1100/1100 | Hull: 650/650 | Systems: 650/650

>> Z-95 Headhunter Squadron Lion I
Location: * | Status: KIA | UCR: 5 | Shields: 000/144 | Armor: 000/144

>> Z-95 Headhunter Squadron Lion II
Location: * | Status: KIA | UCR: 5 | Shields: 000/144 | Armor: 000/144

>> Lambda-class Shuttle Royale I
Location: * | Status: KIA| UCR: 5 | Shields: 00/20 | Armor: 00/20

>> Lambda-class Shuttle Royale II
Location: * | Status: KIA | UCR: 5 | Shields: 00/20 | Armor: 00/20

<>

Attack Summary
1. PBC HMS Revenge fires 10 HQTLCs + 40 QLCs + 80 PTs @ RAF HLS One in C-16.
Damage: 800 x UCR (3/4) = 600 pts

<>
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 15, 2012, 06:41:18 PM
OOC Note: Your a dick Dem LMAO!! No not for what you've done, for what your planning right now, hahaha! Also I dont see anything anywhere in the rules about not being able to fire at you then move away, so im gunna do it and if you dont like it, say so, lol.

"All enemy fighter screens have been destroyed. The enemy ship is opening fire on us."
"All weapon batteries target that ship, move us to sector C-2. I want a continuous scan kept on that imperial fleet."

Summary:
Ships move from C-16 to C-1, then to C-2.

Attack Summary:
RAFs HLS One and Two vs PBC HMS Revenge
60HQLCs * 8 = 480
30HTLBs * 15 = 450
UCR = 4/3 = full damage = 930 total damage

Total damage to PBC HMS Revenge, 930pts.

Status: All craft in C-2
Republic Assault Frigate (RAF) HLS One
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 100/700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Hanger)
2 Lambda Shuttles (Hanger)

Republic Assault Frigate (RAF) HLS Two
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Hanger)
2 Lambda Shuttles (Hanger)
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 16, 2012, 01:48:09 AM
I'm not posting until we have a discussion about that move.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 16, 2012, 07:52:55 AM
Excuse you?! In the last iteration of this game you used this exact move on me, you cant be serious. This is your tactic lmao!!
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 16, 2012, 09:21:54 AM
Fire and then move? I think not. Where did I do that? I think you had it confused with return fire.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 16, 2012, 10:31:07 AM
Currently in the rules the only provision concerning Fire & Movement is that diagonal fire and movement is not allowed; capital ships have a weapons range of 1; and that starfighters and aux have a weapons range of same-grid.

I looked over the development thread (which is hidden to ya'll) that Greg and I used and I saw no evidence of any other Fire & Movement discussion. In fact I remember in an AIM convo that being able to move-fire-move or fire-move-fire would add a some much needed nuance and complexity to space battle tactics to what is otherwise a simple post-and-blow combat game that GCW is already.

It's never fun when the tactic is used against you, but this makes choice of Fleet ships all that more important. This also allows smaller "filler" ships like NSBCs, RAFs, CORVs, CGUNs, LANCEs, and CRAKs to play a somewhat more important role in combat as opposed to simply being cannon fodder and slug throwers - since they carry little if no starfighter support.

Personally, I'm not a fan of fire-move-fire or move-fire-move, so this is what is allowable in my opinion:

MOVE and then FIRE, and you're done
or
FIRE and then MOVE, and you're done
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 16, 2012, 10:45:56 AM
I swear to god this has been discussed before. I remember pulling for the fire-move-fire rules to be added. But either way, I did not do that in my post. I simply fired, then I moved away, I never moved before I fired.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 16, 2012, 10:59:32 AM
I think this must have came up in AE... Fire & Movement has always been a hot topic in every sim, even back in the day.

Move then Fire & Fire then Move has (as I remember) been the "standard" ruling.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 16, 2012, 04:07:31 PM
I am in favor of the "either or" system. You can move then fire OR fire then move, but not both. Both as in a fire-move-fire system.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 16, 2012, 05:44:39 PM
THE TION HEGEMONY PIRATES!
Fortuna Favet Audax | Fortune Favors The Bold
CAPT Bartholomew "The Dread Pirate" Roberts

<>

The bridge of the HMS Revenge as it took incoming fire from the pair of assault frigates in high orbit. Their attack was well calculated, as the Rebel Pigs also chose to "open datum" by moving away from the action.

"Hmmm... so it appears these Rebel Pigs know a thing or two about fleet maneuvers," pondered the Captain. "But what they don't know is that I have studied under Lord Admiral Nelson himself, and I have a few tricks up my sleeve..."

"What do you plan on doing, captain?" asked the first mate.

"It's not what I plan on doing - it's what I've already done that counts..." replied the captain.

Confused the first mate asked, "What are your orders, captain?"

"All ahead full, steady course 000 Mark 015, Sector B-1," ordered Roberts.

"All ahead full, steady course 000 Mark 015, Sector B-1, aye captain" replied the Helmsman.

Once the HMS Revenge was in position, it unleashed another broadside on the hapless assault frigate, hoping this time to score a wounding blow.

<>

Post Summary
1. Ship moved from B-8 to B-1.
2. Attacked RAF HLS One.

<>

<> PBC HMS Revenge
Location: B-1 | Status: Attacking | UCR: 3
Shields: 0170/1100 | Armor: 1100/1100 | Hull: 650/650 | Systems: 650/650

<>

Attack Summary
1. PBC HMS Revenge fires 10 HQTLCs + 40 QLCs + 80 PTs @ RAF HLS One in C-2.
Damage: 800 x UCR (3/4) = 600 pts

<>
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 16, 2012, 06:54:31 PM
"Sir the pirate vessel has slid into a lower orbit and swung around below us."
"Crafty bastard. Continue the assault, move the One out of weapons range. Move the Two directly on top of him. Its time to let him know who he's dealing with."

Summary:
Attacked
Moved

Attack Summary:
RAFs HLS One and Two vs PBC HMS Revenge
60HQLCs * 8 = 480
30HTLBs * 15 = 450
UCR = 4/3 = full damage = 930 total damage

Total damage to PBC HMS Revenge, 930pts.

Status:
Republic Assault Frigate (RAF) HLS One (Deepspace)
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 0/700
Armor: 200/700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Hanger)
2 Lambda Shuttles (Hanger)

Republic Assault Frigate (RAF) HLS Two (C-2)
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Hanger)
2 Lambda Shuttles (Hanger)
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 16, 2012, 10:33:20 PM
*So if you can fire, then move, what happens to return fire? Don't we allow ships a dying breath because of the action being simultaneous? Is this now negated?*

Commander Parrault's Brigade

"Sir, one of the rebel frigates has moved to deep space. The other is still exchanging fire with the pirate cruiser." Commander Parrault sat back in his chair and focused on the field. "There is no possible way to prevent that frigate from going to hyperspace. Move us closer to the planet. Recall our auxiliary craft and begin loading them."

Summary:
Moved from C-13 to B-7 to A-4.
Auxiliary recalled and loading troops.


Starfighter Group
   Location: A-4    Action: CSP    Armor: 576/576
TIE Fighter Squadron RK-001
TIE Fighter Squadron RK-002
TIE Fighter Squadron ESB-001
TIE Fighter Squadron ESB-002


Auxiliary Group
Lambda-class Assault Shuttle RK-01
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-02
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-03
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-04
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-05
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-06
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-07
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-08
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-09
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-10
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-11
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-12
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-01
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-02
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-03
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-04
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-05
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-06
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-07
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-08
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-09
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-10
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-11
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-12
    Location: Hangar    Action: N/A    Armor: 20/20    Shields: 20/20


Capital Ships
Strike-class Medium Cruiser Rosa Klebb
Location: A-4    Heading: A-1
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225
Troops: 300 Fleet Trooper Squads


Strike-class Medium Cruiser Ernst Stavro Blofeld
Location: A-4    Heading: A-1
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225
Troops: 300 Fleet Trooper Squads


IPV-1 Imperial Patrol Vessel Emilio Largo
Location: A-4    Heading: A-1
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75


IPV-1 Imperial Patrol Vessel Auric Goldfinger
Location: A-4    Heading: A-1
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 17, 2012, 11:48:58 AM
There is still return fire, this just kind of signifies that ships didnt just stop in the middle of the field and start shooting at each other. Movement during combat very much was a part of it. If he were to quit pushing the attack on me, I would have to move to him to attack him, and in doing so, after my firing I would not be able to move away allowing him his return fire. So its not that return fire is effected so much as hale is choosing to use inferior tactics in this fight.

Also, you have to keep in mind im not using any of my fighters/aux either, thus I dont need to be in the same grid with him to kill his stuff. Had it been fighters and what not attacking, there would still be stuff there to return fire against.

Furthermore, Dem, what is your angle on this. I know your good enough to clearly see what was happening with my tactics, and I also know your good enough to know easily how to counteract it. So I ask again, what is your real argument on this? Not to mention this is a classic textbook political move commonly used by the NRA. Take an issue thats not really an issue and blow it out of proportion so people fear it. Example: We need guns to protect ourselves and our families from all the dangerous criminals that exist. They make it sound like we live in the wild west for god sake, lol. You are using this same tactic right now, so im curious to find out why?
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 17, 2012, 01:44:04 PM
I think the "angle" is to have ONE rule for Fire & Movement that is the same for regular posts as well as death actions, which I can kinda see the need for now. The idea is that if one round lasts 24 hours, and that all posts happen simultaneously within that round, then even things that took enough damage to be destroyed can still move and fire normally. If this is the case, it would still be possible to outmaneuver a ship with lesser speed, as you have demonstrated Ramano with the RAF. There's no way with my Slow PBR beer-can battlecruiser that I'd ever be able to land more than a couple broadsides until you wised up and moved away.

If we let dying ships be able to move (even starfighters), the following scenario could happen:
1. RAF in C-2 attacks a VSD in C-1, and then moves to C-4.
2. The VSD is helplessly out of range, as with (1) Speed it can only move to C-2 and then with a weapons range of (1), reaching to C-3, it would still be unable to counterattack the RAF.

So in this scenario, the RAF got a full broadside off "for free", but at the same time showcases the necessity that even dying ships should be able to move. If the VSD was destroyed, it would simply be a damn shame if it wasn't able to move - even if moving wouldn't make a difference... but let's say that it would make a difference... let's say the RAF was attacking a VSD-II instead with (2) Speed. If the VSD-II could make the shot, shouldn't we allow for it in the rules?
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 17, 2012, 02:28:55 PM
I guess I got a bit too advanced in that post. I was trying to nicely say that Dem, your not even making an argument for anything anymore, when ever something happens you dont like you just kind of... I dont know... whine a little and make it look like you have no ambition to play. If you truly feel something is stupid or messed up, make an argument for it. We are doing a lot of bickering yes but everyone is listening.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 17, 2012, 07:36:03 PM
Not at all, I'm only trying to help improve the game. For some reason I've been having difficulty following the rules. I don't have a problem with the fire and move, I was just curious how it affected return fire. I think I've just been tired this week.

So am I understanding correctly now?

1 RAF and 1 CRV in B-2 fire on a DREAD and it's CSP in B-3, then move to B-8.
DREAD is unable to return fire, even if it moves, due to range.
The CSP, even if destroyed, can move to B-8 and fire before being deleted from your status?
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 17, 2012, 10:00:17 PM
Yes that is correct. Everything gets full movement during return fire now.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 17, 2012, 10:09:44 PM
I will update this in the Episode II Rules Reference.

This makes Speed + Weapon Range an important consideration for your Fleet... as well as tactics. We have a "small" space grid but a very unique one in terms of tactical possibilities.

Should be fun now.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 18, 2012, 09:47:44 PM
OOC Note: Ok I waited and waited, and dam it I wanna post! I was being nice and waiting, but boredum has gotten the better of me. And dont worry Dem, ill be down for you in a minute, we fight this to the bitter end. ;)

One last volly into the PBC and the RAF moved to meet its sister ship in DS.

Summary:
Attacked
Moved

Attack Summary:
RAF Two vs PBC Revenge
30HQLCs * 8 = 240
15HTLBs * 15 = 225
UCR = 4/3 = full damage = 460 total damage

Total damage to PBC Revenge, 460pts (Combined with my last attack, and the fact you can only get to the C-grid and c-grid can not attack DS according to the rules, you can either poof and die, or move and fire off a last volly into Dem for me, lol)

Status:
Republic Assault Frigate (RAF) HLS One (Deepspace)
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 0/700
Armor: 200/700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Hanger)
2 Lambda Shuttles (Hanger)

Republic Assault Frigate (RAF) HLS Two (Deepspace)
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Hanger)
2 Lambda Shuttles (Hanger)
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 18, 2012, 10:42:06 PM
PBC Blows up.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 18, 2012, 10:55:44 PM
-sniffles- You couldnt even fire a turbolaser at him?!?!?!?!! lol.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 19, 2012, 09:33:36 PM
Commander Parrault's Brigade

Commander Parrault ordered his fleet to close distance with the enemy, bringing them around the planet in a slingshot maneuver and out to half-distance. The auxiliary were then launched and ordered to move out into deep space, where they engaged the enemy. One of the rebel ships would be disabled, leaving the other to play with the two small cruisers.

Summary:
Moved from A-4 to A-1 to B-1.
Launched auxiliary.
Auxiliary move from B-1 to C-1 to DS-1 and attack.

12 Lambda Shuttles vs. RAF HLS One
72 Laser Batteries = 216 dmg
UCR: 5/4 = 100% Damage = 216 MANDATORY

12 Lambda Shuttles vs. RAF HLS Two
72 Laser Batteries = 216 dmg
UCR: 5/4 = 100% Damage = 216 MANDATORY


Starfighter Group
   Location: B-1    Action: CSP    Armor: 576/576
TIE Fighter Squadron RK-001
TIE Fighter Squadron RK-002
TIE Fighter Squadron ESB-001
TIE Fighter Squadron ESB-002


Auxiliary Group
Lambda-class Assault Shuttle RK-01
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-02
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-03
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-04
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-05
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-06
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-07
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-08
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-09
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-10
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-11
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-12
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-01
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-02
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-03
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-04
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-05
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-06
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-07
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-08
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-09
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-10
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-11
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle ESB-12
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20


Capital Ships
Strike-class Medium Cruiser Rosa Klebb
Location: B-1    Heading: C-1
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225
Troops: 300 Fleet Trooper Squads


Strike-class Medium Cruiser Ernst Stavro Blofeld
Location: B-1    Heading: C-1
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225
Troops: 300 Fleet Trooper Squads


IPV-1 Imperial Patrol Vessel Emilio Largo
Location: B-1    Heading: C-1
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75


IPV-1 Imperial Patrol Vessel Auric Goldfinger
Location: B-1    Heading: C-1
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 20, 2012, 08:16:05 AM
OOC Note: Please excuse my lack of SL, I been working on the PDF stats for 16hrs since yesterday morning now and im running low of ambition today.

Summary:
Launched craft
attacked

Attack Summary:
HLS One and Two vs 24 L/SHUs
60QHTLS * 8 = 480
30HTLBs * 15 = 450
UCR = 4/5 = 0.8 * 930 = 744 total damage

24 Z-95's and 4 L/SHUs vs 24 L/SHUs
72lasers * 1 = 72
48CMs * 2 = 96
UCR = 5/5 = full damage = 168 total damage

Total damage 24 L/SHUs, 912pts

Status:
Republic Assault Frigate (RAF) HLS One (Deepspace 1 disabled)
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 0/700
Armor: 0/700
Hull: 334/350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Launched)
2 Lambda Shuttles (Launched)

Republic Assault Frigate (RAF) HLS Two (Deepspace 1)
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 484/700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Launched)
2 Lambda Shuttles (Launched)

Fighter Group 1 (DS1 engaged)
24/24 Republic Z-95s

Aux Group 1 (DS1 engaged)
4/4 L/SHUs
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 20, 2012, 10:58:01 PM
Commander Parrault's Brigade

It was painful to watch, but necessary. The auxiliary had managed to delay the enemy long enough for the fleet to catch up. Immediately after reaching optimal range, the capital ships opened fire on the remaining frigate. Commander Parrault watched with a heavy heart as his shuttle crews retaliated with everything they had before being returned to the galaxy in particle-form.

Summary:
Moved from B-1 to C-1 to DS-1.
Attacked.

Cruiser Rosa Klebb vs. RAF HLS Two
20 Heavy Turbolaser Cannons = 200 dmg
20 ION Cannons = 60 dmg
20 Heavy Laser Cannons = 40 dmg
1 Tractor Beam = 100 meters
UCR: 5/4 = 100% Damage = 300 MANDATORY & 100 METERS HELD

Cruiser Ernst Stavro Blofeld vs. RAF HLS Two
20 Heavy Turbolaser Cannons = 200 dmg
20 ION Cannons = 60 dmg
20 Heavy Laser Cannons = 40 dmg
1 Tractor Beam = 100 meters
UCR: 5/4 = 100% Damage = 300 MANDATORY & 100 METERS HELD

IPV-1 Imperial Patrol Vessel Emilio Largo vs. RAF HLS Two
6 Dual Turbolaser Cannons = 96 dmg
2 Concussion Missiles = 4 dmg
UCR: 6/4 = 100% Damage = 100 MANDATORY

IPV-1 Imperial Patrol Vessel Auric Goldfinger vs. RAF HLS Two
6 Dual Turbolaser Cannons = 96 dmg
2 Concussion Missiles = 4 dmg
UCR: 6/4 = 100% Damage = 100 MANDATORY

24 Lambda Shuttles vs. RAF HLS Two
144 Laser Batteries = 432 dmg
UCR: 5/4 = 100% Damage = 432 MANDATORY


Starfighter Group
   Location: DS-1    Action: CSP    Armor: 576/576
TIE Fighter Squadron RK-001
TIE Fighter Squadron RK-002
TIE Fighter Squadron ESB-001
TIE Fighter Squadron ESB-002


Auxiliary Group
Lambda-class Assault Shuttle RK-01
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-02
    Location: DS-1    Action: Attack    Armor: 8/20    Shields: 0/20
Lambda-class Assault Shuttles (22)
    Location: DESTROYED    Action: N/A    Armor: 0/20    Shields: 0/20


Capital Ships
Strike-class Medium Cruiser Rosa Klebb
Location: DS-1    Heading: DS-1
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225
Troops: 300 Fleet Trooper Squads


Strike-class Medium Cruiser Ernst Stavro Blofeld
Location: DS-1    Heading: DS-1
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225
Troops: 300 Fleet Trooper Squads


IPV-1 Imperial Patrol Vessel Emilio Largo
Location: DS-1    Heading: DS-1
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75


IPV-1 Imperial Patrol Vessel Auric Goldfinger
Location: DS-1    Heading: DS-1
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 21, 2012, 08:12:52 AM
Toast with the most...
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 21, 2012, 02:12:05 PM
Well then... we probably have time for one more mock before the Grand Opening on July 1st. I suggest we do a "full dress rehearsal"...

The title of this Mock Flashpoint will be King of the Hill:

1. Apply all Military Officer (Commodore) Bonuses: +10% Damage/Shields/Armor/Hull to Flagship.
2. Battle Fleet of 23 Command Points.
3. Players will get a Starfighter Upgrade Cash Bonus of (# of Squads per ship in Fleet) x 70 KCs in order to use towards better fighters; AND an Auxiliary Upgrade Cash Bonus of (# of AUX per ship in Fleet) x 40 KCs towards new AUX; and a Ground Assault Vehicle Bonus of (# of GAVs in Fleet) x 10 KCs; and a final Infantry Upgrade Bonus of (# of Squads in Fleet) x 1 KC.
4. The winner will be determined based on the total amount of damage in COST of everything he destroyed subtracted by the COST of everything lost. If a ship enters hyperspace in order to escape, half of its cost will be subtracted from the player's total at the end. (Stock units are evaluated at 0 KCs).
5. This mock will open on 00:01:00, 22 June 2012 and close on 00:01:00, 29 June 2012. Upon the closing time, all damages will be assessed up until that point and the King of the Hill will be chosen.
6. The Mock System will have (1) Gamma-class Space Defense Platform in each A-ring space. You can blow these up for some bonus damage, but if you attack one it will attack you back in the same post (simply calculate all damages then). These gammas will have no onboard units.
7. Players are encouraged to land ground troops on the planet and slug it out for extra damage!


GOOD LUCK AND HAPPY HUNTING!!!
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 21, 2012, 03:43:23 PM
Hold up!!! 4. The winner will be determined based on the total amount of damage in COST of everything he destroyed subtracted by the COST of everything lost. If a ship enters hyperspace in order to escape, half of its cost will be subtracted from the player's total at the end. (Stock units are evaluated at 0 KCs).

Bold Italic underlined part is BAD. If I take all stock units then, how are you generating any points for killing me? Strike that out, what you kill is what you score, stock units or no. Not to mention when calculating my losses into the system, if everything I had was stock, I have 0 point loss. Thought I would point that out instead of abusing it. And keep in mind, the rebel Z-95 aint no joke for a stock unit.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 21, 2012, 04:32:02 PM
#4 Addendum
Stock Units will be evaluated at the following rate:
40 KCs for TIE Fighter Squadrons
60 KCs for Z-95 Squadrons
40 KCs each for Lambda-cass Shuttles,
1 KC for Stock Infantry
10 KC for Stock GAVs
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 21, 2012, 10:22:36 PM
Please exit hyperspace normally.

For purposes of this mock, players can assume that they have prior scans of the system... so you can exit hyperspace up to B-Ring.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 21, 2012, 10:25:23 PM
Bah, you take the fun out of everything haha!
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 22, 2012, 08:46:49 AM
The fleet slid quietly from HS and made a mad dash for the planet. No scans were made, no transmissions sent, total silence and stealth. (Note: You had scans of the planet, not me, until I scan/attack, or you scan, from what I understand you dont get to know my position.)

Summary:
Exited HS in B-*
Powered Shields and Weapons

Status: All craft in B-*
Venator Star Destroyer (VNSD) *Flagship*
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1368
Armor: 1254
Hull: 704
Systems: 640
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
7 Republic Z-95 Squadrons (Hanger)
1 Elite X-Wing Squadron (Hanger)
16 L/SHUs (Hanger)
14 A-Trans (Hanger)
400 Fleet Marine Squads
100 Republic Vanguard Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Dreadnaught Heavy Cruiser (DREAD)
Cost: 900 KCs
Production Time: 9 Days
Length: 700 meters
Hyperdrive: x2
Shields: 700
Armor: 700
Hull: 700
Systems: 350
Speed: Slow (1)
Maneuver: (2)
Weapons:
50 Heavy Turbolaser Cannons (500)
1 Tractor Beam Projector (100m)
Onboard Units:
3 B-Wing Squadrons (Hanger)
400 Republic Fleet Marine Squads (Hanger)
100 Republic Vanguard Squads (Hanger)
Notes: Can enter atmosphere and make planetary landings.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 22, 2012, 09:35:06 AM
Ramano, your fleet can't move to the A-Ring yet: movement points are exhausted after hyperspace. Please hold position.

Quote
Hyperspace ~ When exiting hyperspace in a non-friendly system, all ships must do so in the DEEP SPACE ZONES. After exiting hyperspace all movement points are exhausted.  If the system is friendly or previously scanned, you can exit hyperspace in up to the B-Ring.  Entering hyperspace can be done anywhere but takes 12 hours to make all hyperspace calculations (while in combat) unless in a Deep Space Zone.

Combat Hyperspace is allowed so that players can make a hyper-escape after resolving all battle damage against them. Entering hyperspace from a Deep Space Zone can be done immediately (without calculations), damage still needs to be resolved.


ALSO...

Be sure to specify which ship has your Commodore onboard if you're using it or not. You'll get the HP&Attack bonus if you do.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 22, 2012, 10:15:34 AM
I dont have a Navel Officer, I took the leader remember? But yeah, everything is fixed now. Free MC-90 here I come, do da, do da.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 22, 2012, 11:21:07 AM
HERO BONUSES

Republic/Imperial Officer
Commodore: +10% Attack, +10% Shields, +10% Armor, and +10% Hull

Republic/Imperial Leader
Consular: +20% Shields, +10% Armor, and +10% Hull.

Republic Jedi / Imperial Sith
Officer: +10% Attack, +20% Armor, and +10% Hull.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 22, 2012, 11:41:14 AM
It doesnt say that in these stats...

Republic Leader
Unit Cost: 2000 KCs
Production Time: 7 Days
Armor: 100
Hit Points: 200
Upgrade Cost: 1000 KCs
Capabilities:
Level 1 -- (Rank: Governor) DIPLOMACY-I: Gains Industrial Output of 100 KCs. Comes with an Elite Lambda-class Shuttle for FREE.
Level 2 -- (Rank: Senator) DIPLOMACY-II: Increases Industrial Output to 200 KCs.
Level 3 -- (Rank: Secretary of State) DIPLOMACY-III: Increases Industrial Output to 300 KCs.
Level 4 -- (Rank: Vice Chancellor) DIPLOMACY-IV: Increases Industrial Output to 400 KCs.
Level 5 -- (Rank: Chief of State) PRESIDENT: Increases Industrial Output to 500 KCs.
Level 6 -- (Rank: Supreme Chancellor of the New Republic) COMMANDER-IN-CHIEF: Gains the Level 2 abilities of the Navy and Army Officers.
Level 7 -- (Rank: Supreme Chancellor) LEADER OF THE NEW REPUBLIC FLEET: Gains the Level 3 rank and abilities of the Navy Officer and a MC90 Cruiser for free that does not count against any CP Fleet limit and is an exception to the MC90's unique (only 1 active) service restriction.

I mean I can get that at Level 6 but you didnt allot us any KCs to upgrade our hero's.. so im unsure as to where you found that. Dont get me wrong i'll happily take it, but where does it say it?
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 22, 2012, 11:52:43 AM
I posted it in the OOC thread. I'm working on revisions for all Heroes to make them balanced between each other. Sorry for the confusion. I'll post the revision here and under the Specs.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 22, 2012, 11:59:07 AM
Ahhh, alrighty, I get it. No problem, i'll look it over and modify things accordingly. =) Thank you for the clear up.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 22, 2012, 02:14:12 PM
Oh and one more thing, just in case you were planning on pulling some dirty tactics.

A-Ring cannot fire into the Atmosphere also means Atmosphere cannot fire into the A-Ring.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 22, 2012, 03:04:16 PM
Correct, had no intention of doing such. However, if you would like your free to come join me on the ground with my horde of +1 UCR Atmospheric Z-95s mwuahahahaha. Im going to the ground, you guys wanna duke it out up here, have at it, i'll meet you for some troop action when you get through that, hehe.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 22, 2012, 03:30:01 PM
Commander Parrault's Brigade

The squadron, a pair of sleek new Destroyers, emerged from hypserspace and began scanning the system for hostiles.

Summary:
Exited HS in DS-4.
Launched craft.
Weapons/Shields online.
Scanning.


Starfighter Group
   Location: DS-4    Action: CSP    Armor: 1992/1992
TIE Fighter Squadron RH-001
TIE Fighter Squadron LH-001
TIE Advanced Squadron RH-002
TIE Advanced Squadron LH-002
TIE Avenger Squadron RH-003
Elite TIE Interceptor Squadron LH-003


Auxiliary Group
Lambda-class Assault Shuttles (16)
    Location: Hangar    Action: N/A    Armor: 20/20 each    Shields: 20/20 each
Gamma-class Assault Shuttles (32)
    Location: Hangar    Action: N/A    Armor: 30/30 each    Shields: 30/30 each


Capital Ships
**Victory Star Destroyer Mk-II Right Hand**
Location: DS-4    Heading: C-15
Shields: 1100/1100    Armor: 1100/1100    Hull: 900/900    Systems: 500/500
Troops: 25 ARC Trooper Squads    150 Stormtroopers Squads    350 Fleet Trooper Squads
GAVs: 15 AT-ST    15 Speeder Bikes


Victory Star Destroyer Mk-II Left Hand
Location: DS-4    Heading: C-15
Shields: 1000/1000    Armor: 1000/1000    Hull: 900/900    Systems: 500/500
Troops: 25 ARC Trooper Squads    150 Stormtroopers Squads    350 Fleet Trooper Squads
GAVs: 15 AT-ST    15 Speeder Bikes


Charger Consular Cruiser Throbbing Cod
Location: DS-4    Heading: C-15
Shields: 115/115    Armor: 115/115    Hull: 60/60    Systems: 60/60

Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 22, 2012, 03:32:49 PM
<> ISD-II AVENGER  <>
Flagship of the 1st Imperial Expeditionary Force
Ultor Imperium | Avenger of the Empire
Commanding Officer: COMMODORE Lucidius Hale

<>

   The Avenger slid through hyperspace until the gravity well indicators were rapidly filling up, signalling that the ship was getting close to the system. In the blink of an eye, the massive Star Destroyer exited hyperspace, looking over the green and blue planet that laid below its feet. Commodore Hale was sitting in his stateroom located adjacent to the bridge working on personnel reports and other operations-related paperwork. Hale wasn't used to all the administrative management that the Star Destroyer awarded him with compared to the smaller ships he was used to, but it was definitely worth it.

   The Executive Officer, Commander Kyle Kraken was standing watch as Officer of the Deck as the Avenger exited hyperspace, but not for much longer.  Pushing a ComLink button on his XO Panel, he spoke to Hale: << Commodore, the ship has moved out of light speed and we're preparing the ship for a single assault approach vector; Request permission to be relieved as Officer of the Deck. >>

   << Excellent,>> replied Hale, who was sitting comfortably in his chair, << I'll be right there. >>

   Standing up, Hale left his stateroom and walked a mere 50 feet or so before approaching Kraken. "Thank you, Commander; you are relieved as Officer of the Deck."

   "What are your orders, sir?" replied Kraken.

   "Let's keep it tight shall we? Launch the probe droids, Commander; I want to see what we're up against," turning to his Communications Officer, Hale continued, "Lieutenant Winston, I want strict silence on all ComScan frequencies, I don't want anybody knowing who they're up against..."

   After Hale delivered his orders, the bridge crew came to life as the Star Destroyer was preparing for battle! Three probe droids spat out of the Destroyer's belly, moving to their acquisition zones. They did not activate fully yet, as Hale wanted all of them in position before Phase II of his approach began.

Action Summary
1. Exited hyperspace in Deep Space Zone ***.
2. (3) Probe Droids deployed.
3. Probe Droid Theta 1 holds position.
4. Probe Droid Theta 2 moves to Deep Space Zone ***.
5. Probe Droid Theta 3 moves to Deep Space Zone ***.
Note: Probe Droids ARE NOT scanning at this present time.

<>



<> ISD-II Avenger
Onboard Hero: Imperial Officer [Commodore] Lucidius Hale
Location: Deep Space | Status: Preparing | UCR: 3 | Shields: 1980/1980 | Armor: 1980/1980 | Hull: 1760/1760 | Systems: 990/990

>> Elite TIE Interceptor Squadron Black Knight 1
Location: Hangar | Status: --- | UCR: 10 | Armor: 360/360

>> TIE Interceptor Squadron Black Knight 2
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 3
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 4
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 5
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 6
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> Gamma Assault Shuttle Kappa 1 ~ 24
Location: Hangar | Status: --- | UCR: 4 | Shields: 30/30 | Armor: 30/30 (each)

>> Lambda Shuttle Upsilon 1 ~ 12
Location: Hangar | Status: --- | UCR: 4 | Shields: 20/20 | Armor: 20/20 (each)

>> Imperial Landing Barge Omicron 1~15
Location: Hangar | Status: Loaded | UCR: 1 | Shields: 100/100 | Armor: 100/100
--> Onboard Infantry: 1000/1000 Imperial Fleet Trooper Squads | 400/400 Imperial Stormtrooper Squads | 70/70 Imperial ARC Squads
--> Onboard Vehicles: 45/45 AT-ST Walkers | 45/45 Speeder Bikes

>> Imperial Royal Guard  Crimson 1~2
Location: Command Deck | Status: Standing Guard | UCR: 10 | Armor: 160

>> Viper Probe Droid Theta 1
Location: Deep Space Zone *** | Status: Holding Position | UCR: 10 | Armor: 20/20

>> Viper Probe Droid Theta 2
Location: Deep Space Zone *** | Status: Moving | UCR: 10 | Armor: 20/20

>> Viper Probe Droid Theta 3
Location: Deep Space Zone *** | Status: Moving | UCR: 10 | Armor: 20/20

>> Viper Probe Droid Theta 4~10
Location: Hangar | Status: --- | UCR: 10 | Armor: 20/20 (each)

<>
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 22, 2012, 03:36:31 PM
Timed hyperspace exits. Fuck you Ramano. Fuck you.   :P
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 22, 2012, 04:15:41 PM
I dont understand? Im guessing from your smiley I did something very much to my advantage, im kinda curious as to what it was. And we could have exited starting at 1am this morning so I didnt jump the gun... Wha'd I do?!
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 22, 2012, 04:33:42 PM
I think he is trying to say "in your face" like we planned on exiting simultaneously or something.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 22, 2012, 05:56:08 PM
Whats funny though, he cant move that big ass ISD II into the atmosphere, so its still just gunna be me vs you, lol. And do recall Mr Bouregaurd, we are not the only members of the game anymore. Dont leave yourself open chasing after me. >=)
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 22, 2012, 09:44:52 PM
Hey guys, I just added this rule... I realized I deleted it when I was overhauling the v1.0 Rules set.

ComScan Sensors
There are different types of scanning options available to players. A player must post which scan he is using. It takes 24 hours to complete all scans (information is gathered in the post following the start of the scanning). All capital ships and auxiliaries can perform scans. Only specifically noted starfighters can do it as well. Ground facilities equipped with ComScan suites can scan as well (see their specs for details).
ACTIVE ~ A capital ship, auxiliary craft, or facility (with ComScan) is actively transmitting sensor sweeps to verify locations and details of in-system units. Active Scanning reveals the location of the unit performing the scanning. If a ship is scanning from Deep Space, only units up the A-Ring can be detected. Atmospheric and electromagnetic "background noise" is too great for sensors to overcome from Deep Space.
PASSIVE ~ Passive scanning is available to all units and detects energy signatures and classifications of units. If a ship moves at all, exits hyperspace in the C or B-Ring, raises shields, or fires its weapons, this energy can be detected passively by a receiving unit without that unit revealing its location and classification. Ships that perform the listed actions must post their location.
ATMOSPHERE ~ Scanning the Atmosphere either Passively or Actively can only be done if a ship is in the C-Ring or closer.
GROUND ~ Scanning the ground is done Actively, and can only be done once a ship is in the B-Ring or closer.
DEEP SPACE ~ Ships in Deep Space Zones are invisible to Passive Scanning, and can only be detected by Active Scanning from other ships in the same Deep Space Zone or bordering C-Ring grid spaces. Exiting hyperspace in a Deep Space Zone is undetectable to other capital ships in the C-ring or further (so ships in the same DSZ can detect you). Some ground facilities have Deep Space scanning capability, so be sure to check before you assume your ships can exit hyperspace in Deep Space and be in the clear.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 23, 2012, 09:14:28 AM
The fleet continues its trek toward the planet.

Summary:
Moved
Launched Craft

Status: All Craft in A-1
Venator Star Destroyer (VNSD) *Flagship*
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1368
Armor: 1254
Hull: 704
Systems: 640
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
4 Republic Z-95 Squadrons (Hanger)
3 Republic Z-95 Squadrons (Launched)
1 Elite X-Wing Squadron (Hanger)
6 L/SHUs (Hanger)
10 L/SHUs (Launched)
14 A-Trans (Hanger)
400 Fleet Marine Squads
100 Republic Vanguard Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Dreadnaught Heavy Cruiser (DREAD)
Cost: 900 KCs
Production Time: 9 Days
Length: 700 meters
Hyperdrive: x2
Shields: 700
Armor: 700
Hull: 700
Systems: 350
Speed: Slow (1)
Maneuver: (2)
Weapons:
50 Heavy Turbolaser Cannons (500)
1 Tractor Beam Projector (100m)
Onboard Units:
3 B-Wing Squadrons (Hanger)
400 Republic Fleet Marine Squads (Hanger)
100 Republic Vanguard Squads (Hanger)
Notes: Can enter atmosphere and make planetary landings.

Fighter Group 1: A-1 CSP
3/3 Republic Z-95 Squadrons

Aux Group 1: A-1 CSP
10/10 L/SHUs
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 24, 2012, 09:44:03 AM
The fleet continues its trek toward the planet.

Summary:
Moved

Status: All Craft in Atmosphere
Venator Star Destroyer (VNSD) *Flagship*
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1368
Armor: 1254
Hull: 704
Systems: 640
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
4 Republic Z-95 Squadrons (Hanger)
3 Republic Z-95 Squadrons (Launched)
1 Elite X-Wing Squadron (Hanger)
6 L/SHUs (Hanger)
10 L/SHUs (Launched)
14 A-Trans (Hanger)
400 Fleet Marine Squads
100 Republic Vanguard Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Dreadnaught Heavy Cruiser (DREAD)
Cost: 900 KCs
Production Time: 9 Days
Length: 700 meters
Hyperdrive: x2
Shields: 700
Armor: 700
Hull: 700
Systems: 350
Speed: Slow (1)
Maneuver: (2)
Weapons:
50 Heavy Turbolaser Cannons (500)
1 Tractor Beam Projector (100m)
Onboard Units:
3 B-Wing Squadrons (Hanger)
400 Republic Fleet Marine Squads (Hanger)
100 Republic Vanguard Squads (Hanger)
Notes: Can enter atmosphere and make planetary landings.

Fighter Group 1: Atmosphere CSP
3/3 Republic Z-95 Squadrons

Aux Group 1: Atmosphere CSP
10/10 L/SHUs
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 25, 2012, 01:38:25 AM
Commander Parrault's Brigade

The Imperial craft began moving towards the planet.

Summary:
Moved from DS-4 to B-8.


Starfighter Group
    Location: B-8    Action: CSP    Armor: 1992/1992
TIE Fighter Squadron RH-001
TIE Fighter Squadron LH-001
TIE Advanced Squadron RH-002
TIE Advanced Squadron LH-002
TIE Avenger Squadron RH-003
Elite TIE Interceptor Squadron LH-003


Auxiliary Group
Lambda-class Assault Shuttles (16)
    Location: Hangar    Action: N/A    Armor: 20/20 each    Shields: 20/20 each
Gamma-class Assault Shuttles (32)
    Location: Hangar    Action: N/A    Armor: 30/30 each    Shields: 30/30 each


Capital Ships
**Victory Star Destroyer Mk-II Right Hand**
Location: B-8    Heading: A-4
Shields: 1100/1100    Armor: 1100/1100    Hull: 900/900    Systems: 500/500
Troops: 25 ARC Trooper Squads    150 Stormtroopers Squads    350 Fleet Trooper Squads
GAVs: 15 AT-ST    15 Speeder Bikes


Victory Star Destroyer Mk-II Left Hand
Location: B-8    Heading: A-4
Shields: 1000/1000    Armor: 1000/1000    Hull: 900/900    Systems: 500/500
Troops: 25 ARC Trooper Squads    150 Stormtroopers Squads    350 Fleet Trooper Squads
GAVs: 15 AT-ST    15 Speeder Bikes


Charger Consular Cruiser Throbbing Cod
Location: B-8    Heading: A-4
Shields: 115/115    Armor: 115/115    Hull: 60/60    Systems: 60/60

Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 25, 2012, 02:31:37 AM
<> ISD-II AVENGER  <>
Flagship of the 1st Imperial Expeditionary Force
Ultor Imperium | Avenger of the Empire
Commanding Officer: COMMODORE Lucidius Hale

<>

   The trio of Viper Probe Droids deployed moved deeper into the system where they commence active scanning. After the data was received, Hale reasoned that it was safe to enter the system. "Commence Phase II of the assault approach," ordered Hale, "and recall all Probe Droids". The crew onboard the Avenger was eagerly waiting this order, as it meant action was on the horizon. The Avenger's massive ion engines came to life and pushed the massive Star Destroyer closer towards its intended targets. While the vessel lacked maneuverability, its speed was such that running was not an option for nearly every other starship in the galaxy - only hiding.

        "Commodore, Probe Droid data has been fully verified with the ship's ComScan. We hold two vessels loitering in the planet's atmosphere: a Venator-class and a Dreadnaught-class," remarked Lt. Winston, the ComScan Officer. "Another Imperial task force has moved into the system as well, a pair of Victory II-class destroyers and a support ship."

        "Do these Rebels still think they're fighting the Clone Wars?! Let us remind them what century they are living in," replied Hale.

        "Sir, we won't be able to engage them effectively so long as they're in the atmosphere," commented the Commander Kraken, the XO.

        "Then we shall see how long they can survive a siege..."

Action Summary
1. Moved from Deep Space Zone 2 to C-6 to B-3.
2. Probe Droid Theta 1   moves to B-2, commences Active Scanning; then to B-3.
3. Probe Droid Theta 2   moves to B-3, commences Active Scanning.
4. Probe Droid Theta 3   moves to B-3, commences Active Scanning.
5. ALL Probe Droids recalled.

<>



<> ISD-II Avenger
Onboard Hero: Imperial Officer [Commodore] Lucidius Hale
Location: B-3 | Status: Preparing | UCR: 3 | Shields: 1980/1980 | Armor: 1980/1980 | Hull: 1760/1760 | Systems: 990/990

>> Elite TIE Interceptor Squadron Black Knight 1
Location: Hangar | Status: --- | UCR: 10 | Armor: 360/360

>> TIE Interceptor Squadron Black Knight 2
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 3
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 4
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 5
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 6
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> Gamma Assault Shuttle Kappa 1 ~ 24
Location: Hangar | Status: --- | UCR: 4 | Shields: 30/30 | Armor: 30/30 (each)

>> Lambda Shuttle Upsilon 1 ~ 12
Location: Hangar | Status: --- | UCR: 4 | Shields: 20/20 | Armor: 20/20 (each)

>> Imperial Landing Barge Omicron 1~15
Location: Hangar | Status: Loaded | UCR: 1 | Shields: 100/100 | Armor: 100/100
--> Onboard Infantry: 1000/1000 Imperial Fleet Trooper Squads | 400/400 Imperial Stormtrooper Squads | 70/70 Imperial ARC Squads
--> Onboard Vehicles: 45/45 AT-ST Walkers | 45/45 Speeder Bikes

>> Imperial Royal Guard  Crimson Guard 1 & 2
Location: Command Deck | Status: Standing Guard | UCR: 12 | Armor: 160 (each)

>> Viper Probe Droid Theta 1
Location: Hangar | Status: Recalled in B-3 | UCR: 10 | Armor: 20/20

>> Viper Probe Droid Theta 2
Location: Hangar | Status: Recalled in B-3 | UCR: 10 | Armor: 20/20

>> Viper Probe Droid Theta 3
Location: Hangar | Status: Recalled in B-3| UCR: 10 | Armor: 20/20

>> Viper Probe Droid Theta 4~10
Location: Hangar | Status: --- | UCR: 10 | Armor: 20/20 (each)

<>
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 25, 2012, 11:38:53 AM
The fleet moves to the ground were it awaits the inevitable imperial assault.

Summary:
Moved

Status: All Craft on ground
Venator Star Destroyer (VNSD) *Flagship*
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1368
Armor: 1254
Hull: 704
Systems: 640
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
4 Republic Z-95 Squadrons (Hanger)
3 Republic Z-95 Squadrons (Launched)
1 Elite X-Wing Squadron (Hanger)
6 L/SHUs (Hanger)
10 L/SHUs (Launched)
14 A-Trans (Hanger)
400 Fleet Marine Squads
100 Republic Vanguard Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Dreadnaught Heavy Cruiser (DREAD)
Cost: 900 KCs
Production Time: 9 Days
Length: 700 meters
Hyperdrive: x2
Shields: 700
Armor: 700
Hull: 700
Systems: 350
Speed: Slow (1)
Maneuver: (2)
Weapons:
50 Heavy Turbolaser Cannons (500)
1 Tractor Beam Projector (100m)
Onboard Units:
3 B-Wing Squadrons (Hanger)
400 Republic Fleet Marine Squads (Hanger)
100 Republic Vanguard Squads (Hanger)
Notes: Can enter atmosphere and make planetary landings.

Fighter Group 1: Ground CSP
3/3 Republic Z-95 Squadrons

Aux Group 1: Ground CSP
10/10 L/SHUs
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 25, 2012, 06:05:21 PM
MC80 Star Cruiser Foamwander
Flagship of the Jedi Order & the First Defense Fleet


  The streaks of star lines collapsed into pin pricks of light as the Mon Calamari Starcruiser Foamwander dropped from hyperspace in a wink of psuedo-motion. Commander Qualas stood among several Calamari bridge officers surrounding the large, oval-shaped table that filled the center of the command deck. Above the smooth surface of the table glowed a three dimensional holograph of the system the Foamwander had just entered.

  "It will be some time before we have an up to date reading on the system," Captain Anamo's gravely voice said. His webbed hand maneuvered a portion of the holograph, and instantly the ship and its escorts were magnified before them. "But we're not picking up anything in this particular corner of the system as of yet."

  Qualas nodded, still not entirely comfortable with his command - not with the authority and responsibility nor with the cool, just-too-humid climate of the Calamari warship. There were decks adjusted to a drier human standard, of course, but as the bridge crew consisted almost entirely of Mon Calamari, including the ship's master, Captain Anamo, it was not.

  As Commander of the battle squadron Qualas had total tactical command over the maneuvers of its ships, but the operations of the Foamwander itself were entirely the domain of its Captain. Having moved from a snubfighter cockpit to the wet bridge of a battlecruiser, this was not an objectionable arrangement.

  "Signal the Horsehead to lead, and have Solar Squadron set up a screen and scout ahead until we know better what's out there," Qualas ordered.

Action Summary
1. All units exit HS in DSZ1.
2. Shields raised, weapons powered.
3. Solar, Nomad 1, Strong 1 on CSP.
4. Active scanning!


Elite X-Wing Squad Pike 1 >> DSZ1/CSP | UCR: 6 | S: 312/312 | A: 234/234
A-Wing Squad Nomad 1 >> DSZ1/CSP | UCR: 10 | S: 240/240 | A: 120/120
B-Wing Squad Strong 1 >> DSZ1/CSP | UCR: 3 | S: 408/408 | A: 204/204

MC80 Foamwander >> DSZ1 | UCR: 3 | S: 2600/2600 | A: 1560/1560 | H: 1430/1430 | Sys: 650/650
 . X-Wing Squad Pike 2 >> Hangar | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 3 >> Hangar | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 4 >> Hangar | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 5 >> Hangar | UCR: 6 | S: 312/312 | A: 156/156
 . E-Wing Squad Katana >> Hangar | UCR: 7 | S: 264/264 | A: 264/264
 . A-Wing Squad Nomad 2 >> Hangar | UCR: 10 | S: 240/240 | A: 120/120
 . B-Wing Squad Strong 2 >> Hangar | UCR: 3 | S: 408/408 | A: 204/204
 . B-Wing Squad Strong 3 >> Hangar | UCR: 3 | S: 408/408 | A: 204/204
 . YT1300 Blade 1~18 >> Hangar | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35
   ... Onboard Infantry: 54/54 Republic Fleet Marine Squads
 . Lambda Shuttles Mace 1~6 >> Hangar | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . GR75 Transports Libertad 1~6 >> Hangar | UCR: 4 | S: 90/90 | A: 90/90 | Sys: 90/90
   ... Onboard Infantry: 425/425 Fleet Marine Squads  100/100 Commando Squads  75/75 Republic Assault Troopers  
   ... Onboard GAVs: 20/20 Combat Landspeeders  10/10 T47 Airspeeders


NEB Horsehead >> DSZ1 | UCR: 5 | S: 300/300 | A: 150/150 | H: 150/150 | Sys: 159/150
 . Z95 Headhunter Squad Oak 1 >> Hangar | UCR: 5 | S: 144/144 | A: 144/144
 . Z95 Headhunter Squad Oak 2 >> Hangar | UCR: 5 | S: 144/144 | A: 144/144
 . Lambda Shuttles Mace 7~8 >> Hangar | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . YT1300 Blade 19 >> Hangar | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35


NEB Crab >> DSZ1 | UCR: 5 | S: 300/300 | A: 150/150 | H: 150/150 | Sys: 159/150
 . Z95 Headhunter Squad Oak 3 >> Hangar | UCR: 5 | S: 144/144 | A: 144/144
 . Z95 Headhunter Squad Oak 4 >> Hangar | UCR: 5 | S: 144/144 | A: 144/144
 . Lambda Shuttles Mace 9~10 >> Hangar | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . YT1300 Blade 20 >> Hangar | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 25, 2012, 06:18:02 PM
BTDubs...... these were the parameters for the mock in case you missed them (cuz it looks like your SFs and support units are way over budget).


The title of this Mock Flashpoint will be King of the Hill:

1. Apply all Hero Bonuses.
2. Battle Fleet of 23 Command Points.
3. Players will get a Starfighter Upgrade Cash Bonus of (# of Squads per ship in Fleet) x 70 KCs in order to use towards better fighters; AND an Auxiliary Upgrade Cash Bonus of (# of AUX per ship in Fleet) x 40 KCs towards new AUX; and a Ground Assault Vehicle Bonus of (# of GAVs in Fleet) x 10 KCs; and a final Infantry Upgrade Bonus of (# of Squads in Fleet) x 1 KC.
4. The winner will be determined based on the total amount of damage in COST of everything he destroyed subtracted by the COST of everything lost. If a ship enters hyperspace in order to escape, half of its cost will be subtracted from the player's total at the end. (Stock units are evaluated at 0 KCs).
5. This mock will open on 00:01:00, 22 June 2012 and close on 00:01:00, 29 June 2012. Upon the closing time, all damages will be assessed up until that point and the King of the Hill will be chosen.
6. The Mock System will have (1) Gamma-class Space Defense Platform in each A-ring space. You can blow these up for some bonus damage, but if you attack one it will attack you back in the same post (simply calculate all damages then). These gammas will have no onboard units.
7. Players are encouraged to land ground troops on the planet and slug it out for extra damage!

GOOD LUCK AND HAPPY HUNTING!!!
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 25, 2012, 06:21:03 PM
BTDubs...... these were the parameters for the mock in case you missed them (cuz it looks like your SFs and support units are way over budget).


The title of this Mock Flashpoint will be King of the Hill:

1. Apply all Hero Bonuses.
2. Battle Fleet of 23 Command Points.
3. Players will get a Starfighter Upgrade Cash Bonus of (# of Squads per ship in Fleet) x 70 KCs in order to use towards better fighters; AND an Auxiliary Upgrade Cash Bonus of (# of AUX per ship in Fleet) x 40 KCs towards new AUX; and a Ground Assault Vehicle Bonus of (# of GAVs in Fleet) x 10 KCs; and a final Infantry Upgrade Bonus of (# of Squads in Fleet) x 1 KC.
4. The winner will be determined based on the total amount of damage in COST of everything he destroyed subtracted by the COST of everything lost. If a ship enters hyperspace in order to escape, half of its cost will be subtracted from the player's total at the end. (Stock units are evaluated at 0 KCs).
5. This mock will open on 00:01:00, 22 June 2012 and close on 00:01:00, 29 June 2012. Upon the closing time, all damages will be assessed up until that point and the King of the Hill will be chosen.
6. The Mock System will have (1) Gamma-class Space Defense Platform in each A-ring space. You can blow these up for some bonus damage, but if you attack one it will attack you back in the same post (simply calculate all damages then). These gammas will have no onboard units.
7. Players are encouraged to land ground troops on the planet and slug it out for extra damage!

GOOD LUCK AND HAPPY HUNTING!!!

You talkin' to me? I did the math... bought what I could...
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 26, 2012, 01:36:03 AM
Order of Battle at this time: Me, Hale, Ramano, Hop

Commander Parrault's Brigade

Three fleets and counting were now in the system. Cammander Parrault ordered scanning of the surface and had the fleet move away from one of the more nasty new arrivals.

Summary:
Moved from B-8 to B-6.
Active Ground Scanning.


Starfighter Group
    Location: B-6    Action: CSP    Armor: 1992/1992
TIE Fighter Squadron RH-001
TIE Fighter Squadron LH-001
TIE Advanced Squadron RH-002
TIE Advanced Squadron LH-002
TIE Avenger Squadron RH-003
Elite TIE Interceptor Squadron LH-003


Auxiliary Group
Lambda-class Assault Shuttles (16)
    Location: Hangar    Action: N/A    Armor: 20/20 each    Shields: 20/20 each
Gamma-class Assault Shuttles (32)
    Location: Hangar    Action: N/A    Armor: 30/30 each    Shields: 30/30 each


Capital Ships
**Victory Star Destroyer Mk-II Right Hand**
Location: B-6    Heading: B-5
Shields: 1100/1100    Armor: 1100/1100    Hull: 900/900    Systems: 500/500
Troops: 25 ARC Trooper Squads    150 Stormtroopers Squads    350 Fleet Trooper Squads
GAVs: 15 AT-ST    15 Speeder Bikes


Victory Star Destroyer Mk-II Left Hand
Location: B-6    Heading: B-5
Shields: 1000/1000    Armor: 1000/1000    Hull: 900/900    Systems: 500/500
Troops: 25 ARC Trooper Squads    150 Stormtroopers Squads    350 Fleet Trooper Squads
GAVs: 15 AT-ST    15 Speeder Bikes


Charger Consular Cruiser Throbbing Cod
Location: B-6    Heading: B-5
Shields: 115/115    Armor: 115/115    Hull: 60/60    Systems: 60/60

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 26, 2012, 08:04:05 AM
Well technically there isnt any order of battle anymore, there is just a 24hr posting cycle. Also, as the "Extended Suck" ending for Mass Effect 3 just launched my activity will slide a little for the next 2 or 3 days. Ill still post for the mock, but basically unless someone is coming into the planet to get some, im just gunna wait until 12:50am on the 29th, slide out from the atmosphere and light someone up for a quick win lol.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 26, 2012, 02:12:13 PM
<> ISD-II AVENGER  <>
Flagship of the 1st Imperial Expeditionary Force
Ultor Imperium | Avenger of the Empire
Commanding Officer: COMMODORE Lucidius Hale



   Hale's feet were getting a little cramped from all the standing he wasn't used to. On the bridge of a Star Destroyer, there was no command chair or anything like that, just a crew pit and walkways. This made it easy for the commanding officer to supervise everyone and have immediate access to the officers he needed to speak to, so there was some value to it - but Hale still preferred the smaller "command cockpit" style bridge that was common in just about every other capital ship. Perhaps it was time to take a break.

   "Helm, turn starboard 10 degrees rudder, steady course 350 mark 075, mark waypoint Sector B-2, then turn port 10 degrees and steady course 290 Mark 029, mark waypoint and hold position in Sector A-1," ordered Hale. "Lieutenant Winston, once we arrive at the second waypoint, commence Active Scanning of the Ground - if those Rebels think they can hide from us they are mistaken. We shall trample them beneath our feet."

   "Aye-aye, commodore," replied Winston.

   "Commander Kraken, I'm going to the flight deck to inspect the troops, you have the deck and the con," ordered Hale.

   "Very well sir, I relieve you," replied Kraken, who then announced his Officer of the Deck status to the rest of the bridge, "Commander Kraken has the deck and the con."


Action Summary
1. Moved from B-3 to B-2 to A-1.
2. Commenced Active GROUND Scanning.
   > Attention Ramano: Please post locations of your landed units.


<> ISD-II Avenger
Onboard Hero: Imperial Officer [Commodore] Lucidius Hale
Location: B-3 | Status: Scanning | UCR: 3 | Shields: 1980/1980 | Armor: 1980/1980 | Hull: 1760/1760 | Systems: 990/990

>> Elite TIE Interceptor Squadron Black Knight 1
Location: Hangar | Status: --- | UCR: 10 | Armor: 360/360

>> TIE Interceptor Squadron Black Knight 2
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 3
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 4
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 5
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 6
Location: Hangar | Status: --- | UCR: 10 | Armor: 240/240

>> Gamma Assault Shuttle Kappa 1 ~ 24
Location: Hangar | Status: --- | UCR: 4 | Shields: 30/30 | Armor: 30/30 (each)

>> Lambda Shuttle Upsilon 1 ~ 12
Location: Hangar | Status: --- | UCR: 4 | Shields: 20/20 | Armor: 20/20 (each)

>> Imperial Landing Barge Omicron 1~15
Location: Hangar | Status: Loaded | UCR: 1 | Shields: 100/100 | Armor: 100/100
--> Onboard Infantry: 1000/1000 Imperial Fleet Trooper Squads | 400/400
--> Imperial Stormtrooper Squads | 70/70 Imperial ARC Squads Onboard
--> Vehicles: 45/45 AT-ST Walkers | 45/45 Speeder Bikes

>> Imperial Royal Guard  Crimson Guard 1 & 2
Location: Command Deck | Status: Standing Guard | UCR: 12 | Armor: 160 (each)

>> Viper Probe Droid Theta 1~10
Location: Hangar | Status: --- | UCR: 10 | Armor: 20/20 (each)



Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 26, 2012, 03:03:25 PM
I got nothing landed, all ground units are still in my hangers. Im just hovering here at the ground waiting to see if anyone wants to come and play in the Z-95s territory. =) And uhh, no, you cant orbitally bombard my cap ships. As for CSP, I got 3 Z-95s and 10 Lambdas, and no you cant orbitally bomb them either. Ships can move, and your targeting scanners arnt accurate through atmosphere (think flashlight through a glass of water, your shots will be off). So if you shoot at me, I will have to get matrix on you and dodge that shit like Neo, hehehe.

And yes I know I could have posted already, its a tactical ploy to reset my timer to a more "optimal" time of day, so by all means, dont wait on me.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 26, 2012, 03:59:04 PM
Hm, based on rules this is my reading of the scenario:


1) You are on surface, you are hovering above it, you still need to post which G space you are in (g1, g2 g3, g4) otherwise you are in atmosphere which is another grid space all together.

2) See this rule first:
Quote
Airborne Units on the Ground Grid
When transitioning to the surface all airborne units receive a -1 UCR (stacked on any previous modifiers). Terrain modifiers do not effect Airborne units. When on the surface, airborne units can be targeted by troops and vehicles. Airborne units receive a x10 bonus to damage tolerance and weapon damages on the surface. When leaving the surface, adjust accordingly.

If you are on surface, floating or not, you can be bombarded by SDs, Mon Cals, and Dauntless cruisers per rules, just like "moving" vehicles can be targeted. HOWEVER, since you are on surface, your damage tolerance is x10 (so if your shields are 1,000, they are 10,000 on surface) - while there is NO MODIFIER on bombardment (so if an ISD shoots 500 damage at you from orbit, your shields are 9,500 not 500, and if you were to move to atmosphere would be 950/1000 as you would return to the normal levels as you are not on surface). This also means that your weaponry is x10 powerful vs other surface targets, but you cant fire into atmosphere/orbit form surface.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 26, 2012, 04:13:09 PM
Uhh... Hale didnt we discuss that rule was a goner, that damage was damage no matter what was doing it or where it occured? And if you look in the revised rules section the no bombardment against flying units thing is in there. Hale said the main rules section wasnt updated yet and to use the updated rules for chapter 2 thread for the mock.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 26, 2012, 04:18:51 PM
Well if there has been non-published decisions, then I can't speak to those. Regardless, you still need to post a G grid space that you are in when scanned. You can't exist in the netherworld between grid spaces, right? :)

<clip clip the part about damages>
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 26, 2012, 06:27:14 PM
Ramano, we can discuss my bombardment limitations later, but the question still remains: If you're on the Ground, we need to know your location if you are landed, either G-1,2,3, or 4. If you're "just hovering around", then please specify which G-grid you're hovering around over. If you're "just hovering around" over "no G-grid space in particular" then that's what the Atmosphere is. =) So pick one or the other, but post an *actual* location.

Now for bombardment. The idea of orbital bombardment is that it was more of an area attack rather than a targeted strike, but as we discussed, in order to make the mechanics of this game work we have to let bombardment-capable ships be able to specifically target things on the ground such as enemy units and facilities. If you're "landed" on the ground or "just hovering", I have to be able to shoot at you with respect to the same game mechanic, otherwise we start evoking exceptions to rules which is something I've always despised.

Remember our "Original Intent":
Quote
Our continuing goal and intent with GCW is to provide clear, simple, and universal rules with easy-to-follow gaming mechanics that make gameplay both easy, exciting, and encouraging for multiple players to join in and game each other.

I agreed with your argument that it would be difficult to shoot at capital ships in the atmosphere from the A-Ring, not only due to parallax error from the shooter's vantage, but also because of the space-to-air medium change regarding the physics aspect of it... but Orbital Bombardment is a different matter. If I'm in A-1, I can shoot at G-1; A-2 can shoot at G-2, and so on. If I can shoot at other ground units, then I should also be able to shoot at "landed" or "hovering" capital ships just the same.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 26, 2012, 06:50:44 PM
I agree with Hale. If you are "hovering," then you are in the atmosphere. If you are "landed," you are on the ground. We've never talked about flight ceilings, but this was my understanding.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 26, 2012, 07:14:04 PM
I think we should get rid of atmosphere and leave SPACE & GROUND (which includes airspace over it). You have to go to space to move to another Ground Grid space instead of to the atmosphere (like moving continents).

As for operation/combat on the SURFACE/GROUND...

From the GROUND RULES (bold for emphasis):

Quote
How UCR Works for Ground
As the UCR applies for all units and to all weapons, ground combat is as simple as space combat.  When one unit (Cap Ship/AUX/SF Squad/Vehicle/Troop Squad) attacks another unit, it may fire any or all of its weapons upon it*. UCR will determine the outcome (how much damage was dealt).  When on the surface grid, all units have a weapon range of 0 (same grid). Movement between grid spaces is not allowed, airborne units must re-enter atmosphere to move to another Ground Grid Space.  Units destroyed may enjoy a final round of 'dying breath' actions (move, deploy units, fire weapons) before blowing up.

Basically that says on surface, your units fight each other like they would if they were all space-units in B6 or A2. Simple.

As for bombardment, I think to keep it simple the ships should be able to target anything on the surface using the UCR as normal. Facilities would be 1 as would would anything "landed". Maybe the bombarding ship has a penalty that its UCR is considered 1 when firing on surface, thus making targeting moving stuff really hard, but static stuff would be 100% accurate.

So Some examples:
ISD in A1 fires 60 HTLB (900) @ T-47s in G1 - 900 * 1 UCR/8 UCR = 113 DMG to T-47s
ISD in A1 fires 60 HTLB (900) @ Venerator in G1 - 900 * 1 UCR/3 UCR = 300 DMG to Venerator
ISD in A1 fires 60 HTLB (900) @ Venerator in G1 on surface - 900 * 1 UCR /1 UCR = 900 DMG to Venerator
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 26, 2012, 08:31:24 PM
I like the functionality of the Atmosphere in my humble opinion because it sets a clear boundary between space and ground, and also allows ground units to transit from one G-grid to another via the Atmosphere to give an "intercontinental" element to ground combat.

That being said, I'm on the fence regarding removing it or not, or alternatively replacing it with an "Aerospace Zone" with different properties.

What I propose: Partition the Atmosphere into 4 separate zones above the Ground AND give these zones an "Aerospace" quality... Here's how it would impact the game:

1. The Atmosphere and Ground become "one" meta-zone, which means you can move between the two areas freely (players just need to specify which part of the zone they're in).
2. Starfighters/AUX can still be placed on Combat Atmosphere Patrol, only this time instead of seemingly patrolling the whole planet, they patrol a continental region (more realistic).
3. Starfighters/AUX on Bombing Runs must be in the same Atmospheric zone to bomb its related Ground zone.
4. Starships that are atmospheric capable can "pass through" the Atmosphere and land immediately on the Ground when moving from the A-Ring, or they can "loiter" in the Atmosphere.
4. Orbital Bombardment is done from the A-Ring and shots hit the related Ground zone. If attacking Infantry and GAVs, the shooter takes a -1 UCR penalty to simulate the area dispersal of the weapons fire. Facilities are stationary objects and as such can be specifically targeted (no UCR penalty).
5. Ships in the A-Ring can attack other ships in the adjacent Atmosphere zone, only with a -1 UCR penalty due to parallax targeting errors and turbolaser physics.
6. Ships that are Atmospheric and Bombardment capable (VSD and VNSD) can do "Atmospheric Bombardment" and take no UCR penalty from their attacks.

This is my "fair and balanced compromise" that keeps it simple. Any takers?
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 26, 2012, 08:59:41 PM
Well wait a minute here, I thought we already had a working set of rules? We had 2 mocks to test that they worked, why are we changing a bunch of stuff now? I mean if something is broken, cool, lets work that out, but this looks more like "well I dont like how this works so lets change it". When you sit down to play monopoly do you get to just change the rules because you dont like them? (Ill have to remember that for the next time my kids force me to play it lmao!)

As far as the bombardment, we had this discussion on the OOC boards already. It was stated that ships could not be targeted by orbital bombardment because they can move. You go to shoot the area and the ship moves out of the way, as would happen. (Unless you got one hell of a stupid commander) The way bombardment works is your targeting an area not a specific target, and if your firing with enough concentraited effect to hit a single ship, thats a very narrow range of fire, which would be easily out-manuvered. I mean yes, in reality a stray shot or 2 would hit them, but for game simplicity we wernt trying to figure fractions for damage on a bombardment, so we made it no targeting vessels.

Furthermore, the last time I walked into a game and just started throwing things around for rule changes I was promptly removed from the game, so why all of a sudden is it ok for every one else now. I mean seriously, the rules are set and not really open for discussion. If you find a broken mechanic cool, let Hale know and he will get it fixed, and if it requires a discussion, he'll post a topic in the OOC threads. But if you simply just dont like a rule, well, and im not trying to be offensive here but I dont know any other way to say this other then, sorry but deal with it? I guess if it bothers you THAT bad you dont have to play, I would hope that would not be an option but I just dont see why we are re-opening discussions on things that have already been discussed, noted, and closed? I admit its partially my fault as I was unaware hale hadn't updated the rules when I invited everyone to the mock, but he did say to use the quick facts thread and not the rule thread, multiple times, as it was not yet updated. But yeah, the rules are not really open for discussion, we are just simply looking for broken mechanics.
Title: Re: SPACE BATTLE SIMULATOR
Post by: shermy530 on June 26, 2012, 09:01:12 PM
Don't miss these convos...
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 26, 2012, 09:05:52 PM
Well, I wrote the ground rules for starters (with Hale) :) I'm not just popping in and being a nuisance.

I see an opportunity to simplify things here, and I see confusion that has lead to you not posting a ground or atmosphere position on the grid. This isn't a "I want to change it because I dont like it" - its a "we can make this simpler and clearer without hurting gameplay, and possibly improving it" situation.

I haven't seen this OOC discussion you are talking about (can you link it?)

As for bombardment and Atmosphere/Ground, I stand by my submitted idea. I really think it cuts out any gray areas about whats "in the air" "on the surface" "in the atmosphere" etc - its black and white. Bombardment is also black and white and has a reasonably strong penalty when attacker has 1 UCR vs non-stationary targets. I see no reason not to implement this as it improves gameplay and simplifies it in one stroke.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 26, 2012, 09:09:20 PM
I mean dont get me wrong, if hale wants to re-open discussion on all the rules, im cool with that, but I dont see us making our July 1st launch date if we go through all that again as we would need more mocks to re-test everything out. And I never meant to make it look like you were just "popping in" Hop, was just making a statement is all.

And sherm, if you got something constructive to say, or you wanna jump in on the mock, please, we invite you to do so. However, please limit all troll posting to a minimum (meaning zero). Snide little comments about things are unwarrented and unnecessary. Thank you.

And for the record, i wasnt trying to hide my ground units, it was an over-sight on my part. I didnt think it mattered as you cant bombard me, and anyone who makes a run at the atmosphere im gunna move up and obliterate. Treating it like I would if I had ground emplacements, just without ground emplacements. I am in G-1 seeing as people have such a care about such things. My appologies for the confusion, that is 100% my fault.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 26, 2012, 09:28:29 PM
Ok good to know it was just a oversight (posting position).

I dont want to open up all rules here. We're talking about something specific (Ground/Bombardment) which hasn't been mocked yet. Anyway, this is the last I'll post on this topic in this thread.. back to mock battle here ;)
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 26, 2012, 09:44:43 PM
MC80 Star Cruiser Foamwander
Flagship of the Jedi Order & the First Defense Fleet


  Qualas shifted moved his swivel chair to face the wide viewports of the Calamari cruiser's command bridge. Behind him the Mon Calamari bridge officers spoke quietly to one another in their gravely voices. Before him lied the growing sphere of blue and green that they were encroaching on, slowly so as to escort the Foamwander.

  "What are you reading Anoma?" Qualas asked.

  "Nothing so far, sir. We're just now coming into sensor range. If there's anything in the system we'll know about it soon."

  "Very good."

  The battle squadron drifted in tight formation towards the world below.

Action Summary
1. All units move to C4.
2. Active scanning!


Elite X-Wing Squad Pike 1 >> C4/CSP | UCR: 6 | S: 312/312 | A: 234/234
Z95 Headhunter Squad Oak 5 >> C4/CSP | UCR: 5 | S: 144/144 | A: 144/144
Z95 Headhunter Squad Oak 6 >> C4/CSP | UCR: 5 | S: 144/144 | A: 144/144

MC80 Foamwander >> C4 | UCR: 3 | S: 2600/2600 | A: 1560/1560 | H: 1430/1430 | Sys: 650/650
 . X-Wing Squad Pike 2 >> Hangar | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 3 >> Hangar | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 4 >> Hangar | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 5 >> Hangar | UCR: 6 | S: 312/312 | A: 156/156
 . E-Wing Squad Katana 1 >> Hangar | UCR: 7 | S: 264/264 | A: 264/264
 . E-Wing Squad Katana 2 >> Hangar | UCR: 7 | S: 264/264 | A: 264/264
 . A-Wing Squad Nomad 1 >> Hangar | UCR: 10 | S: 240/240 | A: 120/120
 . A-Wing Squad Nomad 2 >> Hangar | UCR: 10 | S: 240/240 | A: 120/120
 . YT1300 Blade 1~18 >> Hangar | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35
   ... Onboard Infantry: 54/54 Republic Fleet Marine Squads
 . Lambda Shuttles Mace 1~6 >> Hangar | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . GR75 Transports Libertad 1~6 >> Hangar | UCR: 4 | S: 90/90 | A: 90/90 | Sys: 90/90
   ... Onboard Infantry: 425/425 Fleet Marine Squads  100/100 Commando Squads  75/75 Republic Assault Troopers  
   ... Onboard GAVs: 20/20 Combat Landspeeders  10/10 T47 Airspeeders


NEB Horsehead >> C4 | UCR: 5 | S: 300/300 | A: 150/150 | H: 150/150 | Sys: 159/150
 . Z95 Headhunter Squad Oak 1 >> Hangar | UCR: 5 | S: 144/144 | A: 144/144
 . Z95 Headhunter Squad Oak 2 >> Hangar | UCR: 5 | S: 144/144 | A: 144/144
 . Lambda Shuttles Mace 7~8 >> Hangar | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . YT1300 Blade 19 >> Hangar | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35


NEB Crab >> C4 | UCR: 5 | S: 300/300 | A: 150/150 | H: 150/150 | Sys: 159/150
 . Z95 Headhunter Squad Oak 3 >> Hangar | UCR: 5 | S: 144/144 | A: 144/144
 . Z95 Headhunter Squad Oak 4 >> Hangar | UCR: 5 | S: 144/144 | A: 144/144
 . Lambda Shuttles Mace 9~10 >> Hangar | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . YT1300 Blade 20 >> Hangar | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 27, 2012, 12:55:30 PM
Hop can you revise your post?

According the provisions of the Mock, you get 70 KCs per SF Squad to use. Your Fleet alone has 12 SF Squads which gives you 840 KCs total to use. Your current configuration of (1) E-Wing, (2) A-Wings, (3) B-Wings, (4) X-Wings, and (1) Elite X-Wing runs you 1270 KCs.

My suggestion: the MC-80 can be loaded out with (4) X-Wing Squads, (2) E-Wing Squads, and (2) A-Wing Squads; and the NEBs with Z-95s. That'll keep you within budget. Thanks.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 27, 2012, 01:08:00 PM
1 BW, 1 AW and 1 Elite X_Wing are part of my CP (using fighter escort as capital ship, 3 CP), and not "purchased" with the bonus KCs.

So starfighter sqwuads in fleet = 15 * 70 = 1050 ... I believe I am in budget.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 27, 2012, 01:26:47 PM
Oh okay. Well if you're using your Fleet Escort, this will have to be based from stock fighters (Z-95s). That gives you 210 KCs for the Escort... which means you can do: (1) Elite X-Wing + (2) Z-95s or (2) X-Wings + (1) Z-95.

Sorry for the confusion.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 27, 2012, 01:31:30 PM
But the fleet ships aren't stock ships... but ill change my post anyway, though it seems unfair to force me to use stock SF when i am using SF in place of a capital ship, which wouldnt have to be stock :P
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 27, 2012, 01:41:39 PM
I think what hop is trying to say is he used CP to pay for certain fighter squads instead of KCs. Which I would agree, if he is fleeting them like ships, he should get whatever he wants with in the tech hes using.

Which what Hale is saying is in the real game that wouldnt fly. You start with everything having Z-95s and republic fleet marines, and ANYTHING else must be built separately.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 27, 2012, 01:45:54 PM
updated, lets carry on and battle :D
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 27, 2012, 04:21:04 PM
<> ISD-II AVENGER  <>
Flagship of the 1st Imperial Expeditionary Force
Ultor Imperium | Avenger of the Empire
Commanding Officer: COMMODORE Lucidius Hale



   "Commodore, we have enemy ships in sector 27!" ... "IT'S A TRAP!" ... As the ISD-II Avenger detected the the MC-80 and her support ships entering high orbit, it reversed course and moved to B-2 where it would engage the Rebels with maximum prejudice! Starfighters were launched and formed up combat space patrol positions while the auxiliaries moved in and assaulted the MC-80 with vengeance.

"Alright, let's see what this ship can do..."


Action Summary
1. Moved from A-1 to B-2.
2. All auxiliary craft and starfighters are launched.
3. Starfighters on CSP. Elite TIE/Int on CSP, all other TIE/Ints form TIE Swarm.
4. All auxiliary craft moved to C-4.
5. Commenced Attacking (see Attack Summary). Attention > Hoppus.


<> ISD-II Avenger
Onboard Hero: Imperial Officer [Commodore] Lucidius Hale
Location: B-2 | Status: Scanning | UCR: 3 | Shields: 1980/1980 | Armor: 1980/1980 | Hull: 1760/1760 | Systems: 990/990

>> Elite TIE Interceptor Squadron Black Knight 1
Location: B-2 | Status: CSP | UCR: 10 | Armor: 360/360

>> TIE Interceptor Swarm The Black Knights
Location: B-2 | Status: CSP | UCR: 8 | Armor: 1200/1200

>> TIE Interceptor Squadron Black Knight 2
Location: B-2 | Status: TIE Swarm (CSP) | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 3
Location: B-2 | Status: TIE Swarm (CSP) | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 4
Location: B-2 | Status: TIE Swarm (CSP) | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 5
Location: B-2 | Status: TIE Swarm (CSP) | UCR: 10 | Armor: 240/240

>> TIE Interceptor Squadron Black Knight 6
Location: B-2 | Status: TIE Swarm (CSP) | UCR: 10 | Armor: 240/240

>> Gamma Assault Shuttle Kappa 1 ~ 24
Location: C-4 | Status: Attacking | UCR: 4 | Shields: 30/30 | Armor: 30/30 (each)

>> Lambda Shuttle Upsilon 1 ~ 12
Location: C-4 | Status: Attacking | UCR: 4 | Shields: 20/20 | Armor: 20/20 (each)

>> Imperial Landing Barge Omicron 1~15
Location: Hangar | Status: Loaded | UCR: 1 | Shields: 100/100 | Armor: 100/100
--> Onboard Infantry: 1000/1000 Imperial Fleet Trooper Squads | 400/400
--> Imperial Stormtrooper Squads | 70/70 Imperial ARC Squads Onboard
--> Vehicles: 45/45 AT-ST Walkers | 45/45 Speeder Bikes

>> Imperial Royal Guard  Crimson Guard 1 & 2
Location: Command Deck | Status: Standing Guard | UCR: 12 | Armor: 160 (each)

>> Viper Probe Droid Theta 1~10
Location: Hangar | Status: --- | UCR: 10 | Armor: 20/20 (each)


Attack Summary
1. ISD-II Avenger fires (+10% Attack) 50 TLBs + 50 HTLCs + 20 IBs @ Foamwander in C-4 for 1320 Damage x UCR (3/3) = 1320 Total Damage.
2. GAS Kappa 1~24 fires 96 TLCs + 48 LICs + 48 LCs @ MC-80 Foamwander in C-4 for 864 Damage x UCR (4/3):1 = 864 Total Damage.
3. L/SHU Upsilon 1~12 fires 72 LBs @ MC-80 Foamwander in C-4 for 216 Damage x UCR (5/3):1 = 216 Total Damage.

Damage Summary
MC-80 Foamwander ... 2400 Damage!

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 27, 2012, 09:36:01 PM
Craft launch and enter the atmosphere. Troops launch and take positions on the ground, let the hell begin.

Summary:
Look above

Status:
Venator Star Destroyer (VNSD) *Flagship*
Location: G-1 *landed*
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1368
Armor: 1254
Hull: 704
Systems: 640
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
4 Republic Z-95 Squadrons (Launched)
3 Republic Z-95 Squadrons (Launched)
1 Elite X-Wing Squadron (Launched)
6 L/SHUs (Launched)
10 L/SHUs (Launched)
14 A-Trans (Launched)
400 Fleet Marine Squads (Launched)
100 Republic Vanguard Squads (Launched)
Notes: Capable of entering the atmosphere and making planetary landings.

Dreadnaught Heavy Cruiser (DREAD)
Location: G-1 *landed*
Cost: 900 KCs
Production Time: 9 Days
Length: 700 meters
Hyperdrive: x2
Shields: 700
Armor: 700
Hull: 700
Systems: 350
Speed: Slow (1)
Maneuver: (2)
Weapons:
50 Heavy Turbolaser Cannons (500)
1 Tractor Beam Projector (100m)
Onboard Units:
3 B-Wing Squadrons (Launched)
400 Republic Fleet Marine Squads (Launched)
100 Republic Vanguard Squads (Launched)
Notes: Can enter atmosphere and make planetary landings.

Fighter Group 1: Atmosphere
7/7 Republic Z-95 Squadrons
3/3 B-Wing Squadrons
1/1 Elite X-Wing Squadron

Aux Group 1: Atmosphere
16/16 L/SHUs
14/14 A-Trans

Ground Group 1: G-1
800/800 Republic fleet marine squads
200/200 Republic Vanguard squads
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 27, 2012, 09:41:16 PM
MC80 Star Cruiser Foamwander
Flagship of the Jedi Order & the First Defense Fleet


  "Commander, sensors showing a large cruiser closing in. From its energy reading it looks like a Star Destroyer."

  "Bring up our visual sensors for that quadrant," Qualas ordered. The viewport was replaced with a jumping, magnified view of the field of space before them. The gray dagger shape was immediately recognizable.

  "Closing in fast," the sensors officer reported. "She'll be in range any moment."

  "All units to battle stations," Qualas ordered. "All units deploy as ready."

  "Their picket line has reached maximum range."

  The magnified view was replaced again with the bridge's regular field of view. The Star Destroyer was easily recognizable as it charged towards them. The blackness of space was at once full of red and green laser fire as the skirmish lines collapsed on each other.

  "Star Destroyer, Mark-II, looks like the Avenger," Anoma's gravely voice interjected. He turned from Qualas and issued a stream of orders that scattered the bridge officers to their stations. The command module's holographic projection changed to a three dimensional, tactical display of the space battle that had just erupted around them. Dozens of small red indicators drifted around the mass of the Star Destroyer, while several green blips rushed from the projection of the Foamwander to meet them.

  An instant later, all hell broke loose. The Star Destroyer's gunners had no trouble targeting the larger command ship, their green lances of energy smashing into the cruisers forward shields.

  Qualas studied the projection. The skirmish line collapsed as the Foamwander's escort was overwhelmed, and in a single breath a swarm of small ships fell on them in marauding runs.

  "Sir, we can't sustain that Star Destroyer's fire much longer," Anoma said.

  "Helm, reverse course. Horsehead and Crab to stay behind us." Qualas knew the smaller frigates' shields would withstand not even a single broadside from the powerful guns. Better that the Foamwander stomach the first attack. "All starfighters: engage freely. Bring back all picket ships to cover our retreat."

  The battle had begun. It was far from over.


Action Summary
1. All units deploy.
2. All fighters & auxiliary units move to B2 and engage (GCW Hale).
2. MC80 Foamwander, NEB Crab, NEB Horsehead fire weapons then withdraw to DSZ1.

Attack Summary
1. MC80 Foamwander fires 48 TLB (576) + 20 IB (100) @ ISD-II Avenger
Damage: 676 * UCR(3/3) = 676 pts

2. YT1300s Blade 1~18 fire 36 HQLC (288) + 36 ACM (108) + 36 IC (108) @ TIE Swarm Black Knights
Damage: 504 * UCR (8/8) = 504 pts

3. X-Wing Squads Pike 2~5 fire 192 LC (192) + 96 PT (288) @ TIE Swarm Black Knights
Damage: 480 * UCR (6/8) = 420 pts

4. E-Wing Squads Katana 1~2 fire 72 HLC (144) + 24 APT (96) @ TIE Swarm Black Knights
Damage: 240 * UCR (7/8) = 210 pts

5. Elite X-Wing Squad Pike 1 fires 48 HLC (96) + 24 APT (96) @ TIE Swarm Black Knights
Damage: 192 * UCR (6/8) = 144 pts

6. A-Wing Squads Nomad 1~2 fire 48 HLC (96) + 48 ACM (144) @  Elite TIE Int Squad Black Knight 1
Damage: 240 * UCR (10/10) = 240 pts

7. Z95 Headhunter Squads Oak 1~6 fire 144 LC (144) + 144 CM (288) @ ISD-II Avenger
Damage: 432 * UCR (5/3) = 432 pts

8. Lambda Shuttles Mace 1~10 fire 60 LB (180) @ GAS Kappa
Damage: 180 * UCR (5/4) = 180 pts

9. YT1300 Blade 19~20 fire 4 HQLC (32) + 4 ACM (12) + 4 IC (12) @ GAS Kappa
Damage: 56 * UCR (8/4) = 56 pts

10. NEB Horsehead fires 12 TLB (144) + 12 HLC (24) + 2 PT (6) @ GAS Kappa
Damage: 174 * UCR (5/4) = 174 pts

11. NEB Crab fires 12 TLB (144) + 12 HLC (24) + 2 PT (6) @ GAS Kappa
Damage: 174 * UCR (5/4) = 174 pts

Damage Summary:
ISD-II Avenger - 1,108 pts
TIE Swarm Black Knights - 1,278 pts (engaged & destroyed)
Elite TIE Interceptor Squad Black Knights 1 - 240 pts (engaged & destroyed)
GAS Kappa - 404 pts (6 destroyed, 1 damaged (16/30 armor)


Elite X-Wing Squad Pike 1 >> B2 | UCR: 6 | S: 312/312 | A: 234/234
Z95 Headhunter Squad Oak 5 >> B2 | UCR: 5 | S: 144/144 | A: 144/144
Z95 Headhunter Squad Oak 6 >> B2 | UCR: 5 | S: 144/144 | A: 144/144

MC80 Foamwander >> DSZ1 | UCR: 3 | S: 200/2600 | A: 1560/1560 | H: 1430/1430 | Sys: 650/650
 . X-Wing Squad Pike 2 >> B2 | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 3 >> B2 | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 4 >> B2 | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 5 >> B2 | UCR: 6 | S: 312/312 | A: 156/156
 . E-Wing Squad Katana 1 >> B2 | UCR: 7 | S: 264/264 | A: 264/264
 . E-Wing Squad Katana 2 >> B2 | UCR: 7 | S: 264/264 | A: 264/264
 . A-Wing Squad Nomad 1 >> B2 | UCR: 10 | S: 240/240 | A: 120/120
 . A-Wing Squad Nomad 2 >> B2 | UCR: 10 | S: 240/240 | A: 120/120
 . YT1300 Blade 1~18 >> B2 | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35
   ... Onboard Infantry: 54/54 Republic Fleet Marine Squads
 . Lambda Shuttles Mace 1~6 >> B2 | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . GR75 Transports Libertad 1~6 >> Hangar | UCR: 4 | S: 90/90 | A: 90/90 | Sys: 90/90
   ... Onboard Infantry: 425/425 Fleet Marine Squads  100/100 Commando Squads  75/75 Republic Assault Troopers 
   ... Onboard GAVs: 20/20 Combat Landspeeders  10/10 T47 Airspeeders


NEB Horsehead >> DSZ1 | UCR: 5 | S: 300/300 | A: 150/150 | H: 150/150 | Sys: 159/150
 . Z95 Headhunter Squad Oak 1 >> B2 | UCR: 5 | S: 144/144 | A: 144/144
 . Z95 Headhunter Squad Oak 2 >> B2 | UCR: 5 | S: 144/144 | A: 144/144
 . Lambda Shuttles Mace 7~8 >> B2 | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . YT1300 Blade 19 >> B2 | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35


NEB Crab >> DSZ1 | UCR: 5 | S: 300/300 | A: 150/150 | H: 150/150 | Sys: 159/150
 . Z95 Headhunter Squad Oak 3 >> B2 | UCR: 5 | S: 144/144 | A: 144/144
 . Z95 Headhunter Squad Oak 4 >> B2 | UCR: 5 | S: 144/144 | A: 144/144
 . Lambda Shuttles Mace 9~10 >> B2 | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . YT1300 Blade 20 >> B2 | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 28, 2012, 05:00:40 PM
As a battle raged in the distance, Cammander Parrault ordered his units a little closer. They were still, however, too far removed from the action to do anything.

Summary:
Moved from B-6 to B-5.


Starfighter Group
   Location: B-5    Action: CSP    Armor: 1992/1992
TIE Fighter Squadron RH-001
TIE Fighter Squadron LH-001
TIE Advanced Squadron RH-002
TIE Advanced Squadron LH-002
TIE Avenger Squadron RH-003
Elite TIE Interceptor Squadron LH-003


Auxiliary Group
Lambda-class Assault Shuttles (16)
    Location: Hangar    Action: N/A    Armor: 20/20 each    Shields: 20/20 each
Gamma-class Assault Shuttles (32)
    Location: Hangar    Action: N/A    Armor: 30/30 each    Shields: 30/30 each


Capital Ships
**Victory Star Destroyer Mk-II Right Hand**
Location: B-5    Heading: B-4
Shields: 1100/1100    Armor: 1100/1100    Hull: 900/900    Systems: 500/500
Troops: 25 ARC Trooper Squads    150 Stormtroopers Squads    350 Fleet Trooper Squads
GAVs: 15 AT-ST    15 Speeder Bikes


Victory Star Destroyer Mk-II Left Hand
Location: B-5    Heading: B-4
Shields: 1000/1000    Armor: 1000/1000    Hull: 900/900    Systems: 500/500
Troops: 25 ARC Trooper Squads    150 Stormtroopers Squads    350 Fleet Trooper Squads
GAVs: 15 AT-ST    15 Speeder Bikes


Charger Consular Cruiser Throbbing Cod
Location: B-5    Heading: B-4
Shields: 115/115    Armor: 115/115    Hull: 60/60    Systems: 60/60

Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hale on June 28, 2012, 07:13:00 PM
<> ISD-II AVENGER  <>
Flagship of the 1st Imperial Expeditionary Force
Ultor Imperium | Avenger of the Empire
Commanding Officer: COMMODORE Lucidius Hale



   "Commodore, that cruiser can't repel fire of our magnitude, they're on the run!"

   The bridge crew erupted with battle elation, sounding off a "HUZZAH!" but the joy was quickly cut short with a report from the Tactical Officer, "Sir, their starfighters and support craft have mobilized. I suggest sounding the collision alarm."

   "Very well, sound the alarm lieutenant," ordered Hale. Within seconds, red lights started flashing and a short but loud horn blast could he heard everywhere: all hands were now braced for impact. "Lieutenant Winston, report incoming!"

   "Yes sir," she replied, taking a quick look at her ComScan data screens. The enlisted ComScan Supervisor spoke with her for a few moments before she finally replied, "Commodore, we have no less than 144 individual starfighter bearings, it's a mixed group but X-Wings are up front leading the attack group; 28 other auxiliaries are also inbound, shuttles and freighters."

   Hale nodded, "Thank you Winston," then hurried over the viewport where he could see the attack coming in. By now the stern of the Mon Calamari Cruiser was in full view. The Foamwander was officially bugging out.

   The XO, Commander Kraken, "Sir, our orders in this system expire very soon, we may only have time for one last attack maneuver, what are your orders?"

   "Commander, I prefer to have my Mon Calamari fried and served with a salad. Ready all stations... we're going after them!" Hale ran over the driving and steering station, "Helm, rudder amidships and steady on present course, I want FLANK SPEED now!"

   "Flank speed, aye cap'n!"

   "Tactical, let me know when we're in weapons range, in the meantime, redirect the auxiliaries to match our target!" It took a while, but the Avenger was able to close in on the Foamwander, and all arcs were rapidly gaining acquisition. The venerable Mon Calamari Cruiser was a formidable carrier but was no match for the firepower of a real warship.

   "Sir, all weapons have acquired target," prompted the Tactical Officer.

   "Fire at will!"


Action Summary
1. Moved from B-2 to C-2 to DSZ-1.
2. Auxiliary Craft move to DSZ-1.
3. Starfighters hold position and return fire.
4. Continued Attacking (see Attack Summary). Attention > Hoppus.


<> ISD-II Avenger
Onboard Hero: Imperial Officer [Commodore] Lucidius Hale
Location: DSZ1 | Status: Scanning | UCR: 3 | Shields: 872/1980 | Armor: 1980/1980 | Hull: 1760/1760 | Systems: 990/990

>> Elite TIE Interceptor Squadron Black Knight 1
Location: B-2 | Status: Engaged and Returning Fire (Broke CSP) | UCR: 10 | Armor: 120/360

>> TIE Interceptor Swarm The Black Knights
Location: B-2 | Status: KIA-Return Fire UCR: 8 | Armor: 000/1200

>> TIE Interceptor Squadron Black Knight 2
Location: B-2 | Status: TIE Swarm (KIA) | UCR: 10 | Armor: 000/240

>> TIE Interceptor Squadron Black Knight 3
Location: B-2 | Status: TIE Swarm (KIA) | UCR: 10 | Armor: 000/240

>> TIE Interceptor Squadron Black Knight 4
Location: B-2 | Status: TIE Swarm (KIA) | UCR: 10 | Armor: 000/240

>> TIE Interceptor Squadron Black Knight 5
Location: B-2 | Status: TIE Swarm (KIA) | UCR: 10 | Armor: 000/240

>> TIE Interceptor Squadron Black Knight 6
Location: B-2 | Status: TIE Swarm (KIA) | UCR: 10 | Armor: 000/240

>> Gamma Assault Shuttle Kappa 1 ~ 16
Location: DSZ1 | Status: Attacking | UCR: 4 | Shields: 30/30 | Armor: 30/30 (each)

>> Gamma Assault Shuttle Kappa 17
Location: DSZ1 | Status: Attacking | UCR: 4 | Shields: 00/30 | Armor: 16/30

>> Gamma Assault Shuttle Kappa 18 ~ 24
Location: DSZ1 | Status: KIA-Return Fire | UCR: 4 | Shields: 00/30 | Armor: 00/30 (each)

>> Lambda Shuttle Upsilon 1 ~ 12
Location: DSZ1 | Status: Attacking | UCR: 4 | Shields: 20/20 | Armor: 20/20 (each)

>> Imperial Landing Barge Omicron 1~15
Location: Hangar | Status: Loaded | UCR: 1 | Shields: 100/100 | Armor: 100/100
--> Onboard Infantry: 1000/1000 Imperial Fleet Trooper Squads | 400/400
--> Imperial Stormtrooper Squads | 70/70 Imperial ARC Squads Onboard
--> Vehicles: 45/45 AT-ST Walkers | 45/45 Speeder Bikes

>> Imperial Royal Guard  Crimson Guard 1 & 2
Location: Command Deck | Status: Standing Guard | UCR: 12 | Armor: 160 (each)

>> Viper Probe Droid Theta 1~10
Location: Hangar | Status: --- | UCR: 10 | Armor: 20/20 (each)


Attack Summary
1. ISD-II Avenger fires (+10% Attack) 50 TLBs + 50 HTLCs + 20 IBs @ Foamwander in DSZ-1 for 1320 Damage x UCR (3/3) = 1320 Total Damage.
2. GAS Kappa 1~24 fires 96 TLCs + 48 LICs + 48 LCs @ MC-80 Foamwander in C-4 for 864 Damage x UCR (4/3):1 = 864 Total Damage.
3. L/SHU Upsilon 1~12 fires 72 LBs @ MC-80 Foamwander in C-4 for 216 Damage x UCR (5/3):1 = 216 Total Damage.
4. TIE Interceptor Swarm The Black Knights fires 240 SFS LCs at Elite X-Wing Pike 1 in B-2 for 480 Damage x (UCR 8/6):1 = 480 Damage.
5. Elite TIE Interceptors Black Knight 1 fires 48 SFS ALCs at Elite X-Wing Pike 1 in B-2 for 144 Damage x (UCR 10/6):1 = 144 Total Damage.

Damage Summary
MC-80 Foamwander ... 2400 Damage! (DISABLED with 790 Hull)
Elite X-Wing Squadron Pike 1 ... 624 Damage! (DESTROYED)

Scorecard
Kills: (1) Elite X-Wing Squad [+200 KCs]
Disabled: (1) MC-80 [+0 KCs]
Losses: (5) TIE Interceptor Squadrons [-300 KCs] + (6) Gamma Shuttles [-360 KCs] = 660 KCs
Real Score: -460 KCs

Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 28, 2012, 09:45:06 PM
OOC> First lesson: be damn well out of range of an ISD when it has a fully intact escort of Gamma Assault Shuttles! And read the specs! I was sure an ISD had speed of 1 and you were out of range, damnit! :P

MC80 Star Cruiser Foamwander
Flagship of the Jedi Order & the First Defense Fleet


  The Avenger hardly smarted after the first assault, but now its screen of defensive craft was nearly cleared away.

  But that was small solace to Qualas. He had not anticipated the Star Destroyer's pursuit out of system, and the crew of the Foamwander was now doomed because of his miscalculation. Reports were shouted across the command deck, and a bustle of noise in the amphitheater of consoles behind and below the deck filled the air.

  The Foamwander returned fire, but it was only a matter of time. The ship shuddered, as if acknowledging his thoughts, and went dark.

  But the Avenger would pay dearly for its single-mindedness in chasing them.

  "All troops to transports. Launch when ready."


Action Summary
1. Remaining escort units move to DSZ1 and attack (A-Wing Nomad 1 stay in B2).
2. MC80 Foamwander returns fire, deploys remaining craft, and is then DISABLED!
3. NEB Crab and NEB Horsehead move to C1.
4. G75 Transports Libertad 1~6 move to C-1.

Attack Summary
1. MC80 Foamwander fires 48 TLB (576) + 20 IB (100) @ ISD-II Avenger
Damage: 676 * UCR(3/3) = 676 pts

2. Elite X-Wing Squad Pike 1 fires 48 HLC (96) + 24 APT (96) @ ISD-II Avenger
Damage: 192 * UCR (6/3) = 192 pts

3. X-Wing Squads Pike 2~5 fire 192 LC (192) + 96 PT (288) @ ISD-II Avenger
Damage: 480 * UCR (6/3) = 480 pts

4. E-Wing Squads Katana 1~2 fire 72 HLC (144) + 24 APT (96) @ ISD-II Avenger
Damage: 240 * UCR (7/3) = 240 pts

5. YT1300s Blade 1~18 fire 36 HQLC (288) + 36 ACM (108) + 36 IC (108) @ ISD-II Avenger
Damage: 504 * UCR (8/3) = 504 pts

6. Z95 Headhunter Squads Oak 1~6 fire 144 LC (144) + 144 CM (288) @ ISD-II Avenger
Damage: 432 * UCR (5/3) = 432 pts

7. A-Wing Squad Nomad 1 fire 24 HLC (48) + 24 ACM (72) @  Elite TIE Int Squad Black Knight 1
Damage: 240 * UCR (10/10) = 120 pts

8. A-Wing Squad Nomad 2 fire 24 HLC (48) + 24 ACM (72) @ GAS Kappa
Damage: 120 * UCR (10/4) = 120 pts

9. Lambda Shuttles Mace 1~10 fire 60 LB (180) @ GAS Kappa
Damage: 180 * UCR (5/4) = 180 pts

10. YT1300 Blade 19~20 fire 4 HQLC (32) + 4 ACM (12) + 4 IC (12) @ GAS Kappa
Damage: 56 * UCR (8/4) = 56 pts

11. NEB Horsehead fires 12 TLB (144) + 12 HLC (24) + 2 PT (6) @ ISD-II Avenger
Damage: 174 * UCR (5/3) = 174 pts

12. NEB Crab fires 12 TLB (144) + 12 HLC (24) + 2 PT (6) @ ISD-II Avenger
Damage: 174 * UCR (5/3) = 174 pts


Damage Summary:
ISD-II Avenger - 2,872 pts (DISABLED! with 1740 Hull)
Elite TIE Interceptor Squad Black Knights 1 - 120 pts (destroyed)
GAS Kappa - 356 pts (6 destroyed, 1 damaged (20/30 armor)


Elite X-Wing Squad Pike 1 >> KIA | UCR: 6 | S: 0/312 | A: 0/234
Z95 Headhunter Squad Oak 5 >> DSZ1 | UCR: 5 | S: 144/144 | A: 144/144
Z95 Headhunter Squad Oak 6 >> DSZ1 | UCR: 5 | S: 144/144 | A: 144/144

MC80 Foamwander >> DSZ1 | UCR: 3 | S: 0/2600 | A: 0/1560 | H: 790/1430 | Sys: 650/650
 . X-Wing Squad Pike 2 >> DSZ1 | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 3 >> DSZ1 | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 4 >> DSZ1 | UCR: 6 | S: 312/312 | A: 156/156
 . X-Wing Squad Pike 5 >> DSZ1 | UCR: 6 | S: 312/312 | A: 156/156
 . E-Wing Squad Katana 1 >> DSZ1 | UCR: 7 | S: 264/264 | A: 264/264
 . E-Wing Squad Katana 2 >> DSZ1 | UCR: 7 | S: 264/264 | A: 264/264
 . A-Wing Squad Nomad 1 >> B2 | UCR: 10 | S: 240/240 | A: 120/120
 . A-Wing Squad Nomad 2 >> DSZ1 | UCR: 10 | S: 240/240 | A: 120/120
 . YT1300 Blade 1~18 >> C1 | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35
   ... Onboard Infantry: 54/54 Republic Fleet Marine Squads
 . Lambda Shuttles Mace 1~6 >> DSZ1 | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . GR75 Transports Libertad 1~6 >> Hangar | UCR: 4 | S: 90/90 | A: 90/90 | Sys: 90/90
   ... Onboard Infantry: 425/425 Fleet Marine Squads  100/100 Commando Squads  75/75 Republic Assault Troopers  
   ... Onboard GAVs: 20/20 Combat Landspeeders  10/10 T47 Airspeeders


NEB Horsehead >> C1 | UCR: 5 | S: 300/300 | A: 150/150 | H: 150/150 | Sys: 159/150
 . Z95 Headhunter Squad Oak 1 >> DSZ1 | UCR: 5 | S: 144/144 | A: 144/144
 . Z95 Headhunter Squad Oak 2 >> DSZ1 | UCR: 5 | S: 144/144 | A: 144/144
 . Lambda Shuttles Mace 7~8 >> DSZ1 | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . YT1300 Blade 19 >> DSZ1 | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35


NEB Crab >> C1 | UCR: 5 | S: 300/300 | A: 150/150 | H: 150/150 | Sys: 159/150
 . Z95 Headhunter Squad Oak 3 >> DSZ1 | UCR: 5 | S: 144/144 | A: 144/144
 . Z95 Headhunter Squad Oak 4 >> DSZ1 | UCR: 5 | S: 144/144 | A: 144/144
 . Lambda Shuttles Mace 9~10 >> DSZ1 | UCR: 5 | S: 20/20 | A: 20/20 | Sys: 20/20
 . YT1300 Blade 20 >> DSZ1 | UCR: 8 | S: 35/35 | A: 35/35 | Sys: 35/35
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 28, 2012, 11:15:29 PM
With that, the attack group surged out of the atmosphere to occupy the other imperial fleet, hoping to take some heat off of their sister republic fleet.

Summary:
Moved (out of atmosphere in A-2, move to A-3, move to B-5)

Attack Summary:
7 Z-95 Squadrons vs Tie Swarm (B-5)
168 lasers * 1 = 168
168CMs * 2 = 336
UCR = 5/8 = 0.625 * 504 = 315 total damage

1 Elite X-Wing Squad vs Tie Swarm (B-5)
48HLs * 2 = 96
24APTs * 4 = 96
UCR = 6/8 = 0.75 * 144 total damage

16 L/SHUs vs Tie Swarm (B-5)
96LBs * 3 = 288
UCR = 5/8 = 0.625 * 288 = 180 total damage

14 A/Trans vs Tie Swarm (B-5)
56TLs * 8 = 448
28ICs * 3 = 84
28Torps * 3 = 84
UCR = 4/8 = 0.5 * 616 = 308 total damage

3 B-Wing squadrons vs Tie Swarm (B-5)
108LICs * 1 = 108
108HLs * 2 = 216
72APTs * 4 = 288
UCR = 3/8 = 0.375 * 612 = 230 total damage

Total damage to Tie Swarm B-5, 1,177pts

Status:
Venator Star Destroyer (VNSD) *Flagship*
Location: G-1 *landed*
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1368
Armor: 1254
Hull: 704
Systems: 640
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
4 Republic Z-95 Squadrons (Launched)
3 Republic Z-95 Squadrons (Launched)
1 Elite X-Wing Squadron (Launched)
6 L/SHUs (Launched)
10 L/SHUs (Launched)
14 A-Trans (Launched)
400 Fleet Marine Squads (Launched)
100 Republic Vanguard Squads (Launched)
Notes: Capable of entering the atmosphere and making planetary landings.

Dreadnaught Heavy Cruiser (DREAD)
Location: G-1 *landed*
Cost: 900 KCs
Production Time: 9 Days
Length: 700 meters
Hyperdrive: x2
Shields: 700
Armor: 700
Hull: 700
Systems: 350
Speed: Slow (1)
Maneuver: (2)
Weapons:
50 Heavy Turbolaser Cannons (500)
1 Tractor Beam Projector (100m)
Onboard Units:
3 B-Wing Squadrons (Launched)
400 Republic Fleet Marine Squads (Launched)
100 Republic Vanguard Squads (Launched)
Notes: Can enter atmosphere and make planetary landings.

Fighter Group 1: B-5
7/7 Republic Z-95 Squadrons
3/3 B-Wing Squadrons
1/1 Elite X-Wing Squadron

Aux Group 1: B-5
16/16 L/SHUs
14/14 A-Trans

Ground Group 1: G-1
800/800 Republic fleet marine squads
200/200 Republic Vanguard squads

Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 29, 2012, 10:59:20 AM
Doesnt moving from atmosphere to the A-ring expend all movement points?
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 29, 2012, 11:23:46 AM
I was under the impression it was only moving INTO the atmosphere that exausted movement? And yeah, looking through the rules here there is nothing about leaving the atmosphere, only entering it, and entering a DS zone. So I should be able to reach you with 2 movement. However, if you recall, a tie swarm takes all damage as a collective unit, so technically I didnt even kill anything of yours. You should still have like 700 and something points left on it.

Speaking of which, I encountered an issue that I just kinda handled, but seeing as we are discussing it, what is the UCR of a tie swarm? I just went with the highest UCR of any unit in it, which was the T/F at 8, but I dont believe we covered this in any previous mock. When the whole thing is acting as a single unit, what is its UCR?
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 29, 2012, 12:22:34 PM
TIE Swarm always has UCR of 8.

Quote
TIE Swarms and CSP
Any number of TIE Fighters and TIE Interceptors (except Elite) may form into one big meta-squadron that can remain together indefinitely until they are destroyed. UCR = 8 regardless of how many Squadrons take part. In order to "occupy" a TIE Swarm while it is on CSP, an attacker must have both of the following conditions met:

Moving into A-Ring does exhaust all movement points. You are moving INTO A-Ring from Atmosphere, so all movement points are exhausted.

Quote
Standard Movement ~ Moving into A-Ring exhausts all movement points. Moving into a DEEP SPACE ZONE (even from another zone) exhausts all movement points. Moving diagonally is NOT ALLOWED.

Ramano, you were only looking at the bit about atmosphere, not the bit about Standard Movement shown above.

Quote
Entering the Atmosphere ~ Moving into the atmosphere must be done from LOW ORBIT (A-Ring) or from the GROUND (G-grid), and takes ALL movement points. Once a ship is in a planet's atmosphere, it can engage any other units in the atmosphere at will (see Combat Rules for details). For matters of science, the Atmosphere is between 50km (Mesosphere) and 690km (Thermosphere) above the planet, and thus also functions as an "Aerospace Zone" as well.

Movement summary check-list:

Moving into Amtosphere? Exhausted.
Moving into A-Ring? Exhausted.
Moving into DS Zone? Exhausted.
No Diagonal movement, dummy!
Exit HS in DSZ, or if have scans/friendly in B, C, or DSZ.
Enter HS from anywhere, but takes 12 hours* (Hale this needs cleaning. In the other part of rules it says you can withdrawal whenever you want taking all damage, this says you have to post 12 hours ahead of time you are calculating a move... we need a clarification on that).
Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 29, 2012, 01:34:58 PM
lmao seriously. I will leave this with another statement: I before E except after C, unless... That is what your rules there are talking about... that movement nonsense needs to be simplified, too many grids are stopping movement. I dont understand why grids in A-ring or DSZ are limiting movement?

Edit: Perhaps it would be easier to just limit HS exit/enter to only DS Zones. Adds an element of danger to traveling into a system, as well as cleans up that HS here or here unless here and this. Make scans irrelevant for HS dealings and thus eliminating problems down the road on whether or not people had "friendly" scans. Also, achieves ultimate simplicity for understanding sake. "You can exit here! Did I say over there? No. You can exit HERE only! Oh so and so sent you scans through HS... You... can... exit... here... ONLY!" No interpretation necessary. =)

Edit Edit: My suggestions for movement for simplicity: There could never possibly be a need for a GM with this set up.
Movement into or out of atmosphere: move exhausted
No diagonal movement
Enter/Exit HS in DS Zones only.
May not move between DS Zone. (Due to the actual amount of space these grids take up) ((IE: No DS-1 to DS-2 movement)) however you wanna word this.
Title: Re: SPACE BATTLE SIMULATOR
Post by: SWSF Hoppus on June 29, 2012, 04:11:47 PM
I dont think current rules need a GM (nor are the confusing, the part about withdrawal aside). Players just need to read them ;) Obviously you didn't have a close look before posting and misremembered when you did post, but the rules are very very clear on the subject. That moving into A or DSZ takes all points is tactically interesting and slows down progress to the planet. Read them, understand them, remember them, no problems.
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on June 29, 2012, 04:33:10 PM
Playing through for the sake of playing, because I leave for my sister's wedding in about an hour and won't be back tonight. It isn't a pretty post, but I'm not at home.

Cammander Parrault ordered the full attack. Shuttles stormed out of the launch bays and everything he had engaged the enemy.

Summary:
Moved from B-6 to B-5.

TIEs vs. A/TRANs
2 T/F
48 x 2 UCR:8/4
2 T/Adv
72 x 2 UCR:7/4
1 T/A
168 UCR:9/4
1 Elite T/I
144 UCR:10/4
Total: 552 Damage

VSD-II Right Hand vs. A/TRANs
680 + 10% Bonus UCR: 4/4
Total: 748 Damage
VSD-II Right Hand vs. L/SHUs
5 Tractor Beams UCR: 4/5
4 L/SHU locked (UCR reduced to 1)

VSD-II Left Hand vs. B-wings
680 UCR: 4/4
Total: 680 Damage
VSD-II Left Hand vs. L/SHUs
5 Tractor Beams UCR: 4/5
4 L/SHU locked (UCR reduced to 1)

GAS (32) vs. B-wings
1152 UCR: 4/4
Total: 1152 Damage

CCC Throbbing Cog vs. B-wings
88 UCR: 6/4
Total: 88 Damage

L/SHU (16) vs. L/SHUs
288 UCR: 5/1
Total: 288 Damage

Total Damage vs. A/TRANS
1300 Damage (14 Destroyed)
Total Damage vs. B-wings
1912 Damage (3 Destroyed)
Total Damage vs. L/SHU
288 Damage (7 Destroyed)


Starfighter Group
   Location: B-5    Action: Attack    Armor: 815/1992
TIE Fighter Squadron RH-001
TIE Fighter Squadron LH-001
TIE Advanced Squadron RH-002
TIE Advanced Squadron LH-002
TIE Avenger Squadron RH-003
Elite TIE Interceptor Squadron LH-003


Auxiliary Group
Lambda-class Assault Shuttles (16)
    Location: B-5    Action: Attack    Armor: 20/20 each    Shields: 20/20 each
Gamma-class Assault Shuttles (32)
    Location: B-5    Action: Attack    Armor: 30/30 each    Shields: 30/30 each


Capital Ships
**Victory Star Destroyer Mk-II Right Hand**
Location: B-5    Heading: B-4
Shields: 1100/1100    Armor: 1100/1100    Hull: 900/900    Systems: 500/500
Troops: 25 ARC Trooper Squads    150 Stormtroopers Squads    350 Fleet Trooper Squads
GAVs: 15 AT-ST    15 Speeder Bikes


Victory Star Destroyer Mk-II Left Hand
Location: B-5    Heading: B-4
Shields: 1000/1000    Armor: 1000/1000    Hull: 900/900    Systems: 500/500
Troops: 25 ARC Trooper Squads    150 Stormtroopers Squads    350 Fleet Trooper Squads
GAVs: 15 AT-ST    15 Speeder Bikes


Charger Consular Cruiser Throbbing Cod
Location: B-5    Heading: B-4
Shields: 115/115    Armor: 115/115    Hull: 60/60    Systems: 60/60

Title: Re: SPACE BATTLE SIMULATOR
Post by: Ramano on June 30, 2012, 07:22:23 PM
So who won?
Title: Re: SPACE BATTLE SIMULATOR
Post by: Dementat on July 02, 2012, 01:06:18 AM
Scorecard
Kills:
   (14) Assault Transports [+1260 KCs]
   (3) B-wings [+450 KCs]
   (7) Lambda Shuttles [280 KCs]
Losses:
   (0) None
Real Score: +1990 KCs