Author Topic: SPACE BATTLE SIMULATOR  (Read 93021 times)

Offline SWSF Hoppus

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Re: SPACE BATTLE SIMULATOR
« Reply #165 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
« Last Edit: June 28, 2012, 09:47:28 PM by GCW Hoppus »

Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #166 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


Offline Dementat

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Re: SPACE BATTLE SIMULATOR
« Reply #167 on: June 29, 2012, 10:59:20 AM »
Doesnt moving from atmosphere to the A-ring expend all movement points?
(\/)ighty RE

Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #168 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?

Offline SWSF Hoppus

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Re: SPACE BATTLE SIMULATOR
« Reply #169 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).
« Last Edit: June 29, 2012, 12:25:49 PM by GCW Hoppus »

Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #170 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.
« Last Edit: June 29, 2012, 01:52:56 PM by Ramano »

Offline SWSF Hoppus

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Re: SPACE BATTLE SIMULATOR
« Reply #171 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.

Offline Dementat

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Re: SPACE BATTLE SIMULATOR
« Reply #172 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

(\/)ighty RE

Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #173 on: June 30, 2012, 07:22:23 PM »
So who won?

Offline Dementat

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Re: SPACE BATTLE SIMULATOR
« Reply #174 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
(\/)ighty RE