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Author Topic: [We] Empire Thread | Hivers | GalactiRace  (Read 23594 times)

dgr11897

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #195 on: March 18, 2019, 10:45:24 pm »

Quote from: Boat Box
(3) Accelerate Watchers (1 Die, 1 Rush): DGR, eS, NUKE9.13
(0) Accelerate Whisper (1 Die, 1 Rush):
(3) Accelerate Alate (1 Die, 1 Rush): DGR, eS, NUKE9.13
(3) Hivemine (3 Dice): DGR, eS, NUKE9.13
(3) Tidepool (3 Dice): DGR, eS, NUKE9.13
(1) Relentless A.4.3 (1 Dice): eS



(3) Spend 8 Dice This Phase: eS, NUKE9.13, DGR
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NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #196 on: March 20, 2019, 04:27:44 am »

Quote
[OUR] (EBM) <Watcher> Gen A.2.0:
A complete overhaul of the Watcher project. There are several areas that need improving. First is the size. The reactor itself takes up considerable space, as do the conduits. Both of these can be made smaller in the same way; increasing the density of the plasma. By using more powerful magnets, we can compress the plasma in the reactor considerably. This both reduces the size of the reactor and increases the output (or maintains the same output whilst further reducing size), as the denser plasma has a higher temperature. To contain the more powerful reaction, we use a substance similar to Alate- primarily carbon, but constructed such that it can withstand the heat and radiation of a fusion reactor better than conventional materials. The conduits are likewise reinforced with this Alate-esque material, allowing them to be reduced in size whilst carrying an equivalent load. Given the rather inefficient nature of the 1.0 version, we expect that reducing the capacity required by 50% should be attainable.

The second issue is the weakness of the filaments maintaining the shield. This is solved by doing away with the filaments altogether. Instead, the energised particles are passed through a psionic filter that imparts upon them a basic attraction to the naturally occurring boundary between the ship's psionic field (a byproduct of the crew within) and the void of space. This causes them to naturally spread out to cover the entire vessel. 'Spent' particles are absorbed back into the system by simple electromagnetic siphons; as a particle's energy decreases, so too does its 'desire' to stay on the boundary of the psionic field, so by properly tuning the strength of the siphons only spent particles are absorbed (the system is unlikely to be lossless, but should not require refuelling too often). Gaps in the shield (for weapons to fire through) may still be created by creating a negative psionic field around the area, repelling the particles.

The third issue is the weakness of the shield itself. This is partially alleviated by the previous change, as the particles are free to move from one area to another, quickly filling in any gaps as they are created. It is also improved by 'tuning' the shield- adapting (on the fly, if necessary) the energy frequency of the shield to match anticipated attacks, specialising the protection rather than guarding against all possible threats. Finally, an ability to 'overcharge' the shield is added, wherein power from the ship's main reactor is channelled into the Watcher's reactor, allowing for a temporary boost in shield strength (which should not be maintained indefinitely, as sustained use may damage the system).
« Last Edit: March 20, 2019, 02:54:41 pm by NUKE9.13 »
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Draignean

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #197 on: March 22, 2019, 07:51:53 pm »

<Hivemine> Gen A.1.0:
[Time: 2 Progress: 5 Cost: 2]
There are two primary constraints on integrating the [Deep] princesses back to the main of society. One; there are long and well established patterns of thinking that prevent their drones from properly integrating and which cause distinct social issues when conversing with their queens. Two; there is a non-trivial amount of actual infrastructure that needs to be added in order to accommodate the [Deep] into conventional ships, and to allow the [Deep] princesses to even meet with their higher sisters in a modicum of mutual comfort.

Tidepool: 0/10 [3] | 0T + 175O + 100M + 50E +0S | Rushed 0 Times | Nothing Invested

Prototype
[Efficacy: 1]
(Renegade princesses)
<Pale Queen>. The thought is like a venomous worm, a blind and slinking thing that enters unbidden and produces nothing but slime and filth. For the higher castes, the though is immediate revulsion, a synonym with horrifying impossibility, an insult against existence. For the [Deep] princesses, it is a fervent hope, a dream that perhaps one of their own could break through the stone ceiling and ascend. Such thoughts do not mix easily. The higher castes resist the integration, resist the attempts of the [Deep] princesses to ingratiate themselves, liquidate [Deep] princes for the slightest defect, and generally do their best to silently and blamelessly sabotage their mining operations. The [Deep] princesses, meanwhile, develop an even deeper resentment towards their higher sisters, and their tactics to rise become more petulant and vicious- and after a mysterious rockfall kills a higher princess and her escorts, the size of the extended and integrated [Deep] hives is forcibly limited.


<Hivemine> | 0T 100O 75M 10E 0S * Planet Size per rank. 1 Ranks | A mining hive, populated by a caste of [Deep] workers, long adapted to working in the pitch darkness of the far far underground. Theoretically effective, but plagued by social issues which largely prevent them from becoming effective in any manner.


<Tidepool> Gen A.1.0
[Time: 4 Progress: 2 Cost: 3]
Away from the land of social issues, a cadre of dedicated Princes begin work on a weapon to peel carapace and claw from the Gaian threat. Despite good motivation, the project is challenging, and progress is likely going to be quite slow- the princes are quick to make assurances that the wait will be worth it.

Tidepool: 0/12 [2] | 30T + 70M + 10E +0S | Rushed 0 Times | Nothing Invested

Prototype
[Efficacy: 4]
For a first generation interdiction weapon, the Tidepool performs effectively. While the emitter set-up is quite similar to that of the Sunbeam, her size is greatly decreased and the similarity of her internals is due to a shared crystal system, not due to any true symmetry.  The beams fired by the Tidepool system are extraordinarily high-energy, but partially out of phase with most matter and only capable of heating an armored surface before scattering and disentangling. 

The real value, however, is on the intersection of two calibrated beams. When two such beams perfectly meet, their combined waveforms combine and collapse, sending out a subspace explosion that chaotically ripples throughout surrounding space. While the effects of this on conventional technology is utterly minimal, akin to blowing air across it, it wreaks havoc with bore generation and maintenance. The effect will decay completely in approximately thirty seconds, and the Tidepool requires at least two minutes to charge and fire, necessitating either careful shots or multiple mounts per vessel.

The primary issue with the beam is one of range vs power. In order to generate wave collapse and perturb the quantum foam into a bubble large enough to generate a subspace detonation when it 'pops' the beams have to be perfectly in phase. Currently, the beam system is limited to the engagement range, and at the limits of that the diameter of 50% disruption efficacy is only around 20 meters. Enough for a precise bombing run, but not great to fully interdict a moving vessel. The issue is due to the beams naturally losing coherence, encountering stellar gasses, and generally falling out of phase as they pass through space, and as such are considerably more effective the closer they are to the firing source. Within the knife fighting range, the diameter of 50% effect can expand to nearly a kilometer.


<Tidepool> Gen A.1.0: | 45T 50M 10E 0S | Native to Medium Mount | Capacity: -6 | Power: -20 |  An interdiction system, requiring at least two mounts to be functional. Does no damage, but the intersection of two beams will result in an interdiction pulse, disrupting bore tech around the area of impact for approximately 30 seconds. Requires two minutes after firing to recharge. Area of effect is extremely limited (~20 meter radius at engagement range limits) but can expand to nearly a kilometer in diameter at knife fighting ranges.



Watcher Progress: 11/15  (6+1)   Clean Rush!
Alate:  6/10 (1+3)  Bug added!


Alate Bug: Sheet Failure
As unfortunate consequence of rushing to finish the Alate armor system, the Princes allowed a rather sever issue to slip through quality control. While an individual layer of Alate armor is unaffected, the bonding mechanism used to seamlessly sheet layers of armor together is intrinsically flawed, resulting in sheering even under moderate impact stress. As a result, while its resistance to energy weapons is unaffected, the effectiveness of additional layers of Alate armor against kinetics is less than a fifth of what it should be.




Revision Phase of Year 2

Resources
Dice: 1
T: 7880 + 2500
O: 34480 + 7500
M: 8145 + 7500
E: 8341 + 5000
S: 2020 + 500

Spoiler: Projects (click to show/hide)

[We] Technology List
[We] Empire Planner

Spoiler: Current Deployment (click to show/hide)

*Not including hangar attachements such as fighters or drones.

« Last Edit: March 22, 2019, 08:29:01 pm by Draignean »
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #198 on: March 22, 2019, 08:59:51 pm »

Quote from: Revision
[OUR] (SF) <Relentless> Gen A.4.3

In order to maintain favorable exchanges, the Relentless must be either significantly cheaper or out-perform enemy fighters.  Generation A, Version 4.3 decreases the cost of the Relentless in order to ensure exchanges are more reliably in our favor.

Similar to what we've done with our Takers, Version 4.3 makes the Relentless cheaper through large-scale infrastructure investments.  More colonies are dedicated to the production and shipment of Relentless star fighters, and processes are streamlined for efficiency.  Drones which pilot Relentless's do not need to be large or particularly strong, so smaller breeds are harvested which do not require as much nutrients.  Internal structures of Relentless fighters are optimized for expedient maintenance and repairs, and larger batches of these fighters can be shipped into orbit for a reduced cost-per-unit.

Where possible, metallic armor and structure components are converted to chitinous organic components, similar to the Alate armor.  This is intended to reduce metal cost in favor of organic costs.  Additionally, construction uses worker drones over machinery when possible, further offsetting metal costs for organics.

Basically, we make the Relentless cheaper, and convert some of the Metal costs to Organics.
« Last Edit: March 23, 2019, 02:50:59 am by evictedSaint »
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NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #199 on: March 23, 2019, 02:50:10 am »

I'd change "a lot cheaper" to "cheaper"; I worry that trying to make it too cheap will hurt performance more than it reduces cost. But other than that, it looks fine, and is quite important, given how many fighters we lost even when we 'won'.

Quote from: Boring Old Regular Votebox
[OUR] (SF) <Relentless> Gen A.4.3 (cost reduction): (2) NUKE9.13, evictedSaint
No Revision:



Scrap Watcher: (2) NUKE9.13, evictedSaint
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« Last Edit: March 23, 2019, 11:53:48 am by NUKE9.13 »
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Talion

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #200 on: March 24, 2019, 01:25:15 pm »

Quote from: Boring Old Regular Votebox
[OUR] (SF) <Relentless> Gen A.4.3 (cost reduction): (3) NUKE9.13, evictedSaint, Talion
No Revision:



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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #201 on: March 26, 2019, 06:51:53 pm »

Quote
[OUR] (NAST) <Tremor> Gen A.2.0

Despite the victory at Sierra and their crucial role in the battle, it is safe to say the Tremor was an abysmal failure.

Of the four hundred or so torpedoes launched, only a couple dozen hit - and only because the Wrath was able to disrupt their shields at a crucial moment.  The torpedo-laden fighters suffered heavy, heavy losses due to their inability to dogfight, and their effect on the outcome was not anything to be proud off.  It is entirely likely that had the Wrath not been there, the Gaians would not have suffered a single casualty.  The original A.1.0 is a venerable weapon which served well in [Our] first inter-planetary war, helping us to reduce Alpha 3 to ash from orbit and scoring numerous kills on orbiting warships.  Our new enemy is much deadlier, and the Tremor is in need of an upgrade.

Our Nuclear Anti-Ship Torpedo "Tremor", Generation A, Version 2.0 capitalizes on the advancements made in Version 1.2, as well as adding improved ship-killing capabilities that it has thusfar been lacking.  The new version makes proper use of the reduced size allowed by the Stable Binary Fuel Mixture that we were previously unable to fully utilize. 

Point-Defense juking has been a failure in all attempts to do so, so Version 2.0 features a Multiple Independently Targetable (MIT) second-stage warhead.  The MIT deploys three smaller warheads once the torpedo reaches terminal phase of its flight path.  These three then separate to hit different areas of the target and thus hopefully avoid a single Point Defense countermeasure.  Additionally, due to the higher thrust-to-weight ratio of these smaller warheads, they experience a sudden increase in acceleration as they separate from the more efficient (but slower) primary stage of the torpedo.

Lastly, the warhead itself is changed to form a nuclear "shaped charge", projecting a higher-velocity stream of nuclear plasma ahead towards the target.  This allows the warhead to direct the majority of the nuclear energy into the target, rather than allowing roughly 50% of the blast to dissipate into space.

Overall, Version 2.0 actually contains less nuclear payload than the previous version.  Despite this, we are projecting higher kill values due to the new-found ability to evade Point Defense and direct a larger portion of the payload into the target.

Like the previous Tremor, this version can optionally be equipped with re-entry caps to enable orbital bombardment.

Just a tentative design.  I know we probably won't be able to do this for a while (if we do at all), but I just wanted to get the idea out.  Feedback is appreciated.
« Last Edit: March 26, 2019, 07:29:17 pm by evictedSaint »
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Draignean

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #202 on: March 27, 2019, 08:13:10 pm »

[OUR] (SF) <Relentless> Gen A.4.3
[Efficacy: 3]
While the sweeping changes envisioned in the original proposal aren't fully able to be implemented with the limited time and monetary resources set aside, modest improvements are made to pilot selection and manufacturing streamlining, as well as a fair bit of lossless replacement of metallic parts with sheeted Alate-style materials.

<Relentless> cost can be paid as (5O+10M+9E) or (7O +8M+8E).


Scrapping the Watcher:  3 Dice recovered!


Production and Tactics Phase of Year 2

Resources
Dice: 3
T: 7880 + 2500
O: 34480 + 7500
M: 8145 + 7500
E: 8341 + 5000
S: 2020 + 500

Spoiler: Projects (click to show/hide)

[We] Technology List
[We] Empire Planner

Spoiler: Current Deployment (click to show/hide)

*Not including hangar attachements such as fighters or drones.
« Last Edit: March 30, 2019, 10:30:01 am by Draignean »
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BBBence1111

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #203 on: March 27, 2019, 08:20:00 pm »

Wrath at Oscar is now called Nauk!

Name them all, first come first serve!
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #204 on: March 27, 2019, 08:35:30 pm »

Wrath at Echo is now named "No Fair Fight."

Everyone can name one.

NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #205 on: March 28, 2019, 04:45:48 am »

Hmm.
I guess I'll name the Wrath at Quebec. "Ahab", I think. (In my fanfiction he kills the whale and lives happily ever after)

Anyway, strategy. I'd like to move the carriers we produce with PP this turn up to the Liir front. Three to Quebec and one to Echo, I think, although 2 and 2 could also work. The reason I'd prefer more to Quebec is that if we win convincingly there, we could move on to Tango later. Also, we have less troops on Quebec, so interdicting the Liir transports is more important. (We have less ships at Quebec to start with; three carriers versus four at Echo)
Everything on the Gaian front gets pulled back for repairs, as do all transports. I'm still not totally clear on whether repairs take place at the end of a turn or at the beginning- if they take place at the end, we basically can't afford to build anything manually this turn, but if they take place at the start we could afford to buy a ship or two, although I'm not sure what we'd do with them.
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #206 on: March 28, 2019, 08:29:31 am »

Beginning of the turn repairs occur, according to Draignean (presumably regardless of movement).  He said it was so a fleet is fit to fight at the homeworld.  This is a good thing; if we cant afford to fix them this turn, then they can still be repaired by next turn when we can move them again.

If I am thinking our strategy through correctly, we want to avoid a fight on the Gaian front this turn, right? Our cruisers are damaged, and we aren't keen to fight without them.  Next turn we can shift everything back to the front, along with whatever we build that turn, and use our undoubtedly higher fleet limit to defend Oscar and disrupt their capture of Sierra.

Unless the Liir finished a speed 2 bore this turn, we are still fighting their turn-1 fleet. 3/1 is a good split, I think.  I am worried the Gaians might press Sierra this turn, though.

What's on the total on the menu for production this turn? 4 carriers w/fighters and 400 Relentless star fighters? Do we have anything left over now that the Relentless is cheaper, or do the Wrath repairs eat into that?
« Last Edit: March 28, 2019, 09:32:16 am by evictedSaint »
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NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #207 on: March 28, 2019, 09:50:27 am »

If repairs happen at the beginning of a turn, then we could afford to spend everything we have in the bank this turn, as the cost of replacing all our lost fighters and repairing both Wraths is less than our income. Although I'm not sure we have anything we'd want to buy this turn. It's more likely that we'll want to buy stuff next turn, like more infantry, to reinforce the Liir front and try to prevent the Gaians from taking Sierra, and maybe another Wrath. If we buy nothing this turn, then we'll have the following in the bank next turn after paying for repairs:
T: 9967.5
O: 36763.5
M: 8891.5
E: 7058.2
S: 2487

Our production capacity gets us 4 Heavy Fighter Destroyers, with 4820PP carrying over to next turn (2410 carried over from last turn, 33750 available this turn, and each HFD costs 7835PP).
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #208 on: March 28, 2019, 10:09:41 am »

Hmmm...we have a lot of transports, and we dont need that many any more.  What would be the cost to refit them to HFD's?

And dang, Alate gets finished 1 turn too late to add it to the Wraths during repairs (though maybe the Liir-front Wraths can, if they get damaged this turn).

NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #209 on: March 28, 2019, 10:26:03 am »

Tentative plan. I tried to make it a bit easier to read.

Quote from: Plan A
Infrastructure:
(None)


Production:
Production Capacity:
33750(+2410 from previous turn)/33750: 4xHeavy Fighter Destroyer (4820PP carried over)

Manual Production:
(None)


Deployment:
Doctrines:
Changed Early Standard Doctrine to V2- 3/5ths of Heavy Fighters leave their Tremor Torpedoes behind now.
Added First Contact Doctrine.


Early Standard Doctrine V2: IF Enemy detected: Carriers stay in the near field, not getting too close to the edge of engagement range, and moving back if the enemy displays particularly long-ranged weaponry. Cruisers close to effective Sunbeam-range. Heavy Fighters are deployed in the ratio of: One part defend cruisers (intercepting faster ships attempting to attack it); one part attacks enemy ships directly; three parts without Tremor torpeodes intercept hostile fighters if present, otherwise attack enemy ships directly. Cruiser's own fighter complements defend cruisers.
ELSE: Stay quiet, reducing chances of being detected first.
WHEN Retreating from combat: Boreless ships should screen ships equipped with bores as they prepare to escape. No attempt should be made to rescue boreless ships if doing so would endanger other ships.

First Contact Doctrine: IF Enemy detected: Carriers immediately each scramble one wing of fighters armed with Tremor torpedoes.
  {IF the enemy scrambles fighters in response: Carriers scramble remaining fighters armed with anti-fighter missiles.
  ELSE: Carriers scramble remaining fighters armed with Tremor torpedoes.}
Once carriers have scrambled all fighters, Cruisers close to effective Sunbeam-range, accompanied by 1/5th of fighters (non-Tremor equipped if any were deployed). Remaining fighters are split into two swarms, and are deployed in a pincer formation. If non-Tremor fighters were deployed, these focus on engaging enemy fighters, whilst any Tremor-equipped fighters attempt to launch torpedoes at larger enemy ships. Carriers stay in the near field, and move back if the enemy displays particularly long-ranged weaponry. Cruiser's own fighter complements defend cruisers.
ELSE: Stay quiet, reducing chances of being detected first.
WHEN Retreating from combat: Boreless ships should screen ships equipped with bores as they prepare to escape. No attempt should be made to rescue boreless ships if doing so would endanger other ships.

Universal Doctrine (Applies to all fleets unless otherwise noted, in addition to given doctrine): IF Capture of vessel seems likely (successful enemy boarding action in progress or all weapons and propulsion disabled): Self-destruct.


Fleet Movement:
SHIPS AT OR MOVING TO ECHO
Fleet 1 @ECHO:
2x Heavy Fighter Destroyer (+1 incoming)
2x Boreless Heavy Fighter Destroyer
1x Command Cruiser ("No Fair Fight")
Orders: Defensive positions around planet. Expect attack/attempted landing. Attempt to make psionic contact and warn foreign ships not to approach. If that fails, interdict transports.
Tactics: First Contact Doctrine

NEW Fleet 11 @ALPHA:
1x Heavy Fighter Destroyer
Orders: Move to Echo via Bravo, merge with Fleet 1.
Tactics: First Contact Doctrine


SHIPS AT OR MOVING TO QUEBEC
Fleet 5 @QUEBEC:
3x Boreless Heavy Fighter Destroyer
1x Command Cruiser ("Ahab")
(+3 incoming Heavy Fighter Destroyers)
Orders: Defensive positions around planet. Expect attack/attempted landing. Attempt to make psionic contact and warn foreign ships not to approach. If that fails, interdict transports.
Tactics: First Contact Doctrine

NEW Fleet 12 @ALPHA:
3x Heavy Fighter Destroyer
Orders: Move to Quebec via Bravo, merge with Fleet 5.
Tactics: First Contact Doctrine


SHIPS AT OR MOVING TO ALPHA
Fleet 2 "All Transports" @ECHO:
2x Transport Destroyer (+7 incoming)
Orders: Move to Alpha via Bravo. Avoid Combat.

Fleet 3 @OSCAR:
2x Heavy Fighter Destroyer (Missing Fighters)
2x Boreless Heavy Fighter Destroyer (Missing Fighters)
1x Command Cruiser (15% Damaged)("Nauk")
Orders: Move to Alpha via Papa. Avoid Combat.
Tactics: Early Standard Doctrine V2

Fleet 4 @OSCAR:
3x Transport Destroyer
Orders: Move to Alpha via Papa. Avoid Combat. Merge with Fleet 2.

Fleet 6 @SIERRA:
3x Boreless Heavy Fighter Destroyer (Missing Fighters)
1x Command Cruiser (15% Damaged)("Free Trade")
Orders: Move to Alpha via Papa. Avoid Combat.
Tactics: Early Standard Doctrine V2

Fleet 7 @BRAVO:
1x Transport Destroyer
Orders: Move to Alpha. Avoid Combat. Merge with Fleet 2.

Fleet 8 @CHARLIE:
1x Transport Destroyer
Orders: Move to Alpha via Bravo. Avoid Combat. Merge with Fleet 2.

Fleet 9 @PAPA:
1x Transport Destroyer
Orders: Move to Alpha. Avoid Combat. Merge with Fleet 2.

Fleet 10 @QUEBEC:
1x Transport Destroyer
Orders: Move to Alpha via Bravo. Avoid Combat. Merge with Fleet 2.


Ground Tactics:
QUEBEC: O2 D3
ALL OTHER PLANETS: O4 D1
« Last Edit: March 30, 2019, 01:45:52 pm by NUKE9.13 »
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