Pre-SysNES2: Beta-testing and Submission

The Mirror and Plasma sails do stack directly yes.

Matt0088 fleet is pretty cute, but once the single eagle is taken out a solitary ship with dodge 3 or better can take on literally any amount of Crows and Ravens. A dodge 5 ship can kill them all even with the eagle being there.

When your entire fleet will die to cute little exo-fighter like this:

D8 Superiority Fighter
3 x Metal Capacitor
5 x Pulse Drive (Refined)
1 x Water Suspension
1 x Microwave Laser

For only 36e dodge 8 and a short laser can beat any number of ravens and crows.
 
SPEEDMAN AGGRESSOR FLEET

Speedman Aggressor Fleet (SAF) cares only for the lulz. TL4 throughout, Advancer and Poor Safety in the stats.

---

Scorcher class Laser Monitor

1 Twist Drive
6 DHe Fusion Core
3 Deuterium Drive
1 Mirror Sail
1 Hibernation Pods
2 Computer Modules
1 Scanners
1 Radiators
1 Gas Vents
2 Microwave Beamer (COUPLED)
4 Tungsten Armor
1 Heavy Cladding

Cost: 200e (90e) / 51m / 89v / 0a / 0t / 69s
Size: 65 / Mass: 74 / IS Rating: 4 / IP Speed: 1
Range: 1 / Power: 31 / Heat: 1
Init: 4 / Dodge: -17 / Missile: 0 / Armor: 22 / Shield: 1

EM Total Damage: 124L
Bonus to Sails: 4

---

You field three (3) of these for exactly 600e. Amusingly they all push each other around to get a virtual 5 IP Speed. They can't dodge worth a damn but their armor should protect them long enough for them to engage at range. Their goal is to slag whatever's of value and then leave immediately before anyone can do anything about it.

---

Also, Symph's fleets have unrefined and refined costs and use the unrefined costs in the calculations.
The fleet I fielded assumed all the designs were refined because the cost to refine each was hella cheap and if you're going to make that many (and presumably many more beyond) you may as well, so I wrote it off as sunk cost.

The Mirror and Plasma sails do stack directly yes.
Ah, but it's a Mirror and Pulse Drives!
 
Also, I hate to be that guy, but shouldn't fleet upkeep cost something?

I preferred to frontload the costs (i.e. big initial costs and less maintenance) to reduce micromanagement, especially each ship having its own costing. There will be a small maintenance though that I'm thinking about - something like 1v per 25 total fleet mass.

So SymD's Compton fleet will take 7v to refuel, which will have to be paid every two years (since they have a range of 1). Minor, but enough so that you actually have to stock your refueling bases/bring cargo ships, and providing refueling for another players fleets has an actual cost involved.
 
*Again, assuming it works this way.

Haha no its less than their mass can be pushed, not less than or equal ;). Obviously it wouldn't work quite like that in the real world, but I felt this was the easiest way to model the idea.

Ah, but it's a Mirror and Pulse Drives!

Yes thats what I meant, that the sails stack with the big sails and reaction drives. Amsuingly one way of interpreting what I said - that they stack with each other, is untrue derp derp.
 
Less than or equal to is equally as simple to model!

I demand Speedman Aggressor Fleet be tested under this assumption just to see how it does! You could of course make one slightly bigger ship that hangs back and a few slightly smaller ones that sally forth instead, to similar effect (e.g., remove one computer module from two of them), and I can't be bothered to rejigger it at the moment, so it's close enough.
 
I know that it is, I just felt a ship being able to push an identical ship sounded silly.

If you are that torn up about it I can add an explicit calculation based on pushing ship mass and energy output :p.
 
You're probably going to have to complicate it up anyway, as otherwise you can have some 2000 mass ship pushing around a 1999 mass ship at an extra 4 IP speed with just one microwave (or whatever) beamer on the former and one mirror sail on the latter, under the existing rules.
 
What exactly is an Installation?
 
Matt0088 fleet is pretty cute, but once the single eagle is taken out a solitary ship with dodge 3 or better can take on literally any amount of Crows and Ravens. A dodge 5 ship can kill them all even with the eagle being there.

Yeah because I'm limited to just one Eagle. :p

I've designed all my fleets with cyber organized in mind as well. Besides, giving the modular nature of swarm fleets, I can remove the busters from the Ravens/Crows, add a comp module and a kinetic missile, and now you'll need Dodge 10 to be immune. :)
 
Yeah because I'm limited to just one Eagle. :p

I've designed all my fleets with cyber organized in mind as well. Besides, giving the modular nature of swarm fleets, I can remove the busters from the Ravens/Crows, add a comp module and a kinetic missile, and now you'll need Dodge 10 to be immune. :)

? I make dodge 7 being immune to that redesign (that the D8 Exo-Fighter is still above).
 
Its something you have to click if your making a stationary satellite or a weapon system that's going to sit on a planetary surface.

I guess I'll get on that pusher calculation :C

Awesome.
 
@Kal: I'm reapplying Rugged Designers to my 600e fleet now, forgot to do that.

Gadfly Mk 3
IP Speed: 5 Dodge: 6 Particle Damage: 8 Armor: 0 (w/Rugged Designers)
Unrefined/Refined: 42/19

1x Pellet Fusion Core
1x Deuterium Drive
2x Pulse Drive
1x Ion Cannon (refined)
1x Gas Rockets

Can be built on ANY airless world. (And on low gravity atmospheric worlds with Rugged Designers.) A great starter ship for planetary defense, or fending off swarms.
 
It'd help if I changed the range away from the default. (Close) :sad:

What will hit D8 Fighter? (Besides high INT specialized ships)

Lasers will do it easily at close range, even with dodge 8 a a laser will hit an equal int ship half the time, but then you're sacrificing the ravens ability to deal with big armoured ships.
 
Ok I've done 4 battles and I'm pretty wiped out :)

I've only done my fleet vs Sym (1st one), Dis's baseball fleet, Thys fleet and Frozen's Fleet.

Kal's Fleet Beat Thy, Frozen
Drew with Dis (mutual destruction)
Lost vs Sym (well, I assumed so, there was a possibility to 'draw', but I'm not going to game that all out, waaaay too tired).

From that, I'm going to say that my fleet will beat Matts fleet (super vulnerable to cutting off the head, that and he can't even hit most of my ships...two of them will go up in smoke of course!)

COMPTON AGGRESSOR FLEET is an equal match, and if you can get some interceptors on the Busters it would wipe the floor with mine. Although of course its got refined components, and it would die to well designed fleet.

So Dis I have a few Q's about the engagements, but its mostly rule stuff and this looks fairly balanced.

Although I have to admit that most fleets are probably going to play around with Mirror/Plasma sails!

So next we should play around with refining, and racial traits. Dis, do you have any rules for refining yet?'

EDIT: I will of course get those logs up
 
do Interceptors have to decide immediately what missiles to intercept or can decide after each interceptor engagement?

BASE 11 Combat? REALLY?!? (RND 0-10) :sad:

Can you flee one Close Range Instance to engage in a different Close Range Instance?

Deaths are resolved at the end of the Phase or the end of the Round? I.e. Command Ship gets shot up in the Long Range Phase, does the movement and Close Range phase then proceed with or without int buffs and debuffs?

When do you do Passive and Active EW attacks?

Can Long range jammed ships in the LONG RANGE phase, fire upon ships within the SAME instance at Close range?

Do Missile ships really get to fire twice a round if it so happens?
 
Kal vs Frozen


The formatting is TERRIBLE, I suppose I could send interested people the Spread Sheet

Spoiler log :
IPSS MBS Goliath 1 DSF Hammerhead 4
IPSS ACSC Deliverance 1 DSF Beluga 1
IPSS Vengence 1
IPSS Tyr Mk II 1
IPSS Woden 1
IPSS Scimitar 3

ROUND 1
N.B both sides have jammers and fleet bonus's, IPSS ships have been launched from the
IPSS ACSC Deliverance and so get a speed bonus of 4 for ROUND 1


Position

Instance 1 (L)
IPSS MBS Goliath 1
IPSS ACSC Deliverance 1
IPSS Vengence 1
IPSS Tyr Mk II 1
IPSS Woden 1
IPSS Scimitar 3

Instance 2 (L)
DSF Hammerhead 4
DSF Beluga 1

LONG RANGE
IPSS ACSC Deliverance Fire Mag Catapult at Beluga
IPSS Vengence Fires 2 Fusion Busters at DSF Beluga
IPSS Woden Launches Interceptors

DSF Hammerhead Each launches their missile at IPSS Woden
DSF Beluga Attacks IPSS ASCS Deliverance with Ion Jet

IPSS interceptors attempt to take out HammerHead Missiles
All HammerHead Missiles are Intercepted! (100% due to massive bonus's)

IPSS Vengence HITS (100%) DSF Beluga Deals 62 Damage, DSF Beluga is DESTROYED
IPSS Vengence MISSES (91%) DSF Beluga
DSF Beluga HITS (100%) IPSSS ASCS deals 96 Damage!

MOVEMENT Action
IPSS MBS Goliath Flee
IPSS ACSC Deliverance Flee
IPSS Vengence Engage DSF Hammerhead 1
IPSS Tyr Mk II Hold/avoid
IPSS Woden Hold/avoid
IPSS Scimitar Engage DSF Hammerhead 2
IPSS Scimitar Engage DSF Hammerhead 3
IPSS Scimitar Engage DSF Hammerhead 4

DSF Hammerhead Flee
DSF Hammerhead Flee
DSF Hammerhead Flee
DSF Hammerhead Flee

Because: Woden can Intercept all Missiles (100%), Hammerheads can only do damage up close, best target at this stage is to Mission Kill the Group even if everything dies: Kill Carrier
BUT due to catapult speed boost; they are going to be automatically intercepted/caught, so FLEE

Instance 1 (L)
IPSS Tyr Mk II 1
IPSS Woden 1

Instance 2 (C)
DSF Hammerhead 1
IPSS Scimitar 1

Instance 3 (C)
DSF Hammerhead 1
IPSS Scimitar 1

Instance 4 (C)
DSF Hammerhead 1
IPSS Scimitar 1

Instance 5 (C)
DSF Hammerhead 1
IPSS Vengence 1

Fled
IPSS MBS Goliath 1
IPSS ACSC Deliverance 1

EW Phase
IPSS Woden attacks a DSF Hammerhead
PASSIVE YES LISTEN IN (CAN'T BE SURPRISED)
PASSIVE YES READ MAIL (GET INFORMATION)
PASSIVE YES BREAK CODES (DEFENDER EW 33% DEBUFF THIS TURN AND NEXT)

(I did use an active attack but they didn't do anything; when do you do passive and active attacks? )

Close Range

Instance 2 (C)
DSF Hammerhead Misses Scimitar (0%)
IPSS Scimitar HITS DSF Hammerhead (100%) deals 1 dmg and int debuff of 1
Instance 3 (C)
DSF Hammerhead Misses Scimitar (0%)
IPSS Scimitar HITS DSF Hammerhead (100%) deals 1 dmg and int debuff of 1
Instance 4 (C)
DSF Hammerhead Misses Scimitar (0%)
IPSS Scimitar HITS DSF Hammerhead (100%) deals 1 dmg and int debuff of 1

Instance 5 (C)
DSF Hammerhead Misses IPSS Vengence (0%)
IPSS Vengence HITS DSF Hammerhead (100%) Deals 57 dmg, is DESTROYED!


ROUND 1 Summary

Instance 1 (L) Health Debuffs Buffs
IPSS Tyr Mk II 1 73 +5 int
IPSS Woden 1 57 +5 int

Instance 2 (C)
DSF Hammerhead 1 20 -3 int
IPSS Scimitar 1 13 +5 int

Instance 3 (C)
DSF Hammerhead 1 20 -3 int
IPSS Scimitar 1 13 +5 int

Instance 4 (C)
DSF Hammerhead 1 20 -3 int
IPSS Scimitar 1 13 +5 int

Instance 5 (C=>L) Merge with Instance 1 (L)
IPSS Vengence 1 40 +5 int

Fled
IPSS MBS Goliath 1 23
IPSS ACSC Deliverance 1 14

DEAD
DSF Hammerhead 1 0
DSF Beluga 1 0

ROUND 2
LONG RANGE

3 x DSF Hammerhead Launch Missiles at IPSS Woden

IPSS Woden launchers Interceptors
IPSS Vengence sends a missile into two seperate DSF Hammerhead

DSF Hammerhead missiles are INTERCEPTED (100%)
IPSS Vengence HITS DSF Hammerhead (100%), deals 26 dmg, is DESTROYED
IPSS Vengence HITS DSF Hammerhead (100%), deals 23 dmg, is DESTROYED

MOVEMENT
DSF Hammerhead Flee
IPSS Scimitar Engage

2 x IPSS Scimitar Engage
1 x IPSS Vengence Engage

IPSS Tyr Mk II Avoid/hold
IPSS Woden Avoid/hold

Result
Technically at this stage DSF Hammerhead has no speed => automatic caught?

Close Range

Last DSF Hammerhead is Obliterated

Fight Summary
Instance 1 (L) Health Debuffs Buffs
IPSS Tyr Mk II 1 73 +5 int
IPSS Woden 1 57 +5 int
IPSS Scimitar 3 13 +5 int
IPSS Vengence 1 40 +5 int

Fled
IPSS MBS Goliath 1 23
IPSS ACSC Deliverance 1 14

DEAD
DSF Hammerhead 4 0
DSF Beluga 1 0

Thoughts: Needed some Missile defence, DSF ships all had -neg dodge. More Mixed types of ship, once beluga dies everything else is sitting duck!
Thoughts: Carrier ships INCREDIBLY VUNRABLE: how to use a launcher carrier and keep it alive vs particle/beam?
 
Kal vs Thy

Again, terrible layout :(

Spoiler logs :
vs
IPSS MBS Goliath 1 CSS Outrider Mk 2 2
IPSS ACSC Deliverance 1 CSS Warden Mk 2 2
IPSS Vengence 1 CSS Bootstrap 1
IPSS Tyr Mk II 1 CSS Partisan 2
IPSS Woden 1
IPSS Scimitar 3

ROUND 1
N.B both sides have jammers and fleet bonus's, IPSS ships have been launched from the
IPSS ACSC Deliverance and so get a speed bonus of 4 for ROUND 1

Position

Instance 1 (L) Health Effects
IPSS MBS Goliath 1 23 +3 int
IPSS ACSC Deliverance 1 126 +3 int
IPSS Vengence 1 40 +3 int
IPSS Tyr Mk II 1 73 +3 int
IPSS Woden 1 57 +3 int
IPSS Scimitar 3 13 +3 int

Instance 2 (L)
CSS Outrider Mk 2 2 54 +3 int
CSS Warden Mk 2 2 61 +3 int
CSS Bootstrap 1 51 +3 int
CSS Partisan 2 52 +3 int

Long Range
CSS Outrider Mk 2 x 2 Launch Interceptors
CSS Warden Mk 2 x 2 Launch Interceptors
CSS Warden Mk 2 x 2 Launch EMP busters at IPSS Woden

IPSS Woden Launches Interceptors
IPSS Vengence Launchers 2 Missiles at 1 CSS Warden
IPSS ACSC Deliverance attacks CSS Bootstrap with Mag Catapult

Resolve
Woden has higher int, chooses to Intercept Interceptors from 2 x warden and 1 x Outrider
Woden intercepts all 6 interceptors from 2 x wardens and 1 x Outrider (91%)

Outriders Interceptors choose to intercept IPSS Vengence's Missiles
Outriders Interceptors miss (9%)!

IPSS ACSC Deliverance HITS CSS Bootstrap (100%), deals 52 dmg, is DESTROYED!
IPSS Vengence hits CSS Warden, deals 91 dmg, is DESTROYED!

CSS Warden x 2 HIT IPSS Woden, deal 0 dmg, no effect

Movement
Instance 1 (L)
IPSS MBS Goliath Flee
IPSS ACSC Deliverance Flee
IPSS Vengence Avoid/hold
IPSS Tyr Mk II Intercept Carrier attackers Partisan then Outriders
IPSS Woden Intercept Partisans
IPSS Scimitar Intercept Carrier attackers Outriders then partisan
IPSS Scimitar Intercept Carrier attackers Outriders then partisan
IPSS Scimitar Intercept Carrier attackers Outriders then partisan

Instance 2 (L)
CSS Outrider Mk 2 Engage ACSC Deliverance Group 1
CSS Outrider Mk 2 Engage ACSC Deliverance Group 1
CSS Warden Mk 2 Hold/avoid
CSS Partisan Engage ACSC Deliverance Group 1
CSS Partisan Engage ACSC Deliverance Group 1

Result
Instance 1 (L)
IPSS Vengence

Instance 2 (L)
CSS Warden Mk 2

Instance 3 ( C)
CSS Partisan
CSS Partisan
CSS Outrider Mk 2
CSS Outrider Mk 2

IPSS Scimitar
IPSS Scimitar
IPSS Scimitar
IPSS Tyr Mk II
IPSS Woden

Fled
IPSS MBS Goliath
IPSS ACSC Deliverance

Automatic due to speed…

EW Stuff
IPSS Woden is the only one in Close range encounter: only one which can use EW in jammer battlefield

IPSS attacks weakest:
Partisan

0 PASSIVE YES LISTEN IN (CAN'T BE SURPRISED)
0 PASSIVE YES READ MAIL (GET INFORMATION)

Close Range

Instance 3 ( C)
CSS Partisan Attacks Scimitar 1
CSS Partisan Attacks Scimitar 2
CSS Outrider Mk 2 Attacks Woden, Launches Interceptors
CSS Outrider Mk 2 Attacks Woden, Launches Interceptors

IPSS Scimitar Attacks Outriders 1
IPSS Scimitar Attacks Outriders 1
IPSS Scimitar Attacks Outriders 1
IPSS Tyr Mk II Attacks Partisan 1
IPSS Tyr Mk II Attacks Partisan 2
IPSS Woden Launches Interceptors at Partisan 1

CSS Outrider Intercepts 1 Interceptor (54%)
CSS Outrider Hits Woden (100%), deals 1 dmg, no effect
CSS Outrider Hits Woden, deals 1 dmg, no effect
CSS Partisan Hits Scimitar (64%), deals 48 dmg, is DESTROYED!
CSS Partisan misses Scimitar

IPSS Scimitar Hits Outrider 1 (100%), deals 1 dmg, no effect
IPSS Scimitar Hits Outrider 1 (100%), deals 1 dmg, -1 int
IPSS Scimitar Hits Outrider 1 (100%), deals 1 dmg, -1 int
IPSS Tyr MKII Hits Partisan 1 (100%), deals 48 dmg
IPSS Tyr MKII Hits Partisan 2 (100%), deals 36 dmg
IPSS Woden Hits Partisan 1 (100%) with 5 interceptors, deals 12 dmg, is DESTROYED!

ROUND 1 Summary

Instance 1 (L) Health Effects
IPSS Vengence 1 40 +3 int

Instance 2 (L)
CSS Warden Mk 2 1 61 +3 int

Instance 3 ( C)
CSS Partisan 1 16 +3 int
CSS Outrider Mk 2 1 54 +3 int
CSS Outrider Mk 2 1 51 +1 int

IPSS Tyr Mk II 1 73 +3 int
IPSS Woden 1 53 +3 int
IPSS Scimitar 2 13 +3 int

Fled
IPSS MBS Goliath 1 23
IPSS ACSC Deliverance 1 126

Dead
CSS Bootstrap 1 0
CSS Partisan 1 0
CSS Warden Mk 2 1 0

IPSS Scimitar 1 0

ROUND 2
IPSS forces much slower now!

Long Range
CSS Outrider Mk 2 x 2 Launch Interceptors (only to be used to hit missiles originating from within the same instance since woden has a jammer,but Woden has higher int so ignores them anyway?) Or can they hit stuff in the instance?
CSS Warden Mk 2 Launch Interceptors
CSS Warden Mk 2 Launch EMP busters at IPSS Scimitar

IPSS Woden Launches Interceptors
IPSS Vengence Launchers 2 Missiles at CSS Warden

Resolve
Woden uses 2 Interceptors vs Wardens EMP Buster
Woden uses 2 Interceptors vs Wardens Interceptor 1
Woden uses 2 Interceptors vs Wardens EMP Interceptor 1

Woden Misses EMP Buster (54%)
Woden Hits Interceptor 1 (54%) once
Woden Hits Interceptor 2 (54%) once
IPSS Vengence Hits CSS Warden (100%), deals 71 dmg, is DESTROYED

CSS Warden misses IPSS Scimitar (18%)

Movement
Instance 1 (L)
IPSS Vengence Hold/avoid

Instance 3 ( C)
CSS Partisan Engage Group 1
CSS Outrider Mk 2 Engage Group 1
CSS Outrider Mk 2 Engage Group 1

IPSS Tyr Mk II Engage Group 2
IPSS Woden Engage Group 2
IPSS Scimitar Engage Group 2
IPSS Scimitar Engage Group 2

Result
Nothing changed

Close
CSS Partisan Attack Scimitar 1
CSS Outrider Mk 2 Attack Scimitar 2, Launch Interceptors
CSS Outrider Mk 2 Attack Scimitar 2, Launch Interceptors

IPSS Tyr Mk II Attack, partisan (2x), attack Outrider 1 (3x)
IPSS Woden Launch Interceptors at Outrider 1
IPSS Scimitar Attack Outrider 1
IPSS Scimitar Attack Outrider 1

Result
CSS interceptors all miss! (54%, 72%)

CSS Partisan misses Scimitar (34%)
CSS Outrider Mk 2 misses Scimitar (17%)
CSS Outrider Mk 2 hits Scimitar (34%), deals 46 dmg, -3 int , is DESTROYED

IPSS Tyr Mk II Kills CSS Partisan (100%), 36 dmg
IPSS Tyr Mk II Hits Outrider 1, deals 6 dmg
IPSS Woden Hits Outrider 1, deals 3 dmg
IPSS Scimitar Hits Outrider 1, deals 1 dmg, -1 int
IPSS Scimitar Hits Outrider 1, deals 1 dmg, -1 int

ROUND 2 SUMMARY

Instance 1 (L) Health Effects
IPSS Vengence 1 40 +5 int

Instance 3 ( C)
CSS Outrider Mk 2 1 43 -2 int
CSS Outrider Mk 2 1 51 -2 int

IPSS Tyr Mk II 1 73 +5 int
IPSS Woden 1 53 +5 int
IPSS Scimitar 1 13 +5 int

Fled
IPSS MBS Goliath 1 23
IPSS ACSC Deliverance 1 126

Dead
CSS Bootstrap 1 0
CSS Partisan 2 0
CSS Warden Mk 2 2 0

IPSS Scimitar 2 0


REST OF MATCH: Outriders proceed to get nuked, Outriders might be able to kill last Scimitar…

Could have fled with the Outriders/partisans once the second Warden had been nuked
EMP buster couldn't HIT anything worthwhile (low dodge, low armour). What it could hit, was usually untouched due to armour! EMP needs a bigger charge
Could probably be more evenly matched/taken longer if Thy had been luckier and taken out a few missiles or I had been unluckier and not rolled high on missile dmg
Not sure if that would have solved his main problem: the terrible amount of damage he could do to my Heavy armoured group which was always going to be able to intercept anything in the first round

More balanced that Frozens. Contributing cost is almost certainly the need to slap on IS drives and recyclers on almost everything
 
Kal vs Dis


Spoiler logs :
vs
IPSS MBS Goliath 1 Batsman 1
IPSS ACSC Deliverance 1 Hardball 8
IPSS Vengence 1 Fastball 6
IPSS Tyr Mk II 1 Eyeball 4
IPSS Woden 1
IPSS Scimitar 3


ROUND 1
N.B both sides have jammers and fleet bonus's, IPSS ships have been launched from the
IPSS ACSC Deliverance and so get a speed bonus of 4 for ROUND 1

Position

Instance 1 (L) Health Effects
IPSS MBS Goliath 1 23 +3 int
IPSS ACSC Deliverance 1 126 +3 int
IPSS Vengence 1 40 +3 int
IPSS Tyr Mk II 1 73 +3 int
IPSS Woden 1 57 +3 int
IPSS Scimitar 3 13 +3 int

Instance 2 (L)
Batsman 1 46 -1 int
Hardball 8 13 -1 int
Fastball 6 17 -1 int
Eyeball 4 8 -1 int

Long Range
IPSS Woden Launches Interceptors
IPSS Vengence Launchers 2 Missiles at Batsman
IPSS ACSC Deliverance attacks Hardball

Batsman attacks IPSS ACSC Deliverance with Microwave Beamer
Fastball Launch Interceptors (12)
Fastball Launch Kinetic Lances (12) at IPSS MBS Goliath

Result
Wodens Interceptors Intercept 6 Kinetic Lances (100%)
IPSS Vengence HITS Batsman, deals 78 dmg, Batsman Destroyed!
IPSS ACSC Deliverance Hits Hardball (82%), deals 13 dmg, Hardball DESTROYED!

Fastball Interceptors cannot intercept missiles!
Fastball Interceptors attack IPSS ACSC Deliverance
Fastball Interceptors HIT IPSS ACSC Deliverance (100%), 12 deal 112 dmg
Batsman Hits IPSS ACSC (100%), deals 86 dmg, is DESTROYED!
Fastball Hits IPSS MBS Goliath Hits 5 (84%), deals 39 dmg, is DESTROYED

Movement
Instance 1 (L)
IPSS Vengence Hold/Avoid
IPSS Tyr Mk II Flee
IPSS Woden Hold/Avoid
IPSS Scimitar Flee
IPSS Scimitar Flee
IPSS Scimitar Flee

Instance 2 (L)
Hardball 0 speed Group
Hardball 0 speed Group
Hardball 0 speed Group
Hardball 0 speed Group
Hardball 0 speed Group
Hardball 0 speed Group
Hardball 0 speed Group
Fastball 0 speed Group
Fastball 0 speed Group
Fastball 0 speed Group
Fastball 0 speed Group
Fastball 0 speed Group
Fastball 0 speed Group
Eyeball 0 speed Group
Eyeball 0 speed Group
Eyeball 0 speed Group
Eyeball 0 speed Group

From here Fastballs CANNOT HIT IPSS Woden, deal minimal dmg to the Woden (Intercepts are 100%, so 6 Kinetic lances always Intercepted) interceptors do 0 dmg
First round, 6 Kinetic lances do 24 dmg to Woden
2 Fastballs Shot down by Vengence
Woden does 8 dmg to a third Fastball

Second round, 2 Kinetic lances do 11 dmg to Woden
Fastballs 4,5 shot down by Vengence
Woden does 10 dmg to third Fastball

From here no Lances can get through and the rest of the balls get destroyed

That leaves Potential for the fleet to be saved? But it looks like they have both been killed….one through explosions and the other through starvation etc

I saw this fleet as worse off than Thy's (because it could hit more targets!) but that simply allowed the massed Kinetic Lances to destroy the supply AND Carrier before they could run off!
 
Back
Top Bottom