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We're already moving some of the new ground troops out to the Harmony star system.

There will be so many troops involved that we'll need to set up a regular troop convoy.
 
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April 14th, 2031.

Another polite suggestion from the Bork. Diplo +75.2

More Infantry trained. More Lizards upgraded.

Same old same old.
 
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The Tug arrives with the target vessel.

It will place the target ship on the Sirius side of the jump point, to represent the blockading enemy fleet.

Then we will again simulate an assault, from this side.

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April 19th, 2031.

Another polite suggestion from the Bork. Diplo +76.5

Scientist Wagonlitz-III discovers a Laser Warhead tech, allowing them to detonate at a somewhat greater stand-off distance.

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For role-play purposes we aren't giving the target ship to anyone... we're just activating the auto-pilot and taking off the crew.
Do you even need the auto-pilot? I mean, a stationary target works for “jump in, acquire target lock, and fire”.
And do we need to take off the crew? What if we don't like them?
 
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And do we need to take off the crew? What if we don't like them?

We're sort of operating under the assumption the civilian part of the empire is a democracy.

I mean, we're not attacking our neighbors nilly-willy are we? Instead, the modron attacked us..

Then again, we can RP whatever we want. We are preparing a ground invasion after all..
 
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April 19th, 2031.

Another polite suggestion from the Bork. Diplo +76.5

Scientist Wagonlitz-III discovers a Laser Warhead tech, allowing them to detonate at a somewhat greater stand-off distance.

View attachment 1291304
Why am I researching laser warheads? We want to use those?
I take it it has a 70k km range now?
we're not attacking our neighbors nilly-willy are we? Instead, the modron attacked us..
We has planned to attack and steal their stuff, though.
 
Why am I researching laser warheads?
Because they have tactical uses, and most of the things you could be researching instead will take YEARS anyway.
 
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That 70,000 km Laser Warhead stand-off range is top-tier, by the way.

That's end-game tech level... as good as it gets.

Now back to researching the next level of jump drives.

About 40% done. Five and a half more years to finish it...
 
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OK, the Tug has arrived towing the immobilized Creuse Freighter.

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We'll drop the test target on the far side of the jump point, to simulate an enemy fleet in blockade position.

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Then we'll hand the ship over to the Jerx.

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Note that the fleet disappeared from our sensors. That's because we have no observation near the Sirius end of this jump point.

We'll spot it again when we "assault the jump point".
 
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As the Tug leaves, the Tender once again deploys the 24 Partystarters in three squadrons of eight ships each.

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They jump through to the Sirius star system...

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... and immediately detect the Test Target.

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On this occasion, even the closest of the Partystarters has landed well out of PD range.

Now let's see how long it takes for them to recover from jump shock, overcome the inexperienced crew penalties, and open fire.

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This is what I was expecting to see in the first test.

Fire delay.

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One of them fires only ten seconds after jumping in.

That must be some sort of record.

He's going to spoil the test! Nobody else will be able to find a target.

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Five more Partystarters fire on the 15th second!

This is happening FAR faster than I had expected. At least three or four times faster.

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Alright, peeps... the target is about to be destroyed but this is clearly a very successful test.

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Boom.
 
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Does this mean that if we use missiles with active terminal guidance and retargeting capabilities we can fire at a waypoint during jump shock and then have them retarget on the nearest enemy?

Doesn't sound fair, does it?

That said, looks like we hardly need that advantage ..
 
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Does this mean that if we use missiles with active terminal guidance and retargeting capabilities we can fire at a waypoint during jump shock and then have them retarget on the nearest enemy?

Doesn't sound fair, does it?

That said, looks like we hardly need that advantage ..

Not sure retargeting allows you to attack a different fleet.

It might just allow you to shift to a new target in the same fleet if your original victim is wrecked.
 
Not sure retargeting allows you to attack a different fleet.

It might just allow you to shift to a new target in the same fleet if your original victim is wrecked.

That would be sensible as well.
Hard to say without testing but it also feels cheaty if it works.
 
I hadn't expected the Partystarters to start recovering from jump shock and fire delay NEARLY that quickly.

Six of the 24 Partystarters (25%) had already fired their missiles by the THIRD impulse after jumping in.
 
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Looks like the plan is quite feasible though.

Then again, it also means our own jump point defenses aren't as effective as we thought.
 
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Looks like the plan is quite feasible though.

Then again, it also means our own jump point defenses aren't as effective as we thought.
It's starting to look like jump points should be defended from the FAR side.

Then the opponent has two choices:

1) Long range attack such as missiles, which we can dodge by jumping out and back in.
2) Short-range attack with Gunships, which risks our "Trap Door Spider" maneuver in which an approaching enemy ship is counter-attacked by jump-Fighters.



The "Chance to hit: 1443%" was humorous, too. Look at the very bottom of the log screen-shot.
 
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