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Under the leadership of Captain Iche Bins, the rapid deployment force (2nd Striking Force) approaches the jump point. Nine hours to go.

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Note that I've re-organized the 2nd Striking Force into five sub-fleets (cyan lettering), and each one includes a jump ship capable of jumping that whole sub-fleet through. This allows me to use the rarely-seen command "Squadron Transit by Sub-Fleet" (see the Orders line at the very top of the screen-shot) which lets my whole fleet through the jump point at once, with a minimal (20 or 30 seconds) jump shock effect. The other way of crossing a jump point with an entire fleet at once is the Standard Transit, which instead inflicts a couple of minutes of jump shock on the ships making the transit.
 
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Note that I've re-organized the 2nd Striking Force into five sub-fleets (cyan lettering), and each one includes a jump ship capable of jumping that whole sub-fleet through. This allows me to use the rarely-seen command "Squadron Transit by Sub-Fleet" (see the Orders line at the very top of the screen-shot) which lets my whole fleet through the jump point at once, with a minimal (20 or 30 seconds) jump shock effect. The other way of crossing a jump point with an entire fleet at once is the Standard Transit, which instead inflicts a couple of minutes of jump shock on the ships making the transit.
That's the one you talked about when Alpha Centauri was being raided too, right?
 
At eight minutes after eight, the Jerx finally score a damaging hit on their seventh Freighter target... knocking out a cargo hold.

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Tactical. The inhabited planet Claymore is in the bottom right corner. They can certainly take down the Jerx, if they come close enough.

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Why doesn't it say Claymore down at it?
It does, but what you are looking at is in fact a gas giant planet with 17 moons, one of which is called Claymore (and is inhabited).

If we zoom in, Claymore becomes visible.

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08:30 - The Jerx score a second internal hit on the Freighter, but no result is apparent.

Our 2nd Striking Force is 8.6 hours from the jump point. So we'll be arriving in-system around 17:10.
 
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Four more Jerx ships appear!

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That makes seven of them on the map! Excellent!

My main worry (aside from the unprotected Refinery stack circling A-I) was that the Jerx might LEAVE!
 
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With Jerx reinforcements arriving, do you think we should send some more of the fleet?

I would prefer to keep a reserve at Earth, in case something ELSE happens.

We sent 20 ships total:

2x Admiral AWACS, 3x Carrier (total 105x Fighters), 3x ammo tender, 3x AMM ship, 3x Laser PD, 6x Gauss PD.
 
A minute or two has gone by and the four new opponents still haven't moved. Probably still in jump shock.



Eight minutes since their arrival, and all that the new group of Jerx ships have done is to sit still, turning their active sensors on and occasionally off.



At 08:55 the Jerx scored a hit on an engine, causing a secondary explosion that destroyed the freighter.

Seven down (in total).

Our fleet is 8.2 hours away from the jump point in.
 
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Next the Jerx attack a small Colony Ship. It is quickly destroyed at point blank range.

It had already dropped off its passengers at Claymore and was heading back to the Sol system when the Jerx attacked.

Eight civvies destroyed.
 
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Tactical:

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It's the Refinery (at bottom left) that I'm concerned about. Everything else can give a good account of itself.

The civvies, I'm not really stressed about. Capitalist pigs! I'd rather not lose them... but they delay the Jerx, and I can recover minerals from the wrecks.

We are planning to protect our refineries with Saurons and Sentrys supported by Gadgets, and we had the Gadgets ready, had just built our first group of Saurons and were only waiting for the Sentrys (who carry the sensors) to complete when the Jerx attacked.



09:01 - The sharp-shooting Jerx gunner one-shots a small freighter, with a critical hit in the engine. Nine down.
 
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09:26 - Ten down. Our fleet is 7.7 hours from the jump point.



After destroying that 10th civvie ship, the Jerx ship heads directly toward the planet Claymore!

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Yes, please... we GOT something for you!

(Eat Laser death, alien scum!)
 
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As the Jerkmobile heads toward the gas giant moon of Claymore, the pair of Jerx ships centered on the Lucan heads in to capture some slaves.

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The Lucan task group picks up the first life-pod.

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10:48 - The Lucan Task Group has stopped to pick up another life-pod. And another.



11:09 - The Jerx approach.

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The Jerx dive deep into the gas giant's moon system... apparently intent on killing that last Brooks Company civvie ship still in port at Claymore.

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... but the port is defended by turrets.
 
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11:13 PM, May 26th, 1986

Again we ambush the incoming Jerx ship! It's the Battle of Nessus, all over again!

More soberly, our first shot, from about 220,000 km, misses completely.



They are within Anti-Ship Laser Turret range, and approaching Laser PD Turret range.

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As he crosses into PD range, the smaller 10cm Laser turrets open up and score four quick 1-point hits, for chip damage.

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The Anti-Ship 20cm Laser Turrets have finally recharged (twenty seconds can seem like a life-time) and their second shot causes a series of secondary explosions that cut the Jerx ship in half... just as it finally destroys the civvie Brooks Company freighter.

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Eleven down. Our fleet is 5.9 hours away.
 
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After picking up three of the life-pods for slaves... and immediately after we whacked the incoming Jerkmobile 001... the Lucan task group has stopped picking up life-pods and has headed directly toward the gas giant moon of Claymore instead. Are they seeking revenge for their lost ship?

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Come and get it, Jerx!

Our STO has certainly paid for itself already, hasn't it?
 
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