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Let the game handle it, that way you can be surprised when "Captain Kirk" fails his "No Win " scenario.

Damn, yeah, he should command a armed science and exploration vessel, obviously :D

We don't need him for anything until we've found either some godlike aliens or something shaggable though?

I found just the man for the job!

View attachment 1273910

His stats are worthless, but the name alone is worth a combat modifier.

You found him now, but you had "found him" before! in post 6526


(nice forum)(we like you forum)(you are the best forum)(NOW may I quote you the way i want to?)(I guess not)
 
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The enemy is now 391 million km from the Main Body, and 478 million km from the Carriers.

Time to think about launching a Fighter strike.

Unfortunately, in our push for squeezing out every possible kps of Speed, we short-suited many of our Fighter models on Range.

We'll need to get closer.
Whar range do they have?
It would be my favorite target, yes.
Any way we can try and optimise the chances of disabling one such that we can board it?
Or can we board even if not disabled?
 
One of many notes for our next round of fleet design.
Wouldn't we want to keep the speed regimen, though?
Yes, we've been learning a lot.


Jamie is the female version of James. His mother?
I've come across men called Jamie. Most famously one of the hosts of Mythbusters.
Our opening shot is a penetrating hit, wrecking his last engine and immobilizing the Marengo.

View attachment 1273942

Our second shot also penetrates.

This won't last long.
Why aren't we boarding when it's immobilised?
I thought oif that.

But boarding parties do take casualties, and the real prize would be the Sarthe.
Ah. Good point.
 
(nice forum)(we like you forum)(you are the best forum)(NOW may I quote you the way i want to?)(I guess not)
Not sure if you ran into the same server issues I was having yesterday, or if it’s the spam filter, but just in case, the following link takes you to the thread used for building up your post count so the spam filter doesn’t limit you. Your post count is currently zero, as posts in this subforum don’t get added to your post count.
 
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(nice forum)(we like you forum)(you are the best forum)(NOW may I quote you the way i want to?)(I guess not)
Not sure if you ran into the same server issues I was having yesterday, or if it’s the spam filter, but just in case, the following link takes you to the thread used for building up your post count so the spam filter doesn’t limit you. Your post count is currently zero, as posts in this subforum don’t get added to your post count.
Ir just go to the HoI III forum and see if any thread about the game you bought interests you.
 
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Any way we can try and optimise the chances of disabling one such that we can board it?
Or can we board even if not disabled?

You can always try. You will take a percentage of casualties during the attempt if the speed of the target is higher than 20% of the speed of the shuttle, proportionally to the speed difference. Higher target speeds means more losses.
So a 51.000 KPS shuttle can board anything slower than ~10.000 kps without taking losses. At 13.680 kps we'll take roughly 25% casualties in the attempt, I believe.

That's just getting the marines on the outside of the target hull. Before the fight even starts. But it's definitely possible.

But the upshot is -- no, you don't need to fully disable the target. Just slow it down somewhat if you want to avoid casualties amongst your marines. If you don't care about marine losses this shuttle design is perfectly capable of boarding a ship that hasn't even been damaged.

Or shuttle losses. If we're talking about the Sarthe it's weapons will be fully operational if it is not damaged at all so it could shoot down a few on the way in.
Of course at 50.000 kps they will be in range for only 5-10 seconds at most but still.

Wouldn't we want to keep the speed regimen, though?

Of course but if you double the size of the tiny fuel tank you don't lose all of the speed - just a fraction of it. And then the fighter will be a tad too big for the space allotted to it in the carrier, so you will either need to make the engine marginally smaller -- or bring less fighters.
Like all of these design decisions it's about tradeoffs.
 
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they will be in range for only 5-10 seconds at most but still.
And their reload time is longer, so you wait with moving them in until just after a shot.
 
And their reload time is longer, so you wait with moving them in until just after a shot.

If you can get them to shoot at something that can take the hit, sure. We have shielded gunships, right?
 
The Boarding Shuttles are in the Harmony star system, but are most of a day behind the line of contact.
 
The Boarding Shuttles are in the Harmony star system, but are most of a day behind the line of contact.

Yeah, so if you disable something it may repair engines in the interim. And their carrier is slow, isn't it? Better to try and take out all of their engines in that case.

One more reason why the speed of the shuttles is so important.
You want it to
- minimize losses during the drop
- AND reduce the amount of time they are exposed to enemy (beam) fire
- AND decrease the hit chances if they do get shot at
- AND get them in position more easily to do the drop in the first place.
 
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Whar range do they have?

It varies by Fighter model.

As much as 600 million km round trip (300 million km strike range) for the modern X-Wing VII versions, to 300 million km round trip (150 million km strike range) for the X-Wing III-B.

The Fighters (and the missiles they carry) were never designed for fighting an opponent who has missiles capable of over 200 million km strike range. That's tens of millions of km further than some of the Fighter models can reach.

Any way we can try and optimise the chances of disabling one such that we can board it?

If you mean "target their engines specifically", then no.
 
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The Fighters (and the missiles they carry) were never designed for fighting an opponent who has missiles capable of over 200 million km strike range. That's tens of millions of km further than some of the Fighter models can reach.

Of course fighters are small targets so they may still be relatively safe. If the fire controls can't lock on you can't shoot at them either.
Still -- if the range of the missiles isn't good enough to keep them outside *that* range, or the speed of the missiles isn't good enough to catch their targets (slow buses) then that still doesn't help.
 
We are drawing abreast of the last of the "swanning" way-points that I laid down earlier to mark the back-and-forth swanning patrol of the enemy Red 2 force.

If he's going to reverse course again and charge us, it will likely be soon.

If he continues to flee, instead... we will need to consider whether he might already be out of missiles.
 
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We could send in a Sabre squadron - or even a single Sabre - to see if he still has missiles left.

We build Sabres twelve at a time, so the loss of half a dozen would be basically trivial.
 
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One of our most courageous and foolhardy Sabres detaches from its squadron and tries to over-take the fleeing enemy.

The enemy are 240 million km ahead, so already we are approaching their weapon range.

sc-2802.jpg


EDIT: We'll turn our RADAR on, just to make sure he SEES us.
 
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Our "scout" Sabre is now 196 million km from the enemy Red 2 fleet.

Possibly his Fire Controls can't lock onto a 40 hull square (2,000-ton) target at that range.

Let's close in until he actually SHOOTS at us.

sc-2803.jpg
 
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Now 169 million km from the enemy.

We must consider the possibility that he is out (or almost out) of missiles.

We haven't counted NEARLY enough missiles to exhaust his magazines, but any missiles that were in flight when a target was destroyed would not have been spotted.

sc-2804.jpg
 
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Now 140 million km away.

At 2,000 tons, the Sabre is eight times more conspicuous on RADAR and Fire Controls than the stealthed Intel ships are.

sc-2805.jpg
 
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One hundred million km...

sc-2806.jpg


Whooops!

sc-2807.jpg


It appears that the enemy are NOT out of missiles after all.

The Sabre will turn-away and then run directly down-range, hoping to step out of the enemy's Fire Control range.
 
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