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The Mayenne scout appears to be headed for the jump point to Harmony.

Good luck with THAT.
 
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Again?
.. yeah, that sounds like the AI alright.
 
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after we kill it, deploy a force right on the Mechanus/Neutral zone JP so they won't send an armed force thru and kill our spies.

They can't catch our spies.
 
They can't catch our spies.
Mata%20Hari%20dansend.jpg
 
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Unless they have an armed variant of the Mayenne?

Which we have not seen, so I concede is highly unlikely.

That would not be a Mayenne class. The game would list it under a different name.
 
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The Mayenne has changed its mind and is heading for Phi Arietis instead.

It's a dead-end branch of the map.

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Note that our Spy is, in fact, the ESN Mata Hari.

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The enemy scout popped out of the Mechanus jump point, flew in to inspect our Intel vessels at close range, then flew over and entered the Phi Arietis jump point.

A few minutes later it popped out again and flew up to the Intel vessel that is watching the Phi Arietis jump point.

Where will it go next... to Harmony?

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The Mayenne scout has parked right on top of our Agent class Intel ship.

Who watches the watchers?

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Scheduled reliefs in progress.

Unfortunately, in order to get the high performance we wanted we reduced the endurance of the Intel vessels down to two months.

It's not enough. We'll have to re-balance that class with lower performance but longer endurance.

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April 9th, 2031.

Another polite suggestion from the Bork. Diplo +74

More ground troops added to the Army.

We'll be launching some Grinders next month (thus clearing the slipways for something more belligerent) and some Mules and some Lizards the month after that.

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We are ready to test the basic functionality of the Partystarter JBPBR (Just-Beyond-Point-Blank-Range) Missile Platform. This is the Secret Weapon upon which we are basing our tactics to break the blockade at the Mechanus jump point.

It is the 21st Century's answer to General Hobart's Funnies.

Partystarters are, in effect, missile-armed one-man space stations. They are built in Fighter Factories, but unlike Fighters which usually have engines and fuel but no jump drives, the Partystarters have jump drives but no engines or fuel. They have thin armor and rely for protection against missiles on high ECM and on decoy launchers. And on numbers. Lots of numbers. For protection against beam weapons they rely on jumping in beyond beam range and killing the beam weapon ship with missiles before it gets close enough to do much damage.

The tactic is based on the fact that Standard Jumps will always land the incoming ship directly on top of the jump point, in heavy jump shock (and so this is the place that a jump point blockade will stake out and bore-sight) but a Squadron Jump will land the incoming ship and any others that are formated on it in a randomly chosen spot at some greater or lesser distance from the jump point, the distance determined by the technology level of the jump engine; and jump shock will be light. At our current tech level, our Partystarters will land in groups of eight at random locations up to 1.5 million km from the jump point.

Their defense against Laser fire is that they will need to be hunted down and brought into Laser range individually, which takes some time when the targets are scattered in random spots across the face of a disk three million km across. And as soon as the jump shock wears off, everybody who isn't dead yet launches missiles. Boom.

... and of course, they also rely for defense on the fact that they are just the vanguard of a full-scale invasion; and as soon as the enemy commits enough shots to killing Partystarters, the rest of our fleet is coming through the jump point. His missile tubes only get one shot every eight minutes and forty seconds, remember.

For this reason they should be used in mass. Lots and lots of Partystarters, all jumping in at once. Hundreds of them, like using Fighters. Because the enemy's attempt to kill them individually doesn't SCALE. The enemy only has a certain number of Laser-armed ships, and those ships only have a certain number of Fire Controls. Once that total number of Fire Controls is saturated, any additional incoming Partystarters are guaranteed to survive long enough to unload their missiles.



Note that they have the new level 6 Missile Jammer.

Partystarter CMD Mk II class Launch Platform 480 tons 1 Crew 142.8 BP TCS 10 TH 0 EM 0
1 km/s JR 8-1500 Armour 1-5 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0-0 PPV 4.5
Maint Life 0 Years MSP 0 AFR 95% IFR 1.3% 1YR 22 5YR 327 Max Repair 80 MSP
Magazine 30 / 10
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required

J500(8-1500) Military Jump Drive 2031 Max Ship Size 500 tons Distance 1500k km Squadron Size 8


Size 6.00 Box Launcher 1973 (5) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Size 5 Decoy Launcher (2) Decoy Size: 5 Hangar Reload 111 minutes MF Reload 18 hours
2031 SRAM FTR Missile Fire Control FC63-R145 (10%) (1) Range 63.6m km Resolution 145 ECCM-5
Hoodoo-5 Ship Decoy (2) Signature: 1000 tons ECM-5 Size: 5
SRAM-16 Missile (5) Speed: 90,233 km/s End: 3.5m Range: 18.7m km WH: 16 Size: 6 TH: 300/180/90

2031 Active Search Sensor AS31-R145 (10%) (1) GPS 696 Range 31.8m km Resolution 145

Electronic Warfare Jammers: Missile 6

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes



Each Squadron is composed of one Partystarter CMD and seven Partystarter BLs.

Partystarter BL class Launch Platform 498 tons 1 Crew 136.8 BP TCS 10 TH 0 EM 0
1 km/s Armour 1-5 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0-0 PPV 5.4
Maint Life 0 Years MSP 0 AFR 99% IFR 1.4% 1YR 22 5YR 332 Max Repair 80 MSP
Magazine 36 / 10
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required


Size 6.00 Box Launcher 1973 (6) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Size 5 Decoy Launcher (2) Decoy Size: 5 Hangar Reload 111 minutes MF Reload 18 hours
2031 SRAM FTR Missile Fire Control FC63-R145 (10%) (1) Range 63.6m km Resolution 145 ECCM-5
SRAM-16 Missile (6) Speed: 90,233 km/s End: 3.5m Range: 18.7m km WH: 16 Size: 6 TH: 300/180/90
Hoodoo-5 Ship Decoy (2) Signature: 1000 tons ECM-5 Size: 5

2031 Active Search Sensor AS31-R145 (10%) (1) GPS 696 Range 31.8m km Resolution 145

Electronic Warfare Jammers: Missile 6

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes



We are setting up the test run now, at the Sol => Sirius jump point.
 
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Our Tender arrives at the jump point and deploys the Partystarters in three squadrons of eight.

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We set all three Partystarter formations to "Squadron Transit", and send them all through simultaneously.

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Five seconds later...

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Perfect!

All three squadrons appear in random spots. One appears at point blank range of the jump point, and would certainly be annihilated by the blockading squadron. but another squadron appeared at 800,000 km away from the jump point, and a third one at 1.1 million km away in a different direction. One or both would likely survive long enough to launch missiles, given the ECM 6 and the 75% effectiveness of our decoys.

Now imagine that instead of using a single Mountain class Tender full of Partystarters (which in total represents three months' Fighter Factory production), suppose we were using six month's production worth of Partystarters... or a year's production. How many would the enemy be able to kill before they all came out of jump shock and opened fire with SRAMs?

We will now proceed with the next phase of the test, that of seeing how long it takes for the jump shock to wear off and the Partystarters to open fire.

In an actual battle I might (or might not) set them to "synchronized fire" in order to more effectively penetrate the PD screen with our missiles. But right now we're collecting data on how long it takes to set up and shoot after jumping through, so we will "fire at will" instead.

The Partystarters will be firing on a waypoint that I laid down as a target, to represent the enemy's blockading force.
 
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Awesome work.

You have to realize that as far as the emucrat's scientists are concerned, all of this is new. A theoretical possibility, never tested before.

I imagine there is a group of nerds with clipboards observing the whole thing at a distance.
 
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Scheduled reliefs in progress.

Unfortunately, in order to get the high performance we wanted we reduced the endurance of the Intel vessels down to two months.

It's not enough. We'll have to re-balance that class with lower performance but longer endurance.

View attachment 1289930
With the new engines they hopefully should be able to keep the same speed.
 
Great design and good doctrine for their use. IIRC, the ai used to preferentially target the largest ships in a squadron. Is that still true? If so, imagine that same tactic with 10 or 20 rocks added in. Food for thought. Jmo, ymmv
 
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