Fleet Combat system - running the #s

Simple Torpedo Ship

TL 15, 125 kT, 41,7 kT Drop tank, Armour 15, 9166 Hull, GCr ~124 + 6 for torpedoes.
J-4, M-9 (with drop tank)
Capital Attack 2[crew] + 3[AdvFireCont] + 2[TL] = 7
Capital Defence 2[crew] + 3[Evade] + 2[TL] = 7
Launches 2360 torpedoes / attack
Salvo Defence: 7680 missiles.
Code:
TL 15           Hull 91 666                             129 693,8      
Military 1               Desired  ∆TL  Rat    #    dTon    Cost    Power   HardP  Crew  
Hull                                             125000            25000    1250    
Config    Close Structure     4         4                  6875            
Hull strength    Standard     2         2                        
Armour    Bonded Superdense  15        15         15000    8250            
Rad Shielding                 1         1                  3125            
                                        
JumpD       Very Advanced     4    2    4     1   13337   25008    86667          381
ManœuvreD   Very Advanced     9    2    9     1   12000   30000   195000          343
PowerP    Standard                            1   12274   24548   245481          351
    Emergency Power                                        
                                        
Drop Tank Collar 41 667 dT    1         1     1     167      83            
Drop Tanks       41 667 dT    1                            1042            
Fuel, Jump                    2         2     1   25000                
Fuel, Power                   4         4     1    1227                
Fuel Purification          72 h      72 h     1     417      21            
                                        
Command Bridge                1               1      80     938            
    Holographic               1               1             234            
Comp           CORE/100      20       100     1             130            
Backup Comp    CORE/90       19        90     1             120            
    /fib                      1               1             125            
Software                                                    184            
                                        
Sensors    Advanced           9         4     1       5       5        6        
Array    Distributed          9         3     1      10      11            
Extension Net    None                                    
Signal Processing  Enhanced   9         2     1       2       8        2        
Shallow Pen Suite             9               1      10       5        1        
Countermeasures    Military   9         2     1      15      28        2        
                                        
Staterooms                 100%      1352  1352    5408     676
Common Areas                10%       10%     1     541      54
Cargo                                               418                
                                        
Large Bay Torpedo HiTech     72    3 TL12    72   25200    3240     1800     360  288
                                        
Barbette Torpedo HiTech     250    3 TL10   175     875     788      350     175  350                       
                                        
Torpedoes / attack  2360      6           14160            6195            
Missile Defence     7680                                    
                                        
Point Defence TypeIII Adv   640    1        640   11520   14080    19200     640    
                                        
Screen Meson,Very Adv       100    2        100     800    2500     3000        
       Damper,High Tech     100    3        100     700    1500     1000
 
Simple Torpedo Ship

TL 15, 110 kT, 36,7 kT Drop tank, Armour 15, 8066 Hull, GCr ~120 + 12,5 for missiles (4 rounds).
J-4, M-9 (with drop tank)
Capital Attack 2[crew] + 3[AdvFireCont] + 2[TL] = 7
Capital Defence 2[crew] + 3[Evade] + 2[TL] = 7
Launches 7905 missiles / attack
Salvo Defence: 7680 missiles.
Code:
TL 15        Hull 80 666                                132 528,8        
Military 1               Desired  ∆TL  Rat    #    dTon    Cost    Power   HardP  Crew  
Hull                                             110000            22000    1100    
Config    Close Structure     4         4                  6050            
Hull strength    Standard     2         2                        
Armour    Bonded Superdense  15        15         13200    7260            
Rad Shielding                 1         1                  2750            
                                        
JumpD      Very Advanced      4    2    4     1   11737   22008    76267          335
ManœuvreD  Very Advanced      9    2    9     1   10560   26400   171600          302
PowerP    Standard                            1   10988   21976   219761          314
                                        
Drop Tank Collar 36 667 dT    1         1     1     147      73            
Drop Tanks       36 667 dT    1                             917            
Fuel, Jump                    2         2     1           22000                
Fuel, Power                   4         4     1            1099                
Fuel Purification          72 h      72 h     1     367      18            
                                        
Command Bridge                1               1      80     825            
    Holographic               1               1             206            
Comp           CORE/100      20       100     1             130            
Backup Comp    CORE/90       19        90     1             120            
    /fib                      1               1             125            
Software                                                    184            
                                        
Sensors    Advanced           9         4     1       5       5        6        
Array    Distributed          9         3     1      10      11            
Extension Net    None                                    
Signal Processing  Enhanced   9         2     1       2       8        2        
Shallow Pen Suite             9               1      10       5        1        
Countermeasures    Military   9         2     1      15      28        2        
                                        
Staterooms                 100%      1203  1203    4812     602            
Common Areas                10%       10%     1     481      48            
Cargo                                               239                
                                        
Particle    Particle,None                                    
Large Bay Missile HighTech   59    3 TL10    59   20650   11063     2950     295  236
                                        
Barbette Missile HighTech   165    3 TL10   165     578     990              165  330
                                        
Missiles / attack    7905     4           31620           12648            
Missile Defence      7680                                    
                                        
Point Defence TypeIII,Advan 640    1        640   11520   14080    19200     640    
                                        
Screen Meson,Very Adv       100    2        100     800    2500     3000        
       Damper,High Tech     100    3        100     700    1500     1000        
                                        
                                                                
                                        
Crew               2175                                
    Command         198                                
    Bridge           53                                
        Pilot               3                            
        Astrogator          1                            
        Sensor & EW        49                            
    Engineer       1172                                
        Engineer          951                            
        Maintenance       220                            
    Service         129                                
        Admin             110                            
        Medic              16,46333333                            
        Steward             1,6
    Gunner          623    
    Flight        
    Troops
 
Fight:

Torpedo ship launches 2360 MW Nuclear torpedoes.
Missile ship intercepts 7680 / 2 * 80% = 3072 torpedoes. Nothing happens.

Missile ship launches 7905 MW missiles.
Torpedo ship intercepts 7680 * 80% = 6144 missiles, 1754 missiles hit doing 1754 damage killing 19% of the enemy ship.

Conclusion: Since we can now penetrate armour with Multi-Warhead missiles, missiles are superior to torpedoes.
The spinal battleships I used earlier had way to light Salvo Defence.
 
Fight 5 missile ships vs 5 unmodified BC Particle:
5 Missile ships launches 5 * 7905 = 39525 nuclear missiles.
5 BC Particle intercepts 5 * 4800 = 35016 missiles
15525 missiles hit doing 15525 * 25 / 10 = 38812 damage, killing 96% of enemy force. Not enough Salvo Defence means instant death.


Take a BC Particle and replace all turrets with Quad Pulse Laser to improve Salvo Defence:

TL 15, 110 kT, 36,7 kT Drop tank, Armour 15, 8066 Hull, GCr ~116.
J-4, M-9 (with drop tank)
Capital Attack 2[crew] + 3[AdvFireCont] + 2[TL] = 7
Capital Spinal 2[crew] + 5[FireCont] + 2[TL] = 9
Capital Defence 2[crew] + 3[Evade] + 2[TL] = 7
Spinal 7DD = 7000 damage
499 Quad Pulse Laser = 499 * 4 * 4 / 10 = 798 damage
Salvo Defence: 400 * 12 + 499 * 5 = 7295


Fight 5 Missile ships vs 6 modified BC Particle:
5 Missile ships launches 5 * 7905 = 39525 MW missiles.
6 BC Particle (mod) intercepts 6 * 7295 * 80 % = 35016 missiles
4500 missiles hit doing 4500 damage, killing 9,3% of enemy force. The missile ships do not have enough missiles to kill enemy force so loses.

If the missile ships succeeds in getting 2 salvoes launched in different rounds to attack in the same round:
Salvo 1: 39525 Nuclear missiles.
Salvo 2: 39525 Advanced missiles.
6 BC Particle (mod) intercepts 6 * 7295 = 43770 missiles
35280 Advanced missiles hit doing 35280 damage, killing 73% of enemy force. Easy win even against heavy Salvo Defence.


Conclusion: Relying on missiles is like balancing on a knife-edge, either you can't do damage and lose or you do a lot of damage and win.
 
Simple barbette fighter
35.5 dT, Hull 17, MCr 60 + MCr 20? for the carrier
M-9, R-16

Fusion Barbette: 25 damage
or
Two single Pulse Laser Turrets: Damage 8 or Salvo Defence 4

Runs Evade/2 and Fire Control/3 at the same time. Half of the cost is computer and software.
Capital Attack: 2[crew] + 3[FireCont] + 2[TL] = 7
Capital Defence: 2[crew] + 2[Evade] + 2[TL] = 6

Code:
TL 15             Hull  17        Sensor DM    -4          58,4        
Military 1               Desired  ∆TL  Rat    #    dTon    Cost    Power   
Hull                                              35,50             7,10          
Config    Close Structure     4         4                  2,84            
Hull strength    Reinforced   3         3                        
Armour    Bonded Superdense  15        15          4,26    3,41            
Reflec                        1         1                  3,55
Rad Shielding                 1         1                  0,89            
                                        
ManœuvreD    Very Advanced    9    2    9     1    2,56    6,39    31,95       
PowerP  TL12 High Technology       3          1    2,52    3,78    54,05      
Fuel, Power                   4        16     1    1,00                
                                        
ReactionD    High Technology 16    3   16     1   11,36    3,41        
Reaction Fuel    8 turns      1         1          7,69                
                                        
Cockpit                       1               1    1,50    0,01            
    Holographic               1               1            0,00            
Comp           m/30           6        30     1           20,00            
Backup Comp    m/10           2        10     1            0,16            
Evade/2          15           2         2     1            2            
Fire Control/3   15           3         3     1            6            

Sensors    Basic                              1                    
                                        
Barbette Fusion High Techno   1    3 TL15     1    4,50    6,00    15,00
 
Perhaps the problem here is mainly the ability of a ship to make salvoes fired on different turns to hit on the same round. Is this isolated to fleet combat only?
 
Fight a Missile ship vs 165 squadrons of 10 fighters:

The missile ship launches 7905 Advanced missiles, arrives round 8.
7905 - 6 * ( 165 * 10 ) = 0 missiles hit doing absolutely no damage. Oops.

Hypothetical: Assume basic defence is not multiplied by number of craft in squadron, to allow fighters to be hit:
7905 - 6 * 165 = 6915 missiles hit doing enough damage to kill all fighters several times over...


If the fighters win the initiative they must move before the Missile ship and will never be at Adjacent range and can't hit, no one can win.
If the fighters lose the initiative they will easily close in on the missile ship and destroy it.


Fighters fire at the missile ship:
Barbette: 2D +7[basic] +2[small vs ship] -7[targets basic defence] = 2D + 2 ⇒ AvD 71,8% * 25 * 1650 / 10 * 55% ≈ 1629 damage, killing 20% of the enemy ship.


Conclusion: Organise the fighters in a single squadron, and they are immune to missiles. If the fighters win the initiative they can never catch the missile ship, so neither side can damage the other.


Edit: Use rules, not hypothetical alternate rules...
 
arcador said:
Perhaps the problem here is mainly the ability of a ship to make salvoes fired on different turns to hit on the same round. Is this isolated to fleet combat only?
The trick is much more difficult to achieve in Fleet Combat, with a different movement system. If you achieve the trick you win, no ifs or buts.

Otherwise it's simply a question of how much Salvo Defence the enemy has invested in. If he has a lot you cannot hurt him, if he has too little you obliterate him.

Two different dilemmas.
 
Fighters against BC Particle (mod) from:
http://forum.mongoosepublishing.com/viewtopic.php?p=900262#p900262


1 BC Particle (mod) vs 145 squadrons of 10 fighters.

The BC will not willingly close to the same sector as the fighters. If the fighters win the initiative they will move to the wrong sector. If the fighters lose the initiative they can move to the same sector as the ship and attack. But with many opponents most fighters will lose the initiative to some enemy. Let's say that 80% of the fighters can attack and the others are just helpless targets.

Ship fires first:
Turret: 2D +7[basic] +1[accurate] -7[targets basic defence] = 2D + 1 ⇒ AvD 61,0% * 798 * 55% ≈ 268 damage killing 10,9% of the fighters.

80% - 10,9% = 69,1% of the fighters fire back:
Barbette: 2D +7[basic] +2[small vs ship] -7[targets basic defence] = 2D + 2 ⇒ AvD 71,8% * 25 * 1450 / 10 * 69,1% * 55% ≈ 989 damage - 2500 for dampers = 0 killing 0% of the ship.


Fighters with fusion weapons are chanceless against ships with dampers.


Edit: Forgot dampers...
 
Frigate from
http://forum.mongoosepublishing.com/viewtopic.php?p=900161#p900161
vs fighter:

1 frigate vs 21 fighters:

Using the same logic as in the previous post:

Ship fires first:
Pulse Plasma Large bays: 2D +9[basic] -4[bay vs fighter] -7[targets basic defence] = 2D - 2 ⇒ AvD 27,6% * 56 * 55% ≈ 8,5
Turret: 2D +7[basic] +1[accurate] -7[targets basic defence] = 2D + 1 ⇒ AvD 61,0% * 25 * 55% ≈ 8,4
Total damage 8,5 + 8,4 = 16,9 killing 47% of the fighters.

80% - 47% = 33% of the fighters fire back:
Barbette: 2D +7[basic] +2[small vs ship] -7[targets basic defence] = 2D + 2 ⇒ AvD 71,8% * 21 * 25 / 10 * 33% * 55% ≈ 6,8 damage - 20 for dampers = 0 killing 0% of the ship.

Fighters lose.

Pulse plasma is too good with Auto 8.
 
Rerun the BC Particle from two posts up, but with half of the fighters with Ion barbettes.

1 BC Particle (mod) vs 145 squadrons of 10 fighters, 5 with tachyon barbettes and 5 with Ion barbettes.

The BC will not willingly close to the same sector as the fighters. If the fighters win the initiative they will move to the wrong sector. If the fighters lose the initiative they can move to the same sector as the ship and attack. But with many opponents most fighters will lose the initiative to some enemy. Let's say that 80% of the fighters can attack and the others are just helpless targets.

Ship fires first:
Turret: 2D +7[basic] +1[accurate] -7[targets basic defence] = 2D + 1 ⇒ AvD 61,0% * 798 * 55% ≈ 268 damage killing 10,9% of the fighters.

80% - 10,9% = 69,1% of the fighters fire back:
Ion: 2D +7[basic] +2[small vs ship] -7[targets basic defence] = 2D + 2 ⇒ AvD 71,8% * 725 * 10 / 10 * 69,1% ≈ 358 damage. 358 / 50 ≈ 7, the ship suffers -7 on attacks and defences.
Tachyon: 2D +7[basic] +2[small vs ship] +7[ion] -7[targets basic defence] = 2D + 9 ⇒ AvD 100% * 725 * 20 / 10 * 69,1% * 55% ≈ 551 damage, killing 6,8% of the ship.


Next round:

Ship fires first:
Turret: 2D +7[basic] +1[accurate] -7[ion] -7[targets basic defence] = 2D - 6 ⇒ AvD 3,5% * 798 * 55% ≈ 15 damage killing 0,6% of the fighters.

80% - 10,9% -0,6% = 69,1% of the fighters fire back:
Ion: 2D +7[basic] +2[small vs ship] -7[targets basic defence] = 2D + 2 ⇒ AvD 71,8% * 725 * 10 / 10 * 69,1% ≈ 358 damage. 358 / 50 ≈ 7, the ship suffers -7 on attacks and defences.
Tachyon: 2D +7[basic] +2[small vs ship] +7[ion] -7[targets basic defence] = 2D + 9 ⇒ AvD 100% * 725 * 20 / 10 * 69,1% * 55% ≈ 551 damage, killing 6,8% of the ship.


Fighter win.

Conclusion: Ion turns big ships into sitting ducks.
 
1 Missile ship vs 77 frigates.


Missile ships:
Missile ships launches 7905 nuclear missiles.
77 frigates intercepts 77 * ( 30 + 48 ) = 6006 missiles
7905 - 77 * 7 - 6006 = 1360 missiles hit doing 3400 damage, killing 48% of enemy force.


77 Frigates:
Pulse Plasma Large bays: 2D +9[basic] +4[large bay] -7[targets basic defence] -2[range] = 2D + 4 ⇒ AvD 88,5% * 56 * 55% ≈ 27,25
Particle Turret: 2D +7[basic] +1[accurate] -7[targets basic defence] -2[range] = 2D - 1 ⇒ AvD 38,2% * 16 * 55% ≈ 3,36
77 frigates do 77 * ( 27,25 + 3,36 ) ≈ 2357 damage killing 29% of the enemy ship.


But the missiles do not arrive at once. If the frigates enter combat at Distant range with the missile ship at Close, it takes 9 rounds for the frigates to reach a Long sector. If the missile ship launches Advanced missiles half the frigates are dead by then.

Missiles win.
 
Try replacing all turrets on the frigate with pulse lasers. It even becomes cheaper.

TL 15, 2100 dT, Armour 15, 92 Hull, MCr ~1630.
J-3, M-9
Trait: Fleet Defender, Antirad
Capital Single Bay Attack 2[crew] + 5[FireCont] + 2[TL] = 9 [ Direct violation of the rules, but reasonable? ]
Capital Attack 2[crew] + 3[AdvFireCont] + 2[TL] = 7
Capital Defence 2[crew] + 3[Evade] + 2[TL] = 7
Large Plasma-Pulse (Long Range) bay: Damage 70 * 8 / 10 = 56? [ Estimate based on Particle bay multiplied by 8 for Auto 8 ]
12 Quad Pulse Laser (Accurate) turret: Damage 12 * 4 * 4 / 10 = 19 or Salvo Def = 12 * ( 2[crew] + 3[quad] ) = 60
4 PD Batteries: Salvo Def 4 * 12 = 48
2 Dampers: Screen (Damper) Def 2 * 5 * 2 = 20




1 Missile ship vs 81 frigates.

The missiles do not arrive at once. If the frigates enter combat at Distant range with the missile ship at Close, it takes 15 rounds for the frigates to reach the enemy lurking in a Distant sector. The frigates spend 2 rounds at Very Long range, allowing the missile ship to hit with 2 salvoes on round 15 and 16 using advanced missiles.


Missile ships:
Missile ships launches 7905 advanced missiles on round 13, arrives round 15.
Missile ships launches 7905 advanced missiles on round 15, arrives round 15.
81 frigates intercepts 81 * ( 60 + 48 ) = 8748 missiles
2 * ( 7905 - 81 * 7 ) - 8748 = 5928 missiles hit doing 5928 damage, killing 79,6% of enemy force.


81 Frigates: (Round 15 at Adjacent range)
Pulse Plasma Large bays: 2D +9[basic] +4[large bay] -7[targets basic defence] = 2D + 6 ⇒ AvD 96,9% * 56 * 55% ≈ 30
81 frigates do 81 * ( 30 ) ≈ 2430 damage killing 30% of the enemy ship.


Missiles win.
 
Even worse:
The Missile ship launch standard missiles on round 5 at Distant, arrives round 15
The Missile ship launch advanced missiles on round 8 at Distant, arrives round 15
The Missile ship launch advanced missiles on round 13 at Very Long, arrives round 15
The Missile ship launch standard missiles on round 15 at Adjacent, arrives round 15

The frigates only have Long Range, so can't fire until round 15 at Adjacent range.
At round 15 the frigates are hit with 4 salvoes, killing all frigates thrice.
4 * ( 7905 - 81 * 7 ) - 8748 = 20604 missiles hit doing 20604 damage, killing 276% of enemy force.


Or simply:
The Missile ship launch standard missiles on round 1 at Distant, arrives round 11
The Missile ship launch standard missiles on round 2 at Distant, arrives round 12
The Missile ship launch advanced missiles on round 4 at Distant, arrives round 11
The Missile ship launch advanced missiles on round 5 at Distant, arrives round 12

The frigate are hit with a double salvo on round 11 and 12 killing all frigates.
 
If we turn the situation around and start the frigates in the centre and the missile ship in B1D.
The frigates accelerate towards the missile ship that remains stationary. The frigates reach B1VL (Very Long) on round 2 and B1D (Adjacent) on round 5.

The missile ship launches advanced missiles on round 1 at Distant range, arriving at round 8.
The missile ship launches advanced missiles on round 3 and 4 at Very Long range, arriving at round 5 and 6.
The missile ship launches standard missiles on round 5 and 6 at Adjacent range, arriving at round 5 and 6.

If the frigates close in they get a double salvo on round 5 and 6.
If the frigates decline to close in they get a double salvo on round 8.
Either way they die.
 
Ok, double salvoes seems to be a fact of life, and we have to survive them.

Try a frigate with all hard points filled with PD batteries:

FT "Ægis"
TL 15, 2300 dT, Armour 15, 101 Hull, MCr ~1770.
J-2, M-9
Trait: Fleet Defender, Antirad
Capital Single Bay Attack 2[crew] + 5[FireCont] + 2[TL] = 9 [ Direct violation of the rules, but reasonable? ]
Capital Attack 2[crew] + 3[AdvFireCont] + 2[TL] = 7
Capital Defence 2[crew] + 3[Evade] + 2[TL] = 7
Large Plasma-Pulse (Long Range) bay: Damage 70 * 8 / 10 = 56? [ Estimate based on Particle bay multiplied by 8 for Auto 8 ]
18 PD Batteries: Salvo Def 18 * 12 = 216
2 Dampers: Screen (Damper) Def 2 * 5 * 2 = 20



Fight 1 Missie ship vs 75 FT "Ægis"
The FTs reach the Missile ship on round 15 after chasing is across the board.
The Missile ship launches 7905 standard missiles round 1 at Distant, arrives round 11
The Missile ship launches 7905 advanced missiles round 4 at Distant, arrives round 11
Missiles: 2 * ( 7905 - 75 * 7[defence] ) - 75 * 216[salvo def] = 14760 - 16200 = 0 missiles hit

The Missile ship launches 7905 MW missiles round 2 at Distant, arrives round 12
The Missile ship launches 7905 advanced missiles round 5 at Distant, arrives round 12
Advanced: 7905 - 75 * 7[defence] = 7380 missiles, stopped by 7380 Salvo Defence.
MW missiles: 7905 - 75 * 7[defence] = 7380 missiles. Countered by remaining Salvo Defence killing ( 16200 - 7380 ) * 80% = 7056 missiles. So 7380 - 7056 = 324 MW missiles hit doing 324 damage or 4,3% of enemy force. We definitely do not have enough missiles to kill the frigates.

Frigates win.

Note that I had to go down to J-2 to fit in both offensive weapons and PD batteries.
 
Try a frigate with only PD, and a token medium bay. It can be J-3 like the offensive frigates, so can escort them.

FT "Skjöldur"
TL 15, 2100 dT, Armour 15, 101 Hull, MCr ~1705.
J-3, M-9
Trait: Fleet Defender, Antirad
Capital Single Bay Attack 2[crew] + 5[FireCont] + 2[TL] = 9 [ Direct violation of the rules, but reasonable? ]
Capital Attack 2[crew] + 3[AdvFireCont] + 2[TL] = 7
Capital Defence 2[crew] + 3[Evade] + 2[TL] = 7
Medium Plasma-Pulse (Long Range) bay: Damage 65 * 8 / 10 = 52? [ Estimate based on Particle bay multiplied by 8 for Auto 8 ]
20 PD Batteries: Salvo Def 20 * 12 = 240
2 Dampers: Screen (Damper) Def 2 * 5 * 2 = 20


Fight 1 Missile ship vs 78 frigates: 1/3 frigate with laser turrets and 2/3 "Skjöldur"

Squadron:
TL 15, 78 * 2100 dT, Armour 15, 7207 Hull, MCr ~131000
J-3, M-9
Trait: Fleet Defender, Antirad
Capital Single Bay Attack 2[crew] + 5[FireCont] + 2[TL] = 9 [ Direct violation of the rules, but reasonable? ]
Capital Defence 2[crew] + 3[Evade] + 2[TL] = 7
26 * Large Plasma-Pulse (Long Range) bay: Damage 26 * 70 * 8 / 10 = 1456
52 * Medium Plasma-Pulse (Long Range) bay: Damage 52 * 65 * 8 / 10 = 2704
26 * 12 Quad Pulse Laser (Accurate) turret: Damage 26 * 12 * 4 * 4 / 10 = 499,
or Salvo Def = 26 * 12 * ( 2[crew] + 3[quad] ) = 1560
26 * 4 PD Batteries: Salvo Def 26 * 4 * 12 = 1248
52 * 20 PD Batteries: Salvo Def 52 * 20 * 12 = 12480
Total Salvo Defence 1560 + 1248 + 12480 = 15288
78 * 2 Dampers: Screen (Damper) Def 71 * 2 * 5 * 2 = 1420


Fight 1 Missie ship vs single squadron of 26 frigates and 52 "Skjöldur"
The FTs reach the Missile ship on round 15 after chasing is across the board.

The Missile ship launches 7905 MW missiles round 1 at Distant, arrives round 11
The Missile ship launches 7905 advanced missiles round 4 at Distant, arrives round 11
Advanced: 7905 - 75 * 7[defence] = 7380 missiles, stopped by 7380 Salvo Defence.
MW missiles: 7905 - 75 * 7[defence] = 7380 missiles. Countered by remaining Salvo Defence killing ( 15288 - 7380 ) * 80% = 6326 missiles. So 7380 - 6326 = 1054 MW missiles hit doing 1054 damage or 14,6% of enemy force. Not enough missiles, FTs win.
 
Obviously ships with spinals cannot mount similar Salvo Defence. Make a small fleet escort with J-4 (2+2 with drop tanks):

FT "Scutum"
TL 15, 2100 dT, 700 dT drop tank, Armour 15, 92 Hull, MCr ~2140.
J-4, M-9
Trait: Fleet Defender, Antirad
Capital Defence 2[crew] + 3[Evade] + 2[TL] = 7
21 PD Batteries: Salvo Def 21 * 12 = 252
4 Meson Screen: Screen (Meson) Def 4 * 5 * 2 = 40
4 Nuke Dampers: Screen (Damper) Def 4 * 5 * 2 = 40



Make a squadron of a BC Particle (mod) and 70 "Scutum"
TL 15, 110 kT + 70 * 2100 dT, Drop tanks, Armour 15, 14534 Hull, GCr ~266.
J-4, M-9 (with drop tank)
Capital Attack 2[crew] + 3[AdvFireCont] + 2[TL] = 7
Capital Spinal 2[crew] + 5[FireCont] + 2[TL] = 9
Capital Defence 2[crew] + 3[Evade] + 2[TL] = 7
Spinal 7DD = 7000 damage
499 Quad Pulse Laser = 499 * 4 * 4 / 10 = 798 damage or 499 * 5 Salvo Defence
Salvo Defence: 400 * 12 + 499 * 5 + 70 * 21 * 12 = 24935
Meson Screen: Screen (Meson) Def ( 250 + 70 * 4 ) * 5 * 2 = 5300
Nuke Dampers: Screen (Damper) Def ( 250 + 70 * 4 ) * 5 * 2 = 5300


Fight agains 2 Missile ship at equal cost.
The squadron reach the Missile ship on round 15 after chasing is across the board.

The Missile ship launches 2 * 7905 MW missiles round 1 at Distant, arrives round 11
The Missile ship launches 2 * 7905 advanced missiles round 4 at Distant, arrives round 11
Advanced: 2 * ( 7905 - 71 * 7[defence] ) = 14816 missiles, stopped by 14816 Salvo Defence.
MW missiles: 2 * ( 7905 - 71 * 7[defence] ) = 14816 missiles. Countered by remaining Salvo Defence killing ( 24935 - 14816 ) * 80% = 8095 missiles. So 14816 - 8095 = 6721 MW missiles hit doing 6721 damage or 46% of enemy force.

Another double salvo on round 12 and the missile ships have won.
 
Cheap Missile Drone:

2,5 dT, Hull 1, MCr 3 + MCr 1,5? for the carrier
M-9, R-16
single fixed missile rack with 6 missiles (3 Standard, 3 Advanced, MCr 1,8)
Runs Virtual Crew/0, no other software.
Capital Attack: 0[crew] + 0[FireCont] + 2[TL] = 2
Capital Defence: 0[crew] + 0[Evade] + 2[TL] = 2


Fight 1 FT "Skjöldur" vs 270 drones.
The drones have a vast acceleration advantage, difficult to close in.

The drones launches 270 standard missiles round 1 at Distant, arrives round 11
The drones launches 270 advanced missiles round 4 at Distant, arrives round 11
Missiles: 2 * ( 270 - 7[defence] ) = 526 missiles, 240 stopped by Salvo Defence 286 hits doing 286 damage killing the ship instantly.

The drones easily defeats ~9 times their cost in ships (even with maximised Salvo Defence). The ships can't do anything about it, except jump. Problem!
The drones cannot kill similar drones, since their defence is higher than their salvo size.
 
Cheap Drone Killer

3 dT, Hull 1, MCr 5 in bulk + MCr 1,5? for the carrier
M-9, R-16
single fixed fusion gun (Adjacent Range)
Runs Virtual Crew/0, no other software.
Capital Attack: 0[crew] + 0[FireCont] + 2[TL] = 2
Capital Defence: 0[crew] + 0[Evade] + 2[TL] = 2

Missile
1 missile - 2[defence] = 0 missiles hit. Missile drones can't hit it.
Fusion:
2D +2[basic] -2[target's basic defence] = 2D + 0 ⇒ AvD 49,6% * 15/10 * 55% ≈ 0,41 damage
We will kill the missile drones given time.
 
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