The Warmonger-Class Battle Tender

Take a large meson bay at VLong range (-4), decent gunner (+4), max FC (+5), and Evade (-3) for a total of DM+2:
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Average damage 1670, crit chance 3%.

Add DM+2:
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Average damage 2240, crit chance 17%.

Damage increases by 35%, crit chance quintupled.

Worth it? I would say so...
And if you have dozens or hundreds of them shooting at you, that'll leave a mark.
 
A 17% crit chance is, I believe, enough to make large battleships unviable...

A Fuel Tank Destroyed (Severity 4) would disable the ship beyond immediate repair. At 3/36, that would take about 40 crits or ~200 fired bays to achieve.
So 800 of them dropped from a Warmonger really would ruin several someone’s day.

A Warmonger and 800 Hornets come in at TCr1.845 and that balances out to just more than 5 Tigress’. 160 each. Two salvoes might end it, though they’ll take losses. Three would likely seal the deal for sure.
 
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So 800 of them dropped from a Warmonger really would ruin several someone’s day.

A Warmonger and 800 Hornets come in at TCr1.845 and that balances out to just more than 5 Tigress’. 160 each. Two salvoes might end it, though they’ll take losses.
and those losses add up to how much Cr?
 
and those losses add up to how much Cr?
They can hit at very long range, so that will limit the weapons that can strike back. Not sure. These things are fast (thrust 9) and small targets, comparatively speaking.

How many do you think five Tigresses could take out?10 percent? BCr130. 20%? Still less than a single Tigress.

It would still be very much worth it, I believe.
 
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They can hit at long range, so that will limit the weapons that can strike back. Not sure. These things are fast (thrust 9) and small targets, comparatively speaking.

How many do you think five Tigresses could take out?10 percent? BCr130. 20%? Still less than a single Tigress.

It would still be very much worth it, I believe.
Tigress' spinals would be useless. Fighters might be an issue. Those 430 Small Missile Bays are gonna suck!
 
Tigress' spinals would be useless. Fighters might be an issue. Those 430 Small Missile Bays are gonna suck!
The high automation version of the Hornet has 3 fusion gun barbettes and a pair of point defense type III-L to help out with that. And if they are firing from long range, the fighters have to get to them first.
 
Also, I have the fusion gun barbettes with the accurate advantage. I could swap that with the long range advantage and slap fighters at a distance. That sounds like a good idea.
Yes.

It would really be a problem for you if the fighters mounted Nuclear dampers. PA barbettes might be preferable.


The high automation version of the Hornet has 3 fusion gun barbettes and a pair of point defense type III-L to help out with that. And if they are firing from long range, the fighters have to get to them first.
Barbettes can't Point Defence, only laser turrets can do that.
 
Here are all the versions of the Hornet I have done (TL-13 high automation, TL-15 no automation, TL-15 high automation, and because I could, TL-16 high automation to see what Vincennes might make for themselves). Dropping it to TL-13 meant losing the range advantage for the meson bay, dropping the armor to crystaliron and losing a few points of armor, dropping the sensors to improved, and thrust going down to 7. That stung and the Hornet might not be practical at that tech level.

I was able to upgrade the countermeasures suite to a military countermeasures suite for TL-15 versions, so that adds an additional +2 to jam/EW (total +6) from the original designs, making them even more dangerous as they will be harder to hit.

I added a TL-15 electronic warfare version with 3 sensor arrays, 3 enhanced signal processing suites, 3 military countermeasures suites, and 37 additional sensor stations to perform a total of 38 distinct sensor actions (like jamming). It has no offensive weapons at all, but does have 10 type III-L point defense units. It there are 1 in 10 of these, that boosts the defensive firepower by almost 50% but only costs 10% of the offensive firepower. The additional sensor stations grant the swarm an almost 300% increase in the ability to jam. I could probably add a few additional sensor stations to the regular units. I'll look.

The TL-16 version gets thrust 10, a superior sensor suite, an advanced countermeasure suite with an additional +2 to jam/EW (total +8), and molecular bonded armor at 30. The meson bay got the high yield advantage added, making for more damage. There were other tweaks for the higher tech level.

My advice is not to attack Vincennes. Enjoy.1730262100430.png1730486697055.png1730262184133.png1730262209682.png1730262238886.png
 

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  • Hornet-Class Battle Rider v1.0.zip
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And here is the 7,500-ton Sorcerer-Class EW Battle Rider. Toss a dozen of these in for fun.1730268624269.png
 

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  • Sorcerer-Class EW Battle Rider v1.0.zip
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Created a 50,000-ton fuel/cargo pod to allow the Warmonger (or other battle tenders that can handle the load) to take turns as logistics ships with no modifications. It has five separate areas to store fuel and cargo for flexibility in what it can carry.1732207402071.png
 

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  • 50,000-ton Fuel-Cargo Pod v1.1.zip
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Here is a variant of the Warmonger-Class Battle Tender made to haul 3,000 125-ton Skeeters into battle. Let the swarm begin!1732296648550.png1732296671831.png
 

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  • Warmonger-Class Battle Tender [Skeeter Hauler] v1.0.zip
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And the most recent version of the Skeeter.1732296819820.png
 

Attachments

  • Skeeter Super Heavy Fighter [Battle Rider] v1.2.zip
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