Launch missile swarm in pairs of different speeds, that will impact in the same round to minimise PD.
Missiles halves for every full five rounds, except Long Range missiles.
Launch Nukes round 1, arrives round 11 (quartered)
Launch Nukes round 2, arrives round 12 (quartered)
Launch Nukes round 3, arrives round 13 (quartered)
Launch Advan round 4, arrives round 11 (halved)
Launch Advan round 5, arrives round 12 (halved)
Launch Advan round 6, arrives round 13 (halved)
Round 11-13: 27000/4 = 6750 nukes and 27000/2 = 13500 advanced will arrive. PD swats 800×2×6D ≈ 33600 missiles, i.e. all of them by a wide margin.
Tigresses jumps out or surrenders?
I assumed the Tigresses were smart, and did not divide their missiles up over all of the available Hornets. Instead a Tigress realizes that 25 bays firing on a single target would overwhelm & destroy the target, Point Defenses not withstanding. Putting all the missiles into fewer salvos also protects them from EW, since only ONE EW action can be performed on a salvo per turn.
Of course PD/2 software allows all of the Hornets to defend each other, as long as they are all (easily done) within 'Short' range of each other.
hink it is a flaw in the rules that you can upgrade a bay to be longer range than the same weapon type's spinal mount version, but ymmv.
No 'Upgrade' is necessary to find an existing, canonical 'Large Bay' with greater range than the 'Spinal Mount' equivalent: look at Particle Beams. The Large Bay has 'Distant' range, while the Spinal only has 'Very Long'.
I would think that the fighters would time their launch to arrive with the first waves of the Tigresses'. Also, if the Tigresses are going to be swarmed by the very long range shots of the Hornets, they aren't going to go pellmell into range, so stay at Distant and dropping missiles as long as they can.
The fighters add another 1500 missiles. Assume they mix missile types for time-on-target, to an added 3000 missiles per round. With extended flight times this is reduced considerably, with EW it is reduced by (roll, +1 skill, +2 High Automation, +2 EW/2 program, +2 Advanced Sensors, +4 Countermeasures Suite (no idea why this is not +6, against a target of '10' = effect 8) eight missiles per turn per salvo.
If the Imperials want to remain at 'Distant' and fling missiles, the Hornets will simply accelerate away -- the advanced missiles close at 15 -9 = 6G (21 rounds to reach targets; 21 x8 per round = loss of 168 missiles per salvo for EW, halved, quartered, eighthed, and sixteenthed for flight time). Nuclear-tipped missiles close at 10 -6 = 4G; so they certainly will not arrive together with the advanced missiles & will be in flight for longer than 21 rounds.
54600 Missiles in a salvo /16 for flight time = 3413 missiles impacting. Those are easily dealt with by the PD; repeat until the missiles are exhausted. Staying at 'Distant' is a losing tactic.
This nicely illustrates a point: Go all out for missiles, or don't bother.
The 66000 Dt spinal replaced with 190 large bays would increase the throw weight to ~28000 missiles per round.
Replace the fighters with another 50 large bays for a total of 34000 missiles per round.
Five missile-Tigresses would launch 170000 missiles per round, easily overwhelming the Hornets PD capacity.
Time on Target makes this 540000 missiles /16 = 33750 missiles vs 800x 2x 6D = 33600 defeated on average, leaving 150 missiles to do damage. 5D average of 17.5 -15 = 2.5 damage x150 = 375 damage, enough to maybe put one Hornet (528 Hull) out of the fight.
- Remember that ships jumping into system DO NOT arrive together. Even with highly tuned drives and the best computers and software available operated by the most well trained and intuitive astrogators in each fleet, a full fleet WILL arrive over the course of hours on up to a full day. MWM displayed this in Agent of the Imperium so that's how we should wargame this out.
Battle Riders like the Hornet certainly DO arrive together.
- Do not assume that every system operator is a skill level 4 master of their craft. Most systems on military vehicles are operated by 22 year old spacehands with, at most, skill level 2 in their assigned job task. They are supervised by skill level 3 and 4 experts but supervised is a long way from operated.
So far my assumptions are the Imperial vessels are all skill 2, while crew aboard the Hornets are skill 1.
Why not use that conflict and those ships instead of custom-designed Tigress killers?
The Hornet is not an optimized Tigress-killer; it is simply an exercise in 'how well can a player designed ship do in combat'. The group of Tigri chosen in this scenario was a fast-and-easy comparison with a 'canonical' Imperial ship, and the number was chosen to be equal to the number of credits spent. By all means, give us canonical Aslan BatRon or a comparable Hiver or K'kree or Vargr force -- Imperial ships were chosen because they are the ones which are most-published.
The Imperium views two opponents as existential threats: the Zhodani and Solomani.
And, as is much of the material which is published as canon, that analysis is nonsense. The Aslan can never be anything other than aggressively expansionist, the K'kree have a fanatical cultural mandate to kill 'everything which eats meat' (or, to the particularly militant 'anything which is capable of eating meat'), and the Hivers can never be trusted -- and they may have
already set our extinction in motion. Using other humans as an 'existential threat' is silly scape-goating around how scary the 'heretic' is -- so similar, yet all the more viscerally revolting because of it.