By Steve Petrick (Petrick) on Saturday, May 07, 2005 - 04:58 pm: Edit |
At this juncture, let me interject another tactical interlude.
What pods SHOULD the squadron have launched with?
From my lofty position, I will suggest that they all should have launched with two pods (possibly including the CAP).
These are: Phaser and Chaff.
This would have slowed them from speed 26 to speed 24 as a top speed (without playing mid-turn speed change games), but there is always the concept of dropping pods if you have to (the Federation Taxpayers will eventually be charged for replacing them . . . but they are a LOT CHEAPER than replacing a whole fighter and/or repairing damage on that fighter (if it survived) or to the targets of drones the fighter did not destroy. (This latter can cover a host of sins from the fighter being too busy shooting at drones targeted on it because it had no chaff, or because the destroyed fighter was not able to shoot down any more drones heading for the planet, or because a crippled fighter just is not as good at the job as an uncrippled fighter.)
By Loren Knight (Loren) on Saturday, May 07, 2005 - 05:49 pm: Edit |
It is not really vital that Ghost flight have top speed since they have more control over range (once they are at the planet speed is far less important).
Banshee launched with no pods other than those on the CAP EWF.
Ghost was supposed to each have a Phaser pod. My original plan (from way back when) was that Ghost flight would have on fighter with a Sensor pod. This ment that each flight had added EW capabilities. So one Ghost fighter should have the Sensor pod on it.
It's a good idea to have the Chaff pods too but I have to admit I didn't think of it. Although, perhaps my figher ops Captains should have.
By Steve Petrick (Petrick) on Saturday, May 07, 2005 - 06:07 pm: Edit |
Colonel Knight:
Uhm . . . sir . . . uh . . . well . . . (hem-haw)
You see sir . . . that sensor pod . . . well . . . you see . . . it . . . uhmmm . . . well . . . it does not allow the fighter carrying it to lend electronic warfare.
So, in essence, it does not provide any "electronic warfare capabilities" to the fighter carrying it, or to the section that fighter belongs to.
It allows the fighter to conduct "science missions" . . . like studying a monster as an administrative shuttle, and to gather intelligence as if it were an electronic warfare fighter, but it does not make the fighter an electronic warfare fighter in the sense that it gains any "electronic warfare" abilities.
You might want to check the Battalion Commander's Handbook on Tactical Operations, Chapter J, section 11.42 . . . otherwise known as "Rule (J11.42).
SIDEBAR:
The GM will note that he believed Colonel Knight had selected the pod for use for just the above considerations. Every fighter squadron should have such a pod simply because it does allow the squadron to either investigate two "phenomena" simultaneously, or because it is better to have twice as much lab capability to study the "phenomena" than to have less, and there is some redundancy if one or the other fighter (EWF or the one with the pod) were to be picked off.
Further, there is a reason to have a second fighter with the tac intel capability because it can be sent instead of the EWF in some cases and for some missions.
There is also the reality that, outside of a game where "everything works and is in repair" there are going to be times when one of the GWS stations is "Down for maintenance" or "repair" of its special sensor. The EWF would then be flown to "cover the gap" (it would patrol some distance from the planet, of course, like about 30 or so hexes). If it was having a maintenance problem at the same time, the sensor pod could be sent up. Or if there was some concern about something else you could have both up. But you would not usually use the EWF for CAP as its systems doubtless make it more of a maintenance hog, nor would you fly the sensor pod very often (same reason, plus it is VERY RARE, the squadron only has one and cannot buy extras). So a CAP would normally be two standard fighters with an SOP load of drones and pods. The EWF only launches for "REAL" reasons, or for "check rides" (being the two-seater of the squadron) to make sure training is up to snuff.
By Jeff Wile (Jswile) on Saturday, May 07, 2005 - 08:15 pm: Edit |
Steve Petrick, concerning your statement to me:
quote:"Jeff Wile: Do you not think that the information should be provided to the defense forces, or do you feel it is a secret only to be shared with Colonel Knight?
I thought about that...and if Col Knight had been somewhere else than CC or not in "in charge" of the btn tactical command... it would have been appropriate for me to make a judgement call on the data report. (I would have immediately distributed the contact report to all parts of the 429th establishment.)
IMO (and please tell me if I am in error) since "Col Knight" had assumed tactical command, it was his perogitive and duty to handle it as he saw fit... any attempt on my part to usurp or seize command of the 429th would (quite possibly) be mutiny in a technical sense...and in a practial context only serve to undermine Col Knights postion and authority.
I was attempting to assist Col knight to the best of my ability... please tell me, what should I have done?
By Loren Knight (Loren) on Saturday, May 07, 2005 - 08:18 pm: Edit |
SPP: You are right, it was for tac intel but I'm in great need to sit a do some reviewing. Get recentered.
Sorry guys. I'll do just that. I'm working from memory without having reviewed things recently. I should have know better than to be thinking EW.
When I selected everything it was more than two years ago and I reviewed things pretty well then so SPP is right. It was to give Ghost flight the Tac intel ability in case the EWF was lost or away.
That said the Sensor pod should not be loaded. The fighters are not far enough out to see beyond the GWS's wich are up and running.
Thanks SPP.
By Jeff Wile (Jswile) on Saturday, May 07, 2005 - 08:45 pm: Edit |
"Col Knight?" said Major Wile,
"we may have a problem developing here, If you'll step over to the tactical display station, sir."
Major wile, with years of manipulating the tactical simulator, rapidly generated a possible/probable/likely options scenario of the enemy forces detected... postulating that the "unknown contacts" leading the drone waves to be additional G-1 gunboats... if the PF's (if that is what they are) continue to close to Cassandra IV...the fighters of Ghost flights A and B 3 (fighters each) will be challenged by the G-1's... very much challenged if they turn out to be more G-1K's.
the 4 options...no fighter killed or damaged, 1 fighter KIA or damaged, 2 Ftrs KIA or damaged, 3 ftrs KIA or damaged... gives the possible range of results
from a low of no damage to the G-1 and few drones of the drone strike damaged or killed to a max of all 28 (or 29) drones killed and possible crippling damage to the G-1... in no less than 75% of the cases, the expected damage to the individual fighters of Ghost Flight is 2 fighters damaged and (an estimated 10%) of a F-16M distroyed in combat.
If the 6 fighters of Ghost Flight combine in to a single over run attack of we stand an excellant chance of repeating the results of Banshee flight where all 29(or 28) drones KIA and possible damage against the G-1 chances increase materially.
I should also point out that by dividing Ghost Flight, you increase the chances that the other G-1's will get close enough to the 2 elements of Ghost Flight to ensure killing the crippled fighters (mentioned earlier) as well as killing a further 3 units of the squadron.
IMO dividing the squadron at this time when 5 gunboats could be in close proximity of the planet may not be a warranted risk.
I should also point out that if you intend to use the shatter packs... by keeping the elements of Ghost flight within range, you risk reducing the effectiveness of the type VI drones as the Type VI's might target friendly units.
It should also be pointed out that with only 3 phaser IV's available at least 2 of the 5 gunboats will not have to worry about taking damage... an aggressive Klingon commander might just decide that killing F-16M's is of more value than preserving the G-1's undamaged.
In short, dividing Ghost flight might not benefit the defense of Cassandra VI... and could cost us half or more of the 6 fighters engaged. Sir"
The tactical display ran thru 4 possible variations of the scenario (based on the information so far known to the CO of the 429th) and a distressing number of the options resulted not only in dead fighters but also drone strikes on the surface of Cassandra IV.
By Jeff Wile (Jswile) on Saturday, May 07, 2005 - 08:59 pm: Edit |
"Col Knight... I recommend that you load the other 2 remaining Admin Shuttles as shatter packs.
we have upwards of 141 drones inbound, and up to 6 PF's...though one was delayed by Banshee Flight... the additional 24 type VI drones in the 2 additional shatter packs could be a significant factor...if used effectively... otherwise, the 2 phaser 3's the admins shuttles have might not kill as many drones as we need... and given the possibility of the PF's closing the planet since they out number the phaser IV's... any GAS and admin shuttles used as fighters have a low chance of survivng the encounter.
Even if the shatter packs only target the G-1's... 12 type VI's (speed 32) have a fairly good chance to overwhelm the point defense of a single PF.
By Steve Petrick (Petrick) on Saturday, May 07, 2005 - 09:52 pm: Edit |
"Major Wile" said technical sergeant Jorab, "I fear it is too late to discuss the deployment of the fighters. By the time they could fall back and link up, the enemy will be upon them. It would have been better to convince the Colonel not to have divided them to begin with. Now the enemy force is on final approach (i.e., in the next "turn" they will begin entering the tactical map at 100 hexes range)."
(Above based on recalling the fighters to closer range after detecting the approaching drones from the other sectors, i.e., the drones have moved to less than 150 hexes distant. Based on the already determined fact that the drones will enter the map on Impulse #25, that effectively means that this turn's movement wherein he drones traveled 32 hexes, brought them through 25 hexes of the distance from 150, i.e, they were 157 hexes out on the previous turn. Under the level of tactical information, i.e., S5, the drones COULD be anywhere within five hexes of their actual hex, which is why the information was defined coarsely for "roleplay" purposes, but the reality is that at the end of this turn when the fighters are ordered to turn and head in the drones are effectively at 125 hexes range because we had already determined they would enter the map, i.e., be at 100 hexes range on Impulse #25. The upshot, even with two deck crews working on each shuttle, you would only get eight type-VI drones loaded in the two turns available to you since you need two turns to get the shuttles "out of the atmosphere" to avoid having them crash on release. And you effectively have ZERO time since you did not previously move the two shuttles to fighter bases earlier, and there is no time to take off, fly through the atmosphere, land, load, and launch before the drones impact. All you can do with the other admin shuttles at this juncture is launch them as phaser platforms. Sorry.)
By Jeff Wile (Jswile) on Saturday, May 07, 2005 - 11:27 pm: Edit |
"technical sergeant Jorab, yes, it is too late to change the deployment... but it is not too late to change the tasking orders of the F-16M's of Ghost Flight." said Major Wile.
"The Tactical display indicates that Ghost Flights A and B are approaching the 45 hex mark on hex row 'spines' of direction 'C' and 'E' from Cassandra 4...some 91 hexes apart... but only some (125-45=80) hexes from the drone stack and
the supposed PF (if that is infact what the GWS-A detected)... if both Ghost Flights 'A' and 'B" stay in the 45 range hex from the planet in respective directions 'C' and 'E'... they would be over run by drones and whatever in 80 impulses... those same 80 impulses could be used for movement (at speed 26, assuming no pods) of some 65 hexes (assuming 2 1/2 turns...."
turning to the tactical display and producing an illustration of the proposed movement of the 2 flights of Ghost "... if the orders were issued immediately, Ghost flight could move to intercept Drone stack 'D' by moving to 45 hex range mark on hex row 'spine' 'D' then turn as a combined squadron for a further movement in direction 'D'... at which point Ghost flights 'A' and 'B' would be in hex mark 52 from Cassandra IV in hex row spine 'D' while the drone stack (assuming all of the drones are in a single stack) would be hex 61... or a range of 9 hexes from Ghost flight... on impulse #25 of turn #2.
The bottom line is ghost flight 'A' could face a drone stack and possibly a PF on hex row 'C'... while ghost flight 'B' faces another drone stack and possibly a PF on hex row 'E'.... or...
12 fighters of the combined ghost flight could take on 1 PF and a drone stack in direction 'D'...with greater success of killing all of the drones in drone stack 'D', possibly committing damage to the PF in direction 'D' and less chance of dead or crippled F-16M's.
Leaving Ghost Flight separated, gives the PF's greater chance to kill or cripple F-16's at less risk of damage to the G-1's.
While it is too late to change the previously set up positions... it is not too late for a "shifting of positions" as the drone stacks make the approach from the 125 hex range."
This is effectively Col Knights last chance to:
1. alter the "tempo" of this battle.
2. maximize the number of F-16's that will survive this battle...
3. clear 1 other Drone stack from hitting a hex side of Cassandra IV.
and remove the F-16M's from being inside the targeting envelope of the shatter packs. (if the F-16M's try to retreat to Cassandra IV... they risk being targeted by the "friendly" shatter packs.
The prior deployment was assuming that the PF's wouldnt close on Cassandra IV... GWS-A reports indicate that they are approaching."
This option gives the fighters a chance... a better one that having 3 F-16M's take on a G-1... and then having to evade the other G-1's looking to kill some cripples.
By Loren Knight (Loren) on Sunday, May 08, 2005 - 01:28 am: Edit |
SPP: Much earlier I ordered a third shuttle loaded as a shatter pack. Just recently I ordered a fourth sent from teh GMG around to the FGB-S Dallas for loading.
The should, at this point, be two shatter packs at the FGB-S Annapolis and one at the FGB-S Dallas with another starting to be loaded.
Jeff Wile: You should go back and read my previous postings, I think. I'm confused because what I'm doing isn't what you think I'm doing. The fighters will hold at R45 for when they can target drones. Launch a volly and move back closer again, staying ahead of the drones. Then launch another round and head for the planet full speed. They will then swing around the planet to meet drones at close range killing as many as possible using phasers and drones.
If the G1s approach they will have to get very close to the planet to engage the fighters where Ph-4s will be ordered to target them (all planetary Ph-3's will be used for drone defense).
This is the general plan. It is to a degree, out of my hands to specify exact action.
Once drones are in range a shatter pack from each FGB-S may be launched. I will be timed to be able to counter drones near the planet.
Hold one shatter pack in reserve until I hear more about the G1's.
By Loren Knight (Loren) on Sunday, May 08, 2005 - 01:36 am: Edit |
I do not think we can stop all the drones from hitting the planet. A, C, and E are the most populated part of the planet were D is the most forested and water covered part it is lighter in population (mountainous).
B is desert mountains and the most baren part of the planet.
F is the largest sea and has several small island populations.
I wish to minimize the destruction one A, C and E. And attempt to avoid devestation on the rest of the other three sectors.
I think its the best we can do.
This is the primary goal but if we get the oppertunity to down a G1 (I don't think they will give us that) then let's make the Klingons pay.
By Paul Stovell (Pauls) on Sunday, May 08, 2005 - 10:21 am: Edit |
"Colonel, Captain Stovell here."
"My big phasers aren't going to make much of a dent on the G1's outside range 25. Can I suggest the fighters pull back to range 10 of the planet before the G1's can engage them."
"They will then be under my guns and the fighter bases can lend them EW".
By Loren Knight (Loren) on Sunday, May 08, 2005 - 10:46 am: Edit |
Ya, that's what I said. The fighters are only starting at R45 for flexability. This allows them to target drones earlier and get more launchings. I would have prefered they get the first launch done at R75 to get every drone off their rails but confirmation of G1's (in my own mind, not actually) forces me to bring them closer.
Any G1's should not get better than a R10 oppertunity on the fighters. They should carefully consider the use of EM. Primary goal is to launch drones at enemy drones.
It may be that G1K may lead the drones up to about R25+ and knock down any of our counter drones. In this case conserve drones and return to planet.
By Jeff Wile (Jswile) on Sunday, May 08, 2005 - 01:03 pm: Edit |
Col Knight, I understood your plan... the problem (if such it really is) is that the G-1's will be in a position to kill some or many of the drones launched by the F-16M's, increasing the number of drones able to hit Cassandra IV.
my suggestion improves on the total number of drones killed by eliminating all of the drones in direction D-, while at the same time improving the chances of most of the F-16M's surviving the battle.
That said, you have the final decision, and I await your orders, SIr.
With 5 G-1's coming into phaser IV range... they (at an increased risk of destruction) can interfere with our ability to defend Cassandra IV... we might want to go ahead and load up the remaing ADmin Shuttle as a Scatter pack, even though it might be too late to defend against the drone strike... a shatter pack would be handy if the G1-K that Banshee Flight decides to make a close approach to the planet after the intitial contact with the other PF's and drone stacks.
this battle has the potential to "go into extra innings" with Banshee Flight coming in late and bringing their "dancing partner" (aka G-1K).
By Stewart W Frazier (Frazikar) on Sunday, May 08, 2005 - 03:44 pm: Edit |
"Sir, we have conformation from the GWS on inbounds." "Sir, message for you on channel 2."
Lt Frazier read the incoming message on inbound drones, "OK people, showtime, once the wave hits our range, time the big gun to hit the two leaders, we'll only have two more shots before the wave hits air."
"Sir, there appears to be another gunboat escorting the drones in, he's running passive."
"Dang! There goes the fourth shot on the wave" The lieutenant looked over to the sergeant, "Hmmm, think you're right. That would place him inside 30 wouldn't it?" "We couldn't recycle fast enough to target him on his inbound run if we took a fourth shot at the drone wave. 25 or 17?" "What, oh, hmmm, six or closest approach, no other choice there, he'll be waiting for that shot to get close."
"One other question sir, do we target the treys on damages drones or fresh targets?" "Fresh before they hit air, damaged after that."
The Lt. walked over to the Sensor Tech, "Keep an eye on that gunboat. "But - if he's running passive, we won't get anything until range ... 25, sir" "25? Hmmm, we may get a fourth wave shot then." "Maybe sir, maybe, he could still use EM."
By Michael C. Grafton (Mike_Grafton) on Sunday, May 08, 2005 - 04:56 pm: Edit |
"SPP: Much earlier I ordered a third shuttle loaded as a shatter pack. Just recently I ordered a fourth sent from teh GMG around to the FGB-S Dallas for loading."
I DEFINATELY sent the GMG shuttle to one of the fighter bases, UNORDIR, specifically mentioning I included the full combat crew and had pilots qualified people standing by at the GMG transporters to man any "broken" shatterpack.
By Jeff Wile (Jswile) on Sunday, May 08, 2005 - 08:12 pm: Edit |
COl Knight, it would be helpful if we could have the energy allocation for the 1st turn on the 429th ground bases.
I'm concerned with GWS-B in that I wonder if there is enough energy "in the grid" to power the systems properly.
If true, we need to establish priorities and give the OTC(officer in tactical command) orders... IIRC Senior Gunner DeMarris is there waiting for relief (there are two officers normally assigned the duty, and 1 cannidate for last minute substitution)... but It would be best if we decide how best to use the facilities as presently deployed.
By Loren Knight (Loren) on Monday, May 09, 2005 - 01:46 am: Edit |
I still don't have the actual set up for Impulse one turn one. SPP has the data where everything of ours is (I believe) but I don't have the set up for T1 EA yet.
If we are actually at that point.
Additionally, I'm not sure if we were playing it as SFB: On BBS. I'm fine with playing it out in detail. In fact, I guess I recall SPP saying we would go into as much detail as would not be redundant.
So, an EA will come when the T1 map set up info is finished.
Are we there yet? (seriously asking as the player on the BBS... not the Colonel!)
By Loren Knight (Loren) on Monday, May 09, 2005 - 01:51 am: Edit |
I'm going to have to ask that we do all the preparation as needed then dive into this no sooner than Thursday. I've got a time critical job I'm wrapping up Mon-Wed. I'll be available to do all that is needed to T1 set up but until Thursday I won't be able to give this a lot of attention. But for several days after that I can really dig into the play by play. I'll still be working but only lightly.
Can we hold off the down and dirty until Thursday?
By Paul Stovell (Pauls) on Monday, May 09, 2005 - 05:09 am: Edit |
OOC,
17 drone hits are required to devestate a hexside. So it might be possible to avoid this on all hexsides. A shatterpack itself might make a drone wave safe.
Too many variables with the G1's present to get very far with the drone bombardment analysis.
It is a call from Col Loren as to whether for example hexsides B and F are to be given up to ensure NO hits on hexside A or whether say a dozen hits will be allowed against any hexside in an attempt to keep all hexsides undevestated.
By Paul Stovell (Pauls) on Monday, May 09, 2005 - 05:39 am: Edit |
OOC,
Some thought on the likely G1 missions and how best to deal with them.
They could vary from......
A. G1's just escorting drones to say range 26 from planet. Adding to the drone wave at this point and seeing the results of the attack. They could do this mission and close further especially if they have Scout PF providing EW support.
B. Prime aim is to write down,
B1. Our fighters
B2. Our defsats
B3. Our ground bases
I'd suggest that there is some evidence to indicate that B1 is not there prime aim.
If it were one might expect at least a few of the type IIIXX drones would have had size class 6 as a target and Banshee flight would have been in more trouble. The G1 harassing them might have been more aggressive too. Neither of these points are conclusive.
B2 and B3 These will require a close range approach and the likely loss of some of the PFs. A careful route would only let us get one phaser IV in arc so fighters, defsats and even scatterpacks might be required. If the PFs push hard during the drone bombardment I would suggest that they could take out any one base or defsat for the probable loss of a PF. The only counter I can see to either volley drones from the defsats or interpose Ghostflight either of which will seriously dent our drone defense.
By Christopher E. Fant (Cfant) on Monday, May 09, 2005 - 09:31 am: Edit |
Ghost flight does need to regroup I think.
By Jeff Wile (Jswile) on Monday, May 09, 2005 - 09:33 am: Edit |
Loren, I will be traveling all day thursday, so will not be able to participate until (if at all) very late... and then I will not have access to rules or materials.
Friday is better, for me... but I would prefer if you could decide on a time for when you are "going to be available" (and if SPP is online at the same time, IWT it would be better still.)
By Loren Knight (Loren) on Monday, May 09, 2005 - 10:45 am: Edit |
Jeff: I'm just saying that from Thursday on I pretty available.
CFant: I promise not to get you killed (although there are other forces at work here). I want you to regroup too, only after you managed a few long ranged drones shots at the waves. But you will be regrouping near the planet to counter drones from Vector-D.
Just stay ahead of the drones, launch, stay ahead, launch.
If a G1 interferes then conserve drones. Let's see what happens.
By Steve Petrick (Petrick) on Monday, May 09, 2005 - 12:47 pm: Edit |
I have sent an E-Mail to Ken Kazinski as an "honest broker", i.e., he knows what the Klingons are up to, so that you guys can be sure that I am not going to suddenly change anything on you.
As things stand right now, I have no choice but to rule that Ghost Section's two halves were recalled abount mid-turn of Turn #0 for purposes of things moving onto the map. If they were loitering at about the 100 hex mark, that means they have, as of the end of Turn #0, moved back about 13 hexes (now 87 hexes from the planet). The Bombardment drones are now 25 hexes away from crossing the 100 hex boundary themselves, or about 38 hexes behind the fighters (you would NOT know precisely where they are on the planet, of course, as they are still anywhere within five hexes of where they actually are according to your sensors).
At this juncture, there is really nothing more I can do until Loren knight posts his set up, i.e., hexes where any scatter packs are and what their loads and programming is.
I am not going to argue with anyone about a third scatter pack shuttle being prepared and whether or not one of the two admins that remain is at a base. I will accept that it is there, but will again note that actions on it are, in essence, starting in mid-turn since they are being done in response to the drones moving into the 150 hex radius. So I am ruling that you have only a half turn of two deck crews working on that shuttle right now (turn zero).
Banshee is still trying to make its way back, but is slowly falling behind (the drones are faster, and some time was lost while under erratic maneuvers). The Gunboat it encountered is still doggedly harrassing them.
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