GC Conquest Notes (General)

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Archive through August 23, 2012  19   08/23 08:27pm
Archive through May 23, 2013  25   09/03 12:08am

Here is the topic to get recognition for your skills as a player of Galactic Conquest.

Just remember to use the standard format for your submission:

Title

Name and State/country/province.

Thus:

"How to crush your enemies, see them driven before you, and hear the lamentations of their women"
Genghis Khan, Mongolia

Surround them but leave them a possible route to escape and butcher them as they flee.

This is best in life!

++

Go forth and create!
By Steve Petrick (Petrick) on Wednesday, July 03, 2013 - 04:58 pm: Edit

REMINDER: The file of Conquest Notes is depleted in the sense that most of the remaining notes are from just two or three authors. This means that submissions have a good chance of publication (if they are valid and cover new ground) as we try not to publish more than one paper per author in each issue. So if you have a tactic you have been sitting on, get it submitted and you have a good chance of seeing your name in print in Captain's Log #48.

By Howard Bampton (Bampton) on Friday, August 23, 2013 - 10:54 pm: Edit

Carrier Escorts Must Die
Howard Bampton, MD

A carrier with its assigned escorts (or allowable substitutes), is able to bring its fighters without having to use one of the "ships" allowed by the squadron's command rating to control them. If the carrier is short an escort, then per C20.70 each 12 spaces of fighters require a command slot. This leads to an interesting double whammy- use directed damage to kill the escort of any carriers with more than 12 fighters. You not only lower the squadron's combat potential directly, but you force them to reduce it further or pay an economic penalty. The first 12 fighters use the slot of the departed escort, while numbers 13+ either force the squadron to function over its Command Ability Number for 35EPs a turn, or lower its combat strength even further. If your enemy foolishly presents several large carriers in the same squadron, remove one escort per carrier to double (or triple) your fun. Adding further insult to injury, unless the enemy has brought along spare escorts, he has to put up with this for several turns until replacements can be brought forward, strip escorts from a smaller carrier, or withdraw the squadron from mainline combat.

By Howard Bampton (Bampton) on Friday, August 23, 2013 - 11:32 pm: Edit

Quality Kills
Howard Bampton, MD

Galactic Conquest tends to constrain an empire's ability to produce hulls other than base hulls far more than F&E does- there is no analog of F&E's "substitution". If the ship isn't a base hull, you have to convert it from one. Your empire starts with a handful of allowed conversions per turn which are tied to specific hull sizes (ex: one size class 2, one size class 3 and two size class 4, plus one CW or DW per turn). R&D projects can increase this somewhat (at most four- one SC2, one SC3, and one 'war' hull).

This means that one can use directed damage to hurt his combat effectiveness far more than the loss of the odd ship would.

If you are facing a force that is heavy on carriers, kill one escort per carrier (see Carrier Escorts Must Die for why) to reduce squadron density. If you have minefields around the systems that are being attacked, kill his minesweepers so he takes more movement points to attack them thus slowing his offensive. Kill scouts so that the electronic warfare tilts in your favor and the extended range sensor reports are not generated which enhances your "fog of war" effects. Blow up PFTs. Commando, mauler, leader, and other variants may also be worth targeting to a lesser extent.

Furthermore note that most empire's conversions are strongly tied to specific size classes. If you target size class 3 variants heavily enough, you will reduce his ability to build new carriers, or force him to use less effective smaller mission variants instead of the biggest and best.

Finally keep in mind that conversions do NOT scale with the size of an empire. This means that larger empires are actually harmed by this tactic more than than smaller ones as they may be turning out a three dozen ships a turn, of which a dozen might be variants, while the smaller empire only builds ten most of which are variants.

By Steve Petrick (Petrick) on Monday, September 02, 2013 - 04:48 pm: Edit

The Conquest Notes file for CL#48 will close on 30 Sep 13. Command notes submitted after that date will be reviewed for CL#49.

By Howard Bampton (Bampton) on Tuesday, September 03, 2013 - 12:08 am: Edit

Edited to fix error in R&D effects and add rule cross reference.

Quality Kills
Howard Bampton, MD

Galactic Conquest tends to constrain an empire's ability to produce hulls other than base hulls far more than F&E does- there is no analog of F&E's "substitution". If the ship isn't a base hull, you have to convert it from one. Your empire starts with a handful of allowed conversions per turn which are tied to specific hull sizes (ex: one size class 2, one size class 3 and two size class 4, plus one CW or DW per turn). R&D projects can increase this somewhat (by at most five- one each for SC2, SC3, SC4, CW, and DW hulsl- but only when on a wartime footing- see B11.55 & B11.58).

This means that one can use directed damage to hurt his combat effectiveness far more than the loss of the odd ship would.

If you are facing a force that is heavy on carriers, kill one escort per carrier (see Carrier Escorts Must Die for why) to reduce squadron density. If you have minefields around the systems that are being attacked, kill his minesweepers so he takes more movement points to attack them thus slowing his offensive. Kill scouts so that the electronic warfare tilts in your favor and the extended range sensor reports are not generated which enhances your "fog of war" effects. Blow up PFTs. Commando, mauler, leader, and other variants may also be worth targeting to a lesser extent.

Furthermore note that most empire's conversions are strongly tied to specific size classes. If you target size class 3 variants heavily enough, you will reduce his ability to build new carriers, or force him to use less effective smaller mission variants instead of the biggest and best.

Finally keep in mind that conversions do NOT scale with the size of an empire. This means that larger empires are actually harmed by this tactic more than than smaller ones as they may be turning out a three dozen ships a turn, of which a dozen might be variants, while the smaller empire only builds ten most of which are variants.

By John Stiff (Tarkin22180) on Tuesday, September 03, 2013 - 08:33 pm: Edit

Make Him Pay
John Stiff, Virginia

Units in a battle are allowed to place up to 25% of the units in Reserve (Rule A10.40). If your opponent really wants to kill your valuable MS (Minesweeper) in reserve, make him pay. Reserve units may be attacked via Directed Damage, but it will cost him 6 times the DF (Defense Factor).

By Howard Bampton (Bampton) on Tuesday, November 19, 2013 - 09:37 am: Edit

Just a heads up- I graded all the papers over the weekend and I had to issue two X's. Where I grew up, X was "not only did you fail (i.e. 'F'), but you didn't even try". We need more Conquest Notes!

[Disclaimer- in ADB's grading scale, an X is 'I wrote this one myself, so I can not grade it'.]

By Steve Petrick (Petrick) on Thursday, November 21, 2013 - 01:12 pm: Edit

There has been a delay in the release of Captain's Log #48. For this reason, SVC has directed that the pool for submissions be reopened and extended to 16 December 2013. Any Conquest Notes submitted between now and that date will be considered for Captain's Log #48. Any Conquest Notes submitted after 16 December will be considered for Captain's Log #49.

By Steve Petrick (Petrick) on Thursday, December 12, 2013 - 01:39 pm: Edit

Reminder, December 16 is the closeout for submissions.

By Bennett Snyder (Planner) on Saturday, December 14, 2013 - 09:21 pm: Edit

M.E.P.S.-Not just for Orions
Bennett Snyder, Illinois

Players of SFB will know that M.E.P.S. is the doctrine that Orions follow when the ships of the various cartels are given assignments.

M (Mission): What is the ship supposed to do?
E (Equipment): What option mounts will the ship require for the mission?
P (Power): Does the ship have the power to do the job?
S (Systems): Has the ship sufficient internal systems and back-ups?

While Orion cartels are not included in Galactic Conquest the doctrine can be followed by the various races in a modified form in order to have an exciting game.

It should be noted that these four components of the doctrine are linked together and won't be effective if not used in their entirety.

Mission: What is the main goal of the race you are playing? The fleet's primary goal should be defense of the race, then expanding out.

Equipment: Does the race have the ships needed to perform defensive and offensive functions, as well as perform exploration duties? This will depend in part on the number of shipyards the race possesses and how many ships can be refitted or converted if needed.

Power: In this case, economic power. Does the race have enough economic points each turn to build the necessary ships, build bases, establish trade routes and do research and development. Shipyards can be used to scrap early ships and build new ships at the same time earning some economic points, but there is a cavaet; building at the same time as scrapping is only maintaining the status quo (although the new ships are modern). It is not increasing the fleet. It may be better to keep the antiques until enough ships are built to perform the necessary fleet functions and use the antiques to absorb losses that require replacement, a function that would suit the use of the early ships. Trade with other races will increase the economic power needed to increase the fleet.

Systems: The races need at least 7 major systems in order to be a powerful force, gaining economic points. Absorbing non-alligned minors and turning them into majors will do it along with conducting mineral resource runs using survey cruisers, large ore freighters, large and small prospecting freighters and commercial prospecting platforms. One thing to realize, if the systems bring acquired are two or more movement turns away without a trade route, it will require fleet units to be there until defenses are built up, shipyards built, etc.

In closing, careful thinking and planning will get a race to achieve its goals. M.E.P.S. should be able to do that.

By Howard Bampton (Bampton) on Monday, January 13, 2014 - 12:35 am: Edit

Poor Troop Pods
Howard Bampton, Maryland

Since most empires have a fleet tug and they are typically "base hulls" (i.e. do not count against conversion limits), and tug pod construction is largely limited by how many Starbases one has, Troop Transport Tugs are very easy to build in Galactic Conquest. Furthermore, while they cost a bit more than a cruiser, they have more crew units than a typical DN. This makes them a very effective place to dump poor crew units. Empires with both a combat and non-combat tug (ex: Klingons) can further improve the cost effectiveness by going with the cheaper model. If one isn't overly concerned with getting the crew units into battle, and if the empire's troop pod is capable of independent movement, then one can cut out the "middle man" and just build troop pods without the tug. War cruiser based tugs are nearly as effective as fleet tugs, but require using a conversion slot (which may be in short supply).

By Howard Bampton (Bampton) on Monday, January 13, 2014 - 12:44 am: Edit

Inexpensive Crew Training
Howard Bampton, Maryland

Ships with poor crew units have a tendency to die often in Galactic Conquest. A partial solution to this is to assign their squadrons to missions that require combat but do not have large opposing forces. The most simple of these to bring about is the the conventional convoy raiding activity (B2.20). Unless the defending empire has substantial ships assigned to defend against this (or the dice just go against you), the battles will have moderate levels of damage for your raiders- not enough to take out larger poor crewed ships. Just make sure that the majority of the squadron is not manned by poor crew so as to avoid the search chart modifier (Appendix 2/A).

By Howard Bampton (Bampton) on Monday, January 13, 2014 - 12:53 am: Edit

Carriers Work Poorly, Not!
Howard Bampton, Maryland

While ships with poor crews tend to die more often in Galactic Conquest, there are ways to protect them. Since a carrier only gets damaged after the escorts are (D6.28), the carrier stands a good chance of surviving a battle for that all important experience roll even if it has a poor crew.

By Bennett Snyder (Planner) on Thursday, February 13, 2014 - 10:57 pm: Edit

Battletugs-The substitute quarterback
Bennett Snyder, Illinois

Suppose your border is about to be threatened by an opponent and you don't have an updated DN ready to command a squadron or you have no DNs that are to be in existence at the correct year in service.

That is when you call upon your battletug if you have one built. It has the command rating of a DN and can sometimes be more powerful.

For example, the Fed DN doesn't get upgraded until Y171. Before then the DNs have the photon firepower of a CA while the BT has 6 photons. The BT+ if available replaces the APRs of the pod with AWRs. True, the BT is short 2 phaser ones compared to the DN, but the refit gives it phaser threes and drone racks.

Klingons, Lyrans and Kzintis have two classes of tugs so that they would have the same capability to use tugs as flagships. The Romulans apparently do not have tugs at all and would have to use old dreadnoughts until the Condors arrive.

At least three BTs would be required to rotate among squadrons until enough upgraded DNs join the fleet.

By Howard Bampton (Bampton) on Friday, February 14, 2014 - 12:31 am: Edit

Note that the Federation Battle Pod is a double weight pod, so the tug would have mobility issues. The LBP would not have this issue (but seems to have a later in service date, which rather defeats the purpose).

Klingon Tug-B has a lower command rating- BP won't bring it up to 10.

Kzinti TGT has the same issue as the Tug-B.

Lyran Tug-P has the same issue too.

By Bennett Snyder (Planner) on Saturday, February 15, 2014 - 12:43 am: Edit

G3 shows a Klingon BT having a command rating of 10. That would have to be a Tug-A with P-B4s.
Looks like neither Kzinti tug class qualify.
The Lyran BT has a 10 rating which is probably the Tug-C with combat pallets.
I should have been a little more specific about the classes, that there are combat and cargo versions.
The LBP would make the Fed Tug equal to a CA, but I believe the pod is meant for the LTT. I figured movement would be an issue unless defending a fixed point.


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