By Paul Stovell (Pauls) on Thursday, February 27, 2003 - 04:57 am: Edit |
OOC,
Col Loren,
To try and stick to purchases and commanders options.
I'd just like to restate my 2 cents worth.
1/Fighters and stores for them.
a. I'm against more than the "given" number of fighter pods the standard allowance seems adequate. I recommend a few chaff pods as they are very useful in convoy duty.
b.special drones, I'm not sure whether the increased drone percentage is used or not.
Swordfish drones are only 0.5 each and buying one gets 5 more "free" in storage. Half a space of internal armour is free. ATG also only 0.5 and might prove very handy. A few reload drones can be probe drones for looking behind the iceball for example.
c. The extra deck crews are a wise choice.
d. Casual bases, having a small ,two to three box, casual base on B,C,E,F might be wise. transporters or shuttles can fairly quickly equip such a base and weight lifting tactics will allow the rearming and maybe even limited repair of a fighter needing to land on that hexside.
GDS and CO spend on ground troops.
a. Given the cost to deploy a base it seems prudent to spend the extra 20% to help defend it. Especially as the CO spend will increase the ground combat forces by three or more times in effectiveness for very moderate cost.
b. A GDS for 2215B and 2215F to support any moblie deployment seems reasonable any more is a luxury. 2bpv per base isn't very good value for money IMHO.
By Jeff Wile (Jswile) on Thursday, February 27, 2003 - 09:28 am: Edit |
OOC-
Drone defense is really a study of its own, and as such would detract from the exercise to expand knowledge of planetary defense operations.
That said, drone defenses would not be ignored in an actual operation. In a historical context, we are in a similar situation faced by US forces in the early battles of the pacific war december 1941 to March 1942. The OPFOR could have superiority in Fighters, starships and PF's. part of the historic example suffers from the technical errors where bombs and torpedos failed to function as advertised. Fortunately we do not have that problem.
To put it sustinctly, the CO of a planetary defense fighter squadron would have clear knowledge of how to configure the fighters to best aquit them on a meeting engagement prior to the onset of close combat.
looked at another way, with 12 F16's(one of which is a two seater), each armed with 2 type 1 fast drones backed up by a minimum of 2 admin shuttles gives a potential drone wave of 36 drones expended over a 32 impulse 'turn' if the OPFOR is composed of 3 F5 type hulls on a fast approach, that gives 12 drones each while at same time OPFOR will be receiving phaser 4 fire. At best speed of 31 hexes per turn it would require the OPFOR 3 1/3 turns to close to the planet.
The fighter squadron could launch drones (including scatter packs) and return to base by start of turn 3 (hopefully at the latest. If on turn 2, 2 more scatter packs firing type 1 drones launce 12 more drones in the first half of turn 2 will either cause damage to the OPFOR or cause it to slow down or turn away.
Control channels for drones may be a limiting factor but, there are 2 small fighter bases (I will have to check but suspect that each has double drone control. which depending on the angle of approach of the OPFOR may mean both have line of sight in the enemy. either way there would be either 12 control channels or 24. Each early warning ground base could control 6 drones with use of the special sensor. that adds either 6 or 12 depending on line of sight again. takes totals to either 18 to 24 (or 30 to 36).
Will have to check the DEFSAT rules again, but if DEFSATS are indeed armed with drones, then they would also have control channels.
the two seater (IIRC) should have separate ability to control 12 more drones by itself takes totals to either 30 to 36 (or 42 to 48) drone channels.
by skill full use of ATG and ballistic targeting, the drones could be mannaged by a good drone control officer.
(wait, I don't see a drone control officer nominated!)(SPP-is this an oversite or do you have a name of a likely canidate available!)
Against a F5 squadron we stand a good chance at inflicting crippling damage, against a D5 squadron chances are less but still attainable.
Even if no damage is inflicted, a delay of 1 to 3 turns during the approach could allow strategic reinforcement the chance to arrive.
By Jeff Wile (Jswile) on Thursday, February 27, 2003 - 09:40 am: Edit |
Sorry for the duplicate post.
By Paul Stovell (Pauls) on Thursday, February 27, 2003 - 09:51 am: Edit |
SPP,
More questions
Do Scatterpacks count as seeking weapons or movement purposes when launched from a planet.
i.e. do they exit atmosphere on their first movement point?
If so it will be safer to get a pilot aboard even if it takes longer turns to get the shuttle back to rearm.
By Jeff Wile (Jswile) on Thursday, February 27, 2003 - 10:05 am: Edit |
To: Col Knight, 429th PDB
From:Maj Wile, 429th PDB.
Re:Drones, use of.
Loren-Spend the points.
Given SPP's promise to be "fair" in this learning opportunity, I submit to you that he had this very question in mind when he specified the starting point of the battle at 101 hexes from the planet.
If the approach was not intended to by used he would have started with no fighters and the OPFOR ready to deploy on the planet itself.
We may not have a legendary drone officer available, but never the less, I would hope to give a good account for the "honor of the battalion".
Besides, if we can "slip" one in past the best defenses SPP can muster, we will have earned some bragging points. and even if we don't atleast the opportunity was there.
By John Kasper (Jvontr) on Thursday, February 27, 2003 - 10:06 am: Edit |
Hi folks - How did I get in on this?
"I would like you to arrange to have Lt. G Getgen and Lt. J Kasper design a system separate from Subspace communications "
By Jeff Wile (Jswile) on Thursday, February 27, 2003 - 10:12 am: Edit |
John Kasper:
SPP when he was setting up the cast of characters for this exercise took the names from various people who had participated in the earlier discussion on this thread. Without looking, I would suspect that you must have participated init at some point in the past.
Also, since this may be used as the basis of a Captains log article, the premise is to respond "in character".
personally, I am glad as I wouldnt have the faintest idea how to go about designing a subspace communication system!
By Jeff Wile (Jswile) on Thursday, February 27, 2003 - 10:21 am: Edit |
To:Maj Wells, 429 PDB
From:Maj Wile, 429 PDB
Re:Drones questions.
Gatlings are great. But if given my druthers, I'd rather use them against direct damage on a SSD internal system (and compensatory damage against the troops aboard that ship) than just agains the sheilds and do nothing against the troops who presumably will be swarming down to the planet.
Yes special drones are expensive, and yes, perhaps it would make no difference against an opponent of SPP calliper but....killing the Klingons in orbit is far more effective than hunting them in the rocks and shrub of position biloxi and fargo. (easier too, as I get older, my interest in climbing on rock piles has begun to decline proportionately to the size of my girth!)
Besides, I in general oppose any notion of giving the enemy a free ride even if it is an unopposed entry to the planetary system.
By Steve Petrick (Petrick) on Thursday, February 27, 2003 - 11:18 am: Edit |
Colonel Knight:
Re: Pods
As I have noted to you before, the description of the Pod stockpile in (R1.28A) only provides the basic EW pods and Chaff packs found in (J4.75), but notes that more Chaff Packs are available. Note that (J4.75) does not provide the Pod Stockpile for a "normal" carrier.
So what you are in essence trying to do is say that (J11.13) does not apply to ANY carrier, since (J4.75) applies to all carriers and does not mention (J11.13). Note that every carrier has its two EW pods per fighter provided by (J4.75).
So I noted to you that the pods provided in (J11.13) do NOT DOUBLE THE NUMBER OF EW PODS PROVIDED IN (J4.75), BUT ARE THE EW PODS of (J4.75). Thus, the base has its Pod stockpile as provided in (J11.13), just as any other carrier would.
So your fighter ground bases have, collectively and without spending any Commander's Option Points or force points (other than those needed to purchase the base and fighters), 12 EW pods (the allowed two EW pods per fighter), 23 Cargo pods (the allowed cargo pods and 11 Auxiliary pods), one sensor pod (you are only allowed one, and you may as well pick it up as one of your free auxiliary pods as opposed to paying Commander's Option Points to buy it), and 12 "combat" pods (your choice what they are from the available combat pods). If you want additional pods you can purchase them (which is what I thought you were doing).
Your bases also have four (total) Warp Booster Packs for Admin shuttles in storage (two other booster packs are mounted on the two shuttles), and 120 stored chaff packs [overriding (J4.75)'s 12-24 stored chaff packs on a carrier (12 if the 12 fighters each have only one chaff pack, 24 if the 12 fighters each have two chaff packs).
So you could, for example, pretty much use your "free pods" to take care of the pods you bought (you did buy more pods than you can use for free), and spend some of the points for more drones, special drones, or deck crews, or you could keep your current pod purchases and just define what the 12 "free" combat pods are.
By Steve Petrick (Petrick) on Thursday, February 27, 2003 - 11:31 am: Edit |
Lieutenant Lampert:
Okay, we have 26 total points of non-Fighter Commander's Option Points. What would you suggest they be spent for? Remember, these are "ground bases", and do not have drones (with the excetion of fighter drones).
The Ground Military Garrison has, for example, 4 points available (since you cannot "pool" the points of the separate bases, each must spend its own points). What will these be spent for?
A T-bomb? Ground Bases are forbidden the rules for purchasing T-bombs.
An NSM? No, not available as the base is not a "minesweeper".
PA Mine? Sorry, not allowed.
Transcaptor? Again, not allowed.
UIM? Not allowed (no disruptors).
Refits not otherwise available? No refits to this unit.
Dummy Weapons. Ah yes, just the thing. We can spend the points to add dummy phasers to the bases.
Concealment Panels? Yes that is just the thing too, right. The enemy will never suspect.
Extra probes? We do not even have probe launchers.
Trans-Mortars rounds? Not available.
Prospecting Charges? Not available, no prospecting shuttles.
Crew and Marines, you have already poo-pooed that as you do not see the need to "defend" the bases.
Drones? The only ground bases that have drones in this set up are the Fighter Bases, and they do not have their own launch tubes. In any case, each has only 2.4 points to spend. Is it your contention that rather than improve their chances against a ground assault they should have spent the 2.4 points for two extra type-I(SLOW) (or one type-IF) drones and a RALAD?
Maybe you think the bases should have purchased some spare pilots, or spare chaff packs (when they have 120 spares already?), and the squadron has already been provided with its one allowed EW/two-seat fighter.
So, what are they supposed to spend the 26 Commander's Option Points for? I really want to know.
By Paul Stovell (Pauls) on Thursday, February 27, 2003 - 11:50 am: Edit |
Jeff
OOC-
As drone use is probably outside of the main line of our enquires I'll comment on this.
Firstly your expectations are rather out.
Only ballistic and type III drones can hope to find a target over 35 hexes away.
Two fighters on CAP can move out to meet the OPFOR to launch at range 35 and then scoot back to the planet. Rather them than me
I would expect OPFOR likely 2 D5K and a F5S or perahps a F5G.
Lets say OPFOR is going at speed. Turn three will see it enter range 35. The squadron can launch 24 type-I from fighters(if mega fighters can launch both type-I's at once?) they can then land this turn on impulse 32 assuming they launch from the atmosphere. Five can be rearmed at one pole in 32 impulses +16 more for launch restrictions so won't be ready before the middle of turn 5.
If both scatterpacks are timed right then 36 drones in fight. Control shouldn't be a problem. If pilots are beamed aboard the scaterpacks can be back on the ground on turn 5 rearmed by turn 8!
36 drones seems a lot but.......
The scatterpack drones are easy meat for Tbombs.
Down 12 although it will force a turn 60 degrees away and back manouver. Five drones launched in antidrone mode I'll assmue OPFOR is in too much of a rush to use its own scatterpacks in an anti-drone role. Five ADD racks will probably get at least two range three shots probably a good deal more as if the fighters stack too many drones the Tbombs will get them. Lets be generous to us and only give them two of each of range three,two and one. So averages six shots and three kills from each of the five racks another 9 more drones down still leaves 10. The defensive phasers and tractors if pushed will deal with these. I wouldn't say without breaking sweat but I would be surprised at a hit.
Now the defsats can launch another 12 at 1/impulse but giving away the position of the defsats is a bad mistake to make at this range IMHO.
By Steve Petrick (Petrick) on Thursday, February 27, 2003 - 12:32 pm: Edit |
Some understanding of a few things are needed.
This is a look at the "whole concept".
If the background of the thing was definite that it was just going to be an "attack to destroy the ground bases, or to bombard the planet", then you could ignore the Commander's Option Points for the Ground Bases as "irrelevant".
If this was just a "scenario" it would have defined victory conditions, and you would purchase all of your force to do one thing, win the scenario.
But what is going on here is a look at the whole PDU thing. The PDU has to be prepared for any contingency. A raid to bombard the planet. A raid to seize the planet. A raid to just smash and grab something on the planet. A raid simply to destroy part of the PDU to force the enemy to spend resources to restore the battalion. The Battalion might be acting in concert with, and supporting, a squadron of ships that has retreated to this planet to make a stand.
A Battalion might be sending some, or all, of its fighters to help a freighter nearby (not out of the system, of course), perhaps escorting an admin or GAS shuttle to deliver medical help or troops to an asteroid station (or maybe a station on a moon around another planet in the system) that is having "police problems".
So there is no guarantee that you will only ever face a space threat. Only ever have to launch the fighters to drive off a single marauding frigate looking for an easy target. No guaranatee that in the real situation, the enemy might not arrive and find your fighters still on the surface (WS-0) and land troops to assault your bases. All you can do is be as prepared as you can.
And that is part of what we are looking at. How to best prepare the battalion for anything that might happen.
By Steve Petrick (Petrick) on Thursday, February 27, 2003 - 12:49 pm: Edit |
Paul Stovell:
In re your: By Paul Stovell (Pauls) on Thursday, February 27, 2003 - 09:51 am: Edit
See my: By Steve Petrick (Petrick) on Tuesday, February 25, 2003 - 02:35 pm: Edit. Specifically the last paragraph. Please do not ask me to answer questions I have already answered in this topic unless you are calling my attention to an error.
To all:
Remember that shuttles, even seeking shuttles, and fighters are not drones. They move as shuttles/fighters. As such, they operate under (P2.4) for purposes of landing and taking off. A seeking shuttle moves as a shuttle, even though it follows a seeking course and has to move under the restrictions of a seeking weapon for purposes of which hex it will enter. There is no (to my knowledge) special rule allowing fighters and/or shuttles to land and take off faster than as provided in (P2.4).
By Loren Knight (Loren) on Thursday, February 27, 2003 - 01:23 pm: Edit |
Maj. Wells wrote:
"On ground deployment: In general, the brittle defend everywhere system proposed fails in practice. Certainly failed in World War 2 and often in SFB. The anticipated attack force (Klingon frigate squadron with small troop vessel) should be able to drop about at least 30 offensive points into a single GCL and thereby blow up 3 defense stations and an entire platoon easily. Unless we can mount in excess of 20 points on each hex side, we are likely to be trading companies for enemy platoons merely for political points. And that is just the initial attack after landing before we can reinforce; with weak forces on otherwise empty hex sides, we lose the forces there and wind up basically in the same situation as not having had any forces on the hex side.
The protect everything policy is the mission statement. I am willing to give up ground if I absolutly have to but I won't just hand it over. A F5 squadron will not, for instance, be able to land ALL those troops at once. The fighting will begin and both sides will begin to take casualties. Let's look at Fargo. The GCL is to have three Control Stations each with one Defense System. It will take four casualty points to destroy the Defenses and capture the one GCS. To do that in one turn it will require an attack force minimum of 6 offense points and a lucky die roll (a 6). If I can reinforce that GCS with just one BP it will require an attack force of 8. Add one more and it take 10 and a die roll of 6. In the mean time we are causing casualties as well and since we control the GCSs (at least two) we get a +1 to the die roll. Adding the GDS to those two GCLs will force a greater commitment to taking them then the investment to defend them and provide time to reinforce against a heavy attack. The enemy has a few approaches to assaulting the GCL. It can transport (via whatever means) Forces to remote areas. If there is no cambat at the GCL I can conduct S&D missions and start hacking at his troops while he masses. He can send some to the GCL to tie me up but will then be sacraficing forces to do so. He can try a direct assault but he must make a fairly major drive to do so or face a reinforced GCL the next turn. It is my intention to cause the enemy to not be able to assault one side and say "Oh ya, I take that side too."
Additionally, they cannot be assaulted from space. Normal bases can and even if they do destroy the bases they will not take the planet without taking the GCLs with Ground Forces. Also, since I can purchase the GDS with Force Points I gain instead of trade. Yes, the opposing force may be bigger but hopefully the increase will no be out of the range of being able to defend. Remember, the only real way to win this is to deny the enemy their win. If I get a chance to destroy the enemy I will take it. Then I will request a larger Defense force from Star Fleet because they will be back with something bigger!
By Loren Knight (Loren) on Thursday, February 27, 2003 - 01:27 pm: Edit |
A note to all: It would be counter productive to the mission of this excersize to have us get lucky or unlucky with respect to die rolls and such. I expect things to be realatively average as this is a look at the Overall concept.
By Loren Knight (Loren) on Thursday, February 27, 2003 - 01:31 pm: Edit |
SPP: Thanks, I wish to use the provided Pods and spend the Comm. OPts on other things. I'll get back to you with the new fighter options.
I take it I can post GDSs on some sides in an uneven manner.
B, C, E and F = 3 x GCS + 3 X GDS.
A and D = 3 X GCS.
All deployed around the bases (if there are some).
By Jeff Wile (Jswile) on Thursday, February 27, 2003 - 02:13 pm: Edit |
Paul Stovell:
OOC-
I beg to differ with you. Type 1 fast drones with a 3 turn endurance have an effective range 96 hexes. If equipped with ATG the control channel issue is slightly improved.
Please look back at the prior posts. I did not say that there was a high degree of confidence that the drones would defeat the enemy. Also, ships do not have an infinite supply of transporter bombs, if the OPFOR uses one or more to defeat the drone wave so beit, it is only to be expected.
I object to your assertion that drones would be bunched into one group and by default be easily dispatched by a single Transporter bomb. In the case of Scatter packs, If I were the Drone control officer i would elect random targeting in hopes that the drones would evenly distribute to multiple targets and by inference disipate into different hexes as they move towards the OPFOR.
I would further want to spread the drone wave out over 32 impulses so that the24 drones from the fighters and the 12 drones from the 2 scatter packs are scattered into 6 or more waves of 2 to 5 drones in any give wave at any time (this assumes the drones from the scatter packs separate as the drones close on the targets.)
Fine, use your tansporter bombs, it would be hoped that you will need 6+ just to defeat the drone wave completely before you close and have to use your ADD's and defensive fighters. (please note any TB's you use against drones will not be available to use against fighters or shuttles. Major Wells will thank you!)
The other problem that you did not relate but may become an issue is the reload status of the ADD's on the OPFOR. if drones get past your TB's, you will need to expend ADD or phire phasers to drop the drone wave, fine again, shoot the drones, means that you will be forced to ignore the fighters, ignore the drones too much and one will get through. ignore too many of both types and you will be taking gatling phasers down the throat.
Add to the mix the effect of the Phaser 4's firing into the OPFOR as you make the approach. couple bad die rolls as Col Knight noted could ruin your whole day!
Your point about the DEF sats is very much to the point, I would recommend holding them to the last possible moment and time it for an alpha strike using fighters, rearmed scatter packs and point blank fire from the ground based phaser 4 batteries. Still do not have a favorable chance of defeating the OPFOR but its a better chance than nothing, and if the OPFOR shows up with partially loaded ADD racks because rounds had to be expended during the approach, oh well!
Worse comes to worse if the OPFOR has to deal with many targets all at the same time, greater chance that some of the bases will survive long enough for a 2nd shot the following turn. It doesnt take too many phaser 4 close range shots to be effective.
By Jeff Wile (Jswile) on Thursday, February 27, 2003 - 02:26 pm: Edit |
Paul Stovell:
It should also be remembered that the OPFOR wil mostlikely make a quick entry in system at speed 31 hexes per turn. going slower gives more time for the emergency alert messages to be responded too. waiting too long in this case works to the defenders advantage, not to the attackers benefit.
Your points are important in drone defense, but if the OPFOR gets tied up at range 25+ by the drone waves, even if no damage is received it will be a defeat in as far as the mission will not be accomplished (whatever that mission may be) before the releif forces arrive.
two turns of ADD fire against the drone waves means closing on the planet and the DEF SATS with empty ADD racks, not too swift an idea when going up against reloaded scatter packs, reloaded f16 fighters, and full loads of DEFSAT's with point blank drone fire, not to mention the Fighters gatlings and the Phaser 4 bases at less than 5 hex range.
I say 'bring it on!'
By Steve Petrick (Petrick) on Thursday, February 27, 2003 - 02:56 pm: Edit |
Loren:
You cannot stick all the Small Ground Bases in one area, the GWS and GBDPs have to be where they are. beyond that, you are not under any obligation to put troops in Areas B or F unless you just want to. The GMG and FGB-Ss can be on any hexside. You could stick them all in Area A to have Lampert's Redoubt, but you do not have to stick anything (including GDS systems) in areas B or F if you do not wish to.
As I understand your last missive, you want to add the cost of 12 GDS (24 BPV) to your total and deploy them in Ground Combat Locations B, C, E, and F. Areas A and D are to have no GDS.
You do not pay for GCS, GCS is simply key features with no intrinsic BPV value. We are just assuming that there are three in each GCL, and that there is only one GCL in each hexside of the planet with three GCS.
If this is correct, I just need to know what your final POD stock pile and Commander's Option Points are.
HOWEVER, you should all understand that if the attackers land troops in an area where you have no troops, those troops will ultimately have two options:
Run around in remote areas (eventually you will hunt them down), or set up their own GCL (they will not have GDS, but they can mass in one area and say "come and get me"), and if they do the latter they will have Control Stations (they would set up where they can fight effectively, not in the middle of a valley floor ceding you all surrounding high ground).
I tend to agree with Lampert that retaining an ability to counterattack is more important than setting up in easily destroyed penny packets. I think your troops need to be where they can defend the bases from ground assault, not where they themselves can be attacked or ignored.
Remember, an attacker will try to limit your ability to maneuver, then use his own ability to do so to attack one position at a time.
This makes using your DefSats double-edged. If you do not use them, then they will be tracked down as mines and destroyed. If you do use them, then they will be blown apart as soon as assets are available to destroy them. If you waste your shuttles in futile attacks, then they will not be available to move troops once the DefSats and their transporter repeaters are destroyed.
This is MY FAULT. Back before the Transporter-Repeater function was added, you pretty much looked at a DefSat as an expendable platform, fire it at the best time to do so, and then say good bye to it. But the Transporter-Repeater function makes them important to the ground battle that might follow, and holding back using their weapons might allow you to transport a few critical boarding parties, or drop a few transporter artillery rounds into a GCL at a critical time to repel an enemy attack.
In short, like any Commander, you have to choose when to give up an asset and the abilities it normally gives you.
Drone Launch Rates:
Someone finally asked, and I was not sure if Colonel Knight knew and was waiting to see if this was a point that was going to be brought out.
A standard F-16 can launch and control two drones a turn (although both will be type-VI drones).
A standard F-16C can launch two drones a turn, provided at least one of them is a type-VI drone.
A standard F-16CM can launch and control two drones a turn, provided at least one of them is a type-VI drone.
A standard F-16M can launch and control two drones a turn, provided at least one of them is a type-VI drone.
If you load up a standard F-16C, or a standard F-16CM with all type-I drones, it can still control two drones, BUT IT CAN ONLY LAUNCH ONE DRONE A TURN.
The exception is that an F-16 of any type can launch all of its drones, whether two type-VI (F-16), two type-I (F-16C), two type-VI and two type-I (F16M), or four type-I (F16CM) in scatterpack mode, but in that mode it can control ZERO drones.
The second exception is that a remotely-controlled F-16 can launch all of its drones, whether two type-VI (F-16), two type-I (F-16C), two type-VI and two type-I (F16M), or four type-I (F16CM) in scatterpack mode, but in that mode it can still only control TWO drones.
When considering drone control situations;
The DefSats can control any drones they launch, but cannot assume control of drones launched by other units, and cannot be lent additional EW beyond what they have. Control of their drones can be transferred to other units.
The fighters can transfer control to other units, but canNOT accept control of drones launched by other units, even other fighters of their squadron, with two exceptions.
Exception #1: The EW/two seat fighter can control 12 drones, and can accept control of drones launched by other fighters of the squadron, it canNOT accept control of drones launched by DefSats, Scatterpacks (note that a fighter used as a scatterpack counts as a scatterpack, not as a fighter of the squadron), other ground bases, fighters not part of its squadron, or ships (including their own carriers).
Exception #2: A non-two seat fighter equipped with a seeking weapon control pod can, in addition to its own two seeking weapons, control up to four other seeking weapons. The seeking weapons are under the same restrictions as those that the two-seat/EW fighter can control, e.g., it cannot control drones launched by DefSats, scatterpacks, etc. SPECIAL NOTE: A squadron cannot have more than two seeking weapon control pods.
Exception #2B: A non-two seat fighter equipped with two seeking weapon control pods can, in addition to its own two seeking weapons, control up to 10 other seeking weapons. The seeking weapons are under the same restrictions as those that the two-seat/EW fighter can control, e.g., it cannot control drones launched by DefSats, scatterpacks, etc.
With the exception of the Fighter Ground Base-Smalls, all of the ground bases can control three seeking weapons. The Fighter Ground Base-Smalls can control six seeking weapons (sorry whoever asked, but they do NOT have double seeking weapon control). In addition to this, the two Ground Warning Stations can each control up to six additional seeking weapons (above the three they can control normally) by using their special sensors in seeking weapon control mode. The bases can all accept (or assume) control of seeking weapons launched by any (friendly) unit.
So to note:
Drone Control Channels on Bases:
GMG: 3.
GWS: 3+3.
GBDP: 3+3+3.
FGB-S: 6+6.
Total: 30.
Note, as noted special sensors in seeking weapon control mode could control up to 12 more, but are not included in the above because they might be doing something else. Also note that if the fighters were all being operated by remote controls (unlikely in this situation since you are being granted WS-III at battle start which automatically puts four fighters in space with pilots) that would tie up four of the Fighter base's control channels.
By Alex Chobot (Alendrel) on Thursday, February 27, 2003 - 03:23 pm: Edit |
Jeff, are you aware that by (F3.31) the target unit has to be within 35 hexes of both the seeking weapon and the controlling unit, or else the control channel is lost and the weapon released to its own guidance (and goes inert if it cannot gain its own lock-on)?
An ATG drone must be within 8 hexes to acquire its own lock-on (given the speeds and angles invloved, the need to keep the target in the FA arc and the 12 hex maintaince of lock on is less important).
Quite simply, the OpFor, in the hands of a comptenet commander, won't be gettoing tied up by drones at range 25+, they'll turn off and open the range to 36 from the controlling units and let any non ATG-drones go inert, then swing in to finish what's left. While the F-16Ms can make speed 26 and push the control envelope quite a bit, that's pulling them away from the planet and leaving them to being reduced in detail.
By Loren Knight (Loren) on Thursday, February 27, 2003 - 03:34 pm: Edit |
Or under duress GWS = 9 + 9. for a total of 42 possible control channels.
SPP: I donot want to redeploy an bases. They remain as before. Given that I must protect the entire planet then I donot want to allow a foot hold on B or F. If they can mass troops there I will have further dificulty expelling them when that time comes. They can land shuttles there with little trouble as well. I cannot count on the GBDP to stop them because their fire is limited and once in the atmosphere they are safe (P2.62). I assume though not defined in that rule, units directly above a ground phaser can be fired upon. Or am I missing something.
Anyway, I would like to deploy the GDS as stated.
Re. drone control. I wasn't expecting to have a real problem with that.
Re. DefSats.: It is my intention to use the DefSats at the latest possible moment to preserve their use as Trans-Repeaters. However, I have now a very important question!
Your ships are still 30+ hexes away and I have my DefSat (just one for this inquirey) launch it's drones. It is then revieled to the enemy but shortly after moves BEHIND the planet. When it reemerges is there still a lock-on or can it resume hidden status? This of corse assumes the drone control was assumed by another unit and the planet did infact cover the view of all enemy units.
Re. Deployment of troops a B and F. I don't intent to deploy them to start but can transport them when ever the situation calls. My tactic is that I don't have to transport very many to force the enemy to attack with a large offense or be eliminated or face further reinforcement. I.E. You can't just move in with a couple BPs and set up camp. It's a big deal or no deal.
By Loren Knight (Loren) on Thursday, February 27, 2003 - 03:38 pm: Edit |
Alex, long ago I had that very rule stuffed into my face. I was running a lone BATTS and launched drones imediatly when the enemy entered 30 hexes. He just swung around and went back out to 36 or so. So, I did slow him down a bit but I lost a full load of drones and he closed in facing a single salvo and not two like I had hoped.
It was a long time ago but it taught me to not be hasty.
By Alex Chobot (Alendrel) on Thursday, February 27, 2003 - 03:51 pm: Edit |
Tis an important one
By Jeff Wile (Jswile) on Thursday, February 27, 2003 - 04:26 pm: Edit |
Alex: Drones and Scatter packs can be launced ballistically. I had for gotten the 35 hex limit, but the point is made that a drone officer has Options available to him.
Consider F16's deployed to range 35 from base, thuse EXTENDING the range from the planet to 70 hexes (35 to the position of the fighters relative to the planet and 35 more hexes due to the fighters being the controlling unit(s).
In any event, there is still the option of launching scatter packs for oblique fire positions. for example, OPFOR closes to range 35, direction 'A', scatter pack1 launched in direction 'C' speed 6, Scatter Pack 2 launched in direction 'E' speed 6. Assume OPFOR continues approach to planet seeking a closer position to fire on scatter packs to avoid the small target modifier. At range 20 (or what every is more appropriate, sp's blossom and 12 type I's deploy at speed 32.
if OPF is 3 ships, that means 4 drones targeted on each ship from divergent positions, it also means that he will have to deal with drones in position or "duck out" at that point (since he will have to have already moved 15 hexes closer to the planet for the sp's to trigger the drones, he will have to move that far back to exceed the range limits. Drones fired from fighters or DEFSATS would have to be carfully considered inview of the tacticalsituation, but it forces the OPFOR commander to commit.
And to be honest, given the choice, I would take the early shot and force the OPFOR commander to dodge back out of the firing envelope. There are a 100 drone spaces in the magazine and if I could trade 12 drones for 1 more turn of approach fire and a delay of 1 turn (maybe more depending on the decisions made by the OPFPOR commander) before the OPFOR closes to zero range.
Might be a waste, but...there are many uncertainties in war. if the OPFOR commander lunged forward hoping to jump the F16's before they could land and reload not realizing the scatter packs could drop converging fire? let me think about that!
By Steve Petrick (Petrick) on Thursday, February 27, 2003 - 04:39 pm: Edit |
Uhm, Major Wile:
I think perhaps you need to read the comments on drone controls included in my "Thursday, February 27, 2003 - 02:56 pm".
Fighters cannot control drones released from scatterpacks. Even if they could, no scatterpack can release drones at a target more than 35 hexes away, or be targeted on a target more than 35 hexes away (except a ballistic scatter pack). The rules on seeking weapon guidance require that at best you can have a triangle.
Target that is 35 hexes from the scatter packs, and 35 hexes from the controlling unit.
Controlling unit that is 35 hexes from the scatter packs and 35 hexes from the target.
Scatter pack that is 35 hexes from its target, and 35 hexes from the controling unit.
All three legs can be no longer than 35 hexes.
A ballistic scatter pack can reach a launch point after traveling some distance to become the third leg of the triangle, BUT fighters cannot control its submunitions, so it if releases at 35 hexes range, all the drones (even type-VI) simply go intert.
So no scatter pack can be launched from the planet at any target more than 35 hexes away. The drones would simply go inert as there is nothing in the battalion that can assume guidance of the scatterpack drones outside of 35 hexes.
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