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WAR with the Vorlon alliance Fri, 27 April 2007 13:08 Go to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin

And war, which for a moment was no more, did glut himself again...

I thought it a bit low from the Vorlons to wait until having the ships at the right spots before daring to tell us that they don't want a NAP. And accompying this announcement by the first attacks. Probably the Vorlons are utterly scared by the IA *grin

So, war it is.

Tactical Assessment
Our main problem isn't tech but location and mobility.

We are split apart in 2 factions: east and west.
Actually we ar even more split apart because east and west will each have to face a 2- or even 3-frontier war.

Without gates the incoming attacker has a big advantage.

Our center planets are nearly indefendable.

The obvious conclusion:
Defense is not what will save our necks.

Offensive Options
Combined our enemies have a beautiful halfcircle-empire... perfect for defense with the south and east secured by the the end of the map.

Classic Warfare:
The West must straighten its frontier which means securing the Drakh HW while securing its flank at Black Hole. After having secured the Drakh HW, the fleet advances towards the Earth HW.

The Center goes into cheap defensive measure. Simple pop drops and skirmishes are the usual warfare here... until superiour VA-forces come around and finish it.

The East
Pak'ma'ra go into full defensive stance. Gates are to be reconstructed. The obvios offensive move is to secure the former Narn space and to press on until the natural gap of planets is reached (Linq-Mirror).

Sneak & Surprise Warfare:
Alternatively East and West could try to unite their forces. While going into a defensive stance along the frontiers, building a big bad CC fleet with bombers, lots of minesweepers etc and setting up gates.

Once the fleet is built, it gates to Squidcakes.
First wave has to secure the gate planet, 2nd wave brings in lots of minesweepers (actually those ships could be already included into the 1st wave), then the bombers and auxils follow.

Depending on the tactical situation the fleet advances towards the Ipsha HW, HYak HW or the Vorlon HW Abel.

Misc
Obviously we should try to pick up as much tech from the VA as possible.




[Updated on: Fri, 27 April 2007 13:11]

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Re: WAR with the Vorlon alliance Sat, 28 April 2007 06:50 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
Senior Chief Petty Officer

Messages: 90
Registered: December 2006
Location: Germany
I´d normally say we go for a defensive position and then a strike through stargates.

Problem: Gating damage! (assuming a 138kt CC)

Zippy - Squidcakes: 894 ly, that´s 71% damage / 6% loss for 100/250 and 54% / 3% for an inf/300.

Zippy - Pisces: 420 ly: 32% / 6% or 19% / 3%

Pisces - Squidcakes: 665 ly: 52% / 6% or 37% / 3%

Conclusion: with 100/250 there´s no point at all, with inf/300 it´s worth thinking about but still around 50% damage.

Plus: we can´t properly planet-hop to Zippy from the north so we might need another gate world to make it sneakier, opening us up for counter attacks of course. With the lead time on gate construction we´d have to evacuate a world soon. Of course gate worlds were chosen for the >100 ly distance in the first place...

I´ve sent a mail to Steve about stargate level at the moment and if we could vote for inf/800 gates being available, at the moment the vorlons are right in saying that they´re basically useless.

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Re: WAR with the Vorlon alliance Sat, 28 April 2007 07:03 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
Skaffen wrote on Sat, 28 April 2007 12:50

I´ve sent a mail to Steve about stargate level at the moment and if we could vote for inf/800 gates being available, at the moment the vorlons are right in saying that they´re basically useless.


Gates are inf/300.
The problem about inf/800 gates: usually gates are built by 50-60k pop on red planets. Already a inf/300 gate needs around 5 years to be constructed. Inf/800 gates would need an eternity.

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Re: WAR with the Vorlon alliance Sat, 28 April 2007 08:27 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
I believe that the Shadows want a closer relationship. They have already said they are building Jihad Rogues & gathering them at Skidmark - they will help us fight if needed.

I believe they would allow us to use their gates (mine you, I haven't checked if that would put us any nearer).

Question: My M.T. Probes have a jumpgate. Can you gate a fleet thru a jumpgate without gating the M.T. Probe itself? I thought this might be their best use.

One tactic we could use is to gate a lesser but significant fleet to Magellan & head directly for Mongo or from Pisces towards Doris, hopefully attract a lot of their ships to defend & then gate the main fleet to Squidcakes. It would work better if the lesser fleet were badly cloaked - i.e. we want them to realise that the fleet is cloaked & that they have "discovered" our main attack. Also if they know there is one cloaked fleet around they will probably think others are possible. The problem may be in adding enough cloaking to make it credible. The main fleet would not be cloaked.

Once we have weap12 we should invade as many minor VA planets as possible looking for Con & weap tech.

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Jumpgate (Re: WAR with the Vorlon alliance) Sat, 28 April 2007 08:44 Go to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
AlexTheGreat wrote on Sat, 28 April 2007 14:27

Question: My M.T. Probes have a jumpgate. Can you gate a fleet thru a jumpgate without gating the M.T. Probe itself? I thought this might be their best use.

Having a jumpgate on a ship means that you can gate the fleet *from anywhere* (deepspace, orbit with *no* available friendly/own gate) to a gate (with the destination gate as limit). IOW you would gate the MT probe and *only* the MT probe. If you merge them into another fleet you can no longer gate them around, *all* ships within a fleet need to have the jump gate in order to use it (for that fleet).

Best use of the MT probes is that it makes you semi-IT. You load them with pop/minerals, move them away from your own/friendly gates and gate them to where you want them, you can *gate cargo*! This is a really nice feature, especially if you can get your hands on a good amount of MT probes (in team games where one member gets all of the same design).
In previous games it has gotten me or allies in places that else would have unreachable. (In one occasion our team IT got through a wormhole to the other side of a medium universe, nobody else got through and it was hard to keep our beach head with no good planets for the IT in that spot. With the jumpgate we could get WM and CA pop there as well, taking their greens there.)

mch

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