Homeworld 2, 14th Mission, Balcora. The player fleet arrives into a hidden sector with the local God-Ship, only to be met by Makaan, the Messiah figure of your enemies, who brought one of the three keys and hopes to shank the two from you. Instead, you fight him off, sink his mothership, take the Hyperspace Core, activate the God-Vessel Sajuuk, abandon your previous Mothership, and immediately fuck off from there back to Hiigara to fight off the invasion by the Vaygr, who still don't know that their Messiah has been pwnd.

Yeah, I misremembered the sequence of actions a bit, so we'd pretty much be doing the Sajuuk maneuver if we disable their engines and then fuck off to the God-Vessel.
 
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We'd probably need time to reactivate the Ship. So we do need to at least make them travel a lot slower even if we disengage.
 
mkay here's the real question:

is it feasible to go for a cripple/mission kill on one of the ships without developing so much relative momentum that we'd end up in an engagement

because the two things we want to do are aim our momentum at our objective, and spam missiles at these mofos, and we should seriously just maximize on those two constraints
 
[X] Finish The Fight
-[X] Keep moving so that one enemy ship is always being blocked.
—[X] fire another staggered round of missiles followed by a round of torpedoes.
—-[X] Keep aiming weapons at enemy buster turrets and engines
 
Notably, both the Hunter & the Omen have a speed 2 Impulse drive to the Lost Cause's speed 1.
Depending on the distance to the station, they could very well catch up with us even before we're able to dock, despite the headstart.
Engineering
Impulse Drive
Integrity: 15
Speed: 1
Power Draw: 10
Special: This Drive has no top speed. So long as power and heading remains the same, speed will increase by 1 at the start of each turn.
Impulse Drive
Integrity: 15
Speed: 2
Power Draw: 10
Special: This Drive has no top speed. So long as power and heading remains the same, speed will increase by 2 at the start of each turn.
Impulse Drive
Integrity: 15
Speed: 2
Power Draw: 10
Special: This Drive has no top speed. So long as power and heading remains the same, speed will increase by 2 at the start of each turn.
 
Do also keep in mind that the BC is a chekov gun -- it *will* show up. Presumably that will be immediately after we get the dreadnaught going, or as we get it going, or generally at such time as we can blow it to shreds with the dreadnaught... But you get the idea.
 
Btw, if anybody needs clarification on what the Battlecruiser designation means in comparative terms: Battlecruisers aren't spectacularly tougher than a heavy cruiser like the Omen or Lost Cause, but are faster and have significantly more firepower.

Battlecruisers are, effectively, the glass cannon ship class, and generally operate by jumping in, evaporating everything that passes their crosshairs, and then jumping out before anything they can't evaporate can draw a bead on them.
 
To be noted though, our first salvo still hasn't landed.
So if we're confident enough those would be enough to do some damage on their engines we can disengage now and go for the prize.

But really, what're the chances for that?
 
To be noted though, our first salvo still hasn't landed.
So if we're confident enough those would be enough to do some damage on their engines we can disengage now and go for the prize.

But really, what're the chances for that?
We can be pretty confident the missiles are getting through, the only question is if they can hit enough busters at this angle to not go for the engines instead.

Which... given the Omen mounts three of its four turrets on the bow, which is currently the opposite end of the ship from the missiles... I give decent odd the engines take a hit or two.
 
[X] Finish the Fight
-[x] Plan Kite and Fight
Act as though we are burning toward the station, continue firing on the Omen to force the hunter to continue defensive maneuvers. Meanwhile seed our path with inactive missiles set as a cluster of mines that engage the Hunter as its defending the Omen against the other missiles.
 
[X] Finish the Fight
-[x] Plan Kite and Fight
Act as though we are burning toward the station, continue firing on the Omen to force the hunter to continue defensive maneuvers. Meanwhile seed our path with inactive missiles set as a cluster of mines that engage the Hunter as its defending the Omen against the other missiles.
we don't have enough missiles to do that, if we could even do that with our missiles.
 
[X] Finish The Fight
[X] Plan Bear Sajuuk to Bring
-[X] Keep moving so that one enemy ship is always being blocked, while staying out of the ships' sensor range as far as possible.
--[X] Priority one: Try and single out the engines to immobilize them
---[X] Priority two: Try and get rid of the weaponry that the ships can fire without sensoring on us
---[X] Upon immobilization, consider burning for the Station.

Something like this, mayhaps?
 
[X] Finish The Fight
[X] Plan Bear Sajuuk to Bring
-[X] Keep moving so that one enemy ship is always being blocked, while staying out of the ships' sensor range as far as possible.
--[X] Priority one: Try and single out the engines to immobilize them
---[X] Priority two: Try and get rid of the weaponry that the ships can fire without sensoring on us
---[X] Upon immobilization, consider burning for the Station.

Something like this, mayhaps?
My only criticism is that we only have so many missiles, and those are the only things that will be able to hit reliably from outside the sensor net. And even that reliability is going to fall off once the enemy get up to speed.
 
My only criticism is that we only have so many missiles, and those are the only things that will be able to hit reliably from outside the sensor net. And even that reliability is going to fall off once the enemy get up to speed.
My thought is that, while we have the sort of advantage, we push for it to try and immobilize the enemy so that they don't get that ramp up to speed. An opportunity that we still have, and yet safer than just booking it for the potential God Vessel.

We definitely lose the "long and protracted" battle outline, and just booking it is too risky, so I think that trying to take out their engines and then booking it is the best option.
 
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My thought is that, while we have the sort of advantage, we push for it to try and immobilize the enemy. An opportunity that we still have, and yet safer than just booking it for the potential God Vessel.
yeah, it's not a bad plan, just wanted to be sure you were taking into account that we can only do what we just did two more times.

My only other idea would be to build up an absolutely absurd amount of speed so we can circle their entire sensor net in one or two turns, then just run in a circle around the edge and hose down the space inside with our Impactors, which are technically continuous fire weapons.

personally, I think your plan is probably better, at least for now.
 
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The BC being a glass cannon ought to have good sensors no? That means with high probability we lose every range-trade with it without fail. Even worse if we leave it with escorts.

I'm almost of mind accelerating straight towards the enemy is our best tactic right now. Dump all of our long-range missiles, coast towards the enemy and light them up with our close-in weapons. They can't realistically protect themselves from missiles, engage us competently, and damage-control our actual guns at the same time. Plus it's just crazy enough not to be standard battle doctrine so they have to adapt on top of this all. * This relies on the idea of cutting power extensively from non-essentials to turn this into a stat-check. **I purely meant missiles. Torps are our get out of jail card that need to be reserved still.

There is also a QEC onboard our ship with a high probability of being what brought them here in the first place. We might not be able to dump it hot in this situation considering how little we know about it, but using it to bait the BC later might be a valid tactic.

I'll need to look back on this when I'm not a day's out of sleep.
 
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