the venator is a EXCELLENT carrier
but gods sake it sucks at ship tp ship combat
ideally you would want to use the venator to deploy figthers and escorts
and leave the ship to ship combat to something like the imperial destroyer
because the venator alone would get outmatched by the providence class ship,as the separatists fleets have higher amounts of space figthers and better armor/main guns,it means that the separatist ships can outlast the higher quality figthers deployed by the venator,and then slowly chip away its escorts through sheer numbers of vulture droid figthers
a clone takes 2.5 years to grow up and then some more training time,so pilots are expensive to produce,vultures can be mass produced
to counter that we should produce a dedicated ship destroyer that should go paired with venators when entering combat,the venator that way can focus on its porpuse as carrier and command,where the destroyer covers its back
does anyone know some good destroyers from the old republic and clone wars period?
to counter that we should produce a dedicated ship destroyer that should go paired with venators when entering combat,the venator that way can focus on its porpuse as carrier and command,where the destroyer covers its back
does anyone know some good destroyers from the old republic and clone wars period?
Other than the highest thickness armor made of the most expensive material we could afford to mass produce, the warrior class has the best quality of anything else in our army. Any increase would be marginal and the dice we would spend contacting them would be better spent expanding our warrior class contracts. There is also the dice rolls to consider. And new capital or escort ship is going to go thru the same roll system as the original five, which could have a serious impact on quality.
Other than the highest thickness armor made of the most expensive material we could afford to mass produce, the warrior class has the best quality of anything else in our army. Any increase would be marginal and the dice we would spend contacting them would be better spent expanding our warrior class contracts. There is also the dice rolls to consider. And new capital or escort ship is going to go thru the same roll system as the original five, which could have a serious impact on quality.
What is kind of weird is producing both the the Fang and Aurek in equivalent numbers when I really couldn't tell you what different mission profiles they fulfill.
I know how we got here it's just unfortunate.
Ehh. They're big posts and it's easy to miss the small details either way, at least you now know what a beast we have for our main combat star destroyer.
What is kind of weird is producing both the the Fang and Aurek in equivalent numbers when I really couldn't tell you what different mission profiles they fulfill.
I know how we got here it's just unfortunate.
The aurek is a bit sturdier and more durable in general. It's more of a protracted fighter ship. It also has mlre proton torpedoes so it's more fit for taking down frigates and targetting turbolaser cannons or thrusters on enemy ships once the sheilds are down. The fang has more speed and manueverability and is better for dogfighting and tailing enemy starfighters and bombers.
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
The aurek is a bit sturdier and more durable in general. It's more of a protracted fighter ship. It also has mlre proton torpedoes so it's more fit for taking down frigates and targetting turbolaser cannons or thrusters on enemy ships once the sheilds are down. The fang has more speed and manueverability and is better for dogfighting and tailing enemy starfighters and bombers.
The GTF Ares class of fighters is a radical upgrade of the Hercules II fighter. The power plant has been completely replaced with the newer, more powerful Nankam NA-27f model. Depleted uranium shielding has been added atop critical subsystems, making the Ares harder to incapacitate. Two primary...
starships.fandom.com
Type: Strategic Assault
Aka Anti-Escort Small Craft
GTF Erinyes craft are fresh off the drawing boards of Triton Dynamics. Though fast and heavily armored, their main attraction is firepower. With eight primary banks and two secondary weapon bays, Erinyes are at the top of the combat craft food chain. Both sets of weapon banks have been designed...
What is kind of weird is producing both the the Fang and Aurek in equivalent numbers when I really couldn't tell you what different mission profiles they fulfill.
I know how we got here it's just unfortunate.
to make it easer in my head l say to myself each 1 unit is a squad of starfighters and depending on the type it would have more. say 3 arc-170 per squad compared to say 12 for Z-95
to make it easer in my head l say to myself each 1 unit is a squad of starfighters and depending on the type it would have more. say 3 arc-170 per squad compared to say 12 for Z-95
Squadron is 12 fighterships consistently of the same type across the board. I'd break it down further but some dipshit with the creativity of a wet noddle made a game called star wars squadrons so I can't look up the exact terminology. But in essence a sqaudron of twelve is broken up into 3 something or other, which is further broken up into pairs of wingmen who cover eachother in combat.
Squadron is 12 fighterships consistently of the same type across the board. I'd break it down further but some dipshit with the creativity of a wet noddle made a game called star wars squadrons so I can't look up the exact terminology. But in essence a sqaudron of twelve is broken up into 3 something or other, which is further broken up into pairs of wingmen who cover eachother in combat.
.....ok, l really hate that idea so in my head im going lala lala and and going with what l said earlier Couse it makes more sense to me when comes to vastly different comps and starfighter sizes. but thats just me, thank you none the less for that bit of info though makes more sense now why 12 is an important number in star wars so cheers
ps we also have the CSI that say F that and lunch 1000 vultures and call it a day
And if we didn't detour into contacting suppliers we would be making no progress on escorts, capitals and bombers. Those were needed detours. But you are right going forward. With what we got from Incom/Rothana we can push back contacting others. I did the math for everything and I agree when it comes to numbers. But you are coming rather strongly with just generic arguments like "we will need more dice to catch up" or "we wasted the early choices" and just focusing on the plan numbers while ignoring the quality and options of the army. And arguments "by my math" without showing the math while jumping on people who propose a different options feels rather hostile. It causes most people to just get stubborn and ignore your arguments. When you started giving predictions on when we could shift our focus to contacting I actually looked more at the numbers and didn't just go by what felt right. I was also waiting on the results of contacting Incom/Rothana to see what we need.
Saying "you are wrong and we need to do what I think is right" rarely convinces people on its own.
Taking into account Khop's method to match our goals we need to increase our orders by end of Q2 27 BBY by (rounded up):
Blasters: 1256 units/6 = +210
Armour: 2400 units/6 = +400
Light S/T/W: 176 units/6 = +30
Medium S/T/W: 344 units/6 = +58
Heavy S/T/W: 394 units/6 = +66
Interceptors: 284 units/6 = +48
Starfighters: 280 units/6 = +47
Bombers: 24 units/6 = +4
Escorts: 8 units/6 = +2
Capitals: 112 units/6 = +19
The Phases for expanding contracts tend to be production/progress/average dice to get (at 64 per die average) from 0:
Phase 1: +2/40/1D
Phase 2: +4/80/2D
Phase 3: +8/120/2D
Phase 4: +16/160/3D
Phase 5: +32/220/4D
Phase 6: +64/260/5D
Phase 7: +128/300/5D
Phase 8: +256/340/6D
Phase 9: +512/380/6D
So at this moment we need to spend the following number of dice on expanding contracts:
Blasters: 2D (from Phase 7 to 9)
Armour: 4D (from Phase 4 to 9)
Light S/T/W: 4D
Medium S/T/W: 5D (if only focusing on a single option)
Heavy S/T/W: 5D (if focusing on either the SPHAT or AT-TE)
Interceptors: 5D (if focusing on either the Fang or Aurek)
Starfighters: 5D
Bombers: 2D
Escorts: 1D
Capitals: 4D (if focusing on a single class)
So we need at on average 37 dice. Over the next 4 quarters we will get 20 admin dice and 12 free dice. So 5 dice short. We should be able to cut the 1 die from Escorts by building shipyards. We should also be able save a die or two on interceptors by expanding starfighter factories. Especially as each Starfighter/Interceptor/Bomber die is a +1 Exposure which we will need to counter.
And we will need to spend admin dice on logistics in the near future to keep up with the demands of our cloning operations. I am considering 2D in blasters, 3D in armour, 3FD in Import Supplies. Then from Q4 focus 4-5D on expanding Rothana/Kuat orders (since they don't generate Exposure) and 2FD on Burying Secrets to lower Exposure.
So proposing a generic long term plan:
Q3 28 BBY:
Industry: 2D in shipyards, 3D in Starfighter factories
Admin: 2D Import Supplies, 2D Expand Blaster Contracts, 3D Expand Armour Contracts, 1D Burying Secrets
Q4 28 BBY:
Industry: activate production (escorts) and expand starfighter factories further (possibly finish shipyards if we rolled low last quarter)
Admin: 2D Import Supplies, 2D Medium S/T/W contract, 2D Heavy S/T/W contract, 2D Burying Secrets (with contract dice possibly going to blaster/armour if we rolled low)
Q1 27 BBY:
Industry: activate production and expand starfighter factories further
Admin: 2D Import Supplies, 2D Medium S/T/W contract, 2D Heavy S/T/W contract, 2D Burying Secrets
Q2 27 BBY:
Industry: activate production and expand starfighter factories further
Admin: 2D Import Supplies, 4D Capital contracts (Warrior), 2D Burying Secrets
I think we should produce Aurek interceptors locally to meet the goals for the Interceptors faster and save admin dice. We would need to reach Phase 6 which will be hard in 4 quarters. If we manage that I would switch to bombers later. Or get the first 3 phases of bombers after the Starfighter Factory reaches Phase 4. That will free up 2 admin dice from bombers and not cost us Exposure.
After that reassess. We might be able to grab less Import Supplies but I think we might be short on Facilities to be able to expand local production.
to make it easer in my head l say to myself each 1 unit is a squad of starfighters and depending on the type it would have more. say 3 arc-170 per squad compared to say 12 for Z-95
I just match it with the clone quantity. Each unit of vehicles/starships needs 1 unit of clones (10 000 clones) to pilot and maintain it. For a starfighter that is both the pilots and ground crew that does maintenance and squadron support personnel. While some of it can be done by droids some will require clones. For vehicles it is also the mechanics and support staff.
For example the US airforce has 12,468 pilots while having 329,614 active duty airmen, 172,857 civilian personnel, 69,056 reserve airmen, and 107,414 Air National Guard airmen. So about 26 active duty airmen per pilot.
So in my head we would get a third to a fifth of the ARC-170 compared to the same quantity of Z-96 for the same order size.
snip snip
I just match it with the clone quantity. Each unit of vehicles/starships needs 1 unit of clones (10 000 clones) to pilot and maintain it. For a starfighter that is both the pilots and ground crew that does maintenance and squadron support personnel. While some of it can be done by droids some will require clones. For vehicles it is also the mechanics and support staff.
For example the US airforce has 12,468 pilots while having 329,614 active duty airmen, 172,857 civilian personnel, 69,056 reserve airmen, and 107,414 Air National Guard airmen. So about 26 active duty airmen per pilot.
So in my head we would get a third to a fifth of the ARC-170 compared to the same quantity of Z-96 for the same order size.
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
@Hawkmoon you want math you'll get math.
Administration dice + 3 Free Dice
+ 14 to all dice
2
84
15
100
60
81
46
44 Now lets see how those dice pay off plan wise.
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
Also if we start procuring Gunships now will we get additional SS by doing this early or will we just skip the early plan goals in regards to them?
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
@Hawkmoon you want math you'll get math.
Administration dice + 3 Free Dice
+ 14 to all dice
2
84
15
100
60
81
46
44 Now lets see how those dice pay off plan wise.
So in other words because the contact action critted we should not have used that dice to contact other sellers...
...Are we never supposed to do non numbers go up actions cause a crit would be wasted????
Cause that seems to be the point trying to be pushed across here from my POV. Might be wrong.
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
So in other words because the contact action critted we should not have used that dice to contact other sellers...
...Are we never supposed to do non numbers go up actions cause a crit would be wasted????
Cause that seems to be the point trying to be pushed across here from my POV. Might be wrong.
I'm saying that that focusing so heavy on contact in a single turn cost us. That if we had only contacted 1 of these companies instead of both we would have at least made some progress towards our goals. That throwing only a single dice on expansion when we weren't set to complete any of our goals and had at least a dozen good options to work towards, when we just finished selecting our warships, was foolish. We could have spread these accross two turns and made do with only two dice on burying secrets. It was a mistake and it feels like people are ignoring that.