shit that's gonna cause problems: alright new plan have the childhoods end remain with the stack and serve as tank as best it can we want to engage Fleshrippers with subspace filaments whenever possible while using the slicer beam to hit the weakest still living Fleshripper that the federation fleet cant kill
The Federation fleet can survive a Fleshripper battle for a while. They aren't just outright knocked out by a single one. Just don't expect them to actually win. The fact they have Resistance 10, Shield Generation 20 and Hull generation 15 means it will be a slog of a fight, and unless the Federation fleet literally plays everything perfectly, the Fleshripper will win.
I'm currently looking at two plans:
[X] Plan Maneuver
-[X] Federation and Childhood fire at 7 the oclock ship with weapons which can damage the shield.
-[X] Move Federation ships and Childhood 4 hexes left and one hex down-left
-[X] Federation ships to reroute power to shields
-[X] Spare power to Clairvoyance System to expand the range greatly
-[X] If closest Fleshripper is in range of movement at start of next turn, destroy it with Subspace Filament in a micro-turn
This one is simple, fire what you have at a ship in range, and hope that the Fleshripper stays put. The weird movement is to put the fleet just a bit above the range of two Fleshrippers, but still in range of another 2 Flreshrippers. We get to keep our Microjump (remember, one per 3 turns) both hidden and ready to use.
[X] Plan Punchout
-[X] Federation and Childhood fire at 6 the oclock ship with weapons which can damage the shield.
-[X] Move Federation ships to 7 oclock ship, Childhood to Microjump at the top of of 7 oclock ship and destroy it with Subspace Filament in a micro-turn
-[X] Federation ships to reroute power to shields, to maximize it's power.
-[X] Spare power to Clairvoyance System to expand the range greatly
-[X] Upon Fleshripper destruction, plot a course outside of the encirclement. Try to gather up all the Fleshrippers in a stack.
This one just outright destroys a ship, revealing all of our cards turn one. It splits and remakes the stack, leaving us with only a single Fleshripper in range of firing at our fleet. Bonus point is the fact that only single ship (the 6/5 oclock one) can fire at the stack at start of enemy turn, and we are just out of range of missles he can fire (8 hexes, and speed of his missles is 7). General idea for step 2 is to wait for the cooldown out, gather them in a stack by running, deal some damage to already damaged ship with our longer range and then jump in and decimate the other ships with Subspace Filaments.
Technically, there is a third plan, where Childhood and Federation fleet try to break the encirclement by threading the needle of their sensors. I imagine their sensors are also affected, but just not as much as Federations. But I don't know their sensor ranges, and don't really feel like doing that.