Information: Official Staff Communication
official staff communication A friendly reminder that advocating for, say, dropping nuclear weapons on people because you don't like them is not appropriate on this forum, irrespective of whether or not those people are real or otherwise.

Though they did not call me in or ask me to speak on their behalf, I would advise you to pay attention to your QM, who has made it quite clear this line of discussion should stop.
 
fine fine, so there goes all our WMD's, hmmm think we can stuff a few cargo transports full of thresher maw spores and seed all their worlds with a few thousand each?
 
Yes, because overthrowing a government and installing a new one based on your own has gone swimmingly always /sarcasm.
Blah, yeah, fuck the Batarians, and overthrow their government. But we have to leave the new government up to them, sticking our noses into that mess will just create yet another political shit storm. And I don't think us questers would enjoy that kind of stuff, since it detracts from our ridiculous Death World Shenanigans. Why can't we have cool sexy Batarians a la Protoculture Effect? Why can't we have nice things?
 
Or instead of massive amounts of war-crimes, we can simply topple the caste system and replace it with a democracy where the voices of the now liberated will outweigh their former overlords. Slavers will naturally go away once their main source of demand evaporates.

Or we could launch an invasive species into their planets and watch it burn.
I like this idea.
 
Or we could launch an invasive species into their planets and watch it burn.
I like this idea.
Or we could, you know, not inflict genocide by slightly more roundabout ways than just getting to the point and bringing out the kinetic impactors. Besides, where are you going to find the requisite species so invasive that they cause a catastrophic ecological collapse and still easy to handle in enough bulk to foil ecological protection efforts?
 
In addition to this, there is another matter the board wishes to approach you on. As is quite obvious, your world is rather deadly in numerous areas. This makes it an ideal testing ground for equipment and armours that can resist said hazards, and more generally high intensity environments. This offer is simple: in exchange for the rights to set up a dedicated research facility, you will receive a further discount to purchasing armour for your colony directly, as well as having your licence automatically expand to cover designs created through our research on your colony.
Sounds good.
Personal log---Location: IN THE JUNGLE THE MIGHTY JUNGLE
Personal log—Location: Owimowe owimowe
Personal log—Location: The Lion sleeps tonight
Heh.
Davis is making a run for the entrance. What the hell! He's blown past the scientists, and is dodging fire, but Jorgal's given him a crack to the head and has charged in after him. Oh crap.
Police Report

Son of a bitch Jimmy, we lost this time.

Cerberus has been hiding about after getting the crap kicked out of them by the Alliance this year, I guess they were due a win, but it doesn't make me any happier.

It was such a basic thing too. Look, long story short, Davis was a long-time immigrant from back when you opened up the colony. Ex-soldier, good combatant, passed all the basic trials we put people through, joined the PDF no problems no questions. Got enough qualifications to get himself assigned to the dig. Still no problems.

Now though, he's gone and run into the dig, and a few hours later we get information from SAI that his name was dug out of a list of Cerberus agents. So, good news, it's not our fault per se, even SAI wouldn't have suspected a thing if he'd not been in those damn files. Again, doesn't make me feel any better, but it's the thought that counts, right? The bad news is that the first person in the ruins isn't the Council's trained scientists, but a goddamn panicking Cerberus jackass.
Wonder why he panicked. Did he know that his cover was about to be blown, or does the Cerberus know something about these ruins that we don't?
The nervous voice that greeted you was quite clearly the officer responsible for the night shift, a young thing, but she managed to keep the stutter out of her voice admirably. "Sir… a large battle group just jumped out of FTL! And they're accelerating to attack speed!"

Tiredness dropped from your eyes as you started sending out emergency mobilisation orders to the PDF.

"What kind of ships are they, and how many?" You ask with a strained but calm voice, years of experience overriding any sense of panic and replacing it with thoughts of your options and tactics.

Quick tapping followed his demand as she responded quickly. "About eight cruisers, seventeen destroyers, and fifty escorts, with around twenty dedicated transport ships, all Batarian External Forces in design, but not baring identifying marks otherwise. They're making a beeline for our orbitals. I've already alerted the Rear Admiral sir, but-" her voice was cut off by a loud ping.

"Talk to me."

The rear admiral looked at him grimly, a middle aged man sporting some serious pockmarks from boarding operations. He'd only rarely seen him without a sombre smile, but now he looked like death warmed over. "I don't have the ships to deal with this many hostiles, even with your own people and the orbital defences governor. Give it a few days and a larger fleet will be here, but that many people and ships will be enough to do a lot of damage."
Crap baskets.
 
The Second Raid: Part 1
The Second Raid

Standing in the port's control centre, you have to think long and hard on the fleet rapidly closing in on the colony, as the situation, to perhaps understate it, does not look good. The fleet handily outnumbers your own forces, both in terms of hulls and likely in the number of troops carried in their support vessels. So far, you've gotten nothing from them but a demand for surrender and a promise of mercy if you did when you asked them to identify themselves, they just accelerated at full burn towards you otherwise silently.

This gives you an hour before they reach firing range of your long-range guns, but after that… then what?

You've got a lot of targets that a pirate fleet would find very attractive, especially one of this magnitude, but you don't know if you can defend everything from them. There are too many targets they could hit.

The targets are as follows: the trade port, filled with packed and ready materials ready to ship out; the storage facilities, which contain larger amounts of materials and element zero, but are harder to move; Nal'vatanis' facilities for their advanced industrial equipment; your shipyards for similar reasons; the civilian ships currently hiding on the far side of the planet; and... well, the ruins. If that's what those bastards are here for then you shouldn't be in for too harsh a time, but it seems unlikely that they'd know about them already.

Still, you may be up against a massive force, but you're not toothless. The Ns are integrating with the boys you're sending up nicely, and while the rear admiral is outnumbered significantly he's far from useless, and when combined with your defences his forces should do a lot of damage. The Blackwatch has also sent back confirmation that they're deploying teams to help out, but due to the current "situation" there's not as many as there would normally be. Of course, neither of those two are actually under your command, but you can at least work with them.

You've also had far swifter response from the other colonies and the Alliance than last time, with the Asari fleet at Olmantsi having already weighed anchor, and the 8th​ and 9th​ Patrol Fleets are already moving to reinforce you.


Force Composition
Space Based
Five Constantinople-class Defence Stations, cruiser level armour and weapons and fighters, but lack mobility.
Four Harmony-class Defence Stations, above cruiser level armour and weapons, long range cannons destroyer levels of damage, allows for sniping.
Two Corvettes, One Frigate, all significantly outdated.

Ground Based
7,500 skilled and well-equipped PDF troopers
500 asari volunteers
2,000 militia

Allied Forces
Systems Alliance 4th​ Patrol Fleet adopting a screening stance trying to divert enemy away from the colony.
-4 Cruisers
-16 Destroyers
-40 Escorts (Corvettes, Frigates, etc)
Twenty teams of N-grade Soldiers
Unknown number of Black Watch teams standing by.

Reinforcements
Olmantsi Roll = 78 + 10 (good neighbours) = 88
Asari fleet will arrive in system in two days.

SAM Roll = 62 + 20 (strong and developing/good relationship) = 82
8th​ and 9th​ Patrol Fleet en-route.

What do you do?
Harmony Targets: With their long range guns, your Harmonies can inflict quite a lot of chip damage, but they're only really worthwhile if they focus fire.
[] Cruisers: Tough, and the cornerstones of the fleet, unlikely to kill one but should soften them up for the fleet. You might even hit and weaken the flagship.
[] Destroyers: Guarding the transport ships, will let your ships target the transports easier and make them less effective if they intervene in the fleet battle.
[] Escorts: Screening for the Cruisers. Destroying some will let the fleet focus fire and take less damage from hostile wolf-packs targeting ships with shields down.
[] Transports: Stopping them reduces the fighting you'll have to do within your facilities.

Your Fleet: Your fleet is basically chaff in this fight, but it does exist, although though raiding in this scenario is a terrible idea.
[] Fight with the 4th​: Place your tiny fleet under the command of the 4th​ Fleet and hope it survives, or at least contributes.
[] Hold back: Fight at the defences, potentially make it a tiny bit trickier to siege them down at long range.
[] Flee: Pull them back, no point in wasting their lives on this fight.

Priority Targets: You've a lot of valuable infrastructure the enemy might be gunning for. Select one for priority defence.
[] Trade Port: The obvious target, and has you on it.
[] Storage Facilities: The other obvious target, and probably the least fortified.
[] Refinery: Harder to strip, but an enterprising pirate could make a lot from the machinery.
[] Shipyards: Likewise, but it's a good target if they're after your military capacity.

Praise @EternalStruggle
 
[X] Escorts: Screening for the Cruisers. Destroying some will let the fleet focus fire and take less damage from hostile wolf-packs targeting ships with shields down.
[X] Fight with the 4th​: Place your tiny fleet under the command of the 4th​ Fleet and hope it survives, or at least contributes.
[X] Shipyards: Likewise, but it's a good target if they're after your military capacity.
 
[x] Plan transport kill
-[x]Transports: Stopping them reduces the fighting you'll have to do within your facilities.
-[X] Fight with the 4th​: Place your tiny fleet under the command of the 4th​ Fleet and hope it survives, or at least contributes.
-[X] Shipyards: Likewise, but it's a good target if they're after your military capacity.

Ok we need to take out the transports. The naval battle is going to be one sided since we are outnumbered but the ground battle favors us greatly. We have great equipment, good training and a deathworld. So them invading the colony and succeeding in 2 days is not going to happen. But If anyone has any sense they will want to take out our shipbuilding capacity. The Asari company should have insurance for this, I mean "pirate" attack happens enough that some volus would try to make money off that. The trade port is armored and if damaged can be fixed. So I believe we need to keep the shipyards from getting destroyed or taken away since some of them are mobile.
 
[X] Escorts: Screening for the Cruisers. Destroying some will let the fleet focus fire and take less damage from hostile wolf-packs targeting ships with shields down.
[X] Fight with the 4th: Place your tiny fleet under the command of the 4th Fleet and hope it survives, or at least contributes.
[X] Shipyards: Likewise, but it's a good target if they're after your military capacity.

I say either aim for the escorts or transports since their's not much we're going to be able to do against the bigger ships and speaking of ships our ships won't be able to do much but they might be able to help the 4th fleet and at least do something. Also I feel like the shipyards are probably the biggest target as not only is it our biggest military target for our planet, it is also fixing all the other ships in the system so if they take that out all ships in system will have to leave the system to repair or go without repairs which weakens the systems total defense over all which make repeat attacks easier. Plus after all the money we sunk into upgrading the damn thing I'll be damned if we lose it now.
 
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Good thing we got lucky with the reinforcement rolls.

[x] Plan transport kill
 
Do you want to commit massive war crimes on a scale not seen since the Krogan rebellions?
You are right, humanity will be seen as amateur in the field of commiting massive war crimes if we just nuke them, not when our competitor were doing such horrors as 'throwing extinction-level asteroid like candy', 'using Tsar Bombs+ as kill switches on captured enemy planets' and bunch of other nasty stuff. We need to go bigger or we'll lose all respect

[x] Plan transport kill
 
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This is a Hegemony deniable (...somewhat) op.

They will try to do as much damage as they can, but their priority will be the shipyards, as those are a major unfriendly/enemy strategic asset in an area of space that they are interested in.

They can't get much from the Ruins in a quick raid, and trying to would get Specters on their asses.
Also, we can probably sic the wildlife on them with a bunch of explosives thanks to the Sound in Caves research.

As for sniping, I would say cruisers, because our defences are weak at long range, allowing them to stay away and whittle them down. Gotta counter that. Also anything smaller will be more agile and thus harder to hit at long range, except maybe the destroyers.
 
Could someone tell the Skyllian Blitz that it is 8 years early. And came to the wrong planet. :V
 
[X] Escorts: Screening for the Cruisers. Destroying some will let the fleet focus fire and take less damage from hostile wolf-packs targeting ships with shields down.
[X] Fight with the 4th: Place your tiny fleet under the command of the 4th Fleet and hope it survives, or at least contributes.
[X] Shipyards: Likewise, but it's a good target if they're after your military capacity.
 
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Ok we need to take out the transports. The naval battle is going to be one sided since we are outnumbered but the ground battle favors us greatly. We have great equipment, good training and a deathworld. So them invading the colony and succeeding in 2 days is not going to happen. But If anyone has any sense they will want to take out our shipbuilding capacity. The Asari company should have insurance for this, I mean "pirate" attack happens enough that some volus would try to make money off that. The trade port is armored and if damaged can be fixed. So I believe we need to keep the shipyards from getting destroyed or taken away since some of them are mobile.
Uh, we actually aren't that outnumbered. They've got "eight cruisers, seventeen destroyers, and fifty escorts, with around twenty dedicated transport ships." All told we've got 4 cruisers, 16 destroyers and 43 escorts. Oh, and 4 cruiser tier defense stations with 5 above cruiser. Hammer their escorts on the way in, and use a massed fighter strike to break the cruisers.
 
If the our fleet is beaten then the pirates have free reign to blast/plunder the shipyards, trade port, or storage facilities for 2 days, so unless the SAM Patrol fleet can stall for several hours, we could evacuate and maybe wipe a lot of classified documents like blueprints or something. Should we really focus on the transports? They'll have to get through the storms, wildlife, and find a cave entrance before they could get to our city, which is protected by a lot of soldiers. And like Enerael said, we could bobby trap the tunnel with explosives to both block a tunnel and call in the wildlife.

When will the SAM reinforcements reach us? less than 2 days?

Uh, we actually aren't that outnumbered. They've got "eight cruisers, seventeen destroyers, and fifty escorts, with around twenty dedicated transport ships." All told we've got 4 cruisers, 16 destroyers and 43 escorts. Oh, and 4 cruiser tier defense stations with 5 above cruiser. Hammer their escorts on the way in, and use a massed fighter strike to break the cruisers.

Yeah but those stations can be poked at repeatedly by Cruiser main guns. If they are smart, the Batarians will do that, which will buy time for our allies to arrive but not that much. Cruisers can fire pretty fast so 8 Cruisers focus firing on a stationary target will kill it in less than 10-ish minutes. The Patrol fleet will have to engage to make the pirate's job of sniping our platforms harder.

Essentially, our main disadvantage is that they have 8 mobile Cruisers while we have 4 mobile Cruisers and 9 immobile Cruisers. While we have more Cruiser caliber guns, the pirates can dodge out of the way while our defense platforms can't. We'll definitely have the edge in tech as SAM has actual slightly up-to-date military ships, unlike the pirates who probably has second hand ships, so our ships should outperform their pirate counter parts easily. If we snipe the Pirate's Escorts then our destroyers and escorts will have less to deal with, can do more torpedo runs against the cruisers, and engage in knife-fights.

I suggest we have our destroyers intercept the transports and their destroyers escorting them. If they are going to the planet, the weather would take a lot of them out. But if the transports are actually meant for boarding the space stations then we have the defense platforms ready to welcome them.

If everything goes according to my prediction, we should be alright.
 
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