Without any mechanics in place for fast attack ships or smaller, cheaper vessels, functionally you only really need a dedicated carrier and a battlecarrier, so two designs. A dedicated battleship is a waste of time in both Gundam and Macross, so I don't know why we'd bother.

That is not the picture Char's counter attack paints. Federation's fast response have Ra-Cailum class and Clop Class fielding 10 & 5 MS respectively. Neo Zeon (Char's) had Rewloola (10), Musaka (4), and Endra (6).

Overall UC maintained use of mixed battleships with 11+ years of hot war. So there is a clear demand for battleship grade firepower which carrier can't and assault carrier is hard pressed to serve.

Edit: Yes there is "General Revil" that can spit out 48 suits but that is 1 ship. A refit of Titan's flagship, i think.
 
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Hm. Feels like a good spread to me, though research may let us merge either Cruiser and Light Cruiser or Light Cruiser and Destroyer.

Cruisers cover anything from Battle-cruisers to torpedo-cruisers.
Light cruisers cover everything from Frigates to "Merchant Raiders"
Destroyers can be anything from Destroyers to oversized missile boats.


I'm sorry guys I've given it all I've got today and need to sleep. I'll be back tomorrow (probably early again) so see you guys later.
 
That is not the picture Char's counter attack paints. Federation's fast response have Ra-Cailum class and Clop Class fielding 10 & 5 MS respectively. Neo Zeon (Char's) had Rewloola (10), Musaka (4), and Endra (6).

Overall UC maintained use of mixed battleships with 11+ years of hot war. So there is a clear demand for battleship grade firepower which carrier can't and assault carrier is hard pressed to serve.
The Ra-Cailum is a battlecarrier, not a Battleship, precisely because it does have 10 Mobile Suits. I suppose in this set of mechanics you could represent it as a Battleship hull that specs fully into hangars, but that still counts as a battlecarrier. My point was we don't need to bother with any ship that lacks hangar bays. And yes, if you go by canon ship design, neither dedicated carriers nor battleships exist post-0083. Every single ship has both heavy anti-ship cannons and carrying capacity. But we've already thrown that out of the window with the Agamemnon, which doesn't have a single Mega-Particle Cannon on it.
 
Now that we have a dedicated Carrier, I'm thinking that we should make an updated Battleship next.

Using the plan @ThatGuyWithIdeas came up with
[] Plan Pure Battleship
-[] Class Name: Ascalon
(Undecided on the image atm)
-[] Battleship (Main Battery slots 5, Secondary slots 5, Auxiliary slots 4)
-[] Ultra-heavy
-[] Super-heavy
-[] Missile
-[] Missile
-[] Anti-MS guns
-[] Anti-MS guns
-[] Anti-Air guns
-[] Anti-Air guns
-[] I-field Generator
-[] Extended Barracks
The idea is that this baby would lead the charge against an enemy force, supported by the MS' of our Carriers from afar, and Assault Carriers and theirs from much closer behind as they advance with it.
 
The Ra-Cailum is a battlecarrier, not a Battleship, precisely because it does have 10 Mobile Suits. I suppose in this set of mechanics you could represent it as a Battleship hull that specs fully into hangars, but that still counts as a battlecarrier. My point was we don't need to bother with any ship that lacks hangar bays. And yes, if you go by canon ship design, neither dedicated carriers nor battleships exist post-0083. Every single ship has both heavy anti-ship cannons and carrying capacity. But we've already thrown that out of the window with the Agamemnon, which doesn't have a single Mega-Particle Cannon on it.

I do agree that all ships should have hangar to carry MS, but we must ensure all additional designs carry ship grade firepower. Otherwise we will be at a disadvantage when enemy maintain distance and range us to shreds.
 
I do agree that all ships should have hangar to carry MS, but we must ensure all additional designs carry ship grade firepower. Otherwise we will be at a disadvantage when enemy maintain distance and range us to shreds.
Frankly, ship-grade firepower is a specialist concern, needed mostly for dealing with giant enemy superships. For any and all day to day fleet combat, Mobile Suits are far superior at any range. The enemy maintaining distance is good, because it makes their already inaccurate weapons (because this is Gundam, all ship to ship weapons are inaccurate) even less likely to hit while providing a minimal penalty of some extra travel time to our strike forces.
 
Frankly, ship-grade firepower is a specialist concern, needed mostly for dealing with giant enemy superships. For any and all day to day fleet combat, Mobile Suits are far superior at any range. The enemy maintaining distance is good, because it makes their already inaccurate weapons (because this is Gundam, all ship to ship weapons are inaccurate) even less likely to hit while providing a minimal penalty of some extra travel time to our strike forces.

Not when you add in Macross and their love of all things long range. Look at this ship that is said to be the main combatant of the alien fleet, at least 3x the size of a Magellan with beam cannons as standard armament. While i think the producers have no sense of scale with their weight and size, i do not think MS can cross that fire screen without heavy loss. Even with variable fighter's superior speed, they had to resort to plane waves after waves.

(Also humans in Macross universe is insane, 23 Macross? Really?)
 
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Not when you add in Macross and their love of all things long range. Look at this ship that is said to be the main combatant of the alien fleet, at least 3x the size of a Magellan with beam cannons as standard armament. While i think the producers have no sense of scale with their weight and size, i do not think MS can cross that fire screen without heavy loss. Even with variable fighter's superior speed, they had to resort to plane waves after waves.
Well yes, when fighting the ayy lmaos we're fucked no matter what we do, that's besides the point. We can't really engage them with a conventional fleet no matter what the size, so we should focus on solid defences against Gihren having any clever ideas for the time being.
 
Well yes, when fighting the ayy lmaos we're fucked no matter what we do, that's besides the point. We can't really engage them with a conventional fleet no matter what the size, so we should focus on solid defences against Gihren having any clever ideas for the time being.

Gihren probably wouldn't do political or military damage right now, everything he have is on the outermost ring of the solar system and that is where aliens show up. I mean unless the aliens just fold into Luna 2 area, then we are boned as much as Gihren and all the sides. He wouldn't mind stealing some techs and sides however.

Maybe we should put alien computer research on back burner, i think aliens showed up when they detected the ship booting. Maybe.

On that note we should reach out to the sides next turn, trades/migrations talks and the like.
 
Gihren probably wouldn't do political or military damage right now, everything he have is on the outermost ring of the solar system and that is where aliens show up. I mean unless the aliens just fold into Luna 2 area, then we are boned as much as Gihren and all the sides. He wouldn't mind stealing some techs and sides however.
All the Sides are close to Earth, either within lunar orbit or in Zeon's case just a bit beyond. The only assets significantly outside of that radius is the neutral Jupiter Energy Fleet and the Axis base.
On that note we should reach out to the sides next turn, trades/migrations talks and the like.
Speaking of, its said Sides plural, but shouldn't it only be one Side? As in Side 6, the neutral one?

Unless we want to try and trade with Zeon I guess...
 
All the Sides are close to Earth, either within lunar orbit or in Zeon's case just a bit beyond. The only assets significantly outside of that radius is the neutral Jupiter Energy Fleet and the Axis base.

Speaking of, its said Sides plural, but shouldn't it only be one Side? As in Side 6, the neutral one?

Unless we want to try and trade with Zeon I guess...

There's side 1 to 6 with 7 being half built during OYW.

But it is not very clear if each of the side is a group of O'Neill cylinders called "Side X". Older series and side story leans to each cylinder being "Side X" but "Gundam Origin" and newer side stories lean each "Side X" consists of many cylinders with varying size.
 
There's side 1 to 6 with 7 being half built during OYW.

But it is not very clear if each of the side is a group of O'Neill cylinders called "Side X". Older series and side story leans to each cylinder being "Side X" but "Gundam Origin" and newer side stories being each "Side X" consists of many cylinders with varying size.
That is correct, but we uh

Aside from 3 and 6 we own all of them. 1, 2, 4, 5, and 7. 7 being only a single cylinder right now but what can you do. That's why Zeon attacked all of them (except 7) when the canon war started, because they were owned by the enemy.
 
That is correct, but we uh

Aside from 3 and 6 we own all of them. 1, 2, 4, 5, and 7. 7 being only a single cylinder right now but what can you do. That's why Zeon attacked all of them (except 7) when the canon war started, because they were owned by the enemy.

Not so with how Origin presented it. All sides except 7 were leaning heavily in neutral political wise and the only reason they didn't was the Federation fleets parked beside them. Then Zeon being the free-er of all spacenoids applied nukes to the fleets, which also freed the cylinder of its living occupants. Don't forget gassing of undamaged cylinders for Operation British.
 
Not so with how Origin presented it. All sides except 7 were leaning heavily in neutral political wise and the only reason they didn't was the Federation fleets parked beside them. Then Zeon being the free-er of all spacenoids applied nukes to the fleets, which also freed the cylinder of its living occupants. Don't forget gassing of undamaged cylinders for Operation British.
Right, and people in Catalonia want to be independent too, but that doesn't make it not part of Spain.
 
@manofjay

Could you give us a rundown of what the various Main Battery/Secondary weapons besides the AA/AMS do? It'll help us for when we make our next ship class.
 
@manofjay

Could you give us a rundown of what the various Main Battery/Secondary weapons besides the AA/AMS do? It'll help us for when we make our next ship class.
Who needs sleep.

Main Battery: Main Batterys are a ships primary armament, they are always beam cannons unless specified otherwise, a Battery is at minimum 2 guns. Beam cannons ignore (up to a degree) armor.
Medium Battery: A Medium Battery consist of fair sized single or sometimes double-barreled mega-particle cannons.
Heavy Battery: A Heavy Battery is the battleship standard, as seen on the Magellan, it consist of large double-barreled mega-particle cannons.
Super-heavy: A Super-heavy Battery is a step above the standard battle ship cannon, it consist of large triple-barreled mega-particle cannons. (Think Yamoto to the Nevada)
Ultra-heavy: The king of battleship armament, the new, extremely large, triple-barreled ultra-particle cannons are more powerful and more accurate than any other gun ever built. They were designed with the intent to mount them to the Alien Ship. (Think the Montana on steroids)

Secondaries: Secondaries are generally a ships self-defense or close in weapons.
Medium Battery: These can be placed in the secondary slot the increase the firepower of a smaller ship or for a larger ship to defend its self at closer range.
Light Battery: The smallest of the mega-particle family, these guns are typically the main armament of Destroyers. (Think of the dual purpose 40s on American Destroyers)
Missile Battery: Missiles are short to medium range (depending on Minovsky Particle density) guided launchers mounted in ether SAM style turrets or horizontal/vertical tubes.
 
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Main Battery: Main Batterys are a ships primary armament, they are always beam cannons unless specified otherwise, a Battery is at minimum 2 guns. Beam cannons ignore (up to a degree) armor.
Medium Battery: A Medium Battery consist of fair sized single or sometimes double-barreled mega-particle cannons.
Heavy Battery: A Heavy Battery is the battleship standard, as seen on the Magellan, it consist of large double-barreled mega-particle cannons.
Super-heavy: A Super-heavy Battery is a step above the standard battle ship cannon, it consist of large triple-barreled mega-particle cannons. (Think Yamoto to the Nevada)
Ultra-heavy: The king of battleship armament, the new, extremely large, triple-barreled ultra-particle cannons are more powerful and more accurate than any other gun ever built. They were designed with the intent to mount the to the Alien Ship. (Think the Montana on steroids)
*drools*
Very nice :D
 
Can I chime in here real quick please? I know this might be off topic at the moment, and might have been disused ad na seum earlier in the thread but, I always found the idea of the I-fields no selling any and all DEW to be SUPER lame, not to mention kinda BS. When ever I read a Gundam story involving any tech from the UC era (or most recently IBO) it seems like the IF makes step away from DEWs and go for a KEW exclusive load out. I mean I know the IFGs are supposed to stop and disperse Minovsky based beam weapons, but what about plasma, laser, hell a non M-particle based beam like those use by everyone else in the Macross universe.

What do you guys think, I am being picky or is it something to consider?
 
Fine-tuning the Zudah
MS: EMS-10 Zudah

New MS designation: (write in)

Production type:
[] Mass (500 points)
[] Limited (1000 points)
[] Special (2000 points)

Use:
[] General Purpose (All Standard weapons free)
[] Ace Custom (Requires Limited or Special, halves all cost)
[] Specialized (One Free part for Specialization)
-[] Anti-Ship
-[] Sniper
-[] Recon
-[] Close Combat

Parts:
Performance: (can pick more than one)
[] Saturn Engine (installed)
[] Saturn Engine 2.0 (cost 100)
[] Extra Thrusters (Close Combat, cost 100)
[] Minovsky Craft Drive (cost 300)
[] Propellant Tank (cost 100)


Armor:
[] Ultra-light (no cost)
[] Light: (cost 50)
[] Medium (cost 100)
[] Medium-heavy (cost 150)
[] Heavy (cost 200)
[] Super-heavy (Requires Special, cost 500)



Weapon: (Can pick more than one)
Standard
[] HWF GMG·MG79-90mm Bullpup Machine Gun (cost 50)
[] NF·GMG-Type.37/100mm Machine Gun (cost 100)
[] 100mm Zaku Machine Gun (cost 20)
[] ZMP-50D 120mm Machine Gun (cost 50)
[] M-120A1 120mm Machine Gun (cost 100)
[] Heat Hawk (cost 30)
[] Vulcan Gun (Fixed, cost 20)

Anti-Ship
[] BLASH HB-L-03/N-STD Hyper Bazooka (cost 200)
[] H&L-SB25K/280mmA-P Zaku Bazooka (cost 150)
[] YHI 6ML-79MM Missile Launcher (Fixed, cost 200)
[] 3-tube Missile Pod (Fixed, cost 150)

Sniper
[] NFHI·GMCa-type.09/180mm Cannon (cost 200)
[] 135mm Anti-Ship Rifle (cost 150)


Mic. (Can pick more than one)
[] Shoulder Shield (Free)
[] FADEGEL RGM-M-Sh-003 Shield (cost 50)
[] RGM*S-Sh-WF/S-00109 Shield (cost 20)
[] Recon Package (cost 200)

(There is a one hour minimum on voting)
 
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