From: Bif Smith <bif@b...>
Date: Sun, 7 Oct 2001 13:01:35 +0100
Subject: RE:FT Forts (battle report using same)
I said the rules I used fort asteriod forts was for a specific senario, and here is the senario. I`ve read the replies to my posting about forts, and was suprised by the number of people who pointed out the vulnerability of forts to MT missiles. Suprised, because this is actually how the opposing player tried to take out the monster fort protecting the warp point it was defending. The senario was that the NAC had a increase of new ships coming on line, and the ESU command couldn`t figure out where they were coming from (it would require a new shipyard to account for all the new hulls). In a piece of espeonage that took sacrificing several spies, the ESU obtained records that the NAC had discovered a warppoint that enabled ships to jump from this one point in the system new caterham to a system inside a nebula. This system inside the nebula was a strategist dream, because being inside a nebula meant ships could not jump in normally, because jumping into a nebula would destroy a ship (the system was aproximatly 22 light years inside said nebula), and the only way in was through the warppoint. The NAC navel command immidiatly began constructing a shipyard and defences for this system. The ESU, realising that if given time, a sytem with inpentratable defences and a shipyard that couldn`t be attacked would mean the NAC could churn out ships with inpunity, begain a plan to destroy the shipyards, or at least cripple them. In a large scale plan, the ESU navy had drawn off all the mobile defenders in the area, leaving the system to be defended by it`s fixed defenders only. The NAC command had realised this, and was rushing re-enforcements to the area. In this window of oppetunaty, the ESU attacked. The ESU player captured 4 NAC freighters in the new caterham system, and used these with a penal squadren to clear the defenders. The penal squadren consisted of convicted criminals flying converted corvettes (mass=10, 1 engine(T=2), 1 hull, 1 FTL, 1 firecon, 3 MT missiles, cost=38), which would jump into the system and salvo their ordinance at the forts. They would then try and return throught the warppoint with detaled sensor info on what was on the other side (detailed plans of what awaited them were unavalibe to the ESU spies). Any criminals that survived would then be pardoned (actually exicuted, but they didn`t know this). The NAC player had been warned by a currier from the new caterham system that a ESU taskforce had arrived insystem, before the currier had left to fetch re-enforcements from the nearest NAC navel base (aprox a 4 week round trip). This was the senario we used. The ESU player used a nice trick to try and take out the fort, which was his primary concern. The fort had enough firepower to destroy any ship exiting the warppoint, so the ESU player decided to try and overwhelm the firecons of the fort with a large number of small targets (the aformentioned missile armed corvettes). To deal with the mines that had been positioned on the other side of the warppoint to bottle up any attacker, the ESU player intended to use the freighters to clear a path through them (which is why he captured them). This was his plan, anyway. The NAC player had his fort, and a SD, CVF, 2xBB, BC, CH, and 6xDD. The fort had a mass of 3000, with 800 pts of armour, 300 hull DP`s, 30 firecons, 30 SML`s with 5 salvos each, 10 fighter bays (std fighters), and 30 6 arc Cl.3 bats, plus 200 PDS. To simplify the records, we said that the dammage would be applied directly to the armour first, and any extra would be applied to the hull afterwards (instead of half to armour and half to hull). Total cost of the fort was 7000 pts. Also, to represent the effects of the transit, we said the defender was allowed to fire and apply dammage first, before the attacker, but could only have a limited number of his units at combat stations (of course, he chose the fort, and 6 fighter squadrens from the CVF). When the corvettes jumped through, using a simultainous transit, to get the maximum number of units in place as quickly as posible, any unit that rolled a 6 on a D6, died from colisions. The ESU player sent through in a single wave all his corvettes, 200 of them! He lost 21 from transit (ouch), and the fort and fighter patrol awaiting them had a chance to fire first before the corvettes could fire. The fort had 30 firecons, and was equipted with SML`s and Cl.3 bats, at a range of 20 MU. He fired a full volly of SML`s, and 30 beams at the targets. Any SML killed a single corvette, which resulted in 30 kills, and the beams managed to take out another 12. There was also 6 fighter squadrens, which managed to kill another 4 ships. This left 133. The corvettes then salvoed their full load of missiles, and targeted them all on the fort. The fort had 200 PDS, and managed to reduce the number of missiles down from 399 to 285 (prety good die rolling). These remaining missiles reduced the forts armour to nill, but only managed to take out a row and a half of the forts hull (we rolled for every missile, and he got some awful rolls, averaging out at about 3.2 DP per missile). The fort lost 3 Cl.3 bats, 6 PDS, a a SML launcher and a SML magasine (different launcher and magasine, taking out 2 launchers), and 2 fighter bays (both empty). This first turn had alerted the NAC player, allowing him to activate all his ships and launch all his fighters, but not before the corvettes turned round and made a run back for the warppoint. The fort and the fighters within range of the warppoint managed to take out another 38 corvettes first. The ESU player was worried when he actually saw what was awaiting him from the returned corvettes. He had lost 105 corvettes and the fort was still active. He at this point decided to continue, and had brought along some freighters with hanger bays and MT missile reloads for the corvettes, and spent 10 turns reloading them to try again. This time, immidiatly after the corvettes, he would be sending through the freighters and his 6 SD`s, but only 1 at a time (having seen what the colisions did to his corvettes, he wasn`t going to try it with his big `uns). Unfortunatly, the NAC player had used the time to place all his fighters on top of the warppoint, and bring his ships within effective range. He had also used the time to repair the systems taken down on the fort. The ESU sent his corvettes through again in a simultaneous transit, and only lost 3 to colisions. Unfortunatly, the fighters (18 squadrens), the fort (all weapons active), and the defending ships (also all active) were waiting. The result was the destruction of 63 corvettes before they could fire, and the remaining ones salvoed their missiles against the fort again (87 missiles incoming). The PDS on the fort performed exceptionally again, and only 11 got through. These 11 were enough to take the fort over another threshold, and this time he lost 5 SML`s, 2 magasines, 3 Cl.3 bats and 12 PDS. Instead of transiting back, the corvettes waited because the freighter were coming through, and the NAC player switch targeting to the freighters and ignored the weponless corvettes (I asked the NAC player afterwards, and he said that he knew what the freighters were being used for, as he had also read crusade <G>). The freighter came through one at a time, and were destroyed as soon as they transited. The SD`s then started coming through one at a time, and with the firepower awaiting him n the other side, even these died pretty quickly (the longest any survived was 3 turns. When you have 24 SML`s incoming in a single turn, even a SD dies quickly). In return for destroying the 6 SD`s, the ESU managed to inflict more dammage upon the fort, and destroy 3 DD`s. The remaining corvettes (all 8 of them, because the ESU had been using them as missile sponges against the incoming SML`s) then transited back through the warppoint and alerted what was happing on the onther side of the warppoint. At this point, the ESU player decided to retreat, and declare a NAC victory. > From this game, we came to some conclusions. If the ESU player had had more corvettes (He had more corvettes in point value than the fort cost, but still failed), or better die rolls with the first salvo, he would have won. If it was a open space battle, without the warppoint effects (losing those ships to colisions), he would probably faired better. Also, if the NAC player hadden`t had exceptional rolls for the PDS of the fort against the incoming missiles, or it was SML`s he was facing, the fort would have been destroyed (both players later said that had the corvettes had SMR`s, the fort would have probably died. The ESU player didn`t equipt them with such, because he didn`t know how far the fort was from the warppoint. Having played against the NAC player before, and knowing he liked to use MT missiles (including the launcher version) and fighters, was expecting the fort to be further away and be armed mainly with MT missiles and fighters, to attack beyond SML range). I leave yorselves to draw conclusions as to if the construction rules for the fort are overpowerful or not.