STGOD2 OOC Thread

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Post by Pablo Sanchez »

SirNitram wrote:Seeing through the deception was annoying(I have to draw you apart enough to have a chance at a concentrated thrust, after all), but I admit it's not something I thought to do beforehand, so I'm hardly gonna argue it.
Deception tends to get seen through in these things, sorry :( I'll see if I can force myself to buy the next one, hook line and sinker...
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Post by SirNitram »

Pablo Sanchez wrote:
SirNitram wrote:Seeing through the deception was annoying(I have to draw you apart enough to have a chance at a concentrated thrust, after all), but I admit it's not something I thought to do beforehand, so I'm hardly gonna argue it.
Deception tends to get seen through in these things, sorry :( I'll see if I can force myself to buy the next one, hook line and sinker...
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Post by Pablo Sanchez »

SirNitram wrote:I'll make it better. Truuust me.
Ick. I don't like the sound of this...
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Post by Stormbringer »

Old Fleet
2 Titans
10 Ravage-class cruisers
52 Eagle-class destroyers
12 Gladius-class frigates

New Fleets (two fleets)
2 Jupiter-class
4 Siberia-class
4 Ares-class
8 Tethys-class
8 Montsegur-class
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Post by Dahak »

phongn, I doubt it takes you three days to get wthat little shipping you have out of my 5 settled systems... Especially given how little economic connections there. And I seriously doubt just in time transportation from foreign people to "us", given that we were not open to foreigners to begin with.
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Post by phongn »

Dahak wrote:phongn, I doubt it takes you three days to get wthat little shipping you have out of my 5 settled systems... Especially given how little economic connections there. And I seriously doubt just in time transportation from foreign people to "us", given that we were not open to foreigners to begin with.
I'm being conservative -- there may be a ship or two shut down for repair/refit while in your docks and they need time to spool up for launch.

Secondly, you're entirely correct that there won't be many JIT shipments, but I assumed that once interstellar relations re-opened that some of your subcontractors may have purchased some goods from the SKS on a time-critical basis. Nothing major, of course, but they might complain.
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Post by Dahak »

phongn wrote:
Dahak wrote:phongn, I doubt it takes you three days to get wthat little shipping you have out of my 5 settled systems... Especially given how little economic connections there. And I seriously doubt just in time transportation from foreign people to "us", given that we were not open to foreigners to begin with.
I'm being conservative -- there may be a ship or two shut down for repair/refit while in your docks and they need time to spool up for launch.

Secondly, you're entirely correct that there won't be many JIT shipments, but I assumed that once interstellar relations re-opened that some of your subcontractors may have purchased some goods from the SKS on a time-critical basis. Nothing major, of course, but they might complain.
That's ok. We're xenophobi to an extent, which means no large outside contact in an economic sense, but some limited contact can't be ruled out.
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Post by Thirdfain »

Since it seems I am about to face a LOT of action, here's a comprehensive run-down of my forces in place as of right now:

Cygnus Fleet (Invading the Grand Empire of Brisbane via a 3 pronged attack.)

Assault Manipule Alpha (Attacking New Australia system)
CNV Artemis DN
CNV Hathor DN
6 Adrastea Armored Cruisers
10 Orphne CLs
30 Alcyone DDs
2 Chorea CEs
40 Erithea FS
35 Hesperia FE
-asssorted troop and supply transports, most already in obit disgorging landing craft.-

Assault Manipule Beta(Attacking Bahamut system)
CNV Cerridwen (Fleet Carrier)
10 Adrastea Armored Cruisers
10 Orphne CLs
30 Alcyone DDs
40 Hesperia FEs
40 Erithea FSs
-asssorted troop and supply transports, most already in obit disgorging landing craft.-

Assault Manipule Gamma(Attacking Mohaim system)
CNV Uller
CNV Skadi
6 Adrastea Armored Cruisers
10 Orphne CLs
30 Alcyone DDs
50 Hesperia FEs
50 Erithea FSs
-asssorted troop and supply transports, most already in obit disgorging landing craft.-

Heavy Response Manipule Theta(4th part of Cygnus Fleet, in reserve stealthed in Hyperspace. Not mentioned in battle plans given to the Republic.)
CNV Freya(fleet carrier)
5 Adrastea Armored Cruisers
2 Chorea CEs
5 Orphne CLs
20 Alcyone DDs
30 Hesperia FEs
30 Erithea FSs

Desjardins Fleet (Based over the homeworld, 1 manipule of Desjardins Fleet is fighting in the Azegart Empire, another is en Route)

Heavy Response Manipule Alpha(Destroyed to the last.)
CNV Kali
CNV Sif
7 Adrastea Armored Cruisers
6 Orphne CLs
10 Alcyone DDs
25 Hesperia FEs
25 Erithea FSs

Heavy Response Manipule Beta(On Station over Desjardins)
CNV Morrigan (fleet carrier)
4 Adrastea Armored Cruisers
5 Orphne CLs
10 Alcyones
25 Hesperia FE
25 Erithea FS
1 Chorea CE


System Defense Manipule Alpha(On Station over Desjardins)
CNV Sekhmet
2 Adrastea Armored Cruisers
5 Orphne CLs
10 Alcyone DDs- Mostly out on patrol
50 Hesperia FEs-Mostly out on patrol
50 Hesperia FSs-Mostly out on Patrol

System Defense Manipule Psi(en Route to jumpgates Azegart Empire from it's station over Saint-Claire)
CNV Ameratsu
5 Alcyone DDs
1 Chorea CE
35 Hesperia FEs
35 Erithea FSs

Osiris Fleet(Based over the manufacturing world of Osiris and across the Osiris province, largely out on patrol.)

Heavy Response Manipule Iota(On Station over New Ohio)
CNV Athena
CNV Bast
4 Orphne CLs
5 Alcyone DDs
2 Chorea CEs
20 Hesperia FEs
20 Erithea FSs

System Defense Manipule Omega(On Station over Osiris)
CNV Lillith (fleet carrier)
4 Adrasteas
5 Orphne CLs
5 Alcyone DDs - mostly out on patrol
2 Chorea CEs -mostly out on patrol
30 Hesperia FEs -mostly out on patrol
30 Erithea FEs -mostly out on patrol

Liberty Fleet(Based over the major world of Jacob's Landing and across the Liberty province. 2 Manipules en route to Azegart space.)

Heavy Response Manipule Delta(On Station over Togo Station.)
CNV Skadi
CNV Jean D'Arc
5 Orphne CLs
5 Alcyone DDs
20 Hesperia FEs
20 Erithea FSs

System Defense Manipule Beta(en Route to the Azegart Empire)
CNV Panthesilea
CNV Hera (fleet carrier)
4 Adrasteas
10 Alcyone DDs
2 Chorea CEs
30 Hesperia FEs
30 Erithea FEs

System Defense Manipule Kappa(en Route to the Azegart Empire)
CNV Ishtar (fleet carrier)
4 Adrastea CAs
5 Orphne CLs
10 Alcyone DDs
30 Hesperia FEs
30 Erithe FSs

Major Commonwealth worlds have heavy orbital and ground habitation and industry, protected by planetary shielding, orbital gun platforms and sattalites, early warning sensor nets which can pick up large enemy fleets as far as 5 minutes out, and a network of Jumpgates between major Commonwealth worlds to allow Heavy Response manipules to arrive on station rapidly. Additionally, there are over a billion front-line Commonwealth legionnaires undeployed as of right now, and every world in the Commonwealth has second-line Legionnaires and large Citizen Brotherhood militia groups. Planetary defenses are run by the Commonwealth Army and the Brotherhoods, and often include Agency telepaths in security positions.

-edited to show destruction of HRM Alpha
Last edited by Thirdfain on 2004-01-11 03:57am, edited 1 time in total.
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Post by Stormbringer »

-ooc- Ok, whatevs. Remember , itll be a while gametime till he arrives from the PRC, and about an hour and a half until my ships in the Commonwealth can translate through the multitude of linking jumpgates, Oh, and you should declare losses from the Commonwealth missile fire. Recall that this particular fleet has a heavy emphasis on missile firepower, with it's 2 Dreadnoughts both being missileboat models. Losses will be heavy. -/ooc-
Thirdfain, I thought the Dreanoughts were out of the system and waiting on the other side the gate. At least that's what I gather from your posts and I don't see any thing to contradict that.
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Post by Thirdfain »

Erm, no. Heavy Response Manipule Alpha was at Desjardins right at the main jumpgate between Desjardins and Ulrich. It was a Commonwealth response force placed with the very intention of jumping to Ulrich in the case of an attack.

Upon recieveing a call from the Provisional government defenders of Ulrich, HRM Alpha translated immediatly. It is in Ulrich space. There is no conceivable way your fleet could have entered Ulrich space through the early warning sensor net, taken out the gun platforms guarding the gate (which is quite close to the planet itself) and then destroyed the gate, all before the defending forces could called for and recieved help down the gate.

Furthur Commonwealth reinforcements are en route, but as they are being taken from the Commonwealth's defensive fleets and were not stationed to quickly hit the 'gates, they will take over an hour to reach one of the gates into the Azegart empire, translate there, and then translate from the gate exit to Ulrich.
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Post by Thirdfain »

oh, and yes, the Dreadnoughts were out of the system. They just translated through the gate upon recieving the distress code from Ulrich.
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Post by Stormbringer »

Sorry, having trouble with my ISP.
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Post by Thirdfain »

Force Declaration:
Commonwealth PS/AINT
PSionic/Arcane Integrated Naval Troopers
(Bit of a stretch, but I like acronyms, ok?)

First mentionted the PS/AINT project on the top of page 30 of this STGOD.

PSAINTs work in manipules of 20. They were developed in a joint Navy/Agency project, using Agency gene manipulation to "imbue" normals with basic telepathic power. Efforts so far only produce people of about a P-5 level- no where near the strength of an Azegart Inquisitor. Even 20 of them are probably not able to take on an Inquisitor.

That is why PSAINT troops incorporate arcane systems in their armor and internal implants, allowing the soldiers to link minds in combat. The link is very strong, and almost purely defensive in nature. PSAINTs defuse enemy psyker attacks. They can stop physical effects like pyro and telekinesis. The sum of a PSAINT team is greater than the whole, and PSAINT manipule and those in the immediate area are safe from enemy psionic attacks. Their training is based on supporting regular troops against telepathic and arcane attacks and assasinating enemy psykers.

currently, there are eight PSAINT manipules operative, three of them are on Ulrich. Many more are in training.

PSAINTs wear Commonwealth Cavalry power armor- that means integral shielding, powerassist legs and strength, onboard ECM, and short-range jumpjets. They wield cut-down versions of Commonwealth crew-served weapons- heavy particle beam guns, fragmentation cannon, and single-shot antitank plasma guns. They often carry long vibroblades for melee combat, should it come to that.
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Post by Stormbringer »

Thirdfain, so you know the Inquisitors in question are Alpha-plus. The nastiest out there and so your guys aren't going to be immune by any means.


To give you an idea, Alpha-pluses are easily able to handle a half dozen or more regular Inquisitors. And of course some are... radicals so they're even more dangerous.
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Post by Thirdfain »

Nice, and the team caught by your psyker will surely perish- but as you say, forewarned is forarmed, and it isn't as if the Agency hasn't spent the last year throughout the Azegart Empire learning everything it can.

-shrug-

The soldiers will of course take casualties, but your psykers on the surface do not have a milk run ahead of them. The palace will not fall rapidly when your psykers have organized resistance which knows what it is against and how to fight it. We have our P-15s as well. We are not strangers to ridiculously powerful psychics.
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Post by SirNitram »

I'm finding a little trouble with the idea that one can simply declare ones Psykers more powerful than even those working in mindlinks, with technological/arcane augmentation, myself.
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Post by Stormbringer »

Thirdfain wrote:Nice, and the team caught by your psyker will surely perish- but as you say, forewarned is forarmed, and it isn't as if the Agency hasn't spent the last year throughout the Azegart Empire learning everything it can.

-shrug-

The soldiers will of course take casualties, but your psykers on the surface do not have a milk run ahead of them. The palace will not fall rapidly when your psykers have organized resistance which knows what it is against and how to fight it. We have our P-15s as well. We are not strangers to ridiculously powerful psychics.
I didn't say they were. And I fully expect to take casualties but the whole planet is going to rising against you and there are more than enough Inquisitors to make trouble.

And if you're going to use the B5 scale, at least use it correctly or explain what you mean.

SirNitram wrote:I'm finding a little trouble with the idea that one can simply declare ones Psykers more powerful than even those working in mindlinks, with technological/arcane augmentation, myself.
Actually, I'm using a specific example for my psykers and Alpha-plus are really that tough. One, and untrained at that, was able to stand off and eventually kill all but one of at least seven high level, highly trained ordinary Inquisitors.
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Post by SirNitram »

Stormbringer wrote:
SirNitram wrote:I'm finding a little trouble with the idea that one can simply declare ones Psykers more powerful than even those working in mindlinks, with technological/arcane augmentation, myself.
Actually, I'm using a specific example for my psykers and Alpha-plus are really that tough. One, and untrained at that, was able to stand off and eventually kill all but one of at least seven high level, highly trained ordinary Inquisitors.
I'm just having trouble with the idea of unaugmented talent outdoing technology. A guy can be very strong, yes, but he'll never outdo a robotic arm dedicated to one task.
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Post by Thirdfain »

-shrug- the PSAINTs are tech augmented and work only for counter-psyker work. They have no offensive powers whatsoever.

I am willing to accept that the one Psyker was able to fry most of that team, but the next team to come in will block such an attack. They will know what happened to their brothers, and will be prepared to block such attacks.
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Post by Thirdfain »

Well, no offensive power short of a heavy particle beam rifle, that is.
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Post by SirNitram »

Beowulf:

Yes. Having your fingers in almost every mercenary group, pirate group, and smuggling operation tends to grant exceptional intelligence on ship movements, if not good HUMINT. It's not, however, hard to notice such a large fleet on the move.

As for the Seventh, yes, they are in your home systems. I assumed, however, a minor world would only receive a minor fleet. Then again, by sheer mass and firepower, the 7th would only have inflicted heavier losses.
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Post by Thirdfain »

:roll:

Beowulf, this is all well and good, but hypersheilds are complex devices which need to cover multiple hyperspace bands to stop the missiles, each of which comes in at a different band. This is why Azegart and Commonwealth vessels are well armored- becase even the best hypershields (which your "they radiate out gamma radiation, so I guess they protect against hyperspace attacks" excuse would hardly qualify as.)
are penetrated on occasion.
As for your ships having used a "special maneuver" to blow up my escorts way back when, bullshit.
TF3.1 defold at nearly point blank range to the Egalite, with missiles already leaving their tubes, having been passed targeting information while in folddrive, via ansible. The space time distortions overwhelmed some of the Egalite's escorts, destroying them. The point defenses of the Egalite were quickly overwhelmed.
Your post. Special maneuver? No indication as of such.

Oh, and Lennox? the Commonwealth reinforcements departed quite a while before your ships did, it is unlikely they would have arrived before the Commonwealth fleet without the Hypergate network to access.
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Post by phongn »

There are spread-spectrum hypershields, but they are noticibly more expensive than the usual frequency-agile hypershields.
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Post by Companion Cube »

Did Alyrium's people just discover the Force? :wtf: :)
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Post by phongn »

I dunno, but he's been ignoring my latest round of attacks on him.
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