Author Topic: Reunification Can be a Pain... BSG/Battletech crossover.  (Read 88570 times)

Arvanna

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #150 on: 27 August 2014, 02:05:35 »
I'm curious how the folks on the planet would be telling the out of system Colonial Ships what's going on, as Adama doesn't have any form of FTL communications. That's going to require Raptors within comm range of the planet, which likely puts them in sensor range which will keep the SLDF folks on the look out for guests popping. Also once again remember these are Colonial jump drives with Colonial computers running them, no Cylon extras packed in that allowed all of those really hinky jump stunts seen used.

Korzon77

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #151 on: 27 August 2014, 03:54:57 »
That is important-- I want to mention that one conceit here is that the Inner Sphere has no easy method of increasing the range of Colonial Jump Drives. The cylons could, but the cylons are long gone and while Adama has scientists and engineers with him, he doesn't have 12 worlds worth-- and the assumption I'm going with is that the cylon improvements were hard to match-- because the colonials were fully aware of hte advantages and yet they didn't also build FTL fighters and super drives.  It may be that the Cylons didn't just have advancements of degree, but of kind. Equally, the SLDF isn't going to be building super jump drives--it's assumed they've been trying to do that, but the 30 LY "Plateau" is hard to beat.

There ARE going to be technological advancements, some of them quite impressive compared to traditional battletech-- but in most caes they're advancements of degree on the SLDF's part and caes of someone combining Colonial/IS tech in unusual ways on the TC front. 

Sadly, the TDF has Baltar, Not Dr. Marc DuQuesne and Richard Seaton.

richard3116

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #152 on: 27 August 2014, 04:27:10 »
Sadly, the TDF has Baltar, Not Dr. Marc DuQuesne and Richard Seaton.

Nice, I wonder how many will get this  :)
« Last Edit: 27 August 2014, 07:42:53 by richard3116 »

serack

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #153 on: 27 August 2014, 04:56:46 »
irc the SL was not pushing the range on jumps , they where working on eliminating the "internal" jumpdrive , trying to get a external jumpdrive to operate on other units ,moving them instead of the  jumpdrive unit.

imperator

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #154 on: 27 August 2014, 05:40:55 »
The Colonials can come back from 'running away' in anywhere from two minutes to six days, and they'll find the enemy fleet right where it was, or at worst somewhere where the planetary population can easily report their location. They can jump into the rear arc of the investing forces at will. They can wait for the worst possible moment in terms of CSP recovery or attempts to resupply ground forces to launch any attack. There's not much stopping them from throwing an in atmosphere jump attack at the landing s one minute before they touch down.

Except for the fact that BT aerospace fighter have loiter times in multiple days.  It might be uncomfortable and stinky, but they can stay their.  CAPs also operate in a relief basis, which means both are on station before the old one leaves.  The relative differences the firepower and armor of a Missile Raptor vs a heavy or assault fighter is frightening.  And the colonials don't have very many of them.
 
The SLDF forces will have to maintain continuous general quarters or leave themselves vulnerable to hit and run attacks. If the heavy those forces become 'surrender' or  'resort to atrocities to the point where no surrender is accepted', as an invading force under orbital observation by an enemy that holds all of the mobility cards has all of the survival prospects of a whelk in a supernova.

The above would be true if this wasn't BT.  Hit and fade tactics only work if your weapons outdistance the enemy or you have total surprise.  NLs, NPPCs, Capitol Missiles all have the same range or better of the weapons of the colonials. And half of the above mentioned are speed of light,  ss pointed out by a previous poster. Until they can get the Bulldogs on line, every engagement with the SLDF will entail some source of loss, because the Targeting computers/ Fire control systems of warships are capable of targeting high percents of C vectored targets(look up the rules for high speed passes).

This would be a really good time to let deniable, or at least expendable and easily scapegoated forces accrue the casualties needed to learn the lessons of what will and won't work while primarily standing on the defensive so that a number of the advantages listed above are reversed. It would be an even better time to accept at least a temporary cold war situation, crush the OWA, RWR, and MoC under whatever pretexts present themselves, and not repeatedly insert sensitive organs into the sausage grinder while a grinning Taurian turns the crank.

I don't believe it's ever going to be that one sided again.  The SLDF knows about the Jump drive and they can make contingencies plans even with just wild guesses. The admirals of the SLDF are mostly competent, with a few geniuses in their midst( Shandra Noruff Cameron anyone?)  I came up with a few ones offs and I'm not a tactical or strategic genius. All it would take is one very good day with the SLDF or a couple of bad days with the colonial alliance and their would be a few to a lot of dead Raptors, gun cruisers, and battlestars.

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Unless they've taken at least 7.3 days to arrive, this is by no means assured.

Understood, put the penalty for shaving 4 days of that time is not that bad. I believe +3? for just over 76 hour?

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Preprogrammed jumps don't work with pirate points. At absolute best they might be used if the colonials unaccountably hang out within weapons range of lagrange points, and even that is actually explicitly contradicted by the rules which have all nonstandard and transient points within a star's jump denial zone as only being good for 20 minutes.

My copy says that you can jump anywhere in system as long as its not affected by a planet gravity or if acts as a  lagrange point.  If it doesn't you take a penalty on your control roll.  Also it doesn't say that you can't preplot and save multiple locations along your known rout.  Its actually a little vague on saving the Jump coords, but minimum preplot time is 1 minute (2d6-Mos)+ 10m for jump.

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If the ships hit by the wake have no kf drive, they take piddling amounts of paint scoring for capital ships if they fail to make their control roll to dodge, though fighter pilots who fail to ride the wake can generally be written off. If the ship hit by the wake has a kf drive(or if Colonial jump drives count for that purpose) then congratulations, you've just successfully entered into the kamikaze stage of the war, since your own jumping unit is going to take the same damage as those it decided to befriend.

It now depends on if the author thinks that will happen and what type of KF/colonial drive inter action.  And it might slready be in that stage right now anyway.  If I was taurus, I would definitely be considering ramming tactics anyway. 

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The only reason to use quick charging is if you need to make multiple jumps. A brief thought experiment to illustrate the scale of the problem.

I'm actually thinking of quick jumps as a tactical maneuver to get point blank with NACs and unleash hell at point blank range on capital ships(say about 2-6 hexes).  Or launch aerospace fighter to catch me some unsuspecting Raptors.  Can you imagine heavy and assault fighter at point blank range?  Is it something they are going to all the time? NO.  But it is a tactic in their repertoire.   
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

Antagonist

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #155 on: 27 August 2014, 13:59:31 »
Consequences, what you may not realize is that as a SLDF strategic planner I have a counter to the "jump away" tactic that is entirely in line with SL goals.

I jump a large force in and hit the planet.  It cannot jump away, and the Colonials don't want to start planetary bombardment, do they?

My goal is not killing your ships.  My goal is taking your planets.  YOUR goal is stopping me from doing that.  Running away from the fight isn't doing that, and even the series didn't use FTL jumps as a standard combat method of avoiding incoming fire.  Even the quickest jump sequence (New Caprica atmo drop), Galactica was still in "realspace" long enough for a HNPPC volley to strike her, and her jump would have still left her in range of a theoretical enemy warship or SDS.

And that is when you jump into atmo over the heads of the hostile troops. Sure, you can hit me with your NPPCs. Those that miss will butcher your own troops, the rest of which will be buried under millions of tons of WarShip if we lose control due to battle damage. Whoopsie.

Also, you just used ortillery on a planet. Enjoy the nukes. :plausible deniability:

Alexander Knight

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #156 on: 27 August 2014, 15:31:41 »
And that is when you jump into atmo over the heads of the hostile troops. Sure, you can hit me with your NPPCs. Those that miss will butcher your own troops, the rest of which will be buried under millions of tons of WarShip if we lose control due to battle damage. Whoopsie.

Welcome to the Inner Sphere.  We have plenty of meat for the guns.

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Also, you just used ortillery on a planet. Enjoy the nukes. :plausible deniability:

Funny thing.  Ortillery is permitted against planetary targets provided they're not near civilians.  Oh, you said you were appearing over MILITARY targets, didn't you.  Well then.
And the TDF/Colonials REALLY don't want to open up blatant nuking.  Again, welcome to the Inner Sphere.  We have more.

JA Baker

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #157 on: 27 August 2014, 18:32:20 »
The Ares Conventions exsist because the Age Of War really was that bad.
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imperator

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #158 on: 27 August 2014, 22:00:03 »
Korzon, you definitely got me interested. Keep writing and l'll keep reading!!!
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

cawest

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #159 on: 27 August 2014, 22:54:11 »
Korzon, you definitely got me interested. Keep writing and l'll keep reading!!!

same here

Korzon77

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #160 on: 28 August 2014, 02:18:33 »
SLS Nelson.


The region of space was empty one moment, and the next moment ships started to appear. Transports, cruisers, frigates and battleships all flashed into existence, far enough away from each other that even a random error would not put them into danger, but close enough so that they could quickly form the formation that would protect them from the other danger.

Though if they can detect us all the way out here, it means they have FTL sensors and we are truly doomed. General Wexworth thought. Next to him, Admiral Janissa Franklin frowned. She had argued to jump in closer to the objective.

Wexworth had overruled her. The new drives of these Colonials ensured that they would have complete control of the engagement— and if they choose to engage the fleet out here, where it could jump out if things went poorly, so much the better.

More importantly, this was a recon in force. A recon using one of the largest fleets ever gathered under one flag, and multiple divisions of troops, but a recon nonetheless. Nearly a dozen other covert ships had jumped in, not radiating but ready to receive information from the fleet and jump out, as well as observing with their own sensors. Hopefully they would be enough.

“Sir, the escort dropships are free.”

Wexworth nodded at the ensign. “Very well, start us in system. No change to orders.”

All ships to maintain the same speed and under no circumstances to break formation.

The formation was unorthodox. The new escort dropships were not fast dogfighters like the Pentagons, but modified cargo ships with armor and as many large lasers as could be installed. The extra fire control needed made them uncomfortable, but then they weren’t expected to operate independently. They were to ensure that any more of the FTL gunboats that tried to jump in would be met by a withering amount of laser fire, even as the quickly installed large lasers and anti-missile systems on the major ships would blunt the attack. Information from the Davion’s indicated that the enemy ships were fragile— if you could hit them.

The capital ships were arranged so that the transports were packed into the center of the sphere, along with ships with long ranged NPPCs and lasers. Cannon armed ships were closer to the perimeter. Anyone coming close enough to engage them would be hammered by the core ships and anyone jumping into directly engage the core ships would be hit from every direction.

Let’s just hope Murphy stays out of this one…or better yet, decides to spend the day with our Taurian friends.

And when we arrive?” Franklin asked.

“We secure a limited area and build up our defenses,” Wexworth said. “As planned. We can’t depend on a fast flow of supplies, not when every convoy has to be able to stand off a fleet at any given point.”

“We’re giving them too much time,” she muttered.

“We don’t have a choice. WE don’t know that the surprise they got the Davion’s with is their only surprise. I’m hoping that Robsart is sufficiently important so that they pull out all the stops…and that they don’t realize we have some tricks of our own,” Wexworth said, thinking of the guarded compartment deep in the ship with the prototype com unit. Even if they died. Even if every observer ship was lost, hopefully that would allow them to tell their tale.

“So we’re stalking horses,” Franklin said.

“Yes. I can tell you, it sounded better in the briefing then it does now.” The two fell into silence as the vast globe of warships started to slowly accelerate towards its target.

imperator

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #161 on: 28 August 2014, 02:34:38 »
Portable Hypercom!!!!!!  Go SLDF!!! Ok, I might be biased.
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

serack

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #162 on: 28 August 2014, 04:52:07 »
I would point out the colonials do have one big advantage on space warfare over the SL , sensor ranges , SL(BT) sensors have low ranges compared to the colonials .  And the raptor jump, fire, jump , is expected to loose ship, but trading raptors for capital ships or even transports was and is a good trade, even in RL, PT boats vs capital ships have been done for same reasons .... And the colonials can build raptors on there capital ships, they did so in cannon, the Pegasus even could build more vipers ....

marauder648

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #163 on: 28 August 2014, 07:26:22 »
I'd say that the DRADIS and SL sensors are probably equal in performance.  Great update and this sounds like a recon in force thats probably got more warships than the Colonials sent to the region :s
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serack

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #164 on: 28 August 2014, 07:58:12 »
I'd say that the DRADIS and SL sensors are probably equal in performance.  Great update and this sounds like a recon in force thats probably got more warships than the Colonials sent to the region :s

no irc BT sensors are very short ranged , colonial can scan a system and tell you what's in it. BT can only see drive plumes at that range or jumps

knightowl

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #165 on: 28 August 2014, 09:27:18 »
Portable Hypercom!!!!!!  Go SLDF!!! Ok, I might be biased.

Hypercom's better known as HPG haven't been invented yet. That a Post 20 Wars of the Founding.

marauder648

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #166 on: 28 August 2014, 09:33:18 »
Hmm so I wonder what it is..when did the SLDF start working on AI's I assume thats still a century or so off?  And I didn't know that B-tech space sensors were that bad.

Also nice to see you sneeking in a later Wobbie ship in, the Nelson's a Black Lion aka the Xanthos.
« Last Edit: 28 August 2014, 09:37:43 by marauder648 »
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consequences

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #167 on: 28 August 2014, 11:21:01 »
too bad for those Colonials that I've parked my ships so that jumping into the rear arc of THS Dreadnought means you just jumped into the broadside arc of THS Monsoon.  Yes, you'll shoot up the rear of one of my ships, and I'll smack the crud out of one of yours.  Which one of us can afford that exchange rate?

Tell me more about the hyper reflex augmented Manei Domini that the SL has as its standard warship crew to instantly react perfectly to an attack that can come at any time, from any vector.


Meanwhile, the formation you described really can't be maintained within close proximity to the planet, and would be a massive mess to sort out in the event you had to book for the closest pirate point in a hurry. Also, a Battlestar is rather more likely to  weather an attack than a SL ship taking alpha strike(s) to its most vulnerable locations.


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Not really.  Time is *not* on their side, and competent SLN commanders will avoid situations where everything is committed one way or another.
You'll have to pardon me while I scoff. A ground war on Taurian ground, where Colonial drived transports can resupply the defenders at will, and time isn't[/i[ on their side? The SL deployments have to be perfect, all the time.

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Other than structural damage to the jumping ship (IIRC you can see pieces of Galactica tearing off as she's falling), the risk of an orbit to surface NPPC strike, and the fact that Adama only did that stunt because he was both crazy and desperate.  Colonial jump tech is not "Godmode hax" in this situation. 
I was mostly thinking raptor missile strikes to inspire control rolls and lawndarting. If that doesn't work, then naval fire to the dropships from out of atmosphere works, if they are landing on a location  the taurians don't want used as a backstop then they are morons who are going to lawndart due to defensive ground fire anyway.

Colonial jump tech isn't godmode hax, what it is is something that makes every single option the SLDF has potentially disastrous and invalidates their entire normal tactical and strategic playbook.

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Capital beam weapons strike at the speed of LIGHT.  Those scenes from the series where the Colonials jump away as Cylon missiles pass through where they used to be?  Yeah, HNPPC fire will *still* hit before the jump.
Capital beam weapons track slowly enough that they don't have any appreciable range or accuracy benefit over projectile weapons. So yes, if the Colonials are in arc, and if the crew reacts quickly enough, and if the weapon physically gets a lock, then it can shoot a Colonial ship. If only superficial armor damage from uncoordinated rapid reaction fire was faster to repair than structural integrity and engine damage from a half dozen alpha strikes.


Except for the fact that BT aerospace fighter have loiter times in multiple days.  It might be uncomfortable and stinky, but they can stay their.  CAPs also operate in a relief basis, which means both are on station before the old one leaves. 
Uncomfortable and stinky, not to mention human needs for sleep, are things that are detrimental to combat pilots. Especially when an attack can come from any direction, at any time.

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The relative differences the firepower and armor of a Missile Raptor vs a heavy or assault fighter is frightening.  And the colonials don't have very many of them.

Yet. The time it took the SL to frantically refit their new force and get them into position to attack means that Adama's initial report back and any reinforcements that Adar sends have had at least 20 weeks knocked off the lengthy round trip.


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The above would be true if this wasn't BT.  Hit and fade tactics only work if your weapons outdistance the enemy or you have total surprise.  NLs, NPPCs, Capitol Missiles all have the same range or better of the weapons of the colonials. And half of the above mentioned are speed of light,  ss pointed out by a previous poster. Until they can get the Bulldogs on line, every engagement with the SLDF will entail some source of loss, because the Targeting computers/ Fire control systems of warships are capable of targeting high percents of C vectored targets(look up the rules for high speed passes).

So the SLDF has developed Naval C3 and HPGs, and perfectly meshed them together to concentrate fire instantaneously to achieve meaningful damage on massively armored targets appearing with zero warning? ::)


Battletech fire control starts suffering penalties at 300 kps. I am in fact quite familiar with the High speed engagement rules, you might want to consider the implications of such an engagement against an enemy that can launch all of its capital missiles and then leave before the Meeting Engagement phase.

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I don't believe it's ever going to be that one sided again.  The SLDF knows about the Jump drive and they can make contingencies plans even with just wild guesses. The admirals of the SLDF are mostly competent, with a few geniuses in their midst( Shandra Noruff Cameron anyone?)  I came up with a few ones offs and I'm not a tactical or strategic genius. All it would take is one very good day with the SLDF or a couple of bad days with the colonial alliance and their would be a few to a lot of dead Raptors, gun cruisers, and battlestars.

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Understood, put the penalty for shaving 4 days of that time is not that bad. I believe +3? for just over 76 hour?
Oh, you want to shave off more/i] than a single day? You can in fact shave off 100 hours with a +3 roll. Of course that means that only 42% of your fleet is going to make the first rendezvous presuming Regular crews. 10% of the kf drives involved in the operation are complete writeoffs, hope that wherever you were jumping from was important enough to justify the presence of a flotilla of massively overpriced system defense monitors.   Much of your fleet can probably limp back to a friendly yard eventually if they take things slow.



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My copy says that you can jump anywhere in system as long as its not affected by a planet gravity or if acts as a  lagrange point.  If it doesn't you take a penalty on your control roll.  Also it doesn't say that you can't preplot and save multiple locations along your known rout.  Its actually a little vague on saving the Jump coords, but minimum preplot time is 1 minute (2d6-Mos)+ 10m for jump.

Page 89 under Jump Process(Outside of Gameplay)

"However, routes plotted to or from other  non-standard and transient points are only valid for 20 minutes."

As long as you are jumping outside the star's influence, you're golden as long as you occasionally check the calendar if jumping onto or near the orbital plane. Anywhere else, and you've got major problems barring a much needed upgrade to BT nav computers.

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It now depends on if the author thinks that will happen and what type of KF/colonial drive inter action.  And it might slready be in that stage right now anyway.  If I was taurus, I would definitely be considering ramming tactics anyway. 
Why? Right now is the time for commerce raiders to capture every poorly escorted hull they can, so they can be used for ramming attacks if the situation gets desperate. Resorting to ramming means losing hulls the Taurians can't afford to lose, and any demonstration of resolve is likely canceled out by the appearance of desperation such tactics tend to project.

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I'm actually thinking of quick jumps as a tactical maneuver to get point blank with NACs and unleash hell at point blank range on capital ships(say about 2-6 hexes).  Or launch aerospace fighter to catch me some unsuspecting Raptors.  Can you imagine heavy and assault fighter at point blank range?  Is it something they are going to all the time? NO.  But it is a tactic in their repertoire.
Practical realities make it a never to be used tactic in their repertoire. Even in the vanishingly rare situation when it would be possible, it just means that you've exchange the ability to withdraw from combat for a momentary and easily countered tactical advantage.

I'm curious how the folks on the planet would be telling the out of system Colonial Ships what's going on, as Adama doesn't have any form of FTL communications. That's going to require Raptors within comm range of the planet, which likely puts them in sensor range which will keep the SLDF folks on the look out for guests popping.

Actually if the Raptors(or the entire Colonial fleet for that matter) are just quietly lurking at 10 AU out the SL will have no way to know that they're there. They can certainly advertise their presence if they want though, keeping the enemy at perpetual battle stations after the SL gets its first clue is in fact an entirely useful means of slowly attritioning SL combat capability.

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Also once again remember these are Colonial jump drives with Colonial computers running them, no Cylon extras packed in that allowed all of those really hinky jump stunts seen used.
As the author says, this is the case. So in a worst case scenario the Colonials will have to jump battlestars outside the atmosphere to smash the dropships with not quite orbital bombardment. This is still not a good thing for being able to conduct troop landings with any expectation of survival.

Hmm so I wonder what it is..when did the SLDF start working on AI's I assume thats still a century or so off? 
Black Box KF fax device. Hopefully the author is allowing some fudging of what can be sent on the earliest model, otherwise 'we got our butts whooped' is likely to be the extent of the message.

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And I didn't know that B-tech space sensors were that bad.

Battletech space sensors are so incredibly bad that I have to this point been silent on the subject in the hopes that  the author will upgrade them to something less miserifically awful, and more importantly less conducive to an effortless Colonial curbstomp of the SL.

Nelson's a traditional space naval ship name, the Black Lions are a century from entering service.

Giovanni Blasini

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #168 on: 28 August 2014, 12:02:22 »
Hmm so I wonder what it is..when did the SLDF start working on AI's I assume thats still a century or so off?  And I didn't know that B-tech space sensors were that bad.

Also nice to see you sneeking in a later Wobbie ship in, the Nelson's a Black Lion aka the Xanthos.

Depends on the sensor.

The IR signature of a jump is clear visible at 50,000 km, with a +1 modifier per 10,000 km on top of that for your sensor check.

The EM from a jump is visible farther, with detection check modifiers a +2 plus 1/2 the distance in AU (so for the 10 AU from Earth to Sol's standard jump points it would be +7 total).  Radio transmissions are detected out to 500,000 km without issues for civvies, and 10,000,000 km for military.  Drive plumes from transit drives require a base target of 5, +1 for every 5,000,000 km.  Large craft radar has a range of 100,000 km, while optical detection is more like 25,000 km.

As for Colonial sensor range, I don't recall it ever being clearly stated on-screen, but surveys by Raptors of star systems were not instantaneous, nor do they have FTL sensors.

Also, the Star League already started AI research, launching the Bright Star Auto Scout (i.e. my avatar) in 2543, which probably left to go follow the Cylons (and you have no idea how much I've wanted to ask about doing a one-off side story to that effect)
« Last Edit: 28 August 2014, 12:23:35 by Giovanni Blasini »
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Giovanni Blasini

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #169 on: 28 August 2014, 12:20:10 »
Nelson's a traditional space naval ship name, the Black Lions are a century from entering service.

There are two Black Lions: the Tech Readout 2750/3057 Black Lion, which debuted in 2691, and the earlier Black Lion (which Sarna took to calling the "Black Lion I") of 2315, which is basically a 3/4 scale Dreadnought class: 720kt, 3/5, 32 NAC/20s, 12 Killer Whale launchers, 64 AC/5 and 64 AC/2, with 1080 tons of standard armor, 24 small craft and 93 kilotons of cargo.  Director-General James McKenna used the Black Lion as his flag after forming the Terran Hegemony, and had personally designed the class.  It's the earlier Black Lion class that participated in the Reunification War.

(Fun fact: When I designed the Black Lion I for Field Report: Capellan Confederation 2765, I'd envisioned the Killer Whale launchers as serving as delivery platforms for nuclear warheads)
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Zureal

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #170 on: 28 August 2014, 13:21:30 »
Some one here is starting to sound like a BSG fanboy more than anything. Also, the colonial computers are not that great, how many times have they had to, and even stated, on screen mind you, that it will take several minuits to calculate the next jump plot. It is not instantaneous. Never has been. Also, as stated earlyer in the story all the ships in the colonial fleet are older ships , not a newer one in sight.

also, the colonial sensors are not superior, I would say they are equal if anything. at most each has things it is superior at than the other but overall they are the same. There have been numerous times, even in the books, ware military sensors have been able to tell you what is around a planet, maby not exactly class and all but can at least tell u there there are x # of dropships, and X # of warships if not exactly what class.

Oh, also, as to the tech thing, as they say, desperation is the mother of invention.

Grognard

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #171 on: 28 August 2014, 18:43:41 »
I think we can all enjoy the conversation without things turning into a flame war.

and while Consequences has handed my head to me in the past...
(SB's Last Stand of Wulfric's Legions INC. on Coventry)
He definitely KNOWS his shtuff when it comes to spacecraft combat.

NOW: on with the author's story!!!

GROGNARD:  An old, grumpy soldier, a long term campaigner (Fr); Someone who enjoys playing tactics and strategy based board wargames;  a game fan who will buy every game released in a certain genre of computer game (RTS, or computer role-playing game, etc.)

Zureal

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #172 on: 28 August 2014, 18:46:20 »
I think we can all enjoy the conversation without things turning into a flame war.

and while Consequences has handed my head to me in the past...
(SB's Last Stand of Wulfric's Legions INC. on Coventry)
He definitely KNOWS his shtuff when it comes to spacecraft combat.

NOW: on with the author's story!!!

  agreed, on with the story and stop debating the merits of various strategies, especially when people on both sides doint seem to have ever had the brain cells to do most of the strategies that I have seen discussed here.

pensiveswetness

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #173 on: 28 August 2014, 18:48:09 »
I would point out the colonials do have one big advantage on space warfare over the SL , sensor ranges , SL(BT) sensors have low ranges compared to the colonials .  And the raptor jump, fire, jump , is expected to loose ship, but trading raptors for capital ships or even transports was and is a good trade, even in RL, PT boats vs capital ships have been done for same reasons .... And the colonials can build raptors on there capital ships, they did so in cannon, the Pegasus even could build more vipers ....

can you build more pilots, however?

Arvanna

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #174 on: 29 August 2014, 00:19:39 »
Something else the Colonials can't just jump in and open fire instantly either, they'll have to take time to orient themselves get a idea of what's where or they'll be blind firing into empty space. Their drives aren't that accurate, heck the Cyclons weren't even good enough to pull some of the stunts suggested here so far or they could have jumped a baseships whole Raider force right atop of Galactica when they were chasing them in the first couple of episodes.

marauder648

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #175 on: 29 August 2014, 01:04:21 »
I think we can all enjoy the conversation without things turning into a flame war.

and while Consequences has handed my head to me in the past...
(SB's Last Stand of Wulfric's Legions INC. on Coventry)
He definitely KNOWS his shtuff when it comes to spacecraft combat.

NOW: on with the author's story!!!

Indeed, the best thing to do is stay away from tech penis waving, otherwise it WILL turn into a ST vs SW who would win in a space battle debate and that is always a gibbering howling morass of fan boys and numbers.  I'm just going to sit back and enjoy the story :)
« Last Edit: 29 August 2014, 01:07:29 by marauder648 »
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consequences

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #176 on: 29 August 2014, 01:43:25 »
Korzon has the SLDF doing about the best they can with the tech they currently have, since they feel the need to push forward with their offensive. Sadly in character, as I suppose waiting  40 years for AMS systems or even just a decade and a half for LBX weapons to reach full maturity is too much to ask of the current crop of Camerons.

Giovanni Blasini

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #177 on: 29 August 2014, 01:50:55 »
Korzon has the SLDF doing about the best they can with the tech they currently have, since they feel the need to push forward with their offensive. Sadly in character, as I suppose waiting  40 years for AMS systems or even just a decade and a half for LBX weapons to reach full maturity is too much to ask of the current crop of Camerons.

The Reunification War was, essentially, already declared well before the Galactica showed up.  Waiting 15-40 years to develop weapons they don't actually know they're going to develop in 15-40 years to combat a threat that no one knew existed is not reasonable.  It's like holding off on buying the new laptop you need today because you know computers will be faster in 2029.

The Camerons are not the Atreides, and Arrakis is not, to my knowledge, on the Battletech star charts.  Thus, expecting prescience from the new First Lord is unreasonable.
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Korzon77

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #178 on: 29 August 2014, 01:58:07 »
As a bit of a warning, If there is one thing I hate more than fasanomics, it's the idea that you can go hundreds of years without seeing any major technological changes.  One reason I like setting AU's early is that you can have reasonable (WWII-Vietnam) style tech advances without destroying the game system. So a snippet.

"What is this?" Cameron said, looking at the image.
"Hopefully a solution to some of our problems," his wife said. "The T7 battle station is robotic, with a single coaxil naval laser backed up by a fairly heavy conventional armament.  It's got station keeping drives so it can move around enough to keep from getting nailed from long range."
"A single naval laser? Their battlestars will laugh at that."
"You're right.  That's why we intend to deploy at least 120 around Robsart and other major targets. Jumping in away from our warships won't help hem if they run into a dozen of these-- and they're automated. The computers are as dumb as hell when they're not being remotely operated, but they can still shoot at things that don't squawk the right IFF...and did I mention they're also useful for precision ground strikes?"
A hundred and twenty would mean that no part of Robsart would be beyond their observation...1  Cameron smiled.
"And that," his wife said, "Is how you deal with technological superiority..."

Giovanni Blasini

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Re: Reunification Can be a Pain... BSG/Battletech crossover.
« Reply #179 on: 29 August 2014, 02:05:14 »
Robotic battlesats.  The kittens of my marrow are pleased.  >:D
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"