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Auril Union Mobilization for War
Hector_CynumDate: Monday, 10 Dec 2012, 1:22 PM | Message # 1
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After securing funding from the friendly people at the Dominion Federation via negotiation, and being an entity which draws its forces from across the allied union of worlds which makes up the Auril Sector via taxation and the draft of units, I would like to request the following levvies.

After the apparent support of allied forces for Lorrd, this would have caused a concern among the allied governments who proposed the initial attack, and as such they're going to order full scale mobilization.

Land Forces

Twenty full Assault Divisions would be raised, of these:
Fifteen from the Human Population of the Sector, mostly raised from humans from the Sector (ideally vets) but with essentially any human allowed to enlist. These would be mixed role divisions comprised of Infantry Brigades with significant support elements. Eight of these would be equipped with new Planetary Defense Force Armour.
Two from Murkhana, mostly Koorivar Fusiliers veterans out of work or in low paid jobs. These divisions would be primarily defensive units with a great deal of artillery and heavy armour, the Combat Engineering Regiments would be drawn from these too.
Three from recruitment of dispossessed ethnic Tionese across the galaxy, whipped up into a fierce hatred of those who killed their blood kin. These would include Caluulans, Embarilites and those from across Allied Tion and the Tion Hegemony, as well as refugees from the Cronese Mandate.

This would mostly be "for show" as we pretty rarely see ground combat in any major role, essentially I'd just like to bandy around the "Twenty Divisions of beings are under arms ready to.." blah blah etc. But if there is a counter-offensive, then I'd like to be ready to repel it. Each unit would have a number of armoured units, with some being Light Divisions mostly of dismounted Infantry but some also being heavier with significant armour, the Armour would be a mix of CIS Droid Tanks and Walkers (operated by remote control in many cases as it takes a while to over-ride the shut down code) as well as surplus Clone Wars era stuff. Regiments would be equipped roughly as homogenously as possible but especially in the Alien and Foreign Partisan troops, this often was not possible.

There would also be several less well equipped (usually just with old Battle droid E5 Blaster rifle with maybe a clip or two of spare gas and power packs) Divisions of "Planetary Guard" who would be old men, young men and the disabled, with few vehicles except converted civilian ones and the occasional CIS tank recovered from a scrap yard.

Emplacements

All big cities on the Auril Sector worlds would have bulwarks and entrenchments made about the, supplemented by a few emplacement e-webs and light turrets a la hoth.

Murkhana Defenses
The Murkhana Orbital Minefield - Mine Type B (100) scattered at random points in high orbit at locations only known by ground control. Only 10 at the most could ever target a ship approaching from a given angle.
Theater Shield over Murkhana City
V-180 Planetary Ion Cannon - In a fort outside of Murkhana City on the shores of Murkhana bay, outside the Theater shield perimeter on a hilltop, linked to the city central power grid by underground cables deep in the bedrock. The fort has several E-Web and SAM emplacements.

Ossus Defense Array
HVS 2 Hypervelocity Cannon - Noted as vulnerable when it fires as it drops shields - another logical target for commandos.

Weakness: Murkhana's orbital defense weapon is vulnerable to attack. Infiltration and destruction of two of the three main power plants within Murkhana City will cause the power level to drop so that only the shield or Ion Cannon can be powered, destruction of the third would mean both would be inactive. Again, commando raids, infiltration or black ops to sever the links or disable the plants would take down the defense grid.

Nespis VIII Defense Complex
Defensive Silo Array 1 (A PY-6 Proton Torpedo Site ) 100km south of Nespis VII's ground capital, positioned so as to be able to cover the space about "Space City" with it's 50 Proton Torpedo tubes, with a magazine of 500 torpedoes total held below ground. Naturally these silos are vulnerable to orbital or fighter strikes. It would be protected by two Air Defense Towers and a shield generator over the tubes which has to be deactivated prior to firing discouraging attack by fighters except in large numbers - this creates a good opportunity for a "commando assault" as the silo is up in the mountains and while the Silos themselves are difficult to breach by small teams, the outlying generator and towers could easily be knocked out if you could place detonation packs in them.

Within Space City itself there would be a dozen experimental V-200 Ion Cannon Turrets mounted on Military structures. (Since they're there canonically)

Cron Drift Research and Repair Station (Might as well have a big target sign painted on it) - I designed this pretty much so it can be raided, sliced or attacked by the enemy.

In the Cron Drift there would be a Telgorn Dockyard, protected by four Gun Emplacements, in the computer on the Repair Yard there would be information about the upcoming invasion, as well as troop recruitment numbers and other useful secrets I'll share when someone captures them.
There would also be an Asteroid Hangar some distance away, concealed in a larger asteroid. Inside, as well as a large number of Interceptors, would be a prototype Rothana Fighter/Bomber which has been lent for testing - some of the technologies on it not yet patented, this presents the chance to capture and reverse engineer an extremely slick craft.

Home Defense Starfighter Corps
To each world in the Auril Sector - twenty four Mankvim-814 Light Interceptors, old and fragile when its shields go down, with an incredibly short range, these fighters never the less are extremely fast and efficient in atmosphere and low orbit for engaging threats. They're essentially being purchased because they're about the cheapest manned fighter you can buy anywhere.

Weakness: An old fighter, incapable of travelling more than an hour away from it's home base meaning that it can't reach other planets in the same system (unless theyre very close) without refueling in flight. In combat they're actually not bad but lack anti-capital ship firepower or real staying power to engage in long lasting dogfights without risking running out of fuel.

The Auril Armada


Strike Force One
Four Colony-class Fast Pickets - To launch raids on Lorrdian shipping and allies.
Two Nexu-class Strike Corvettes - As above, and to hit ground targets. Note that only one will be mothballed
Plus the DP20 currently serving.

The Invasion Fleet
Rothana-class Light Destroyer
One Pelta-class Frigate (turbolasers removed) - Fleet Medical Frigate and Humanitarian Vessel
Six Harmonius-class Armed and Armoured Freighters (Passenger variant, able to carry one Regiment each) - Slow, vulnerable and incredibly vulnerable to Capital ship fire, affixed by umbilical tethers would be a suitable number of dropships to disembark these men quickly.
Two Giga-class MegaTransports - Unarmed, slow and ponderous at 20MGLT, these carry whole Divisions aboard and so require the whole invasion force to move in a sublight convoy to protect the vulnerable commandeered liners.

Liberator-class (1)
Carrack-class (2)

Retired forces

The Bayonet-class would sold to the Imperial Sector Navy and mothballed. The Guard-class would be landed on Ossus at the Auril Sector Irregular Militia Headquarters, its engines would be removed but its weapons left in place. It would serve as a monument and also a defensive weapons platform perched on the high jutting peak on which the Militia HQ is located - a symbol of Tionese Defiance, the ship would notionally be repairable but would become largely a tourist attraction.

Note
This force is a "one-off" representation of an alliance comprising most of a Sector gearing up for war and preparing to launch an invasion of a world. Ships highlighted in orange will be mothballed and withdrawn from active service at the end of the conflict or six months expires (whichever is longer). I have roleplayed out borrowing and mortgaging worlds and assets in order to get the quick cash needed to deploy this fleet - mostly these are common ships but the Rothana ones are largely "showroom models" bought because they were immediately available.

The idea is rather like the British Navy has always done throughout history, it keeps a small number of active ships in peacetime but has others mothballed which can be brought back to service in some months notice. I propose that the Dreadnaught and one of the Strike-class ships were already mothballed and will be brought back to properly usable conditions over the coming days and weeks. Aside from this these are all new purchases or commandeered ships. The Hardcells and Gigas are commandeered and will be demobilized after the war, the Harmonious class vessels will be mothballed and sold off at a low price after the conflict.

It's difficult to comprehend in a modern world where we're used to the idea of standing large navies, but I don't think that even a prosperous Outer Rim sector such as the Auril Sector can afford to be running large armies.

So after six months (unless the war goes on and on), the active fleet of the combined worlds in the Auril Sector will be:
Rothana-class Light Destroyer (1) - While officially kept on the books, it would be officially open for bidding once conflict ended.
DP20 Gunship (1)
Liberator-class Carrier (1)
Carrack-class (2)
Nexu-class Gunship (2)
Colony-class (4 - not truly capital ships anyway, big fast shuttles)

The other ships would be demobilized and stored at the Imperial Sector Capital Docks, under their care and for their use; although the Auril Sector Worlds can call for them to return to service again if required (would need another request). At wars end the ground army would be returned to it's respective worlds, paid off and de-mobbed. Eight divisions would remain the notional remaining strength, but many of these would be reserves.

I should note that -yes- this is an extremely powerful force, but I have the financing available and represents the collective efforts of (effectively) a Sector, stirred up by ethnic tensions - I don't intend it to set a precedent, or be around in the long term.

The emplacements, I intend to have been there since forever.

Things I've done to make the War (should it happen in a big way) more fun.

Assured the Auril Sector worlds with orbital weapons have them vulnerable to Commando raids when the main body of the army moves away to invade Lorrd (cough, big target for Alyn's battlesuits, cough).

Assured the forces are again cut to be relatively weak after the war.

The whole Sector is massively vulnerable to counter-attack when/if an invasion fleet leaves (if it does leave it will take all the Capital ships except perhaps one with it). It's a high commitment strategy to knock Lorrd out of the war, but massively risky.

Assured the invasion fleet is slow (estimated to take an hour or two from the hyperspace jump point at Lorrd to reaching low orbit) thanks to the big ponderous commandeered civilian vessels which are intended to carry a lot of the men. These are perfect targets for capital ships and smaller craft alike and each one destroyed represents not just a ship destroyed but a ground unit too.

I've also assured there are weaknesses scattered around in general that can be exploited when it comes to war.

P.s. They might not actually invade Lorrd itself, but perhaps an ally or tributary, we'll see - either way I fancy some invadage, either way the 6 month clock would start after the request was approved. If the crisis is resolved peaceably during the negotiations ongoing then we'll see about this not happening.

P.p.s. Can we please expedite this one? I don't usually pester but It'd be good to keep up the momentum as this is fundamentally a storyline based request and is time-critical in order to keep up the pace and avoid a delay/extended wrangling. Yes I know it's a big request, but it's not as if its a force that's going to be used outside of it's role in the SL and has a time limit on it before it evaporates.


Commodore Hector "Igor" Cynum
Commanding Officer of the Auril Sector Union Navy
__________________
Shah of the Adega System and Emir of Ossus
The Honourable Union of the Worlds of the Auril Sector


Message edited by Hector_Cynum - Monday, 17 Dec 2012, 10:40 AM
 
Jace_VaritekDate: Tuesday, 11 Dec 2012, 7:00 PM | Message # 2
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Quote (Hector_Cynum)
Land Forces

Twenty full Assault Divisions would be raised, of these:
Fifteen from the Human Population of the Sector, mostly raised from humans from the Sector (ideally vets) but with essentially any human allowed to enlist. These would be mixed role divisions comprised of Infantry Brigades with significant support elements. Eight of these would be equipped with new Planetary Defense Force Armour.
Two from Murkhana, mostly Koorivar Fusiliers veterans out of work or in low paid jobs. These divisions would be primarily defensive units with a great deal of artillery and heavy armour, the Combat Engineering Regiments would be drawn from these too.
Three from recruitment of dispossessed ethnic Tionese across the galaxy, whipped up into a fierce hatred of those who killed their blood kin. These would include Caluulans, Embarilites and those from across Allied Tion and the Tion Hegemony, as well as refugees from the Cronese Mandate.

This would mostly be "for show" as we pretty rarely see ground combat in any major role, essentially I'd just like to bandy around the "Twenty Divisions of beings are under arms ready to.." blah blah etc. But if there is a counter-offensive, then I'd like to be ready to repel it. Each unit would have a number of armoured units, with some being Light Divisions mostly of dismounted Infantry but some also being heavier with significant armour, the Armour would be a mix of CIS Droid Tanks and Walkers (operated by remote control in many cases as it takes a while to over-ride the shut down code) as well as surplus Clone Wars era stuff. Regiments would be equipped roughly as homogenously as possible but especially in the Alien and Foreign Partisan troops, this often was not possible.

There would also be several less well equipped (usually just with old Battle droid E5 Blaster rifle with maybe a clip or two of spare gas and power packs) Divisions of "Planetary Guard" who would be old men, young men and the disabled, with few vehicles except converted civilian ones and the occasional CIS tank recovered from a scrap yard.

Emplacements

All big cities on the Auril Sector worlds would have bulwarks and entrenchments made about the, supplemented by a few emplacement e-webs and light turrets a la hoth.

Murkhana Defenses
The Murkhana Orbital Minefield - Mine Type B (100) scattered at random points in high orbit at locations only known by ground control. Only 10 at the most could ever target a ship approaching from a given angle.
Theater Shield over Murkhana City
V-180 Planetary Ion Cannon - In a fort outside of Murkhana City on the shores of Murkhana bay, outside the Theater shield perimeter on a hilltop, linked to the city central power grid by underground cables deep in the bedrock. The fort has several E-Web and SAM emplacements.

Ossus Defense Array
HVS 2 Hypervelocity Cannon - Noted as vulnerable when it fires as it drops shields - another logical target for commandos.

Weakness: Murkhana's orbital defense weapon is vulnerable to attack. Infiltration and destruction of two of the three main power plants within Murkhana City will cause the power level to drop so that only the shield or Ion Cannon can be powered, destruction of the third would mean both would be inactive. Again, commando raids, infiltration or black ops to sever the links or disable the plants would take down the defense grid.

Nespis VIII Defense Complex
Defensive Silo Array 1 (A PY-6 Proton Torpedo Site ) 100km south of Nespis VII's ground capital, positioned so as to be able to cover the space about "Space City" with it's 50 Proton Torpedo tubes, with a magazine of 500 torpedoes total held below ground. Naturally these silos are vulnerable to orbital or fighter strikes. It would be protected by two Air Defense Towers and a shield generator over the tubes which has to be deactivated prior to firing discouraging attack by fighters except in large numbers - this creates a good opportunity for a "commando assault" as the silo is up in the mountains and while the Silos themselves are difficult to breach by small teams, the outlying generator and towers could easily be knocked out if you could place detonation packs in them.

Within Space City itself there would be a dozen experimental V-200 Ion Cannon Turrets mounted on Military structures. (Since they're there canonically)

Cron Drift Research and Repair Station (Might as well have a big target sign painted on it) - I designed this pretty much so it can be raided, sliced or attacked by the enemy.

In the Cron Drift there would be a Telgorn Dockyard, protected by four Gun Emplacements, in the computer on the Repair Yard there would be information about the upcoming invasion, as well as troop recruitment numbers and other useful secrets I'll share when someone captures them.
There would also be an Asteroid Hangar some distance away, concealed in a larger asteroid. Inside, as well as a large number of Interceptors, would be a prototype Rothana Fighter/Bomber which has been lent for testing - some of the technologies on it not yet patented, this presents the chance to capture and reverse engineer an extremely slick craft.

Home Defense Starfighter Corps
To each world in the Auril Sector - twenty four Mankvim-814 Light Interceptors, old and fragile when its shields go down, with an incredibly short range, these fighters never the less are extremely fast and efficient in atmosphere and low orbit for engaging threats. They're essentially being purchased because they're about the cheapest manned fighter you can buy anywhere.

Weakness: An old fighter, incapable of travelling more than an hour away from it's home base meaning that it can't reach other planets in the same system (unless theyre very close) without refueling in flight. In combat they're actually not bad but lack anti-capital ship firepower or real staying power to engage in long lasting dogfights without risking running out of fuel.


I APPROVE of these defenses, provided some of them are new expenses, rather than having been there since time immemorial. Ossus, for instance, is of no tactical significance; I think procuring the HVS 2 and placing it on Ossus should be something the Auril Sector is now doing, rather than having already done. The minefield is another ideal candidate—an unlikely peacetime countermeasure, I'd prefer it be erected only now in preparation for a possible counter-attack. What I'm getting at here is no, not all of your expense incurred can be solely for offense.

Also, note that while you have a general number of troops specified here, as per the rules the number of troops you use in a given battle will still need to be stated on a battle-by-battle basis, and if your opponent doesn't agree on the number then it falls to management to determine it. That you have XX,000 of them on hand would be something we'd consider, naturally.


Quote (Hector_Cynum)
Strike Force One
Four Colony-class Fast Pickets - To launch raids on Lorrdian shipping and allies.
Two Nexu-class Strike Corvettes - As above, and to hit ground targets. Note that only one will be mothballed
Plus the DP20 currently serving.


I APPROVE.

Quote (Hector_Cynum)
The Invasion Fleet
Rothana-class Light Destroyer
One Pelta-class Frigate (turbolasers removed) - Fleet Medical Frigate and Humanitarian Vessel
Three Strike-class Cruisers - Note: One will not be mothballed.
One Dreadnaught-class Heavy Cruiser
Ten Harmonius-class Armed and Armoured Freighters (Passenger variant, able to carry one Regiment each) - Slow, vulnerable and incredibly vulnerable to Capital ship fire, affixed by umbilical tethers would be a suitable number of dropships to disembark these men quickly.
Two Giga-class MegaTransports - Unarmed, slow and ponderous at 20MGLT, these carry whole Divisions aboard and so require the whole invasion force to move in a sublight convoy to protect the vulnerable commandeered liners.
Four Hardcell-class Transports - To lead the first wave, Hardcells are intended to land Tanks and Shocktroops to start the blitzkrieg and secure the landing area.


I vote to DENY the following:

4 Hardcell-class Transports
1 Strike-class Cruiser
Either 2 Strike-class Cruisers Or 1 Dreadnaught-class Heavy Cruiser

And I APPROVE of:

1 Rothana-class Light Destroyer
1 Pelta-class Frigate (sans turbolasers)
Either 2 Strike-class Cruisers Or 1 Dreadnaught-class Heavy Cruiser
10 Harmonious-class Freighters
2 Giga-class MegaTransports


Quote (Hector_Cynum)
Retired forces

The Bayonet-class would sold to the Imperial Sector Navy and mothballed. The Guard-class would be landed on Ossus at the Auril Sector Irregular Militia Headquarters, its engines would be removed but its weapons left in place. It would serve as a monument and also a defensive weapons platform perched on the high jutting peak on which the Militia HQ is located - a symbol of Tionese Defiance, the ship would notionally be repairable but would become largely a tourist attraction.

Note
This force is a "one-off" representation of an alliance comprising most of a Sector gearing up for war and preparing to launch an invasion of a world. Ships highlighted in orange will be mothballed and withdrawn from active service at the end of the conflict or six months expires (whichever is longer). I have roleplayed out borrowing and mortgaging worlds and assets in order to get the quick cash needed to deploy this fleet - mostly these are common ships but the Rothana ones are largely "showroom models" bought because they were immediately available.

The idea is rather like the British Navy has always done throughout history, it keeps a small number of active ships in peacetime but has others mothballed which can be brought back to service in some months notice. I propose that the Dreadnaught and one of the Strike-class ships were already mothballed and will be brought back to properly usable conditions over the coming days and weeks. Aside from this these are all new purchases or commandeered ships. The Hardcells and Gigas are commandeered and will be demobilized after the war, the Harmonious class vessels will be mothballed and sold off at a low price after the conflict.

It's difficult to comprehend in a modern world where we're used to the idea of standing large navies, but I don't think that even a prosperous Outer Rim sector such as the Auril Sector can afford to be running large armies.

So after six months (unless the war goes on and on), the active fleet of the combined worlds in the Auril Sector will be:
Rothana-class Light Destroyer (1) - While officially kept on the books, it would be officially open for bidding once conflict ended.
DP20 Gunship (1)
Strike-class Cruiser (1)
Nexu-class Gunship (1)
Colony-class (4 - not truly capital ships anyway, big fast shuttles)

The other ships would be demobilized and stored at the Imperial Sector Capital Docks, under their care and for their use; although the Auril Sector Worlds can call for them to return to service again if required (would need another request). At wars end the ground army would be returned to it's respective worlds, paid off and de-mobbed. Eight divisions would remain the notional remaining strength, but many of these would be reserves.


I APPROVE of this addendum (minus any ships I've voted to deny), provided the ships in question survive the war.


Jace Varitek
Manager/Administrator from January 2003 to Present
My recent posts here, pre-2009 archives here

"When my information changes, I change my opinion. What do you do, sir?"
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Jace_VaritekDate: Tuesday, 11 Dec 2012, 7:10 PM | Message # 3
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Please note I'm making an edit...

Jace Varitek
Manager/Administrator from January 2003 to Present
My recent posts here, pre-2009 archives here

"When my information changes, I change my opinion. What do you do, sir?"
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Jace_VaritekDate: Tuesday, 11 Dec 2012, 7:12 PM | Message # 4
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I've edited the Strike Cruiser/Dreadnaught ratio.

Jace Varitek
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My recent posts here, pre-2009 archives here

"When my information changes, I change my opinion. What do you do, sir?"
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JaronDate: Tuesday, 11 Dec 2012, 8:47 PM | Message # 5
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I APPROVE of Jace's judgement here, however, the Strike-class Medium Cruiser is not introduced until at least 0 BBY, therefore is no eligible for use at this time. Therefore, in my own personal judgement, I am automatically judging a selection of the Dreadnaught-class Heavy Cruiser in the option portion.

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Hector_CynumDate: Tuesday, 11 Dec 2012, 10:01 PM | Message # 6
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Let's drop the Strike-class cruisers.

Instead to replace them I'd like to go for:

MC-80 Liberty type (1) - First widely used by the rebels but designed in the Clone Wars and with models existing prior to the alliance. Amusingly the intricacies of MonCal ships bridges mean I'll be hiring an alien bridge staff. I assume this would be one built for the Empire's abortive experiments in MonCal tech then sold off.
Tartan-class (1) - Bollocks craft, will end up being chewed up by some random CR90 or a heavy breeze.

Also I'd like you to reconsider the Hardcells - they're literally put in there so my enemy has something to shoot at which are easily destroyed when travelling in convoy, I'm even happy for them to be disarmed if you like - these are godawful ships which I anticipate seeing blown to smithereens with big explosions - moving targets which will create fun RP and not warships.


Commodore Hector "Igor" Cynum
Commanding Officer of the Auril Sector Union Navy
__________________
Shah of the Adega System and Emir of Ossus
The Honourable Union of the Worlds of the Auril Sector


Message edited by Hector_Cynum - Tuesday, 11 Dec 2012, 10:57 PM
 
Jace_VaritekDate: Wednesday, 12 Dec 2012, 10:59 AM | Message # 7
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This isn't to say we can't do the MC80 if there's no other choice, but might I recommend some alternatives?

The Battle Horn-class Bulk Cruiser, which lacks somewhat in heavy guns. Modified, perhaps?
The Liberator-class Cruiser is perhaps most analogous to the Strike-class, though it's described as "state-of-the-art" in this period.
In the vein of luxury liners-turned-warships, the Dauntless-class Heavy Cruiser may suffice?
Of course, the most obvious, really, is the Carrack-class Cruiser, though I'm aware of your misgivings.


Jace Varitek
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Jace_VaritekDate: Wednesday, 12 Dec 2012, 11:02 AM | Message # 8
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My preference is to see Mon Calamari ships introduced to the RP with a fleshed-out (and RP'd) story behind them, rather than being unceremoniously procured in request form. Though, again, I'm persuadable on this point. I know Jaron isn't favorable to the MC80 either, however.

Jace Varitek
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Jace_VaritekDate: Wednesday, 12 Dec 2012, 11:04 AM | Message # 9
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Oh hey, I crossed 2,000 posts!

Jace Varitek
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Davon_VandenDate: Wednesday, 12 Dec 2012, 3:07 PM | Message # 10
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It's more of a personal opinion, but an MC-80 being used by anyone other than Rebels just seems wrong to me biggrin . I APPROVE along with Jaron and Jace, and I'm also in favor of the Hardcells provided they are, as you say, essentially throwaways.

Davon "Booster" Vanden - Big Damn Hero.
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Jace_VaritekDate: Thursday, 13 Dec 2012, 11:18 AM | Message # 11
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Whether I approve of the Hardcells is going to depend on what ship you choose in lieu of the MC80. I'm still reluctant, however, because the unecessity of them for an invasion, considering you have those Giga- and Harmonious-classes, leads me to believe you intend the Hardcells to end up as thread-ending ramships. That's merely a suspicion, however—I'll still approve of them, again, depending on how much size and firepower we end up going with in place of the MC80.

Jace Varitek
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My recent posts here, pre-2009 archives here

"When my information changes, I change my opinion. What do you do, sir?"
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Hector_CynumDate: Friday, 14 Dec 2012, 11:29 AM | Message # 12
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The Hardcells won't be used as Ramships - I don't intend that to be a conventional strategy (the raid using ramming ships was intended to be a homage to the Second Battle of Tripoli Harbour and doesn't represent policy but a specific instance of a way to fight asymmetrically and cause losses quickly when they were aware of the likelihood of intervention). Furthermore, these freighters (of all types requested here) would be (when deployed to the war) filled with Material and Soldiers - ergo you couldnt quickly evacuate them and so it'd render them completely unsuitable for ramming attacks.

The Hardcells are just quicker - they're for clearing a LZ not ramming, happy to have a caveat they're not to be deployed as Ramships.

The Battle Horn-class being modified would mean wrangling over weapon stats and the Dauntless-class while pretty needs its stats actually agreeing on for the purposes of the RP (as theyre ambiguous) so would also delay things too.

The Liberator-class sounds like a good compromise, although a new ship I don't see a problem with that in principle, expense isn't the problem since we have been fundraising already, I assume it'd just be purchased from a Tionese friendly Core World (which there probably are a good few of, since the Tionese are probably similar to how Aussies or New Zealanders are regarded by the British, as slightly backward and with mutual friendly jokes between them, but no real malice and recognition of a shared heritage), but is much less able as a line ship than the Strike and vastly more incapable than the Invincible-class with its extremely heavy armour.

I'd like to request instead of the strikes

1x Liberator-class
3x Carrack-class - much as I hate them, it's logical that a carrier would have a class like that escorting them.


Commodore Hector "Igor" Cynum
Commanding Officer of the Auril Sector Union Navy
__________________
Shah of the Adega System and Emir of Ossus
The Honourable Union of the Worlds of the Auril Sector
 
JaronDate: Saturday, 15 Dec 2012, 10:08 PM | Message # 13
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Pardon me if this is a gross oversimplification, however it feels as if every time we're saying no to something here, or forcing a choice be made, you are either a.) going for more firepower or b.) going for more ships. This started out as a choice between a Dreadnaught or two Strikes. Since the Strikes weren't on the table, you didn't accept the offer of the Dreadnaught (which leaves one wonder why request it in the first place?), and suggest an MC80 instead. I just want that to sink in. Management offers a Dreadnaught, and you respond with wanting an MC80? Did you see where this is going wrong? Now after we suggest, among others, the Liberator, you want to replace the MC80 with a Liberator and three Carracks. I mean, I hope I'm illustrating Management's issue here.

Now, I am, after all that, open to the idea here; with conditions. I'll go with the Liberator. I'll give you, as well, a Carrack if you drop the issue of the Hardcells. In addition, I'll give you a second Carrack if you drop the Harmonious freighters to six. Sounds good?


Jaron Park
Manager from June 2009 to Present, Administrator from December 2011 to Present
(pre-April 2012 posts) (post-April 2012 posts)
Pre-2009 Archives
 
Hector_CynumDate: Monday, 17 Dec 2012, 10:32 AM | Message # 14
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Jarons dropping the hardcells, dropping the harmonius classes to 6 and then having a Liberator and 2 carracks sounds great.

Commodore Hector "Igor" Cynum
Commanding Officer of the Auril Sector Union Navy
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Shah of the Adega System and Emir of Ossus
The Honourable Union of the Worlds of the Auril Sector
 
Davon_VandenDate: Monday, 17 Dec 2012, 1:40 PM | Message # 15
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I can get behind Jaron's stipulations.

Davon "Booster" Vanden - Big Damn Hero.
For what avail the plough or sail, or land or life, if freedom fail? ~Ralph Waldo Emerson
Theme ~ Wanted - Bon Jovi
 
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