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(SPOILERS) The battle of Spindle, redux... for fun.

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(SPOILERS) The battle of Spindle, redux... for fun.
Post by SharkHunter   » Thu Oct 20, 2016 3:49 pm

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We're at Saganami Island, a few years later and the ATC commandant, (feller by the name of Tremaine)) gives us cadets a challenge. You have one Taylor class fast support ship including LACS, one Saganami-C, and four Rolands. Missile mix including pods is whatever you want.

Oh yeah, Ginger is subbing as the op force commander, just to make things a little difficult but has been given no advance warning of what ship mix the cadets have been given, nor upgraded technology. She also has to bring all the ships over the hyper limit as a group, no sneaky ship deployments. After she gets there, she can do whatever she wants.

Our assignment is to force the surrender short of the planetary orbitals, and yes it is okay to blow away Ginger's ship in the simulator(s).

Operation starts now... Could we do it?
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All my posts are YMMV, IMHO, and welcoming polite discussion, extension, and rebuttal. This is the HonorVerse, after all
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Re: The battle of Spindle, redux... for fun.
Post by Kizarvexis   » Thu Oct 20, 2016 4:24 pm

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SharkHunter wrote:We're at Saganami Island, a few years later and the ATC commandant, (feller by the name of Tremaine)) gives us cadets a challenge. You have one Taylor class fast support ship including LACS, one Saganami-C, and four Rolands. Missile mix including pods is whatever you want.

Oh yeah, Ginger is subbing as the op force commander, just to make things a little difficult but has been given no advance warning of what ship mix the cadets have been given, nor upgraded technology. She also has to bring all the ships over the hyper limit as a group, no sneaky ship deployments. After she gets there, she can do whatever she wants.

Our assignment is to force the surrender short of the planetary orbitals, and yes it is okay to blow away Ginger's ship in the simulator(s).

Operation starts now... Could we do it?

If I remember correctly, you are 1 Roland, 7 Sag-Cs, 6 Nike's, 3 transports of pods and 1 old SD short of what was at the original battle.

I would engage at range until the pods ran out. If you have not won, you should run as you have a fraction of the fire power of the original defending fleet.
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Re: The battle of Spindle, redux... for fun.
Post by munroburton   » Thu Oct 20, 2016 5:06 pm

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Just about any sim with RMN hardware versus SLN is a 'gimmie'.

Either the RMN force has enough missiles to wipe out even an OpFor with considerable numerical superiority and wins or it doesn't and withdraws after inflicting considerable damage.

If such a scenario shows up at the Island, the middies will be playing on team SLN. Yup, now that's fun. :twisted:

Also... maybe there should be a spoiler tag(to cover the DT-class FSV's capabilities)? Especially if the OP actually meant the Battle of Wloclawek instead of Spindle.
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Re: The battle of Spindle, redux... for fun.
Post by MuonNeutrino   » Thu Oct 20, 2016 5:55 pm

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FFS, people. SPOILER WARNINGS! If a 'taylor class' ship is from SoV, then don't mention it in a thread without 'spoilers' in the title. If there's a battle at one of those unpronounceable places in SoV, don't mention it in a thread without 'spoilers' in the title. It doesn't matter if there's details given or not.

Anyway, as to the actual topic...

It doesn't matter what actual ships the manty side has. All that matters is whether they still have enough pods to allocate the requisite couple hundred missiles to each solly SD, because the sollies are essentially completely incapable of stopping any useful percentage of incoming salvoes, getting into range of any defending ships, or avoiding detection in any way.

If the manties have enough missiles, then the sollies die as soon as they get anywhere near the planet. There's *tons* of time to wipe them out, even if you have to fire smaller salvoes, and it's almost literally impossible for the sollies to do anything sneaky given the tech disparity. If the manties don't have enough missiles, then they blow up SDs until everything they have runs dry, at which point they are compelled to flee as they cannot harm the SDs any other way. Not much room for tactical subtlety in this particular scenario, IMO.
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Re: The battle of Spindle, redux... for fun.
Post by Loren Pechtel   » Thu Oct 20, 2016 6:08 pm

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Where's the challenge in this?

You have approximately 1/6 the fire control of the official battle. The intact defenses would stop about half of this. In a simplistic analysis 36 salvos should clear the skies. Figuring in the defenses getting blown up reduces this to 27 salvos.

This is at most 15 minutes of combat and probably less. (I do not recall any indication of how closely missiles can be spaced. Salvo spacing has always been limited by the fire rate of the ship.) That's not enough time for the Sollies to cross the death zone and bring their weapons to bear.

If the Sollies try to split up they just die faster as their defenses are weakened. Wait to open fire until they are deep enough in your missile basket (either by distance or due to velocity) that they can't get out in 15 minutes and you should get a 100% surrender or kill.
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Re: The battle of Spindle, redux... for fun.
Post by saber964   » Thu Oct 20, 2016 9:19 pm

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Kizarvexis wrote:
SharkHunter wrote:We're at Saganami Island, a few years later and the ATC commandant, (feller by the name of Tremaine)) gives us cadets a challenge. You have one Taylor class fast support ship including LACS, one Saganami-C, and four Rolands. Missile mix including pods is whatever you want.

Oh yeah, Ginger is subbing as the op force commander, just to make things a little difficult but has been given no advance warning of what ship mix the cadets have been given, nor upgraded technology. She also has to bring all the ships over the hyper limit as a group, no sneaky ship deployments. After she gets there, she can do whatever she wants.

Our assignment is to force the surrender short of the planetary orbitals, and yes it is okay to blow away Ginger's ship in the simulator(s).

Operation starts now... Could we do it?

If I remember correctly, you are 1 Roland, 7 Sag-Cs, 6 Nike's, 3 transports of pods and 1 old SD short of what was at the original battle.

I would engage at range until the pods ran out. If you have not won, you should run as you have a fraction of the fire power of the original defending fleet.



Actually the RMN OrBat was IIRC was
1 Samantharace class Super Dreadnaught
4 Hydra class Carriers CarDiv 7.1
14 Nike class Battle Cruisers BatCruRon 106 and 108
12 Sag-C class Heavy Cruisers CruRon 94 and CruDiv 96.1
5 Roland class Destroyers DesRon 301
400 LAC
4-6 Ammunition Ships
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Re: The battle of Spindle, redux... for fun.
Post by SharkHunter   » Fri Oct 21, 2016 5:31 pm

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saber964 wrote:
SharkHunter wrote:We're at Saganami Island, a few years later and the ATC commandant, (feller by the name of Tremaine)) gives us cadets a challenge. You have one Taylor class fast support ship including LACS, one Saganami-C, and four Rolands. Missile mix including pods is whatever you want.

Our assignment is to force the surrender short of the planetary orbitals, and yes it is okay to blow away Ginger's ship in the simulator(s). Operation starts now... Could we do it?


Actually the RMN OrBat was IIRC was
1 Samantharace class Super Dreadnaught
4 Hydra class Carriers CarDiv 7.1
14 Nike class Battle Cruisers BatCruRon 106 and 108
12 Sag-C class Heavy Cruisers CruRon 94 and CruDiv 96.1
5 Roland class Destroyers DesRon 301
400 LAC
4-6 Ammunition Ships

That's what makes it fun. 36 ships + LACs and plenty of pods vs. 5 fighting ships + the support ship and the LACs, greatly limiting the offensive options. That said, I should have speciied "pods with Mod-G's are available"

I think the answer is still "yes" though not at "force the surrender" levels. Mainly because if I am the cadets, my goal is to identify and take out the flag in the first salvo, aiming to destroy offensive cohesion.
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All my posts are YMMV, IMHO, and welcoming polite discussion, extension, and rebuttal. This is the HonorVerse, after all
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