Diary of a Space Tyrant

Discussion of the space strategy game where you design ships, issue orders to your fleet, then play hands-off battles against human or AI designed enemies.
Berny_74
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Re: Diary of a Space Tyrant

Postby Berny_74 » Thu Oct 25, 2012 8:03 pm

Bullethead wrote:
Berny_74 wrote:Still - check out the SAC's


What's that?

It was a series of challenges online (SAC and NEC) with rules of numbered public challenge/retaliations with rules. The main rules being that in order to place your next challenge it had to defeat at least 3 of the previous challenges. This meant that each challenge posted had the ability to beat the previous 3 challenges, even if it had to face a rush, or missile spam and some other sort of challenge. With having to defeat 3 fleets before posting it partially alleviated the rock/paper/scissor combo that occurs. You often had to try and deal with all 3.
All the map names are SAC or NEC.
This is where I saw the greater use of lures, traps, decoys, run away and kill formations.

Bullethead wrote:Actually, it's exactly the opposite. My theory is that the enemy could show up with anything so my ships have to have adequate defenses against everything. "Adequate" means they last long enough on average for me to win. Obviously, all defenses can get overwhelmed eventually and this will happen to individual ships.

Remember Nelson -
Horiatio Nelson wrote:No captain can do very wrong if he places his ship alongside that of the enemy.

Offense is cheaper than defense. Get your cruisers close in and quick -
David Farragut wrote:Damn the torpedoes full speed ahead.

No defense can cope with what is offending out there so sometimes suck it up - take the casualties and get in knife range.

As for Nanobot Repair Units - they'll repair armour quite happily since as long as your armour is taking hits it will be the only thing being damaged - and once your armour is gone.... having something to help fixing up your ship might keep it running a few seconds longer.

Anyhow I still say you should post some stuff to see how other people handle your fleets.
Berny
Decoys all the way
Redd13
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Re: Diary of a Space Tyrant

Postby Redd13 » Wed Oct 31, 2012 8:17 pm

On to the Parasites, my favourite of the 'official' races, which doesn't necessarily mean I know what I'm doing with them. Still, if nothing else, they'll look impressive as they battle.

Parasites vs Alliance
You're probably expecting a close, tensely fought battle here aren't you? Well to say the Alliance lost doesn't really do justice to the scale of their defeat. In fact, complete and total thrashing barely covers it either, but on with the report. The battle began with some strange moves by the Parasites as several cruisers broke from the their groups and headed off at tangents to their nearest neighbours. As the fleets closed in, the Alliance fighters were the first to come under fire and though the assorted missiles, plasma and beams did little, as soon as the flak was in range the result was devastating. Some squadrons all but vanished under repeated hits with only one or two survivors struggling back to their carriers with tales of horror. Then they were fixed up and pushed back out to face it again....which was nice for them. The Alliance dreadnought ran into heavy EMP fire which effectively kept it out of the battle while the other Alliance cruisers came under intense beam fire. With their lack of shields, this hurt and though they tried to fight back, their own missiles kept coming back at them due to the revenge scramblers on the Parasite front rank ships. Though their armour was proof against this, as their front rank cruisers fell to Parasite fire and they came under beam fire themselves, soon their own missiles were causing damage on the Alliance fleet. Space was full of explosions as Alliance cruisers and frigates blew up and as one after another fell, the Parasites were soon victorious. The Parasite losses in this battle came to.....one frigate.
Parasites 100% vs Alliance 10%

Parasites vs Empire
Again as the fleets headed off to battle, there was some strange decisions being made by Parasite captains who seemed to chose targets to head for which were completely different to the ones chosen by the ship next to them. The Empire held their shape as the fleets closed, and once again heavy flak fire greeted the Empire fighters. It wasn't a pleasant sight for the Empire admirals as whole squadrons disappeared from their scanners, but as the range closed they could at least attempt to take revenge. Sadly for the Empire though, 'revenge' was something the Parasites were very good at as the Empire missiles salvos were largely blunted by the scramblers. As the Empire cruisers began taking fire, both from Parasite ships as well as their own missiles, the support beams initially kept the shields going but it was only a temporary reprieve as soon they started losing ships. The Empire dreadnoughts lead the fight back but in knocking out the lead Parasite cruisers, they released the Parasite fighters into the battle. The battle was close with losses being evenly exchanged but as Parasite fighters began to run rampant across the Empire fleet, a dreadnought fell to enemy fire. The Empire, their own fighters having been wiped out by flak fire, had almost no defence against the Parasite fighters and with one of their main ships having fallen, they now found the going far too hard. Their vulnerability to fighters proved decisive as the second dreadnought fell with their remaining cruisers quickly following.
Parasites 71% vs Empire 7%

Parasites vs Rebels
This time as they were facing a wall formation, there was less odd movement behaviour by the Parasite fleet. The flak was the first to cause casualties again as the Rebel fighters received a severe mauling. The cruisers facing each other began their engagement with missiles which were largely ineffective for both sides. As the revenge scramblers sent their own missiles home, Rebel point defence proved equal to the task of holding off both their own returning missiles and those launched by the Parasite ships. As the range closed though, other weapons came into play and as Rebel point defence frigates were taken out, Parasite missile fire became heavier and harder to stop. The Rebels hit back with heavy plasma fire however which kept the battle even and close, even though it did release Parasite fighters into the battle. Rebel guardian cruisers held much of the Parasite fighters at bay though, allowing their other cruisers to take out the Parasite front rank. The Rebels own front rank had also taken a battering and soon followed their opponents into the abyss. The Rebel dreadnoughts had been fighting hard, holding the line against the Parasites applying the finishing touch to several cruiser kills. Now they came under fire themselves but kept fighting back as their shields failed, keeping battling until their eventual destruction. The battle was being very closely fought and now both sides were reduced to their long range cruisers though the Rebels still had a handful of guardian cruisers in play, destroying the last of the Parasite fighters and also engaging the Parasite ranged cruisers. The removal of the Parasite fighters combined with the continuing heavy plasma fire from Rebel cruisers finally turned the battle the Rebels way with them just coming out on top in a battle which could have gone either way.
Parasites 9% vs Rebels 27%

Parasites vs Order
Again as the fleets head towards each other, several Parasite cruisers seem to chose their targets at random. The flak once more makes it's mark, ripping apart the Order fighters as they stray into range. The battle truly begins once the fleets close to missile range and while the Order missiles are scrambled and come home, Parasite fire gets through the Order defences. As they Order fleet begins to crumble, they fight back with the front rank cruisers hitting back with radiation fire. Unfortunately this bring Parasite fighters into the battle which had been pretty close until then, but now Order casualties mount, particularly towards the northern part of their line where the majority of the Parasite fighters had headed. Soon the northern area is completely dominated by the Parasites and though the southern section of the Order fleet held up better, it was only due to the lack of Parasite fighters. As the fighters head south, the battle is quickly brought to a conclusion.
Parasites 84% vs Order 9%

Parasites vs Tribe
Being a host to the Parasites must give you dodgy vision as again, there's some strange movement amongst the fleet with several cruisers heading off at a near 33 degree angle to their neighbours. As Tribe fighters are on closer escort orders than in other fleets, the battle actually begins with the cruisers clashing. That doesn't mean that the flak is any less nasty, but it does mean that Tribe fighters do manage to stay in the battle. The short ranged cruisers closed the range and the greater resilience of the Tribe came into play as they pounded the Parasites front rank into dust. Though this released the Parasite fighters, they ran straight into their own flak which combined with the Tribe fighters that are still going and other Tribe AA fire, makes short work of them. The Tribe cruisers are just too sturdy and the Parasites can't cause damage fast enough as they're slowly ground down.
Parasites 10% vs Tribe 86%

Parasites vs Uni:T
The Parasites are another of my fleets not renowned for their speed but this time, with the enemy fleet grouped in one area, there's no odd movements from the Parasite cruisers. The Uni:T extended range multi warheads again do very little apart from being redirected. The Parasites continued closing the range, coming under very heavy fire until they were within range to engage the Uni:T corvettes. As Parasite cruisers fell to the heavy fire, the fighters were released into battle leading to a massive dog fight with the corvettes, a fight they couldn't win. Significant losses have been suffered by the Parasites before they can engage the Uni:T cruisers, the northern battle group having sacrificed itself so the southern could get into range. Though they manage to take out some cruisers and Uni:T carrier supplies run out, there's little else for the Parasites to cheer about.
Parasites 10% vs Uni:T 87%

Parasites vs Xedilco
As I click to mouse to begin the battle, I'm struck by a thought. The races so far who've fought the Xedilco have fended off the manned missiles with their screening fighters. The Parasite fighters are all sat at the back in a big bunch safely out of the way. Still, I'm sure it'll be ok.......it isn't. Xedilco manned missiles home onto the Parasite cruisers managing to park themselves next to them before they're destroyed, the explosions hitting the Parasites hard. Though no ships are lost, several Parasite cruisers are looking worse for wear with a number slowing and dropping out of the front line having taken heavy engine damage. The rest of the Xedilco fleet is soon on them, and as Parasite beams bounce of Xedilco shields, the damaged cruisers are picked off. Parasite fighters go in, running straight into Xedilco fighters and the flak from their surviving cruisers. As the Xedilco fleet turns away, they take several losses but they're also still causing casualties amongst the Parasites. The Parasite front rank completely collapses allowing Xedilco ships to get in amongst the long ranged cruisers, getting within minimum range and leaving the Parasites almost completely defenceless. Defeat soon follows in what is a big, big upset. See, I knew the Xedilco fleet wasn't completely useless!! Just a shame they had to prove it against my Parasites....
Parasites 9% vs Xedilco 79%

Parasites vs Pirates
Once more, Parasite captains seem to choose their targets at random heading off in various directions. The Pirate fast attack forces charge the Parasite fleet, running straight into a massive barrage made up of their own missiles and those launched by the Parasites. The result is predictably devastating as the Pirates die horrible deaths. Their fighters don't do much better as they come under flak fire, taking a real pasting. As the main force of the Pirate fleet clashes with the Parasites, cruisers are lost on both sides. The Parasite fighters go in hitting hard and though the Pirates hit back knocking out several cruisers, they continue to lose their own ships. The Ziz is holding the line together, keeping the Pirates in the battle but as fighters swarm over it, it's flanking and leading cruisers are taken out exposing it to fire from the Parasites main body. Combined, the level of fire soon bring it down leaving the Parasites to pick off the surviving Pirate cruisers.
Parasites 62% vs Pirates 8%

Parasites vs Scavengers
Both the Parasite battle groups split up with half heading for their immediate opposites and the other half of each group heading for the central Scavenger group. The flak fire is heavy as usual, even the heavily armoured fighters taking serious losses. As the main fleets close in, the Parasites have surprisingly little impact on the Scavengers shieldwall, and as they take heavy fire themselves, they soon lose cruisers. The fighters are released into battle but also have little impact on the fight, also taking losses this time to the fighter defences of the Scavengers fleet. The Parasites are being heavily beaten and though the Scavengers run out of repair supplies for their fighters, it's a small victory. Cruisers fall left, right and centre in the Parasite fleet and as the survivors try to regroup, they come under a devastating plasma barrage which rips their hulls apart.
Parasites 7% vs Scavengers 81%

And now, after some real surprises, on to the table:

1: Praetorian Industries (100%, 66.1)
2: Uni:T (86%, 49.4)
3: Federation (73%, 27.1)
4: Union (73%, 25.6)
5: Scavenger (71%, 14.6)
6: Tribe (57%, 3.3)
7: Parasites (47%, 2.9)
8: Swarm (47%, -6.2)
9: Rebels (43%, -11.7)
10: Legios (40%, -15.7)
11: Nomads (33%, -19.6)
12: Empire (29%, -20.1)
13: Xedilco (14%, -35.9)
14: Pirates (14%, -36.4)
15: Order (0%, -66.4)
16: Alliance (0%, -69.6)

No real change at the top, though in the minor places, the Tribes victory has seen them leap over the Parasites who put down a fairly mediocre score alongside the Swarm. The Rebels have also climbed a space but the big movers are the Xedilco who, as well as scoring their first win, have climbed over the Pirates who continue their steady journey downwards.

Next up could well decide the runner up as the Scavengers go into action. Should they lose, to Uni:T they could well struggle to get above Union and Federation so they'll be after some good wins to try and ensure a good finishing position.
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Re: Diary of a Space Tyrant

Postby Redd13 » Sat Nov 03, 2012 5:16 pm

Now for the Scavengers, pushing hard for a top two finish which for a first generation (ie the first time I've put a fleet together) is quite surprising. Not all first generations have done as well as these so seeing where they finish will be interesting. To keep things interesting and avoid anyone having to wait, as Uni:T were next out the hat to take everyone on, their reports will follow with the table right at the end.

Scavengers vs Pirates
First up to try and halt the Scavengers' rise to the not-quite-top is the Pirates, a fleet using similar weapons, but very different results so far. As the Scavengers battle groups all head for the central block of the Pirate fleet, the Pirate fast attack squadrons lead the charge. Their salvo of missiles doesn't amount to much though, largely being scrambled. They have no such defences though, taking heavy hits. A few of them manage to wheel away to continue the fight, but again the losses have been severe. The fighter battle begins as the fleets close in and is a largely even affair, even when the armoured fighters get involved it remains that way as the Pirate fighters have the support of their cruiser mounted tractor beams. The cruiser clash begins soon after and the Pirates hit back, badly hurting the central Scavenger group. As the other two Scavenger formations close on the Pirates flanks, they circle the wagons around the Ziz. Though they're damaging the Scavenger fleet, they're also losing ships and then the Ziz comes under a heavy plasma barrage. It's still involved in taking out two further Scavenger cruisers as it's slowly killed off, and it's death spells doom for the Pirate fleet. The Scavengers fighters have won the dog fight and they now join in finishing off the remaining Pirate cruisers.
Scavengers 61% vs Pirates 8%

Scavengers vs Uni:T
This is the big one, the battle that potentially decides the runner up. Uni:T open the battle with their initial multi warhead missile salvo which achieves little. As the fleets close together, the Corvettes start hurting the Scavengers fighters as the long range bombardment of the Scavenger fleet intensifies. The armoured fighters came to the defence of the other Scavenger fighters, being slower the Corvettes were more inclined to target them and their armour proved to be adequate in protecting them from harm. Though a few cruisers had been lost in closing, the Scavengers were still in pretty good shape as they closed into firing range with missiles and plasma. Unfortunately this also brought more Uni:T weapons into play and the central Scavenger formation is crushed. The other formations close in but they too are fended off by the Uni:T wall of fire. Though Scavenger fighters are steadily whittling down the opposing Corvettes, the Scavengers fleet is losing cruisers at an increasing rate. Though they eventually wipe out the Corvettes and turn on the frigates and cruisers, the fleet has lost too many capital ships and the battle draws to a close.
Scavengers 10% vs Uni:T 73%

Scavengers vs Tribe
The two fleets move towards each other and the battle begins with the Tribe fighters coming under fire from their opponents. The Tribe fighters take the most hits but their greater resilience means they manage to hold their own. Tribe cruisers come under heavy fire as the fleets close, their repair bays allowing them to shrug the majority off for little permanent damage and as they close to firing range, they hit the Shieldwall cruisers hard. The battle is pretty close as the range gets ever shorter, though the Scavengers lose more ships, their Shieldwall cruisers are less important overall to the strength of the fleet than those ships the Tribe lose. With anti-fighter support of the fleet, the Scavengers fighters are able to win superiority over the Tribe in several places, allowing them to lead the assault and down several Tribe cruisers. Elsewhere though, with a fighter cap still in place the Tribe push on grinding Scavenger ships down steadily. Scavenger fighters return to hunting Tribe fighters, winning complete superiority bringing their fleet back into the battle. The northern and central areas belong to the Tribe, but in the south the Scavengers formation has won through with only limited losses. The handful of surviving Tribe fighters (literally five or six) try to occupy the Scavengers fighters to give their cruisers breathing room. Though they do so, they're slowly being picked off leaving the cruisers uncovered. Three Tribe cruisers go down in quick succession to combined fighter and cruiser fire turning what was a losing situation for the Scavengers into a winning one. The Tribe just have no defences left against the fighters and they're swarmed, losing what was one of the closest and most entertaining battles I've witnessed.
Scavengers 20% vs Tribe 7%

Scavengers vs Order
The Order are angry (for a change) at having some of their speciality radiation guns stolen by the Scavengers and they want them back. Rather than ask nicely, they send in the fleet. The fighter clash begins the battle with the Order fighters doing a reasonable job of holding the Scavengers off. As the cruisers clash the Order hold a slight lead, but their cruisers struggle to break Scavenger shields. As the Scavengers don't have this trouble, they soon pull ahead as Order cruisers start dying. What began as a battle soon turns into a rout.
Scavengers 91% vs Order 9%

Scavengers vs Xedilco
The Xedilco Manned Missiles go in bu this time, unlike the Parasites, the Scavengers have a fighter screen swinging in front of the fleet. They make short work of the missiles and as they follow them in, the lead Xedilco ships suffer the same fate. They have paved the way for the following cruisers though, who arrive unmolested and crash into the Scavengers fleet. The Shieldwall cruisers cave in under the pressure and allow the Xedilco to punch through in the centre. The attacks on the northern and southern Scavenger formations are much lighter however, and the Xedilco assault is blunted in those areas, thrown back and destroyed. This leaves the central Xedilco forces flanked and being fired on from two directions at one. They're unable to extend the range and are picked off leaving a few ships alive that had managed to pull back in time. These ships are slowly cornered and destroyed.
Scavengers 61% vs Xedilco 7%

Scavengers vs Rebels
There's slight fragmentation of the Rebels wall formation as they move to engage the Scavengers battle groups, but nothing major. The Rebel fighters aggressively engage their opponents, holding their own with the exception of the slower Rebel ships which have little impact, being knocked out quickly. As the cries of “Ejecting!!” clear from the comms, the main fleets clash and while the front rank frigates in the Rebel fleet had helped fend off the initial Scavenger missile fire, other guns quickly take them out. The Rebels hit back with their beams, particularly those on the dreadnoughts, ripping Scavenger frigates apart. In the centre the Scavengers Shieldwall cruisers are quickly overwhelmed, their shields collapsing under fire and allowing the dreadnoughts beams through to finish them off. Recognising the threat posed by the dreadnoughts, the Scavengers attempt to take them out. One comes under a heavy plasma barrage which is joined by fighters crawling all over it as they've managed to clear the Rebel fighters out of the way. It quickly succumbs to fire while it's southern brother last longer, only coming under the plasma barrage. Before they go down however, they do significant damage to the Scavengers fleet keeping the battle very tight. Scavenger fighters though, have largely won through and they start turning the battle the Scavengers way. The Rebels keep hitting back however, making sure each ship they lose is quickly avenged. The Rebel Guardian cruiser 'Scorpion' throws itself into the gap between the fleets, drawing the majority of the Scavengers fighters to it and as it holds them off, even taking several out, it also gets stuck into the Scavengers cruisers. 'Scorpion's' selfless act allows the other Rebel cruisers the time they need to pour fire into the Scavenger ships and three quick kills swing the battle back to the Rebels. The final Rebel dreadnought with a cruiser alongside finish off the Scavengers fleet which goes down fighting, taking Rebel ships with it in another closely fought and entertaining battle. Though heavily damaged, 'Scorpion' survives no doubt gaining a shed load of medals for the captain and crew.
Scavengers 9% vs Rebels 18%

Scavengers vs Empire
While they largely head for the ships immediately in front of them, some of the southern Empire battle group head for the central Scavenger formation to keep them occupied. As the fighters begin to battle, both sides lose ships in a fairly even exchange. As the cruisers clash underneath the fighter battle, the Shieldwall cruisers hold up well, keeping the Empire beams at bay and allowing the Scavenger fleet to knock out some of the lead Empire ships. Once the shields do collapse though, the Empire do take out a few cruisers as the dreadnoughts lead the way into the Scavengers fleet. This does expose them to fire however, and the southern groups dreadnought soon falls to enemy fire. In the north, the Empire dreadnought and supporting ships do destroy their opposing numbers, but by now the fighter battle has turned decisively the Scavengers way as their armoured fighters have destroyed the Empire ships. They crawl all over the Empire ships as the central Scavenger formation now comes into play in the battle at large, which as it's largely untouched and taking on already damaged cruisers, it quickly begins to dominate. The Scavenger fighters are the deciding factor however, weakening cruisers to the point that they're easy prey for the Scavengers cruisers. The Empire don't go quietly however, still fighting and killing right until the very end.
Scavengers 47% vs Empire 7%

Scavengers vs Alliance
The desperate looking Alliance fleet is next into battle, and their fighters are the first to feel the might of the Scavengers, taking a hideous battering. The Alliance cruisers hit back with plasma battering away at the Scavengers Shieldwall cruisers. There's a complete lack of concentration of fire however, each cruiser seeming to pick a target of it's own with no relation to what the rest of the fleet is doing. Fortunately a large portion of Scavenger fire is bouncing off the Alliance armour, with the exception of one ship anyway. The poor unfortunate Alliance dreadnought takes an absolute kicking and as it goes down, a large hole appears in the Alliance line. As the Alliance spray fire all over the Scavenger fleet, it proves completely useless and so we're left watching a long, slow, boring lucky hit grind through armour as the Scavengers win out. Thankfully their beams help out in shortening the battle. God I hate tanks....
Scavengers 94% vs Alliance 8%

Uni:T vs Tribe
With the Tribe ships being so resilient, they stand a better chance than most of closing with the Uni:T fleet and taking them out. First as they close, they have to deal with the extended range multi warhead missiles that come their way. Which they do with ease, barely even noticing them. With the Tribe fighters flying fairly close escort formation to their cruisers, both cruisers and fighters come under fire at the same time. The Uni:T corvettes engage the fighters while Tribe cruisers come under heavy plasma fire. Soon the plasma is joined by heavy beam fire crossing space and playing across Tribe hulls. Tribe fighters are in serious trouble against the corvettes, suffering such heavy losses that soon those selfsame corvettes are strafing Tribe cruisers. The Tribe close in, losing frigates as they do, though by the time they close into range their losses are fairly light. Uni:T corvettes are completely in the ascendant however, and as they start hitting the Tribe cruisers it's like the Tribe have ran into a blender. Cruisers are being rapidly ripped apart getting off only a handful of shots before death and it takes over half the Tribe fleet to lower a single Uni:T cruiser's shield. Cruiser after cruisers runs into the curtain of fire and explodes, unable to do much at all to the Uni:T fleet. At the end of the battle, Uni:T have achieved the biggest victory they could, not losing a single ship.
Uni:T 100% vs Tribe 9%

Uni:T vs Order
The extended multi warheads are the first weapons into action, to no effect as they get scrambled or knocked out by point defence. The Uni:T corvettes start engaging the Order fighters, who seem barely capable of fighting back. They do get the odd kill, but no one is going to be achieving 'ace' status today, if they even survive. As per the fleets design, Uni:T give the Order fleet as pasting at long range and though the Order get close enough to hit back with their own longest ranged weapons, they're losing ships at an alarming rate. The relentless fire power from the Uni:T fleet proves far too much for the Order ships, and they soon succumb.
Uni:T 89% vs Order 9%

Uni:T vs Xedilco
The Manned Missiles are first in, but they get flattened by the escorting corvettes. As the Xedilco cruisers rapidly close the gap, the come under fire from first multi warheads, which do nothing, then plasma and beams. Xedilco frigates try to distract the Uni:T fleet to allow their bigger ships to close, which they largely do successfully. The Xedilco ships hit hard, punishing both the forward Uni:T cruisers and the corvettes. Losses on both sides mount and as the forward Uni:T cruisers are taken out, their supporting frigates come into play, holding off the Xedilco fleet and protecting the valuable assets behind them. Having hit, and hit hard, the Xedilco fleet tries to gain distance to come around again but with the long range of the Uni:T weapons that proves futile. Though the Xedilco have been driven off, Uni:T casualties are also fairly heavy.
Uni:T 42% vs Xedilco 9%

Uni:T vs Alliance
Again the Uni:T multi warheads prove a waste of slots, lacking the numbers to penetrate the defensive screens of the enemy fleet. The corvettes though shred those Alliance fighters that come in range, killing more and more as the fleets close in. Though the Alliance dreadnought absorbs fire for a while, other Alliance cruisers also take beam hits as the fleet crawls closer. The dreadnoughts sacrifice does allow the Alliance to close into missile fire before it's destruction, but Uni:T shields and point defences prove up to the job of fending off such attacks. As Alliance cruisers fall, they do try to fight back, felling a cruiser and frigates but it's far too late.
Unit:T 90% vs Alliance 8%

Uni:T vs Empire
The Uni:T fleet heads for the northern of the two Empire squadrons, looking to destroy the Empire fleet one piece at a time. The corvettes open fire on fighters from both formations, causing heavy damage as beneath them, the Empire shields feel the strain of holding up under plasma and beam fire from the Uni:T fleet. The first Empire cruiser dies well before it reaches it's own engagement range, as does the northern dreadnought. Uni:T fire is proving too intense for the Empire as they've formed a near solid block of ships meaning they're concentrating their fire well. The southern Empire dreadnought does come into range and exchanges fire with the Uni:T fleet for a while, but it's completely outmatched. After it's destruction, defeat for the Empire fleet soon follows.
Uni:T 96% vs Empire 7%

Uni:T vs Rebels
Next in the line of fire for Uni:T is the Rebel fleet who are attempting to do what their great rivals have failed to do. Their fighters are the first to enter the Uni:T mincing machine, taking heavy losses to the corvettes. Beams and plasma start playing havoc with the Rebel formation, taking out cruisers and frigates from miles away. Even a dreadnought falls under the intense fusillade as the weight and concentration of fire rips the Rebels apart one after another. Their assault is doomed to the same fate as the others that have tried before them.
Uni:T 97% vs Rebels 9%

Uni:T vs Pirates
The Pirates don't hold out much hope going into this battle, but go into action regardless. Their fast attack elements lead the assault, opening fire first but to little effect. The return fire from Uni:T is a lot more effective, but at least they provide some cover for the rest of the fleet allowing them to crawl a little closer. They don't last long enough however, and soon the main body of the Pirate fleet is taking heavy fire. The Pirate fighters suffer badly at the hands of the corvettes as the Pirate fleet suffers the same fate as the others, being too slow and unable to close while losing ships constantly. The destruction of the Ziz pretty much spells the end.
Uni:T 98% vs Pirates 7%

And so, after those results, on to the table:

1: Praetorian Industries (100%, 66.1)
2: Uni:T (93%, 64.2)
3: Federation (73%, 27.1)
4: Union (73%, 25.6)
5: Scavengers (73%, 23.9)
6: Parasites (47%, 2.9)
7: Swarm (47%, -6.2)
8: Tribe (44%, -9)
9: Rebels (44%, -17.9)
10: Legios (40, -15.7)
11: Nomads (33%, -19.6)
12: Empire (22%, -30)
13: Xedilco (11%, -37.6)
14: Pirates (11%, -44.3)
15: Order (0%, -69.7)
16 Alliance (0%, -72.8)

So, Uni:T managed to secure the runner up post but the Scavengers defeat at the hands of the Rebels combined with their early loss to the Swarm has cost them dear, dropping them down to fifth. With the Rebels and Tribe still to complete their battles, if they perform strongly, they could actually snatch a surprise third place, which at the least keeps the interest alive as it's not just the minor, mid table places that are still up for grabs. Given that there's only 21 battles still to be fought, only one or two more reports should finish things off which will be followed by my thoughts and comments on my fleets and what improvements can be made.

Next up, will be the Rebels hoping to go for that third place, and Xedilco trying to put some space between themselves and those fleets currently at the bottom.
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Re: Diary of a Space Tyrant

Postby Bullethead » Sat Nov 03, 2012 8:15 pm

Very interesting stuff. I eagerly await more, and would also like to see your closing comments.
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Re: Diary of a Space Tyrant

Postby dafrandle » Mon Nov 05, 2012 10:34 pm

i think my p. ind. fleet would fail at your uni:t my fast-es cruiser is like .06, man i need to do a refit
having a job has allowed me to understand why Archduke Astro has no time to work on his mods
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Re: Diary of a Space Tyrant

Postby Bullethead » Thu Nov 08, 2012 12:19 am

dafrandle wrote:i think my p. ind. fleet would fail at your uni:t my fast-es cruiser is like .06, man i need to do a refit


I still remain unconvinced of the need for speed in cruisers. They don't have enough slots to be stand in the line of battle, dish out punishment to their opposite numbers, and be fast all at the same time. One thing or the other must therefore suffer. Of these 3 things, I see speed as being the easiest to sacrifice.
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Re: Diary of a Space Tyrant

Postby Berny_74 » Thu Nov 08, 2012 1:18 am

Bullethead wrote:
dafrandle wrote:i think my p. ind. fleet would fail at your uni:t my fast-es cruiser is like .06, man i need to do a refit


I still remain unconvinced of the need for speed in cruisers. They don't have enough slots to be stand in the line of battle, dish out punishment to their opposite numbers, and be fast all at the same time. One thing or the other must therefore suffer. Of these 3 things, I see speed as being the easiest to sacrifice.


Because the most powerful (non-mod) cruiser weapon is the Cruiser Laser. A rush fleet will almost always succeed except when faced with a similarly armed non-rush fleet. Doubly true for Cruiser duels.

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Re: Diary of a Space Tyrant

Postby Bullethead » Thu Nov 08, 2012 2:08 pm

Berny_74 wrote:A rush fleet will almost always succeed except when faced with a similarly armed non-rush fleet.


Exactly my point.
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Re: Diary of a Space Tyrant

Postby Berny_74 » Thu Nov 08, 2012 3:31 pm

Bullethead wrote:
Berny_74 wrote:A rush fleet will almost always succeed except when faced with a similarly armed non-rush fleet.


Exactly my point.

That is the thing - a Rush fleet will defeat all fleets except for one designed particularly against rush fleets - which would fail against any other fleet. Cost for cost - engines are cheaper than most defenses, and all defenses fail over time. So if unsure of what kind of fleet to deploy - a rush fleet has the best potential at winning.

Post some non-modded fleets and see which style actually wins.

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Re: Diary of a Space Tyrant

Postby dafrandle » Fri Nov 09, 2012 4:00 pm

Bullethead wrote:I still remain unconvinced of the need for speed in cruisers.

ok, .06 is not even enough to turn around if you try retreating in galactic conquest
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Re: Diary of a Space Tyrant

Postby Redd13 » Sat Nov 10, 2012 3:44 pm

Bullethead wrote:
dafrandle wrote:i think my p. ind. fleet would fail at your uni:t my fast-es cruiser is like .06, man i need to do a refit


I still remain unconvinced of the need for speed in cruisers. They don't have enough slots to be stand in the line of battle, dish out punishment to their opposite numbers, and be fast all at the same time. One thing or the other must therefore suffer. Of these 3 things, I see speed as being the easiest to sacrifice.


That's pretty much what I felt: if the enemy's coming to me, why bother speeding towards him? Spend the slots and cash on more guns and defences instead of engines. That philosophy has been brutally exposed by my Uni:T fleet. Against an opponent who has superior range to you with very powerful guns, the last thing you want to do is spend lots of time under fire without hitting back. Getting in close quickly is the best bet.
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Re: Diary of a Space Tyrant

Postby Redd13 » Sat Nov 10, 2012 3:46 pm

Well, having lost my internet for a few days, I decided that rather than do two reports, I'd get the whole thing finished in one go. Well, aside from fleet comments anyway. So, on with the reports and first up, it's the Rebels. I made a mistake with the previous report and the top places were actually set. I thought there were more battles left than there really were, so it is just the minor places left, but pride means that everyone wants to finish as high as possible. That and the battle for the dreaded last place is still on. The other races reports will follow on, until the end at which point the final table will be shown.

Rebels vs Xedilco
First, two races with very different aims. The Rebels are after a high place finish while Xedilco are trying to put space between themselves and the bottom. The Manned Missiles are the first into action, screaming towards the Rebel fleet where they meet the screening fighters. Most are quickly destroyed but one does dodge fire long enough to close in where it manages to destroy a single frigate. The main Xedilco fleet follows close behind but runs straight into ecm weaponry which stops them in their tracks. Unable to fire back, the lead Xedilco ships prove easy prey for the Rebels. Xedilco fighters go in and prove a real threat, even knocking out a dreadnought after it's shields had been dropped by other ships. With the fighters now screening them, Xedilco ships pulled back bombard the Rebels from range. Rebel point defence stops much of the fire though as they slowly chase down the surviving Xedilco ships.
Rebels 82% vs Xedilco 8%

Rebels vs Empire
As the battle begins, the Rebels largely head for the southern Empire formation with only one of their three dreadnoughts heading north. The fighter clash is a largely even affair though the slower Empire fighters do suffer badly. Neither side is dominant as the cruisers clash with Rebel plasma doing a fair few hits early on. However, they can't lower Empire shields so they can't follow up with their beams. The Empire have no such difficulty however, and as they start taking out Rebels ships, they pull into the lead. In the north, the Rebels are taking heavy losses while in the south, despite having the majority of their ships there, they're being checked. Though the battle remains close at this point, the Rebels continued problem in knocking out Empire shields proves their undoing and though their remaining ships mount a valiant last stand, knocking out several ships, they're soon overwhelmed.
Rebels 8% vs Empire 62%

Rebels vs Order
Despite both fleets being wall formations, a few Rebel cruisers head off at strange angles to their neighbours. The fighters are the first into action in a very close encounter. They continue battling as the cruisers go into action. The Order hit hard, knocking out several of the front rank Rebel cruisers on the end of the Rebel wall. The Rebels hit back, taking out Order ships as the battle swings back and forth. Unfortunately for the Order, the loss of their front rank ships exposes their rear rank ships who are much more vulnerable and their casualties start to mount. At this point there's no way back for them and the fleet collapses under relentless Rebel pressure.
Rebels 62% vs Order 9%

Rebels vs Alliance
The Rebels, seeming to know how badly the Alliance have been performing, get cocky as Rebel commanders choose their own targets without referring to the overall battleplan, causing the fleet to fragment. The fighter clash is again indecisive as each side hold their own initially. Slowly the Rebels start racking up kills. The Rebels cruisers have come into range of the Alliance plasma launchers and their front rank ships start taking hits. The early fragmentation of the Rebel fleet now proves fatal for a number of Rebel ships as they're isolated and solitary targets for the Alliance. Rebel dreadnoughts, having followed orders, hit back with their beams but are also coming under fire themselves. The Alliance are caving in the Rebel flanks while their centre are holding, trying to encircle the Rebel fleet. The Rebels concentrate their fire on the Alliance dreadnought and as it's shields go down, it's exposed to heavy beam fire which is joined by Rebel fighters who've cleared the Alliance fighters out of the way. It's destruction puts the Rebels in the lead but the Alliance hit back, still trying to encircle and roll up the Rebel line. Rebel beams are now taking a toll however and they crush the Alliance centre and swing round to face the flanking formations. They continue to lose ships as they do so, but each shot from the Rebels is now causing damage and they prove strong enough to finish the Alliance off, probably breathing sighs of relief at the end.
Rebels 42% Alliance 7%

Rebels vs Tribe
Again there's some fragmentation of the Rebel line, though much less than before. The fleets close in and with the Tribe fighters on close escort orders, the battle begins with both fighters and cruisers engaging each other. Tribe fighters get a bit mauled as their cruisers take long range hits. They hit back, taking out Rebel frigates. The Rebels though, with support from their fighters, pulverise the forward Tribe cruisers. In areas with fewer Rebel fighters, the battle is a lot closer with both sides about even. As the Tribe manage to largely eliminate the Rebel fighters, they get back into the battle. The Rebel fighters have caused heavy damage across the Tribe fleet before their destruction however, depleting the Tribe repair supplies. Ships continue to be lost and though their fighters, back from repairs, are now overflying the Rebel fleet they're running into Rebel air defence weapons. The Tribe losses prove to be far too heavy and as their fighters struggle and are knocked out, they lose any chance of a comeback.
Rebels 65% vs Tribe 7%

Rebels vs Pirates
The Pirates have been struggling of late, and with the Rebels on a high after a few wins, this could be difficult for them. The Pirate fast attack squadrons are the first ships into battle, launching missiles into the advancing Rebels. Very few get through the Rebel point defences though, and when the Rebels hit back, it's a lot more devastating. Some of the attacking ships manage to swing away to continue fighting, keeping the losses as low as they could. As the main lines close, the Pirate fighters do their best to hold off the Rebels but suffer badly in doing so. Pirate front rank cruisers also suffer under heavy fire, but also hit back hard. As Pirate shields go down, the heeavy Rebel beam arrays shred the exposed hulls. EMP fire prevents the Pirate mounting much of a fight back though the Ziz does go down fighting, taking out a couple of cruisers before it's destruction. It's death throws the Pirate fleet into disarray, and their ships are picked off one by one with only a few fast attack ships escaping.
Rebels 60% vs Pirates 9%

Xedilco vs Order
A bottom of the the table clash this one, and one both sides are in need of winning. The Xedilco Manned Missiles are the first in, running straight into the Order fighter screen which chews them up allowing them to have little effect on the Order fleet. As the main Xedilco fleet close, several Order fighters are destroyed until the Xedilco crash into the main body of the Order fleet. A close quarter melee breaks out, each side struggling to gain the upper hand. Ships are exchanged on both sides but as the forward Order ships are taken out, they expose the softer following ships to fire. Xedilco have suffered heavy losses as well however but now the Order fleet is scattered, it's ships isolated which allows the Xedilco fleet to pick them off one at a time.
Xedilco 63% vs Order 9%

Xedilco vs Alliance
Another bottom of the table clash, though with Xedilco's victory they've pulled further from the bottom and will be hoping to consolidate things by defeating the Alliance. The Manned Missiles lead the assault and are again met by a wall of fire from the Alliance fighters, achieving nothing. The following Xedilco cruisers are met by plasma fire as they close, though with their speed they're soon through it, largely all heading for the Alliance centre and the dreadnought. Missile fire is added to the plasma and as the Xedilco get into range, Alliance armour proves impervious to gatling laser fire. The Xedilco beams however go straight through it allowing the Xedilco to rip into the Alliance centre, killing the dreadnought whose shields had fallen to missile fire, and battering other cruisers. The Alliance fleet has Xedilco cruisers all over them and can't maintain formation. This form of broken battle suits the Xedilco who annihilate ship after ship of the Alliance fleet.
Xedilco 93% vs Alliance 9%

Xedilco vs Empire
The Manned Missiles launch themselves at the Empire fleet, running straight into the Empire fighter screen and getting flattened. The lead frigates are also fended off by Empire fire but as the Xedilco main fleet moves into range with their fighter escort, the hit back, knocking out numerous Empire fighters. They crash on into the Empire cruisers, pushing through the Empire lines and causing the Empire to reel before them. Staggered, the Empire fleet takes a moment to react, but then hits back hard. The northern Empire formation fends off the Xedilco attack but the southern formation gets swamped. The southern dreadnought stands it's ground, holding the Xedilco largely on it's own. As Xedilco cruisers struggle against it, their fighters swarm all over it, ending it's valiant resistance. It's sacrifice has bought the Empire time however and as the Xedilco struggle to finish the southern force off, the largely intact northern formation closes in. Though the southern force is eventually finished off, the northern force is more than strong enough to finish off the surviving Xedilco ships.
Xedilco 8% vs Empire 41%

Xedilco vs Tribe
Firing up the Manned Missiles, the Xedilco go into battle once more. Though they're halted, the close escort fighters don't stop them soon enough and they cause heavy damage to several Tribe ships, draining repair supplies before the battle has begun. As the fleets plunge into close range, Tribe fighters are hit hard. Their cruisers though, are more resilient and that resilience allows them to repulse the Xedilco assault. The Xedilco are unable to break the Tribe line, and as they turn to try and pull back for a second attempt their losses mount. Xedilco fighters try to cover the retreat, but their ships have little chance as the Tribe pound them to pieces.
Xedilco 8% vs Tribe 81%

Xedilco vs Pirates
As the Pirate fast attack squadrons get underway, most of the Xedilco Manned Missiles are drawn onto the main body where they're intercepted and destroyed by Pirate fighters. They do some damage though as one is only just stopped, it's explosion clipping the front rank of the main Pirate fleet. Another Manned Missile score a significant hit however as ignoring the main body, it head straight for a fast attack squadron, destroying a cruiser. The surviving Pirate fast attack ships are met by fast moving Xedilco frigates and kept on the periphery as the main fleets engage. The first waves of Xedilco ships are first checked, then repulsed by the Pirate ships as is the second wave, though they do cause casualties among the Pirates. The Pirates maintain their shape, but the Ziz at the heart of their formation come under intense fire and falls, but the majority of the Xedilco fleet have pulled back to come again, so are not in position to take advantage of the hole formed. Xedilco fighters on the other hand, are in exactly the right place and pour into the gap, widening it. The Pirates keep fighting causing heavy losses on the Xedilco, but the ships they destroy are all the shorter ranged Xedilco vessels and as the Xedilco have pulled back, they've extended the range allowing them to fire on the Pirates without having to take fire in return. The Xedilco fighters hold the Pirate ships in place and in their eagerness to kill the enemy, some Xedilco cruisers stray too close and are destroyed. In the end, they have just enough numbers and firepower to wear down the remaining Pirate ships.
Xedilco 22% vs Pirates 8%

Tribe vs Alliance
As the fleets head off to war, the Tribe head straight for the centre Alliance formation and the dreadnought at it's heart. A good formation also move to engage the southern Alliance group, but only a token force heads for the north to hold them off as long as possible. As the gap closes, in some places the Tribe fighters take a real kicking while in others, they hold their own. The Alliance fleet is a bit 'shotgun' in it's firing, hitting a lots of ships without really concentrating on any one. The southern Alliance battle group has fighters crawling all over the Tribe ships opposite them, but they lack any kind of finishing touch. Against the Tribe, with their repairs and high hitpoints, this is a real problem. The Tribe are more concentrated in their attacks and the Alliance start to suffer, losing ship after ship. The Alliance are soon on the back front everywhere and though the northern group destroy the few ships opposing them, they then run into the remaining ships that have destroyed the rest of their fleet. Defeat is inevitable.
Tribe 82% vs Alliance 9%

Tribe vs Empire
With two formations of ships opposing them, the Tribe fleet evenly splits to take on both at once. The Tribe fighters take more hits than their opposite numbers, but being hardier, they can afford to keeping the fight between them reasonably even. As the gap closes and the fighters spend longer in contact, the Empire start to dominate the dog fight as underneath, the Tribe cruisers also come under heavy fire. Their toughness holds though, allowing them to completely close and hit back at the Empire ships. The Empire fighters have largely cleared space of opposition and start strafing the lead Tribe ships which are also taking heavy fire from the rest of the Empire fleet. The Tribe ships are a tough nut to crack however, but as they start to fall, Tribe fire lessens allowing the Empire some relief and increasing their lead. The Empire's southern dreadnought has ended up ahead of it's fellow ships, attracting a lot of fire which ends badly for it. The Tribe fleet however have suffered losses all over, leaving each surviving ship alone and effectively having to fight alone. This goes as well as you'd expect.
Tribe 10% vs Empire 66%

Tribe vs Pirates
The Pirate fast attack ships lead their assault again as the Tribe ships all move to engage the main Pirate fleet. The fast attack ships do cause some damage, drawing repairs from the Tribe ships. They stay out of range for the most part, continuing their missile barrage of the Tribe fleet. The Pirates, concentrated as they are, hit the centre of the Tribe line hard, their fighters taking out their opponents and strafing the Tribe cruisers. Tribe ships are quickly chewed up by the heavy fire as the Pirate fleet holds firm, pushing into the Tribe line. Several Tribe captains, frustrated at the relentless missile barrage have been drawn from the main battle into chasing the Pirate fast attack ships. This is having an impact on the main battle as the Pirates push on, but they aren't having it all their own way as the Tribe begin to collapse the flanks of the Pirate formation. The northern part of the Pirate formation is eradicated, but the Ziz shows it's value, holding the Tribe ships off and protecting the southern block of Pirate ships. The Tribe simply can't break this formation and better themselves to death trying and finally, after a dreadful run of results, the Pirates score another win!
Tribe 7% vs Pirates 64%

Tribe vs Order
Deployed in two wall formations, the fleets head straight for each other, eager to engage. Order fighters do well, ripping into the Tribe fighters opposing them. Again, with their fighters cleared out of the way, Tribe cruisers find themselves under fire from both enemy capital ships and fighter craft. They close into return fire, but that brings them into range of the radiation guns on the Order cruisers. The continuing fire, fighter attacks and radiation damage effectively negates the Tribe repair bays and soon cruisers are falling. The Tribe are being massacred by a fleet perfectly equipped to deal with them and don't really stand a chance. Though the Order have been struggling while the Tribe have done ok, this victory for the Order isn't really a surprise.
Tribe 10% vs Order 90%

Order vs Alliance
Right from the start, the Order break formation as the move to engage the Alliance battle groups. As the fighters engage each other, the Order do well in the sweeping battle, though the Alliance do just enough to keep them off their cruisers. The Order ships engaging the northern and southern Alliance formations take heavy fire, but the Alliance centre group doesn't do as well, losing their dreadnought and being unable to do much against the Order ships opposing them. Though the southern group had started strongly, they soon join the centre in struggling to lower Order shields and finish cruisers off. The armoured Alliance ships are slowly and tediously ground to paste with the northern group the only one that really does much in the way of fighting back and destroying the enemy.
Order 76% vs Alliance 10%

Order vs Empire
Facing two groups, the Order quickly split their fleet and as the fleets begin to close the range, the fighters are initially evenly matched. With the range ever closing, the fighters engage each other for longer in swirling combat and the Order are able to gain a slight edge. The cruiser clash begins with shields on both sides taking a pounding. The Order show the first signs of weakening, whether pure luck or due to the shield support beams the Empire have in their arsenal is open to debate. With the fleets now at short range, Empire cruisers are able to put tractor beams on Order fighters, which swings the battle in their favour where it actually matters. Suddenly, the Order fleet collapses. The battle had been fairly closely fought but a sequence of quick cruiser deaths swings the battle dramatically, turning a close encounter into a rout.
Order 10% vs Empire 87%

Order vs Pirates
Once again, the attraction of the Pirate main body is too much for the enemy to ignore and the entire Order fleet is drawn towards them as the Pirate fast attack squadrons go into action. Their missiles are largely defeated by the point defences of the order fleet. Though they come under heavy fire from the Order fleet, they're largely able to turn and escape. With their forces tightly concentrated, the fighter battle goes well for the Pirates as the main fleets close in on each other. Losses on both sides have been even in terms of hit point percentages, but as the fleets close into range, the Pirates make short work of Order shields and start taking out cruisers. Though the Order mount a valiant fight back, each ship they destroy costs two or three of their own but once they're through the front rank of the Pirate fleet, these losses lessen and become more even. By then though, the damage is done and with the Pirate fast attack ships circling and pounding them, the Order have no real defence remaining.
Order 9% vs Pirates 68%

Empire vs Alliance
With their formations outnumbered three to two, the Empire designate a handful of ships from each of their battle groups to engage the centre Alliance squadron. Neither side is able to gain any clear dominance of the fighter battle so the fleets clash with fighters continuing to swirl in combat overhead. The Alliance hit first due to their greater range across their fleet, taking out some of the Empire's forward cruisers. The Empire fight back when in range, and with the number of beams across their fleet, start picking off Alliance ships. The Alliance continue fighting hard however, with the dreadnought in particular proving it's worth. The battle is delicately poised and the Empire, realising the value that the Alliance dreadnought carries, send one of their own dreadnoughts to engage it. Initially the Alliance shields hold up well, but with supporting fire from other Empire vessels, they eventually collapse allowing the beams to hurt it badly. It's destruction tears the heart out of the Alliance fleet, and the destruction of their remaining ships soon follows.
Empire 58% vs Alliance 8%

Empire vs Pirates
With the main threat seeming to be the Pirates main body, that's where the Empire head. The Pirate fleet for once, splits up with the majority heading for the northern Empire group. The fast attack ships swing past, attempting to break up the Empire formations and soften them up. In the north, this ends in disaster as they do precisely nothing before being destroyed. The southern fast attack forces, though also unable to damage the Empire fleet, manage to escape to continue firing from range. The fighter battle is even with both sides losing ships and as the main lines clash, the fighter battles continue. The forward Pirate ships take a real pasting but they try to fight back and with Empire fighters suddenly going awol, their fighters swarm a dreadnought, destroying it quickly. Their own cruisers are taking heavy fire however, steadily being taken out. The surviving fast attack ship moves in, drawing Empire cruisers after it but this offers little relief for the other Pirate ships. The Pirate fighters now find themselves running into tractor beams and being killed. As the last fast attack cruiser is cornered and destroyed, the Empire cruisers turn back to the main battle, quickly bringing it to a conclusion.
Empire 64% vs Pirates 10%

Pirates vs Alliance
The final battle sees the winless Alliance taking on the Pirates who've seen a return to some kind of form. With the Pirates heading for the central Alliance formation, they draw the flanking Alliance formations onto them as the fast attack squadrons move to attack. This proves to be a mistake as the missiles on the ships lack the penetration to damage Alliance ships. They take a massive amount of fire which few manage to escape from. The main body of the Pirate fleets strikes back, their fighters with tractor beam support, causing heavy losses on the Alliance fighters. They do suffer losses themselves however, as do the Pirate cruisers as for a change, the Alliance seem to shoot at the same targets. The Pirates hit back, knocking out the Alliance dreadnought and levelling the battle. Though other Alliance cruisers also fall to the weight of fire coming their way, the Pirates are also still losing ships including the Ziz which keeps the battle close. The Pirates exchange losses with the Alliance until they're left with a single block of ships which mount a last stand under heavy fire from the Alliance. They go down fighting as the Alliance wait until the final battle to chalk up their first victory.
Pirates 9% vs Alliance 41%

And so, with the battles at an end, the Diary of a Space Tyrant comes to an end with only the final table and comments on the fleets to come. With everyone scoring some wins in the last series of battles, there have been a few changes in places.

1: Praetorian Industries (100%, 66)
2: Uni:T (93%, 64.2)
3: Federation (73%, 27.1)
4: Union (73%, 26.3)
5: Scavengers (73%, 23.9)
6: Rebels (60%, 3.7)
7: Empire (53%, 3.5)
8: Parasites (47%, 2.9)
9: Swarm (47%, -6.2)
10: Tribe (40%, -12.4)
11: Legios (40%, -15.7)
12: Nomads (33%, -19.6)
13: Xedilco (27%, -24.4)
14: Pirates (20%, -28.9)
15: Order (13%, -48.3)
16: Alliance (7%, -62.1)
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Re: Diary of a Space Tyrant

Postby dafrandle » Sat Nov 10, 2012 4:24 pm

Redd13 wrote:That's pretty much what I felt: if the enemy's coming to me, why bother speeding towards him? Spend the slots and cash on more guns and defences instead of engines. That philosophy has been brutally exposed by my Uni:T fleet. Against an opponent who has superior range to you with very powerful guns, the last thing you want to do is spend lots of time under fire without hitting back. Getting in close quickly is the best bet.

i try to get the best of bolth worlds

because if you can get that you win.

on topic:

if you do this again may i suggest putting the deserters and the star wars reloaded mod into the pool
Last edited by dafrandle on Sat Nov 10, 2012 5:06 pm, edited 1 time in total.
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Re: Diary of a Space Tyrant

Postby Redd13 » Sat Nov 10, 2012 4:38 pm

So what do I think of the fleets? Where can they be improved in either ship design or orders? Let me begin by saying pretty much ALL frigates in every fleet need changing as they tend to be in formation with cruisers yet are much, much faster than the ships they're in formation with. I generally stick the biggest engine available on, which isn't cost effective when it's extra speed isn't used. Any comments are based on my fleets and don't relate to the race/mod as a whole (though some might hold true but that's for better experts than me to decide). Let's start at the top and work down:

Praetorian Industries
Despite winning every battle, at no stage did I feel that my Praetorian fleet was untouchable. Definitely powerful, but not by any means impossible to defeat. Their fighters need a rework as apart from the drones, they were at best, average and at worst, bordering on useless. The Fast Frigates and Shuttles tended to get too close to the enemy so their orders need looking at, plus I think they need deploying in greater numbers to have a real impact on the battle.

Uni:T
When they won, they tended to win big with only Xedilco pushing them close. Again a very potent fleet, but one that's ideally suited to taking out slow opponents such as my other fleets. When faced with a speedy adversary like Xedilco, they struggled and had Xedilco not had to suffer with the weaknesses I'd lumbered them with, they might have pulled off a win. The multi warhead missiles on the dreadnought were almost completely useless as there's far too few to do anything of real note. They'll be replaced. The frigates didn't really get into the battle and when they did, they were up against cruisers so suffered badly. Longer ranged weapons are needed for them.

Federation
My Federation fleet is a bit missile happy and though it tended to serve them well, it was fatally exposed by the Parasites and to a lesser extent by Praetorian Industries with their revenge systems. I think the Rabbit cruiser needs a revisit, swapping it's missiles for plasma which shouldn't effect the overall firepower of the fleet too much. The fighters were much better than before, and the dreadnought actually worked.

Union
There's definitely a weakness in the shields of the Sunburst, and it proved a bit too easy to kill. The corvettes were also disappointing and need a rework. The fast attack squadrons worked very well though, and the Resolute proved deadly. To maximise the effect of the fast attack ships, and as they sometimes managed to get stuck behind their other cruisers, they need deploying further forward and slightly wider.

Scavengers
Given the lack of time developing them, this fleet did surprisingly well. I have become aware however that I've missed a cruiser hull, which is a bit annoying. In terms of improving the fleet as a whole, aside from adding the newly discovered hull, I'm not sure. I'm thinking taking the hull and making a fast plasma cruiser will give the fleet a bit more variety.

Rebels
The Rebels finished strongly and have a fairly well rounded fleet using a variety of weapons. A slight weakness in the fighters is probably unforgivable by the GSB veterans, and something to look into. The point defence frigates proved very vulnerable once the range closed, but useful before then. Dreadnoughts worked well, as did the guardian cruisers. Fighters are definitely the area in need of the most improvement.

Empire
Another decent finish, and one I think I've taken as far as I can. Though the frigates and fighters could perhaps do with a few little tweaks, as a whole they perform about as well as I can make them.

Parasites
If anything I think the Parasites missile defences are too strong, and against fleets that are becoming less dependent on missile weapons, they lack firepower. I think taking some of the revenge scramblers off and replacing them with actual guns will benefit the fleet. I also think having the cruisers the fighters are in formation with less exposed will delay their release into battle, meaning less chance of enemy fighters still being around. I might even look into changing one of the fighters into a torpedo bomber.....

Swarm
I think my Swarm fleet has reached the point where anything I add will mean taking something away. Possibly tighter formations for the fleet would help and again, the frigates need work. I shall also take a look at their fighters to improve them.

Tribe
Tribe ships are far too widely spaced so though they're tough, they're exposed to too many enemy ships at once. Fighters get creamed so need a major revamp, and I think a few tractor beams would help out as well.

Legios
In the main, the Legios seems pretty decent though the front rank cruisers need to be looked at again. I think an overall boost in firepower wouldn't go amiss either. As for the Sparus, I think a complete change in role is needed. Their rockets have a good range, so I think I'll be slowing them down, placing them alongside the Victima and giving them some kind of anti-fighter equipment will be helpful.

Nomads
A poor showing by the Nomads is mainly due to poor fleet formation by me, and weak frigates. They desperately need changing and with the fleet deployment being altered, probably deploying fewer battle groups, they should perform better next time. Should there be a next time.

Xedilco
Firstly I must apologise to GATC for the poor showing of the Xedilco, there's a lot more to be made of this mod than I did. There's so many glaring mistakes and weaknesses across the fleet in deployment and ship equipment that to list them all would take too long. As there's a new version of the mod out, this fleet will be heading back to the drawing board.

Pirates
I think the Pirates had too much faith placed in their fast attack ships, which were poorly used as they strayed too close and were usually destroyed, taking too large a part of the fleet with them for little impact on the enemy. Better orders are needed, as well as better weapons. Pirate flak seems.......hopeless. When I checked on them in battle, they would generally score 1% hits at best, and even if firing at cruisers or fighters halted by tractor beams would miss. Not worth the slots they took up and will be replaced with either defence or pulse lasers.

Order
Their fighters are ok, and their front rank ships are reasonable, though in need of better shield stripping capabilities. They'll probably end up with some rad guns being replaced by lasers. The rest of the fleet needs looking at again as the support they offered just didn't cut it. There's some hope for this fleet however and I'm not done with them yet.

Alliance
Erm.......help? Another failure, another fleet to be scrapped and completely overhauled. No real successes here.
Redd13
Type III Robot
Type III Robot
Posts: 96
Joined: Fri Jul 13, 2012 1:19 pm

Re: Diary of a Space Tyrant

Postby Redd13 » Sat Nov 10, 2012 4:44 pm

I offer my thanks to those who've been reading and particular thanks to those who've commented or PM'd me. The next series of my challenges will be larger battles than these, as I've freed up 250,000 credit battles from the Praetorian Industries and Uni:T mods. I don't think I'll record them here though, they'll just be for my own enjoyment. Fighting the battles is easy; recording them well is hard work

Again, if anyone wants to take on any of my fleets seen here, you'll have to be quick as the ships and fleets will be getting tweaked fairly soon as the lessons I've learned here will be put into practice.

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