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Naval Battle Club


astecarmyman

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Well you can't really use naval tactics in space. :P For me it just means primary combat warship.

I call my go-to capital ship that.

As Naval Battle Club testing proved my designs were pretty useless, I'm working on a new ship of the line. Here is the underlying frame so far.

I'm hoping that I'll be able to keep the speed, range, and low part count while adding significantly better armour.

Why not build it all out of the MK2 tanks? They're pretty much their own armor and look pretty nice(although they don't hold much for their size)

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Actually, forget what I said. My computer can't handle that kind of part count._.

Meanwhile, I am starting to see the appeal of VTOL dropship style craft:

http://i.imgur.com/8fdos0r.png

It's a little difficult to fly but I'm getting better.

Yup, dropships are very fun, and are great for hit-and-run attacks.

I've actually been working on a few... but one really promising design's being a pain in the butt in terms of R&D work, but it's almost ready. :D

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BATTLE UPDATE!

Rune's Skunkworks vz Zokesia Sukunkwors

"There can only be one Munar skunk"

Turn 1:

After picking up strange signals around Mun and losing contact with the light destroyer sent for reconnaissance, a priority mission was assigned to the skunkworks to upgrade existing models with significantly uprated munitions and send them in search of news of the lost crew. The light destroyer "Swift" gave honour to her name, completing the refit in record time and making haste for Munar orbit. Upon arrival, the ship detected three signals of unknown origin, so the braking burn was tailored to get an intercept in one orbit with the closest one:

http://i.imgur.com/sbLVDPK.png

Upon closing in on it, the crew turned their sensors to maximum resolution and trained them on the target, only to discover some kind of military drone battleship. Seeing as how it ignored hails, and putting the earlier disappearance of the scout and the presence of such and ominous ship together, Kirk Kerman (I kid you not, this is half the reason I can't fail!), the captain of UKSN Swift, saw no choice but to command his gunner, Rozor, to open fire with the main armament. After seeing that the first salvo of three guided missiles did only minimal damage, the crew let go every last one of their birds before finishing the pass, pummeling the drone battleship until they managed to pry open the hull with a lucky shot and disabled the main engines on the threat. Radioing kerbin for immediate support, they retreated to a high inclination orbit to await reinforcements, not before performing some salvage work on the abundant debris field created by the intense engagement. They managed to retrieve some of their own unexploded munitions, even!

http://i.imgur.com/n2TCh51.png

http://i.imgur.com/4IhECJb.png

Back at Kerbin, all haste was made to launch ships that could deal with this new threat. The latest product of the skunkworks, the though Armadillo-Class Battlecruiser, was hastily completed and armed with the latest generation of weaponry, while the C-crew, the only available with the required experience and specialized training (mainly involving having a name that starts with the same letter), assumed battlestations. This would have to be her trial cruise, and a trial it will be indeed with such crew selection rules. Accompanying her and launching within minutes of difference, UKSN Infatigable (crewed by Bobwin and Macrick Kerman) escorted the new ship, though their ejections were performed in such a way that the arrival at Munar orbit placed them in strategically spaced orbits. From these trajectories they would be able to monitor the enemy response to the loss of one ship in their squadron, and respond accordingly, thus in the end making their insertions an hour and a half apart. It was judged that while this may give the enemy the opportunity to attack each ship when it is far away from support from the others, the spacing would at least save some of the fleet from the fate that befell the first scout sent to protect Munar orbit.

http://i.imgur.com/DcRFhOy.png

http://i.imgur.com/TE4cuWa.png

Now the only thing left to do is wait for the enemy to act, and hope that the defensive systems work like they were designed to. A fervent prayer to the section of engineering back home is foremost on every kerbal's mind while the anxiously watch their screens.

Persistence File

http://i.imgur.com/0TjVEVH.png

http://i.imgur.com/nHFMPRP.png

Rune. Good luck on your turn, and sorry for the long wait!

Those ships are beautiful. So beautiful..... My eyes...

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Does somebody use surface to orbit weapons?

Rules don't cover that I think (edit: apparently they do). Unless it's a 2.5km orbit, and that would be tricky at least, that would be illegal as they are written now. Come up with a (fair) section for them!

Those ships are beautiful. So beautiful..... My eyes...

Why do something, if you can do it looking good? And those are the functional ones...

But fragile.

Only where they're meant to break. ;)

So have we decided what we're going to do about the battle we're doing? I'm slightly confused as to what is legal and what isn't, and weather you've take your turn yet.

The confusion is the same here. I'm late as usual, bu the idea I had is, since it's the Battlecruiser's turn to move anyway, I'll dust something with the half the 1.25m munitions on my fleet, then leave you a final turn with two legal, fully armed ships around, and the corvette I put together. You can see how you play your last turn then, won't make a bit of difference since both should be capable of shooting down whatever remains. But we have to clear that rule next time, if I am to fight someone. That, and turn order as Frozen Heart says. What ship's turn would it be if my reassembly move was legal? Ships can change tonnage... In that case, I'd houserule that turn order for the ships in one fleet is decided beforehand, and any ships needing to do serious salvage work can/have to skip their turn in order for other ships to act without having to forgo all attacks that turn. Or something to that effect, so that hit ships can forgo their turns in favor of undamaged ones.

Rune. Hell of a weekend. Good kind of hell. :)

Edited by Rune
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The rules really need a revamp,

I have a question about the rule 8 ( 8- Players are not allowed to intentionally edit the orbit of enemy craft via any method other than weapons fire (because there's gonnabe some recoil when your ship gets hit with an I-beam, I mean come on).)

is it allowed to build a missile That intentionnally alter the ship's orbit, i e a slow and heavy missile

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