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RL kicking my ass...

The comment from Dartz about Jusenkyou in the Gauntlet thread (It was me AFAIK BTW) led me to work out some thoughs on the Boskone 4 situation. Take whatever follows with a pinch of salt.



Notes on Boskone 4 (a.k.a. Jusenkyou)

The first reason Boskone 4 was a tricky location was that it was in the centre of a ‘Briar Patch’, or a ‘Flock of Nargles’ according to the Wizards.

Normal procedure for an assault is to englobe (rather than encircle, space being a 3d environment) the target. The main issue is how close should you be? Too close and you can’t react fast enough to stop escapees, but more importantly attacks. Too far and escapees have large holes to get through.

Practice has the motherships anchoring the globe at 40,000KM, with fighter squadrons patrolling the space of the boundary.

Boskone 4 was the core of an asteroid family, and as such was surrounded by fragments in a cloud that precluded the standard englobement strategy. To cover the whole cloud would have been pretty much impractical without a far greater number of ships than was available. Thus the only way to attempt it would be to position the fleet inside the cloud. This led to constant distraction keeping an eye on the ship’s position.

However, the need to conserve forces forced them to take up positions outside the cloud.

(META: we need some bads to escape, so the ‘safer’ option was taken.)

The second reason Boskone 4 was a tricky location was it was the Boskonian R&D centre. It had a limited production capability, and the most advanced Boskonian tech available. This was where the first ‘warform’ biomods were encountered, as well as advanced Space Marines (based on captured Grey Knight systems), and Berserkers.

The average OGJ squad was about four times as effective as a typical Boskonian squad. With the advanced tech available to the Boskonians, they reached parity overall, but the individual elements were better. With the advantage of home ground, the Boskonians could theoretically successfully defend against the assault. This necessitated the deployment of the specialist OGJ forces to turn the tide, as long term siege tactics would have depleted active OGJ forces enough for the other Boskonians to regroup.

Making things even more difficult for the fleet were the drones hidden in the rock cloud. Records recovered showed that Boskone 4 was a captured rock, originally settled by Mil-Fen of various stripes trying to set up an advanced flight school. This explained the tightness of the cloud around Boskone 4, as the original owners had gathered the rocks back to the cloud. The Boskonians had merely added to it, as well as mining the bits to have more hidden hangers and secure labs around.

With those labs also established in the surrounding rocks it meant deploying the various teams around to secure them, which meant the Boskone 4 force was under strength. It barely held the known docks, allowing the occupants of Boskone 4 to arrange defences.
I like it. It actually makes a lot of sense when put with how I'm writing Jet...

Quote:so the ‘safer’ option was taken.)

Which suggests that whoever the mission commander was, they were cautious and careful, probably a little too much. They didn't press the advantages they had immediately, preferring to consolidate rather than keep driving. The end result was something of a slow grueling meat grinder, splitting the rock up into sectors, moving and securing one sector at a time, consolidating their position and allowing the enemy to prepare their defences for the next assault. Jusenkyou is supposed to be hellish.... it's something that gives Jet and others nightmares and it drives Jet's tactics and style. It's left it's mark on anyone who was there.

"I don't want Jusenkyou remembered in the same breath as Arnhem! What happens if your gruppe gets cut off Jet? We lose all of you!"

"Let the Boskonians worry about cutting us off. We're not the Kammer Gruppe, this is how we work,"

"No. No... Even if you're willing to take the risk, what about the individual squads? What if they meet a Berserker, or one of their Marines?"

Things don't begin to pick up until after the outlying rocks have been secured, freeing more forces for the main assault. Some changes in the leadership also encourage a more adventurous style The plan then becomes something of a leapfrog, with the specialist forces ranging ahead taking primary objectives or going hunter-killer on the hard enemies in force, while conventional forces mop up behind and hopefully meet up with the specialists who with luck who haven't gone too far ahead or been overwhelmed in the meantime.
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--m(^0^)m-- Wot, no sig?

HRogge

20,000 km radius is a really huge sphere. But at least any Fen ship trying to break outwards will need at lease 2/3 of a second, most likely more because of the acceleration phase and being limited to much less than the maximum 0.2c.

So whats the typical weapon range of a 'capital' Fenship?
HRogge Wrote:20,000 km radius is a really huge sphere. But at least any Fen ship trying to break outwards will need at lease 2/3 of a second, most likely more because of the acceleration phase and being limited to much less than the maximum 0.2c.

So whats the typical weapon range of a 'capital' Fenship?
Well, depends on the weapon being used.

Missiles and KKVs: Depends on size, but I'd guess an effective range of about 3 light seconds for the missiles, to maybe a light minute for the KKVs. Sure they probably have about 10 times that in actual range depending on the engine and to allow for maneuvering, but they also have self destructs to keep them from being threats to shipping. Typical ranges will be much less.

Energy weapons: Again, depends on size, but I can't see them being useful above 30,000 KM (0.1 light seconds). Probably much less.

Slug throwers: Theoretically? Unlimited. Typically? A couple hundred klicks for the small ones, up to a light second for the Rail Cannons against slow targets.

All my opinion only.

HRogge

Cobalt Greywalker Wrote:Missiles and KKVs: Depends on size, but I'd guess an effective range of about 3 light seconds for the missiles, to maybe a light minute for the KKVs. Sure they probably have about 10 times that in actual range depending on the engine and to allow for maneuvering, but they also have self destructs to keep them from being threats to shipping. Typical ranges will be much less.

Energy weapons: Again, depends on size, but I can't see them being useful above 30,000 KM (0.1 light seconds). Probably much less.

Slug throwers: Theoretically? Unlimited. Typically? A couple hundred klicks for the small ones, up to a light second for the Rail Cannons against slow targets.

All my opinion only.
Sounds okay for me...

so even at 20000 km radius all ships have to do a constant "random dance" to prevent being hit by a laser.