Fight from the outer edge of Chroman firing range, engaging with our heavy artillery, missiles, and HVMs while near the edges of Chromian range. Our less precise missile volleys and artillery saturation would allow us to inflict significant damage on them, while the extreme range combined with our superior EW would severely degrade the Chromian forces' accuracy.
Question: Are Chromian heavy railguns reliant on precise targeting like our HVMs, or can they simply saturate an area without worrying about singling out individual targets?
Use REDEINs to intercept cruise missiles and harass enemy forces, hopefully drawing off fire from our heavy artillery, as well as neutralizing enemy fighters to help our own missiles get through. Intercepting enemy cruise missiles is probably the most important function here, depending on how powerful their missiles are and how willing they are to deploy nuclear weapons. Destroying such weapons at least several miles away from our forces is vital, and using REDEINs to control the airspace between the two forces will allow us to counter their superior cruise missile array, as well as launch harassing attacks with impunity.
Achieve local superiority. Hit one portion of their force with overwhelming power, using our superior mobility to get local numerical advantage. Due to the extreme range of Chroman weapons, this seems difficult, as every sky cruiser will most likely be able to hit units anywhere along the battle line. Perhaps we could induce the enemy formation to spread out.
Ideas:
Harass from multiple directions at once with multiple smaller forces, trying to force the enemy to split up and give chase.
Provide a credible threat of nuclear attack. The risk of high-powered, wide-area nuclear blasts would give them an incentive to spread out to minimize damage from the nuke, making them vulnerable to a concentrated strike on one portion of their line.
----Simple method: launch a salvo of nuclear-armed cruise missiles early in the first major engagement.
----Complex way: leak credible intel that the Imperials heavily employ nuclear cruise missiles, or that we are planning to do so in this campaign.
In either case, a nuclear pissing contest risks getting out of control quickly, although when world domination is on the line I doubt that our opponents will pull many punches anyway. Once again, it is vital to intercept enemy missiles well away from our lines to prevent them from using this sort of tactic on us.
Small-scale tactics:
Assassination: Use divinations to find the enemy bridge/command center, teleport in a squadron of Knights, and slaughter the command staff on a cruiser. Disable/Detonate the bridge, maybe activate a self-destruct mechanism, and teleport back. This kind of quick, teleport-based assault in a confined area would allow our forces to have Guard Mode shields active from the moment they entered combat, greatly increasing their durability relative to standard open-air mobile engagements.
Concerns: Do we have the teleportation capacity to get a sufficient force onto the enemy vessel? Do we have the attack power to quickly and decisively defeat an enemy command staff? Do we, in fact, have any idea of how the enemy's melee power might match up to our own?
Mini-Starshift: Teleport a miniature nuclear device onto an enemy sky cruiser, where it detonates and cripples the ship. Nuclear devices in the few hundred pound range of a single teleportation spell can pack a few kilotons of destructive power, which should be enough to destroy a ship if it detonates inside the shields and inside the outer layer of armor plating. A few ideas of how we can accomplish this:
Teleport Object: Can move 50lbs/CL, no cost except the spell slot. Downside: 7th level arcane spell, which no on can cast yet. Viviane will have it at 13th, drew can miracle it at 18th, and I'll be able to cast it at 19th, but right now no one has access.
Teleportation Item: One-use item that triggers a Teleport spell on itself and the warhead. Pros: No need for casters. Cons: Don't know if its possible with a Teleport spell, requires magitech equipment in addition to the nuke.
Teleporting Magi: Mage teleports onto the enemy ship carrying the nuke, drops it, and teleport off. Cons: Very risky for the mage in question, very spell-slot intensive.
Question: Can we get access the small-sized nuclear warheads, teleporting bomb-carriers, or multi-use items of Teleport Object needed to carry this out?Statistics: Posted by TheDude51 — Thu Mar 05, 2009 12:30 am
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