Chin Chon:

Mandalore Tactical Essay #1

General Info:

Enemy Forces:

- (2X) Marauder-Class Corvette
Length: 195m
Hull: 1000
Deflector Shields: 900
Ionic Capacity: 700
Turbolasers: 8
Tractor Beams: 3
Sensors: 8
Sublight Speed: 30MGLT
Manoeuvrability: 2

- (1X)CR-90 Corvette
Length: 150m
Hull: 1000
Deflector Shields: 800
Ionic Capacity: 500
Tubolasers: 4
Heavy Lasers: 4
Sensors: 8
Sublight Speed: 60MGLT
Manoeuvrability: 2

- (36X) Y-TIE
Length: 15m
Hull: 30
Deflector Shields: 10
Ionic Capacity: 1
Heavy Lasers: 2
Proton-Torp Launcher:2
Sensors: 1
Sublight Speed: 30MGLT
Manoeuvrability: 2

- (12X) X-TIE
Length: 15m
Hull: 75
Deflector Shields: 20
Ionic Capacity: 1
Heavy Lasers: 4
Sensors: 1
Sublight Speed: 40MGLT
Manoeuvrability: 2

Friendly Forces:

- 1X Dreadnaught Heavy Cruiser
Length: 600m
Hull: 3800
Deflector Shields: 3000
Ionic Capacity: 1875
Weapons:
Heavy Lasers: 90
Turbo Lasers 10
Sensors: 8
Sublight Speed 20MGLT
Manoeuvrability: 1

- 1X Carrack/I-class Light Cruiser
Length: 350m
Hull: 2250
Deflector Shield: 1750
Ionic Capacity: 1100

Ion Cannons: 20
Turbolasers: 10
Tractor Beams: 5
Sensors: 8
Sublight Speed 20MGLT
Manoeuvrability: 2

- 1X Carrack/S-class Light Cruiser
Length: 350m
Hull: 2250
Deflector Shield: 1750
Ionic Capacity: 1100
Ion Cannons: 20
Turbolasers: 10
Tractor Beams: 5
Sensors: 8
Sublight Speed 20MGLT
Manoeuvrability: 2


The location In which this Tactical essay takes place, is the Ukian System, in the Abrion Sector, controlled by Mandalore. The Enemy ships have just appeared, and the Mandalorian Ships currently listed, are the only ones close by to make a difference, and be able to either destroy or rather incapacitate the enemy forces, as much as possible. The enemy forces are pirates. As the report listed not all are known at first sight, so resistance at Ukio(12,14) can not be exactly determined, as there is a CR-90 and a squad of X-Ties and unknown enemy ships. Therefore in my essay I will consider the heaviest of resistance pockets to be located at Ukio.

Initial Moves.

As our fleet moves to rescue the endangered L-500 and the enemy blocking fleet enters our range, the fleet must at first remain together since there are no options around it since our ships are much slower. But as you can see the type and number of defensive and offensive options far outweighs anything the first enemy armada can do to us. As the best course to get much intelligence is to keep some ships disabled instead of destroyed.

The two Carracks now proceed to get on either right upper and left upper side of the Dreadnaught. This provides a greater line of fire for all our ships.
The enemy will most likely concentrate their firepower on one ship, and seeing as the two carracks are less heavily protected, one of the two Carracks, either be it the Defense or the Liberty, will be targeted.
The first thing the both carracks must do, is take a good aim of all fighters and fire one shot at either, with the ion cannons. So that means you shoot 36, or 18 Ion charges each.

If you calculate a 75% hit ratio then = 75% of 40 Hit= 40*¾=30

After the initial move you still have a Total of 4 Ion Cannons left.

Considering the same ratio as before, you this time hit 3 out of 4.

That means that a total of 30+3= 33 hit.
That means that 36-33= 3 Fighters left.

The ways in which that attack proceeds is also very important. Since the Proton Torpedo’s create much damage, it is therefore imperative that if the sum from the first wave leaves an evenly distributed # of Y-Ties and X-TIEs

6 fighters left. Y-TIE/X-TIE Ratio = 2/1
This means That 4 of the fighters are most likely Y-TIEs and 2 probably X-TIE’s

In The second wave in where you shoot the remaining volleys from the Ion Cannon, namely 4, you target only the Y-TIEs.
This then means that 3 out of 4 Y-TIEs are destroyed.
This leaves after that attack only 1 Y-TIE and 2 X-TIEs left.

Since especially Heavy lasers are constructed for destroying fighters. And the complete Ion Cannon arsenal is depleted; the Dreadnaught must use his Heavy Lasers to eliminate the rest of the fighter threat.

If we keep using the ¾ ratio it is imperative that for each fighter 4 Heavy lasers are used.
This comes to a total of 4*3(fighters left)=12 Heavy Lasers used

This leaves the Dread with 90-12= 72 Heavy Lasers left

The Marauder will be delt with by all three ships effectively
If both Heavy and Turbo Lasers constitute one damage each hit on either Deflector shield or hull, then the combined shots that must be fired to destroy the must equal 1900.
900 for the Deflector Shields, and another 1000 for the Hull Capacity

Since the Both Carracks have 10 Turbo lasers and The Dreadnaught has 72 Heavy Lasers and 10 Turbo lasers left

So: 10+10+72+10= 102

The Two Carracks first attack with their combined strength of their Tractor Beams
To keep the Marauder in its place, after which the combined force of all three Caps: Liberty, Defense, and Punisher
The first volley takes 102 of the 900 Deflector Shields (since I am calculating for 100% hit ratio, because of the Marauders size, Manoeuvrability, and the fact that it is contained in place)
This leaves 900-102= 798
The 2nd and following volleys cause 120 damage each.

Volley # Strength Deflector Hull
0th 0 900 1000
1st 102 798 1000
2nd 120 678 1000
3rd 120 558 1000
4th 120 438 1000
5th 120 318 1000
6th 120 198 1000
7th 120 78 1000
8th 120 0 958
9th 120 0 838
10th 120 0 718
11th 120 0 598
12th 120 0 478
13th 120 0 358
14th 120 0 238
15th 120 0 118
16th 120 0 0
Destruction of Marauder after 15 complete and 1 (first) incomplete strength volley.

Enemy Moves:
If you say that all of the enemies had a choice to fire their weapons as well, they would most likely do that on one of the Carracks, as stated before.
I placed the Carracks Right above and in front of the Dreadnaught, and they will have the Fighters destroyed, at about the time the Dreadnaught comes into range, after which he will fire his Heavy Lasers to finish off the last Fighters.

Whiled the Dread concentrates on the last fighters the Carracks move to capture the Marauder with their Tractor Beams, what follows is stated above.

But the enemy fire their weapons too.
They have a combined strength of 8(Turbo Lasers) +96 (Heavy Lasers)+ 48 (Proton Torpedo)= 156.

The first Volley of enemy shots will damage the Deflector shields, of lets say, the Defense, in a small way.

Total Deflector= 1750- 156= 1594
After that = 1594- 36= 1558
Which leads to a number in round #16 (constant loss of 8 after #3) (14*8=102) =1558-102= 1446

After that all enemy ships that tried to intercept are gone, and the journey proceeds.
To keep a low profile as much as possible, before being spotted by the CR-90, and the Marauder, our fleet moves in from behind the sun, to block sensor range for as long as possible.

When we finally enter Sensor Range, the pirates have no choice but to defend themselves, since there will not be sufficient time left to disable the L-500 and take over the ships, empty it, and take off, without any chance of sustaining damage.
As the enemy must make a choice, the most likely option is that they either flee into the atmosphere, where the agile fighters are better equipped than the Capital Ships. In this case however they loose the bounty, as the L-500 can not be forced down, and will surely be rescued by our fleet.
Therefore the most likely option for the Pirates to do is to face us, with there entire force at once, and try to drive us back.

So the 2nd enemy fleet we will encounter consists out of a CR-90, a Marauder and 12 Y-TIEs.

The same positions are taken up in our fleet, only the Carrack which has been hit, no flies somewhat on the top, but then behind the Dreadnaught. This to avoid them targeting the same ship twice, which could lead to much more damage.
Since our goal is to rescue the L-500, it is probably to first destroy the heavier of the two Caps, and also immediately destroy the last fighter squad.
The Fighters will be completely destroyed by putting all of the Ion Cannons on there at once. We need only a 12 Ion cap to destroy, but with 40, there is absolute certainty that they will indeed be destroyed. In the meanwhile that the Carracks disable the fighters, the Dreadnaught moves forward to attack the first Cap ship. We will first target the Marauder. After yet again 16 volleys the marauder is destroyed. The hits sustained from the Fighters are minute for the carracks. And with a bit of planning they hit the Carrack, that has sofar not been hit.

They deal a 48 (12*4) damage to the Carrack Deflector Shield.
1750-48=1702.

At the time of the Marauders demise, the two Caps (CR1) and (M2) have both probably targeted the weakest of the caps, several times. But they have not used their full potential, as the first volley(s) was/were against the attacking Dreadnaught.
Ito would take another 16 turns to destroy the Marauder. So they have an equal amount of time to return fire.
(16*8)M2 +(16*8)CR1= 216
1446-216=1230 Deflector Capacity for the Carrack Defense.
Now the 2 Carracks again use their Tractor Beams to hold the CR-90 in it’s place and start pounding it with Ion Cannon blasts. The CR-90 having a lot less Ionic Cap then the Marauders it is easier to disable it. If the two Carracks shoot 40 Ion Cap, with one volley, it would take them: 500/40=13 volleys to disable it.
In that time the CR-90 would still probably try at least to disable or as much damage one of the carracks, and continues to fire on Defense that has been weakened by previous attacks.

The CR does 8 Damage with one volley, so that would bring the total after 13 to 104.

1230-104 1126

After that all the Enemy ships in the sector would either be destroyed or disabled, and could be collected for Intel. While the carracks, Defense and Liberty were capturing the CR-90 (CR1) the Dreadnaught had already positioned itself above the L-500 to fend off new attacks, and help the passengers and crew to get assistance.

Total End score:

Marauder (M1) Destroyed
Marauder(M2) Destroyed
CR-90(CR1) Disabled
Y-TIEs (YT1) Disabled/ (1 Destroyed)
Y-TIEs (YT2) Disabled
Y-TIEs (YT3) Disabled
X-TIEs (XT1) Disabled/ (2 Destroyed)

Dreadnaught (Punisher) Minute Deflector Damage
Carrack/I (Liberty) Minute Deflector Damage
Carrack/S (Defense) 1126 Deflector left (approx 65% Deflector left)