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Search&Destroy Scenario 1 (HGN) - Offensive Counter
TelQuessir
Quoted from old PDS Website:

Quote

Scenario setting:

Player is in Team 1, using "HGN TF56" fleet and in start position 1.

Opposition (Vagyr Alliance) is 2x Expert AI in Team 2, start positions 2 and 3.

Low orbit over Hiigara, during the mid phase of the Vagyr Siege. Initial phase of Fourth Generation technology profileration.

A detachment of the 225th Line Combat Division is assigned a search and destroy operation within a low orbital junkyard after the global defense network pinpointed the origin of a large fraction of Vagyr fighter sorties to that location.

Heavy enemy strikecraft activity in low orbit prevents the operation of the valuable heavy lifter shuttles, cutting the Home Defense Fleet from its supply lines.

The 1/225th LCD will serve as a rally point for leading elements of the 15th Fleet now arriving in the Hiigaran star system after successfully withdrawing from frontier territory where they mounted a delaying action against a Vagyr Armada.

1/225th with the 15th Fleet CVF Victorious along with Tier IV-E battlecruisers Iron Duke and Prince of Hiigara have reached initial point and will commence an immediate attack upon Vagyr screening and reactionary forces, destroying them by fire and maneuver to pave the way for reinforcements, with emphasis on eliminating enemy fleet carriers and other support ships.

Once enough of the enemy's mobile reaction forces are destroyed, support station Justice will hyperspace into the tactical area of operations and commence combat bridgehead operations in order to secure 1/225th's position.

Player's Force Composition

1/225th LCD
2x Prince of Hiigara Tier IV-E Heavy Battlecruisers
2x Arbiter II Lineships

1/15th Fleet
1x Imperator IV CVF

with fighter wing of
3x5 Thunderbolt IV Attack Bombers
2x5 Light Strike Fighters

with escorts of
1x Tulwar Patrol Combatant
3x Bloodhound II Battle Frigate

Reinforcements available

Khopesh Assault Gunships
Tulwar Patrol Combatants
LiirHra Light Cruiser
Empress V Mobile Shipyard

Hints:

1. Its a sh!t hot carrier pursuit in the initial stages of the scenario. Move to the attack! Cruisers should take point once the lineships are forced out of pursuit position. Your first objective is the resource patch bearing 000 positive 10 from initial heading. Secure it and deploy the Empress V. With a full task force, search for and destroy all Vagyr presence within area of operations.

2. You have no resources - so get rid of the CVF's unnecessary modules and ready resource collectors to plunder the spoils of the battlefield as the cruisers push forward. Do this simultaneous with combat operations - pause key as necessary. Only launch resource collectors when CVF is in stable position for resourcing.

3. Fire and Maneuver. Rotate the point cruisers - one bombards from range and the other closes to knifefighting range to bring secondary armament to bear. All this while escort ships keep the cruisers' flanks clear.

4. Roving Escorts - Frigates and fighters won't be able to stand in the line of battle - so use them as fast moving and hard hitting cavalry. Cruisers are the anvil and escorts are the hammer.

5. Defense fields. Many Hiigaran capital ships have been refitted with Third Generation defense field generators, with the exception of Arbiters. They are on the edge of obsolesence but are capable of providing serious railgun and missile support fire.

6. Operational Priority. You have it - start by calling in Khopesh AGs then moving up the line to the LiirHra class cruiser.

7. Preserve force composition. Use the cruisers to destroy centres of gravity of the opposition, for example heavy missile frigates within a frigate flotilla - that pose the greatest threat to your forces.

Good luck! This thread is for discussion for Scenario 1.


Notes for updated scenario in V7.0

The Prince of Hiigara class CBHs have been replaced with Deliverance battle carriers. Otherwise, gameplay is similar and the challenge level less daunting.

Ballistic shield systems likewise have been proliferated across the Fleet's combat vessels, two technological generations after the writing of the above scenario briefing.
Edited by TelQuessir on 08-09-2005 05:56
 
leng46uk
I am new to PDS, and most grateful for it, playing this scenario on v7.31. The various versions 7.x's and fleet generations and lack of info all combine to present a seriously confusing mess to a common nube.

Has anybody actually thrashed this scenario with v7.31?
It seems immensely hard. Yeah "use the two deliverances" sure thing, but i just want to be sure that prithvi19 (see the shoutbox) is playing the same version.. (presumably alas,)

[Oh, but I need my slaves/corpse-flesh,
and anyway their suffering is irrelevant]
 
Sun Tzu
In the first stage of the scenario, the pair of Deliverance are your only "ships of the line" ("of the wall"?). They can survive the first enemy fire and stay operational.

So you must manoeuver to keep them on the line when the core Vaygr reaction forces (mainly frigate packs) get in contact.

In the second phase of combat after the initial contact, the Deliverance firepower must be concentrated on the main threats. Use the Arbiters and frigates as a single pack or in two groups to reduce pockets of enemy resistance and leave your small craft in a pure space superiority role.

Think in terms of fire network when arranging your capital craft on the battlespace. Even the carrier can be be of some use as the rear point of the network. Don't let any of them get isolated; don't let your forces be cut in two.

Last tip: keep moving to the primary target! You won't be able to survive all reaction waves if you're picking daisies on the way.
Edited by Sun Tzu on 13-03-2007 10:26
 
leng46uk
Thanks for the tips...(wimper)

Are we 100% certain that we are talking about exactly the same version? (Fresh install, 1.1 patch, and v7.31) I have been mashing up this mission for several days now.

Perhaps there are some basic pds tactical points i am ignorant of? I know that capital defences can be disabled by a direct attack order, and activated with "aggressive tactics".
[Oh, but I need my slaves/corpse-flesh,
and anyway their suffering is irrelevant]
 
Sun Tzu
Yes we are. It has not changed with 732 (except very minor script details). It is normal to see your fleet get waxed in this scenario if you are not used to PDS. Really The management of the Deliverance is key. Perhaps you could describe what you usually do and post a few screenshots of the key moments. Also keep in mind that the CPU follows randomised tactics in the early stages. Due to that there are circumstances where you might lose however good your strategy was.
 
leng46uk
Well thanks for clarifying that.
How long do expect this mission to complete?
How can i find out more about the various ships, of bloth fleets?

[Oh, but I need my slaves/corpse-flesh,
and anyway their suffering is irrelevant]
 
Viper114
I have no idea how to beat this mission with what I'm given an no building of new units possible. I can usually do well in the initial encounter right before the main objective in the middle, but without anyway to build new units, the fact that the enemy has quantity over my quality kills me every time. How does one beat this?
Madness surrounds me like a storm, but I am its calm eye...
 
leng46uk
Haha! Finally killed everybody :]
Thanks for the advice Sun Tzu.

The mission did not end as such though... after they were all properly dead i had a good search around the map and could not find any more red blips, however the second objective remained unchecked nonetheless. I was rather expecting a letterbox zoom and something along the lines of "Good job fleet you gave them a good thrashing" or whatever.
[ And it crahed a lot! But it is a cool scenario all the same !]

Viper114 my suggestions:

After popping the runaway carrier, regroup and head straight for the resource patch, not too quick, not too slow. Dont go looking for trouble, but decimate any groups that do find you. The trick here is not to spring many of the hordes of troops that are waiting/roaming around the resource patch.

Just as everyone says, let the deliverances do the work with everyone else supporting and mopping up while making sure that they dont get killed.

The real work starts once you clear the patch and the shipyard jumps in; i.e. gradually building up the fleet while advancing and methodically trashing everything.

Build up the fleet as much as possible, dont be fooled thinking few extras here and there will be enough, there is big plenty red tonnage between you and the shipyards on the far side of the map.

The main problems are (1) advancing while not letting your fleet split up and (2) preventing any of the big nasty swarms of fighters (of which there are many) from getting behind your lines and crapping on your harvest team/shipyard/rear carriers. (3) Generally keeping all the fast ships behind the binary-Deliverance-wall (backed up with arbiters etc) so that they dont go and get shot too much.

A maxed out groups of fighters & corvettes, etc and another of frigates, plus the LiirHra, are invaluable as rapid reaction forces.

The shooty capital ship that costs 5000 is just too slow to be of much use and the resource collectors get stuck trying to dock with it. While the 4000 beefed up transports are a bit fragile but at least they do actually get to the battlefront.
[Oh, but I need my slaves/corpse-flesh,
and anyway their suffering is irrelevant]
 
Viper114
Which resource patch, though? There's the primary target (of which is impossible to beat without reinforcements being built), Target 2 and a couple of other non-marked patches. Which one do I go for, though? If I can get the Shipyard, at least, I can then handle things from there...
Madness surrounds me like a storm, but I am its calm eye...
 
Sun Tzu

Quote

leng46uk wrote:The mission did not end as such though... after they were all properly dead i had a good search around the map and could not find any more red blips, however the second objective remained unchecked nonetheless. I was rather expecting a letterbox zoom and something along the lines of "Good job fleet you gave them a good thrashing" or whatever.
[ And it crahed a lot! But it is a cool scenario all the same !]

Ok I'll see what goes wrong with mission never ending. When you get crashes, please save your error log and send it to me (if your are using luatrace, of course). That helps resolving bugs. This being said, there are CTDs that occur when your saving/resuming games that do not leave traces in the error log.

Quote

Viper114 wrote:
Which resource patch, though? There's the primary target (of which is impossible to beat without reinforcements being built), Target 2 and a couple of other non-marked patches. Which one do I go for, though? If I can get the Shipyard, at least, I can then handle things from there...

You are thinking too much HW2 and not enough PDS Grin The primary target can be cleaned off of Vaygr presence with your existing forces and with minimal losses (ie without losing any cap ship). And on the top of that you receive a LiirHra as a reinforcement. Don't get berserk and send all forces in the middle of the Vaygr forces. Move around the patch to progressively reduce it, using the Deliverance to draw the main fire.
Of course this implies you don't suffer any significant losses before actually reaching the patch.
Edited by Sun Tzu on 18-03-2007 09:49
 
Mostly harmless
Placement of the Arbiters is also important. They like being in the middle of things.

When you were given Prince of Hiigaras instead of deliverances this scenario was a great deal harder. Knife edge to the end.
 
Viper114
Well, if I can make sure not to lose my Carrier to a surprise attack from the rear like I did last attempt, I shouldn't do too bad...although, it's difficult to actually beat the middle enemies, because of the fact that there are so many strike craft with a Battlecruiser, no matter what tactics I try...

Poopy...Sad
Madness surrounds me like a storm, but I am its calm eye...
 
jileto
Just completed the scenario without a CTD:beer: Many thanks Sun Tzu!:thumbs: I posted my specs in the Frigate fix post-mortem thread you started. I do think that you did more than fix the frigate problem, and nailed something more fundamental. I digress...

After the getting to the first resource patch, I had the 2 Deliverances, 2 heavy bombers, 2 LSFs, carrier, and liirha left - and the SY of course. So I start building up my fleet. What worked for me was to keep my cap ships moving in circles, like sharks. It concentrated their CIWS. I kept the small craft harassing the Vgr frigs and fighter craft but not straying too far from my cap ships and their CIWS.

Is there a way to change the "drop mine" command so that the only waypoints are the vertices of the boxed volume that I define and that the ship will keep at it until another move or stop command is issued?

It'll save the trouble of setting a waypoint loop. For example, to move my capship in circles, I have them move through 3 waypoints for about 10 iterations. That's clicking the same 3 points 10 times each Sad:no::sigh: I could have used the drop mine command but I don't like the ships pausing at each drop point. I just want them to go to the corners of the box (or rectangle if 2d) at max velocity. A bonus would also be that if it's a 3d box, instead of traversing the edges of the box to get to the vertices, the ship would go arcoss the center as much as possible, i.e. crisscross the volume. If it's a rectangle, that ship would just follow the edges, effectively "circling" an area.

Again, many thanks:yes:
 
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