Star Wars Roleplay: Chaos

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The Art of Fleeting [Fleeter Training]

The Art of Fleeting
Fleeter Training
@[member="Trista Nemorra"] @[member="Alen Na'Varro"] @[member="Friedrich Stahlmann"] @[member="Gobar Nass"] @[member="Strask Ak'lya"] @[member="Voroll Dey Astaar"] @[member="Tarika Sadow"] @[member="Darth Malificete"] @[member="Romeo "]@[member="Antares Windu"]
Alrighty, Cadets, I am Admiral Davin, your instructor. I will be discussing, analyzing, and teaching fleeting tactics in this session. Many of you know me through my other account @[member="Darth Arcis"] who is also a very successful character who made much of his reputation in his Captain's chair and has helped create two of the board's most powerful vessels: The Astral Horizon and The Acerbitas. I've lead many fleets in-character and strive for most of my characters to have that tactical, strategic, and analytic side to them on top of their base personality. I think that Fleeting is an art of warfare, particularly Sci-Fi warfare given that there are so many variables in play yet not all of them can be covered in a single post.

However, this is never all about my character. One person can't just effectively manage an entire fleet, its ground elements, and possibly hundreds of thousands of NPCs. But NPCs are an extremely important factor in fleeting. They are the very lifeblood of what we do. Think of yourself as the brain of the body, receiving information as well as telling everything what to do. But a brain cannot do those things itself. You need arms, legs, lungs, a heart, and various other functions that are needed to survive and prosper. Even if you have arms and legs, they need to be strong. Each and everything your character does will affect the lives of them, so place yourself in your character's boots. What would they do? How would they respond to that? Why would he do that? Remember, roleplaying in general is writing a story, glorious tales and journeys across the galaxy with friends, vicious battles with foes, and that one time at the Mos Eisley cantina. Just have fun!

Before I get too much farther into my ranting about imaginary people, I - and your classmates - would probably appreciate it if you told us about yourself and your character before we begin. So I'd like each and everyone of you to post a brief intro about yourself as a person and your character. What's your life's dream? What do you like to do? What made you create such a character? What is your ultimate goal with your character? Just that kind of thing. If you don't feel like putting much of your personal info in there, by all means, don't! This is entirely up to you and just allows me to see what I'm up against who I'm going to be teaching!

And before I let you guys and gals reply, I'd like you to memorize this one quote that has given me inspiration in every fleeting thread I've ever done:
If it's a stupid plan and works, it's not stupid.
- Murphy's Law
That one sentence can probably give you a feel on how much creativity is involved in this great art!

And with that, you may begin!
 
hi my name is zach. im a canadian who likes star wars. I created this character because I wanted to have a character who could be like...Mace Windu and Grand Admiral Thrawn rolled into one. I'd like to see Antares as a Jedi Master within the year lel. And to be feared / respected amongst my enemies. :)
 
Hey there everyone. When I'm not writing Alen Na'Varro on internet forums, my name is Adam and I live in Australia. I love science, mainly physics, and though I have no formal training in the art, some day I'd like to be able to facilitate scientists in important research and the development of new technologies. I've been writing Alen for about four years now, and he's aged about eleven years during that time. During that time he's developed from a rather one-note, angry young man into a very developed and layered character with a lot of things going on beneath the surface. He's also developed into a bit of a monster, PvP-wise. With two feet on the ground and a lightsaber in hand, Na'Varro excels at finding his opponents weakness and then reaching out and breaking them. With ships, he has no idea where to start. Which is why he's here.

@[member="Davin"]
 

Trista Nemorra

Darkside Dominatrix
Heya all, I am born into the noble house of barons of Vortusa, I wish to take fleeting due to the requirements of my IC employment, in order to infiltrate space stations, and other ships I might as well become familiar with the process of command. it might not only save a life in the long run, but also save from a massive migraine when I go to steal an enemy ship/station right out from under their noses.. oops did I just say that? shhh don't tell anyone. :p
 

Tarika Sadow*

Shadow Fleet Commander | Rule Breaker
I am the descendant of the famed sith scientist Naga Sadow, and my main goal for this character IC is to make her adequate and capable at star ship command... I hope to one day become just as great of a commander as my opponents and maybe be able to implement new systems and strategies into my command tactics and strategies.
 
Hey all, I'm Brodie and I've only been roleplaying with Voroll for the last month. In that time I've had ideas of expanding out Voroll's reach across the galaxy and the board but had no experience with how the mechanics of fleeting on the board work, so this is ample opportunity for both the IC understanding and OOC knowledge relating to the entire thread. It should be fun. :)
 
This writer is a lover of history, sci-fi and fantasy in all its many and varied forms. Study of military history and applying it to fiction has been an area of interest of mine for a long time.
Fleeting is perhaps the most interesting of these areas because it's an exercise of taking what we know from real history and meshing it with the genre to create a unified picture.
This character is basically your generic naval veteran who commands ships. There's not much else to him than that.

@[member="Davin"]
 

Romeo

Neutral Good for the Win
My life dream is to travel around the world. I like to have fun, destroy things and try to think of loop holes. My character was created because he is cool in the web series he is based from. His ultimate goal is to blow up five planets or defeat both the republic and empire. I like people on board with my idea xD. That is all.
 
Grand Admiral, First Order Central Command
Uh, basically everything @[member="Friedrich Stahlmann"] said.

Well, a bit more to the character. I originally was invited to this forum by none other than @[member="Val'Ryss Zankarr"] (who knew me from another RP forum) to act as the naval commander for the soon-to-be-a-failed-state Galactic Imperium. Conceptually, Cyrus was meant to be a Blood Knight meets The Strategist. In the short time I've been active here, he has evolved from a rather flat 'generic-arrogant-genius-admiral' to a borderline psychopath who uses the mental complexity of battle (and alcohol) as a means to funnel his constant anger.

As for fleeting, I love warships and the like in general and have loved sci-fi fleet engagements since I first started RPing in '03 or so. After being exposed to Legend of the Galactic Heroes that turned into 'i wonder if i could write someone as good as Yang Wen-Li. And so here we are.
 
Hi! I'm Darth Malificete aka Lilith Mae Lancaster, but some people may know me by my real name, which is Erik (the Squirrel). I have never had any experience in fleeting due to various reasons: I have RPd in Star Wars universe for about a year now, I don't know much about warfare, warring, etc. So who am I and why do I want to fleet?

Well, I have always hated war, no matter where it takes place; in real life, in an RP, which makes me kind of weird, posting here in a fleeting training. I have sometimes considered languages my best skill, but many things have changed my mind and understand who I am. Science, which I have always thought is my favourite, is also not my best thing. I don't know, if there's any use of that in fleeting, but... I feel like my best skills are psychology, philosophy...

With this character, I have plans, but they don't involve a desperate need to get promoted. I like to take things slowly because of IC reasons. With this character, I have planned out future, though, yes, these plans change so often. I made her just because I had to come up with a character to RP with. At the moment when I made her, a character like this felt so right, but I don't know how or why.

So... why fleeting? If I hate war, I know nothing about it, why do I now post here, awaiting to be trained. Well, to me, RPing consists of various scenes which all have their own plots and have their own skill level. Just talking is the easiest one where I just have to act like my character and develop her. Mass threas are the next one and so on, leading up to duels, wars, and then, fleeting, which I consider to be the most complex RP feature. That's why I want to learn it. I want to learn complexity.
 
Yo. My irl name is Ryan, which seems to have a royal meaning in Gaelic. My character name, however, is only Adenn Colston because of a Mando I wanted to RP, but couldn't finish making really, so the current name is technically Mazarr. I find fleeting to be the second most complex RP element, second only to ruling an entire faction, so I applaud the faction leaders here. I may change character ideas A LOT, but there is almost always a constant, and that's a sort of fantastic aura to them if they are done at all, I noticed this with Mazarr the most... anyway, I love the new factions I see and wish to help them the best I can, which is one reason I want to learn fleeting. Another is because I have an Assault Frigate up for approval, but that is for another topic. I like many things, real war isn't one of them, but wars in fantasy I absolutely love. I'm currently in Kaeshana Confederation, The Lords of the Fringe, and South Systems Syndicate Bazaar here.

Also, I use a character of my own design for this character's basis, he is what i call "a Steampunk Elf", but Space Elf is even better than that. ICly, he is still a force apprentice with a lot of engineering knowledge, OOCly however, I don't share the knowledge Mazarr has, and I tend to make heirloom type tech, which is a habit I'll break very soon.
 
I've been doing play-by-post roleplays since October. I grew up reading, playing, and watching a wide range of military simulations, reenactments, and actual military footage. A fair bit of my childhood replaced social interactions with practicing war playing videogames, and that's led me to have an oddly tactical outlook on both real world and fictional situations. I've served in America's Air Force for a while, and am currently an EMT.

This character... I use Commissar Cain, Admiral Thrawn, and John Crichton as inspiration for this character. He is ruthless in both business and war, and will go to any length to get what he wants. So far his only real IC accomplishment is dragging meteors to Dromund Kaas and introducing the planet to an ice age. OOC, I make very nice ships and other trinkets for use in roleplays.


((Also; I'm bored so I'm photobombing this thread.))
 

Kaveh Garshasp

Guest
K
I'm just a SW lover like all of you, with much of my knowledge and player experience revolving around Mandalorians. Been roleplaying for coming on 10 years now, but only got serious over the last four years where I spent most of that time on Gaia Online Roleplay forums writing in a variety of different characters, scenarios, and genres. Currently I'm a rising junior in college with interests in Social Theory, History, and education. Gobar Nass is simply an old privateer turned pirate. One of my first characters on this board, and one of my least used. I have some plans for him but I need to actually know how to fleet first!
 
@[member="Antares Windu"] @[member="Alen Na'Varro"] @[member="Trista Nemorra"] @[member="Tarika Sadow"] @[member="Voroll Dey Astaar"] @[member="Friedrich Stahlmann"] @Romeo @Darth Malificete @[member="Adenn Colston"] @[member="Captain Larraq"] @[member="Gobar Nass"]

From what I've read so far, all of you have what it takes to become some of the board's best Fleeters. The key to your success is willingness. Most people think fleeting is a boring and dying style, but it's really not. So I'll give you guys a quick intro about myself and my character and then we'll be off!

I'm Joshua, but most of you know me as Josh. I'm 16 years old and a Sophomore in High School, I participate in Marching Band and US Army JROTC as a Cadet Sergeant First Class. I've got aspirations to become a Military Intelligence officer and then lead a career in Politics. As for my character, Grand Admiral Thrawn was obviously used as a serious basing for his general concept. However, I wanted more of an emotional feel to him, so I use Luke Skywalker for more of those tendencies and it all blends nicely into one guy who can lead complex campaigns, yet still retains the normal feelings and thoughts of an average guy. I've got a few plans for him at the moment, but only when I feel that he's grown more mature and gotten older will I start to enact my more serious ideas within his personality.

But, that's enough about me! :p

Okay, so the first thing on our agenda is analysis. This is an extremely critical stage of Fleeting in IC threads. Here on Chaos, event fleets are usually withheld until the actual IC thread is posted and then players list information about them in their posts. So, before you do anything, you need to know what you're up against and the strong and weak points of those particular vessels and how they can be used together. Now I want to see how all of you do this by analyzing the iconic Imperial I-class Star Destroyer. It's probably one of the most famous vessels in the entire SW universe, it's balanced in almost all aspects, and just is a freaking sweet looking ship! During this first phase, you'll notice several things right off the bat: It's large, probably slow and bulky. Given that, it's probably got loads of weaponry and crew numbers, not to mention the starfighter complement and support ships.

Besides that, I want you to elaborate on those things. Tell me what you see given from that entire Wookiepedia article. Don't be afraid to answer if someone above you has already mentioned it, in real threads you'll most likely see those kind of observations as well so don't be afraid to build off of them. Anyways, here's a few quick questions that will help get your gears going and your fingers typing:
  • How much weaponry does it wield? Where is the weaponry strong at? Where's it weak?
  • How many starfighers/attack craft does it carry? How can they be countered?
  • Where are key systems? Command bridge? Life support? Engines? Communications/Sensor array?
  • What's the speed and maneuverability like? How can you exploit weaknesses in this?
You don't have to answer any of those questions, and you can make your own observations, it doesn't really matter. Just get into that groove of checking out a ship and instantly being able to see strengths and faults. This is a pretty well-rounded vessel, so it'll be a little different than specialized ships, but all starships have weaknesses. You just gotta read into it a little bit more.

Once you're done, I'll give my own analysis and we'll move on to the planning and coordination stage!

@[member="Adenn Colston"] @[member="Captain Larraq"] - Next time, I'd appreciate it if you both had checked in with me first rather than just jumping in. I'll let it slide this time, but please respect my threads.
 
The first thing I read from that article was "in any case, this Star Destroyer class could bring all its heavy guns to bear by dipping its bow downward" - which related the turbolasers and the ion cannons being at a disadvantage when the ship was on the same horizontal plain as opposing ships. From this I assumed that should an attacking ship go underneath the Star Destroyer (SD), it would have a much better chance of disabling/destroying it than if the SD were below it. Of course like all ships there are few armaments on the lower parts and underneath the ships (I'm unsure of the naval term, and can't be bothered Googling it), but to compensate there may be denser metals to provide more protection to it.

In relation to the protection of the hull, most SDs have hangar bay which could also be a strategic target due to a possibility of decreased metal shielding to subsequently blast through the internal structure of the vessel.

From my knowledge of Galactic Conquest on Starwars Battlefront II, there are sensor arrays behind the protrusion atop the vessel (the bridge? Regardless that also is at a disadvantage with it's location) which, once shields are disabled, are easy targets.
The same applies for communication arrays, which were placed atop the bridge itself, inbetween the two spherical devices. Once shields were down they were easy targets to destroy.

Of course most of this is easier done after the shields have been depleted, but surely an EMP device could do that? This is just from a tiny reading of the article, though.
 
Well I am certain the ship's weaponry is strongest head on and would be weaker from port and starboard. Since I am on my xbox I am going off of what I know and because it has a large complement, it can be countered through antistarfighter ships. Lancer Fast Frigates and the Ranger gunships would be perfect.

The important systems are upon the top side of the ship, and the briidge is just.... there. The engines are in the back of course but i think life support is all over the ship since you can lose it in different sections I think. But engine room if anything I dont know. Comms are on the bridge same with the sensors.

To exploit its weaknesses would be to use fast ships like Mon Cal cruisers and Ardent Fast Frigates. They move faster than the ISD.

Mon Calamari ships are the best in my opinion because they are fast, tons of ion cannons to bring down the shields, and because they are canon counters to the ISD. And Ardent Fadt Frigates. One of those ships can take down a Pellaeon. Will definitely be able to take the older ISD.

@[member="Davin"]
 
@[member="Davin"]

Star Wars capital ships are an interesting breed. The ISD combines the traditional dreadnought with a limited aircraft carrier, providing an all-around ship which never existed on Earth.
Basically, the ISD is an ‘invasion in a box’, designed to provide the weapons, invasion craft and soldiers to subdue an entire planet. It’s a capital ship in the very real sense of the word in that it’s an entire fleet by itself.

The most interesting things I’ve determined from the tech specs is that compared with the Imperial II it is very lightly armed. However, it still possesses masses of guns, but interestingly, no warhead launchers.

The ISD notably has very few light guns or quad lasers to defend against fighters, meaning that it needs escorting with attack craft and smaller ships designed to pick off enemy bombers.

The ship also carries 4 squadrons of fighters/bombers, which means it can offer a substantial defence itself.

Overall it’s a powerful ship, but vulnerable in key ways, and outdated by later ships. The blindspots on the bottom and rear, the lack of light guns, and the bulk of the ship means it can be defeated if it can be outmanoeuvred.
 
Grand Admiral, First Order Central Command
Well at risk of sounding redundant, by far the ISD's biggest weakness (and it's a trend with all ships of the design) is their very limited ability to project firepower to stern. That, and the silly exposed bridge tower (which is notably NOT present in later variants of the dagger-shaped design).

Otherwise it's a very well-rounded warship, which explains why it's more or less the standard for capital ships in Star Wars. Lots of guns and lots of strike craft for offensive and defensive measures. Lacking in anti-fighter guns and missile tubes, though the latter can be explained away by the fact that there's no indication in the original movies that ships carry any sort of missile weapons at all.

It also has the advantage of being designed from the ground up for intimidation and planetary invasions. Those who imagine the Liberty-variant Mon Cal Cruisers to be superior are kidding themselves. While very effective, they're a stopgap vessel, built on a civilian hull and heavily dependent on shielding to survive in engagements with 'Imperial Cruisers.' Of course, given that the ISD-I carries almost as many Ion Cannons as it does Turbolasers, it makes you realize that the early MCA's were used because they simply had nothing better.

I mention the Mon Cal because the two ships should be combated very differently. The ISD must be engaged in a battle of maneuver. It is designed for a frontal assault and all else being equal will probably win every time. Get behind it and assuming you can turn faster, you have a huge advantage. The MCA, being designed to do just that, is therefore weak to a frontal assault, and not just because of its reliance on shielding. It's more dispersed weapon groupings that give it great firing arcs also mean it has less ability to focus fire.

Of course here on Chaos we don't really have as detailed profiles as the old classic warships do, so in some ways it's tougher to figure out what you're going to do. On the other hand, we do basically lay out explicit strengths/weaknesses with the three 'types' of ships, which makes things simpler in that regard.
 
ISD-1s ... essentially, they are a very balanced example of a warship. Guns for days, plenty of smaller ships in the hangar, and landing craft for days. The Imperial-I class can effectively do it all, both offensively and defensively. However, it does have a number of weak spots. Firstly, the command tower is a huge target. Another capital ship could focus heavy fire on the bridge and take out the brains of the ship simply through the repeated bludgeoning of repeated turbolaser fire. Also, there is the large blindspot at the rear of the vessel. There is a low concentration of batteries on that part of the ship, which just so happens to house the HUGE propulsion systems, which are once again a hard target to miss. Then there is the lack of many fighter and missile defense systems, which can leave the vessel exposed to small craft. Finally, and most crucially, the ISD-1 is kind of slow. Not slower than other capital ships, but one that can be outmaneuvered with adequate skill.
 

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