I am now taking advice which was given to me in my very first ever DiD and never, ever writing up a chapter in my browser. Did the chapter, it was pretty good too. Then bloody IE crashed on me and I lost it all before I could post it. Extreme rage ensued. Lesson learned.
Chapter 25: Grand Exchange Battle Royale
Into X534 we go in search of cathartic battles, and I have to resort to spotting worthwhile targets with the Video Enhancement Goggles. Still, I find a J to do battle with and take it out, and I'm pleasantly surprised to find that its fighter escort puts up a good fight too. Well, until Justin arrives anyway. The giant death cloud of angry Xenon response fighters has turned up now though, so I escape using the jumpdrive to look for missions in Getsu Fune.
When we get into comm range of the Argon EQ dock - where the intelligence officer handling Xenon invasions is stationed - I check on Xenon aggression. No dice - no aggressive movements documented, so no jobs for me here. Same story in the whole Northeastern sector block, which is usually plagued with Xenon. I call it ominous, the various race militaries call it lucky. I hope I'm the one who's wrong. Since there's no work for me to do - not even any dangerous criminals needing batterings - I move a bit further South, to Grand Exchange so I can check on the Teladi.
Turns out I was right and everyone else was wrong - in GE all hell is breaking loose with a Xenon migration shooting the place up on its way to X472, which upon inspection with a disco bought at Omicron Lyrea has been completely cleared out, probably by the ATF. Good to know they won one without getting denied by one of those stupid fleets. Also good to know that it
is possible to outstrip the Xenon fighter production capability and defeat the giant death clouds of angry Xenon response fighters. Might be worth getting a few Yokohamas or Cerberusi or something to provide extra flak support for further raids in Xenon territory - those response fighters really limit your time in there.
Anyway, there's a huge column of Xenon moving from North to West through GE and getting into tussles with the Teladi response fleet, which is holding up surprisingly well considering the migration consists of a K, a J (plus escorts), three Qs, two PXes, three Ps and at least thirty assorted fighters. They're spread out quite thinly though, so it's easy to pick off the leaders. Since the stragglers are battleships it's probably best to leave them for last. I jump to the West gate so I can get at least a shot off at as many ships as possible - this could end up being the sort of battle I was looking for!
Of course the Ns and Ms leading the migrations don't put up much of a fight - since they're focused on travelling, it can be quite hard to get the attention of a migration, particularly more than one ship at a time. Still, Justin and I get some fun out of the fighters before moving onto stronger, more worthy foes. All of the M3s seem very bunched up by comparison, so when we dive into their midst, flak guns blazing and PALCs stabbing out we get a much more satisfying response from the Xenon ships, which open up with streams of HEPT fire in retaliation. After a good minute or two in this intense firefight we finish off the last M3 and, now that launching is safe, I order the newly - formed Blue Wing consisting of my two fighter pilots Pyren and Ogden to move near the West gate to catch any fighters that slip past us. Justin and I move on to the bigger fish. I actually have to use my PALCs' range to catch an escaping P though, but it goes up before it gets a shot off at me. PALCs are really quite potent against corvettes, particularly with that awesome range.
The rest of the Xenon corvettes aren't
too engaging to kill, but one PX is a feisty one and manages to barrage me, doing a good 20% of my shields before I take it out. While we fought the 'vettes, some Ms slipped past us straight into the jaws of Pyren in
Field of Vision and Ogden in
Outrage. I'd set up the Cougar Vanguard somewhat strangely, actually - instead of using all weapons with similar ranges I went with 4x PBE and 4x HEPT (normal ones - Advanced ones cost a bomb and are only worth it in large numbers) with 2x PBE in the rear turret. My main reason behind this is that the ship will be doing a lot of antifighter work, and HEPTs aren't very accurate against M5s and M4s. PBEs, however, are incredibly deadly to those classes of ship - and will tear through the shields of any fighter but fall short against hull. So while the PBEs slow the enemy slightly with small hull damage, the HEPTs' accuracy can only get better. The cougar has a very nice laser generator to deal with the wasted power anyway, so I can afford to do it. Anyway, enough about weapons loadouts, more about epic space battles. My two M3s rip the small wing of Ms and Ns apart with ease, but then the final M for some reason manages to get a bead on Ogden with its Adv. PACs. I watch with dread as the shields drop alarmingly on the fighter, but then he opens up with combined PBE and HEPT power and evaporates the interceptor in a few hits. Phew.
Anyway, meanwhile Justin and I have been going after the Qs. The first one I take down before its main array of (probably) Advanced HEPTs even manages to fire a shot, as I use charged IBL rounds from far out. The second Q dies to my port side PALC array as we pass to make another run at each other. The final one is more troublesome. TO start with it decides to be awkward and evades my initial charged volleys, eventually being made to face me like a homicidal mobo by my PALCs' insistent poking at its shields. Then we pass, me to the right side of the Q. Its shields are more or less down so I'm not too worried, but then it blasts me with an Adv. PPC volley. Those things should be banned. They're so ridiculously powerful they can't possibly be safe to use. And everyone but me seems to use them like they grow on trees. Jeez. Anyway, I'm in no immediate danger and torch the Q with extreme prejudice. On to the big boys.
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The J goes down fairly easily to my usual attack strategy, but this irritates its escorts, which come at Justin and I, putting up a very commendable fight. I knew it was a good idea to make the Xenon my arch nemesises - they rarely disappoint. So, just the K left, right? Wait, what? Three more Qs just turned up right under my nose. Seems like Q reinforcements are pretty high priority - whenever you take one out of the migration, it seems another one turns up to replace it. Meh. More high value weapon
drops for me then.
These new Qs go similarly to the previous ones, but with less of
this and more of
this.
Final enemy now - the K. I charge it and deal good damage to it as we close, then stop at the edge of my IBLs' range to pound the Xenon destroyer, which replies in kind with mighty barrages of PPC fire for me to weave through. The K puts up a good fight, but as Justin flanks it and draws away some fire, I take my chance and bring it down in a sector-illuminating fireball. A fitting end to my little celebratory battle(s).
The flow of Xenon having been reduced to a trickle I recall my fighters, who've been having a great time taking out the manageable numbers of reinforcement fighters I've left them. As I survey the aftermath of our battle, I see the carnage that's torn through the sector. Some of the factories unfortunate enough to have been too close to the migration route have been destroyed and others severely damaged, while there's a good 20Mcr worth of abandoned ships of various classes lying around. Way too many to safely or conveniently transport, so I make a decision.
I originally wanted to get a Terran Sendai cruiser for E'Den - fitting her description of 'light destroyer' to a T, though it rivals many Commonwealth destroyers in shielding, with far higher speed. Though it'd be nice to have one, I don't really see how another ship built around offense is necessary - Justin, Pyren, Ogden and I pretty much have offense covered for now, and I can't have a Sendai follow us around as part of the 'pack' because it's too slow. No point having a cruiser to help out if it's half a sector away, right? That leaves it as a jump-in ship for tight spots. All well and good, but it doesn't seem I'd use it enough to warrant a rather high cost.
However,another Terran ship has caught my attention: the Hakata support frigate. With 4Gj of shielding, 5 flak capable turrets with 4 mounts each plus a missile turret and only 99m/s speed it seems fairly poor, particularly as it can't use any true anticapital weaponry outside of the obscenely expensive Advanced Fusion Beam Cannon (8Mcr per gun). However, it is capable of carrying 20 fighters, 6 M6/TS/M8 ships and, most impressively, of berthing one capital class ship for repairs and resupplying. This is the ship I really need to get my fleet in order - capable of batch - repairing ships with a marine compliment, as well as transporting them around easily. I order one straight away, and send it around the Terran sectors to collect equipment.
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Meanwhile, I pick through the wake of my battle with the Xenon to salvage any valuable pieces of detritus...
Allergic to work.
If at first you don't succeed, delegate the job to a minion.