Author Topic: Transporting Troops  (Read 2096 times)

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Offline Borealis4x (OP)

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Transporting Troops
« on: July 02, 2016, 12:31:16 AM »
Do you have any special methods for transporting troops? What I am planning to do is have a ship with 5 cryo drops bays that hold a brigade of 1 BHQ 3 heavy assault and 1 combat engineer. That way a single ship will be able to quickly deploy a sizable, cohesive force at a moments notice. It can also transport garrison brigades of 4 gar, 1 BHQ to new colonies. An invasion force will consist of 16 of these ships, 15 carrying 15 brigades and 1 carrying 5 division HQs so each division gets 3 brigades. I only wish you there was a corps sized HQ so I could put all those divisions under it, but I guess I'll just say that it is the admiral in charge of the overall invasion, not the generals, who command the entire ground army.

Additionally, every military ship gets at least one marine company with a dedicated company dropship, meaning even a small squadron of destroyers can muster a threatening ground force that can take out unprotected colonies or defend undefended planets.
« Last Edit: July 02, 2016, 12:35:22 AM by BasileusMaximos »
 

Offline Garfunkel

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Re: Transporting Troops
« Reply #1 on: July 30, 2016, 05:30:38 PM »
I usually create two types of troop transports - a fast battalion "shuttle" that can move a single GAR or REP or whatever quickly to wherever it is needed. The second type is a slow and heavy divisional transport - DHQ, 4xBHQ, 16xBtn + 2 REP for a total of 23 battalions, that is used for planetary assaults. The two slots for Replacement battalions are there to cover combat losses.
 

Offline Arwyn

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Re: Transporting Troops
« Reply #2 on: September 01, 2016, 10:13:42 AM »
Early on, I do the same thing as Garfunkel. I have a dedicated fast transport for single units to ferry them to new worlds. Once I get HQ units up, then I have a dedicated Brigade transport for moving brigades between worlds. Its a commercial engine design, as I found that the be the most economical way of shuffling units from the homeworld to colonies.

For actual assault units;

Early on, I go for military engine brigade transports with heavy armor, heavy shields, and anti-missile turrets. They are fairly cheap, and they can get the troops down without worrying about losing a whole division if they take a hit. Also, especially early on, it doesnt take very many brigades to hold/capture a world. As the tech levels increase, so do the troop costs.

I build big division transports when cryo and drop modules show up. I only use cryo for bulk transports, not for combat drops. If I use big combat transports, I usually stick with the heavy defense scheme, and size it up to a division.

One thing that does work quite well are LST type ships using FAC troop transports and drop modules. I load the troops from the big transport to the FACs, then send them in. It works pretty well. Where the LSTs really shine, is in seizing all the mining/outpost/listening post locations in systems. You can get a lot of troops all going in different directions, and do it fast. Helps a ton when you grab a big system.
 

Offline bitbucket

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Re: Transporting Troops
« Reply #3 on: September 01, 2016, 03:15:06 PM »
I've got three classes of troop transports that fit varying needs.

One small version that carries five brigades (4 units+HQ) from core worlds to new colonies:
Code: [Select]
Lynx class Troop Transport    25,000 tons     219 Crew     1819.4 BP      TCS 500  TH 3200  EM 0
6400 km/s     Armour 1-76     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 7     PPV 0
MSP 287    Max Repair 200 MSP
Intended Deployment Time: 27 months    Spare Berths 26   
Troop Capacity: 5 Battalions    Cargo Handling Multiplier 40   

Connor Foundation 50×50% 800 EP Commercial Inertial Fusion Drive (4)    Power 800    Fuel Use 2.21%    Signature 800    Exp 5%
Fuel Capacity 500,000 Litres    Range 162.9 billion km   (294 days at full power)

Hilton Precision Arms CIWS-500 (1x12)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Field Dynamics Active Search Sensor MR20-R10 (30%) (1)     GPS 360     Range 20.5m km    Resolution 10
Field Dynamics Active Search Sensor MR6-R1 (30%) (1)     GPS 36     Range 6.5m km    MCR 706k km    Resolution 1
Field Dynamics Active Search Sensor MR64-R100 (30%) (1)     GPS 3600     Range 64.8m km    Resolution 100
Field Dynamics Thermal Sensor TH1-18 (30%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Field Dynamics EM Detection Sensor EM1-18 (30%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Commercial Vessel for maintenance purposes

One big commercial design that can take a whole division—or four construction brigades plus a HQ:
Code: [Select]
Normandy class Troop Transport    100,000 tons     750 Crew     6653.3 BP      TCS 2000  TH 11200  EM 0
5600 km/s     Armour 2-191     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 17     PPV 0
MSP 703    Max Repair 200 MSP
Intended Deployment Time: 64 months    Spare Berths 125   
Troop Capacity: 21 Battalions    Cargo Handling Multiplier 240    Tractor Beam     

Connor Foundation 50×50% 800 EP Commercial Inertial Fusion Drive (14)    Power 800    Fuel Use 2.21%    Signature 800    Exp 5%
Fuel Capacity 5,100,000 Litres    Range 415.4 billion km   (858 days at full power)

Hilton Precision Arms CIWS-500 (2x12)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Field Dynamics Active Search Sensor MR64-R100 (30%) (1)     GPS 3600     Range 64.8m km    Resolution 100
Field Dynamics Active Search Sensor MR20-R10 (30%) (1)     GPS 360     Range 20.5m km    Resolution 10
Field Dynamics Active Search Sensor MR6-R1 (30%) (1)     GPS 36     Range 6.5m km    MCR 706k km    Resolution 1
Field Dynamics Thermal Sensor TH1-18 (30%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Field Dynamics EM Detection Sensor EM1-18 (30%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Commercial Vessel for maintenance purposes

And a fast fortified cryodropship that goes in with two antimissile escorts, since this has to dive into the heart of the storm—and hopefully get out again:
Code: [Select]
Iwo Jima class Dropship    63,900 tons     1189 Crew     14638.9 BP      TCS 1278  TH 16000  EM 2400
12519 km/s    JR 3-250     Armour 5-142     Shields 80-300     Sensors 18/18/0/0     Damage Control Rating 95     PPV 0
Maint Life 2.55 Years     MSP 9436    AFR 495%    IFR 6.9%    1YR 2023    5YR 30349    Max Repair 800 MSP
Intended Deployment Time: 16 months    Spare Berths 17   
Cryo Drop Capacity: 21 Battalions    Cargo Handling Multiplier 80   

DriveCorp G8-J64K(3-250) Military Jump Drive     Max Ship Size 63900 tons    Distance 250k km     Squadron Size 3
Connor Foundation 50×100% 1600 EP Inertial Fusion Drive (10)    Power 1600    Fuel Use 12.5%    Signature 1600    Exp 10%
Fuel Capacity 2,720,000 Litres    Range 61.3 billion km   (56 days at full power)
Elliott Harmonics Sigma-R300/480 Shields (10)   Total Fuel Cost  200 Litres per hour  (4,800 per day)

Hilton Precision Arms CIWS-500 (5x12)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Field Dynamics Active Search Sensor MR6-R1 (30%) (1)     GPS 36     Range 6.5m km    MCR 706k km    Resolution 1
Field Dynamics Thermal Sensor TH1-18 (30%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Field Dynamics EM Detection Sensor EM1-18 (30%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECM 50

This design is classed as a Military Vessel for maintenance purposes

And yes, I put size 1 sensors and CIWS on everything bigger than 5000 tons, I can't help it.   -_-;
 

Offline 83athom

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Re: Transporting Troops
« Reply #4 on: November 16, 2016, 10:03:42 AM »
I like thinking of Brigades as their own "Legions" that get their own Transport Ship. Standard legions include 1 Heavy Assault Inf, 2 Assault Inf, and 1 Combat Engineer. They also get a reserve unit in the transport with them, with a space transport slot for any mission specific troop. The transports are very armored, and has a number of defenses. They aren't necessarily fast, but they aren't lumbering like freighters. Troops are only sent in when space around the target is relatively clear.

Code: [Select]
Aurora class Troop Transport    42 000 tons     370 Crew     2697.9 BP      TCS 840  TH 2250  EM 0
3571 km/s     Armour 5-107     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 6     PPV 0
MSP 241    Max Repair 156.25 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Troop Capacity: 7 Battalions    Cargo Handling Multiplier 50    Tractor Beam     

Preston & Howells 500-50 C-ICFD (6)    Power 500    Fuel Use 5.3%    Signature 375    Exp 5%
Fuel Capacity 1 535 000 Litres    Range 124.1 billion km   (402 days at full power)

Carey-Leonard Space & Security ARC-4/50 CIWS-400 CCM-1 (4x8)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
Carey-Leonard Space & Security AGP-SS MR10/Rs20 (1)     GPS 560     Range 10.0m km    Resolution 20
THS-1/8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EMDS-1/8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

This design is classed as a Commercial Vessel for maintenance purposes

I do usually create 1000 ton and smaller dropships (with assault carriers to carry them) to ferry marines on boarding actions against ships and stations as I RP that the marines are elite special forces instead of the army groups that the other unit types are.
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Offline baconholic

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Re: Transporting Troops
« Reply #5 on: November 16, 2016, 08:35:39 PM »
I build 300,000 ton transport containers that will get tug around using 300,000 ton max power commercial engine. Each container can load 105 battalions, or 5 divisions, which is usually enough to take out most NPRs.

For boarding defense bases, I tend to run an entire carrier strike force that consists of extremely cheap 10cm low tech microwave fighers. They just run head in suffering horrible loses until they can disable the enemy fire control to try dying. Once the enemy's defenseless. I'll send in a medium assault ship with regular drop pods with a few marine battalions. I don't tend to use marine companies, I think they are under-powered for capturing ships that are more advanced than yours.