Writing Style #1: First Person, multiple perspective.
The Story of Beam Fighters fighting Guass Tanks.
"Well done Helm. Smooth transit. Active scanners as soon as the breakers finish reseting, and bring us under way toward the far gate. Awaken me if you see anything, I'll be below."
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"All hands stand by for gate transit." Commodore Andrews bellowed from the bridge of Essex 002, and 15 seconds later the Beam Fighter Assault fleet twisted sidewise across space. Andrews fought back the nausea and allowed himself and his crew a few seconds to assure themselves that they were still real before barking out the next command. "Helm designate waypoints 100 mill-klicks north of both jump points. Take us out to the waypoint above us, and then across to the waypoint above them. We don't know what they've brought, but we don't want the carriers walking into it."
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Eight days latter Commodore Andrews was once more back at the bridge staring accusingly at the scanners. They were empty, and had stayed empty until the fleet had taken up position 100m km out from opposing gate.
"Still nothing on the EM detector?"
"No Sir."
"Nothing we missed in the archives?"
"We just finished the third review. Sir."
"So our enemy has small scanners, small resolutions, or was flying blind." Andrews said, stating the obvious. "Com, notify the fleet. All Fletcher and Spruance fighter to launch. Their crews have one hour to collect any personal effects stored on the carrier. Fighters from Essex 001, 002, and Iowa 001 in one ambush squadron, remainder in squadron two."
The Fletcher class fighter had a crew of 19, plus a spare berth for an officer. That berth was empty, leaving Boatswain Mate Peter Shark the nominal commander of Fletcher 012. He wondered again, as he stared at the handheld compunction tablet duct taped above the tiny engineering compartment's damage report panel, if the empty berth wouldn't make a better office, even if it was little bigger than a man's sleeping bag. No time for that now. "Flight leader, F-12 reporting all systems go, all scanners clean." He commd in when his turn came, verifying that yes, his sensors showed that the space around the entry point was uncontested.
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Nineteen days after transit the Guass Fleet pulled into position on top of the enemy jump point. They still hadn't seen their foe: but the incoming Cacle had been designed to resist missile fire blind, whereas nothing would survive a gauss chewing.
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Ten days after arrival the Ambush strike groups split, with Ambush 1 reversing course to meet up again with the carriers. Mr Shark, and the rest of Ambush 2, were tasked with holding their jump point if possible, and promised pickup within three weeks. It was going to be a long three weeks.
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36 hours before expected gate transit the Commander of the Guass Fleet watched with interest as eleven fighters steadily closed. Oddly, no missiles had been fired, suggesting the incoming were beam armed. "All ships, prime particle beams. I want each ship targeting a different fighter. Fighters with active scanners have target priority. Fire at will."
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"Andrews speaking. All fighters, time to earn your pay. Close to 50-K, and fire as you will."
"Ambush acknowledged. 300-K and closing… 265… 230… 200… 165… 13-IMPACT! Class-3 impact on F-2, looks like particle beams…"
1.2 billion miles away Ambush Two let out a collection of groans, with a few scattered cheers. In the dark humor of high-stress professionals everywhere they had a scorch pool going: and someone had just one the long-odds. "AGR! We got F2, but Lasers" Shark admitted over the squadron channel. Naming the target let a boat keep their wager, but the pot went to the weapon.
The banter persisted briefly, turning to cheers when the Fletcher 001 scored the first hit for their side, but turned somber when first one, then two fletchers died. The fighters were at sniping range with 22% accuracy: but despite having 50% more weapons firing twice as fast were still trading hits one for one.
"Andrews speaking. Ambush One, close to 35."
The savage cheers were quick to follow, but actions were slower. A third fletcher died before the untried crewmen responded.
Back on the Essex 002, Andrews stared gloomily at the display. The closer range, thankfully, hadn't exposed his fighters to any additional fire: but the move was too little, too late. A fourth fletcher died. Two of the large defenders were clearly suffering damage, and the battle now felt nearly even… except when the last two fletchers fell they would take all active sensor coverage of the jump point with them. Andrew watched as the enemy began to target the Spruance, and watch the armor on the last fletchers ablate as he mentally compared the fletcher survival times against crew reaction times. Two slow breaths, and a new order. "Full retreat. Ambush one, retreat to carriers."
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The Commander of the Gauss Fleet watched with satisfaction as particle beams shattered the last of the active-scanner microwave fighters 100 thousand km out as the enemy attempted to retreat. Perhaps they could call it a success: his ships had only destroyed one of the cursed meson welders after all. If the fighters returned, the fighters would die: but at the moment a more immediate concern presented itself: damage control. Three of his ships had sustained damage, two of which had lost their long range fire controls and had resorted to targeting the particle beams with the shorter ranged turret controls. The most heavily targeted ship had lost an engine and all gauss turrets. In less than two days enemy reinforcements would be transiting. His ships would need to be ready.
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Peter Shark stared sightlessly at the sensor display over. He was bored. Bored bored bored bored bored. Officially he was standing watch. Unofficially he was avoiding getting his ass kicked by one of the wet-behind-the-ear spacemen in the latest Unreal Battle Front IX death match tournament that Boatswain Mate of Spruance 006 had dreamed up. He idly eyed the progress of the fleet carriers coming to pick them up. He couldn't wait. If they were left out much longer he'd have moral issues to deal with, Unreal Battle Front or no. Still, he felt like he was forgetting something. Shark was still trying to remember when the active scanner proximity alarm went off.
The Alarms were even louder on the bridge of the Iowa 003, ship of the 1st beam reinforcement wave. Active scanners, and fire controls were off line, but one practically could here the active scanner resonating their hull with even the simplest of passive scanners. There were five ships waiting on the point, and they weren't friendly. Commander Brooks Squash gave thanks to here orders to accelerate out, and cursed the slow response of her crew. The volume of panic and curses grew when fifteen seconds after transit a hail gauss projectiles and an afterthought of particle beams shook the hull. Seconds latter a second volley hit as additional enemy fire crews configured targeting priorities. As components failed Brooks wished for practical countermeasures. A jammer, chaff, decoy… decoys! With a grin of desperation Brooks hastily toggled the fighter auto-combat launcher spilling her three fighters into the void. She was still grinning five seconds latter when a gauss round took out the bridge, and a companion projectile shattered engine containment triggering a secondary explosion that cracked her ship in two.
Spaceman Sandria Mars shook her head, disoriented from the sudden unexpected acceleration that caught her trying to reset circuit beakers in fighter. Her disoration didn't last long. Five seconds after launch a smaller gauss barrage turned the fighter one of its wingman int matching debris.
Captain Kelly Johnson watched with misplaced admiration at the foresight of the late Commander Brook's decision to try to save her fighters, and winced as the last of them died as enemy fire began to fall on his ship as well. The crew were starting to rally, but it would be close. "All Fighters, brace for emergency launch!" his voice went out, even as another hell-wave of fire ablated over half of the Essex's armor. For a half second Brooks hesitated, before launching his remaining fighters. They probably could have been carried 5 seconds longer, but better safe than sorry. It was a wise decision, if futile. The next volley destroyed the Essex 005, and the two after that took out all fighters.
There were no survivors.
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The Gauss commander closed the line praising his crew for their impeccable work "shooting the enemy skeet." He had been a little worried some might escape: yet none did.
"Second, how is our relief?"
"Better. They are off the jump point and under way… but… I don't know if they will make it. A force equal to the fighter swarm was waiting. So far only one has sustained serious damage, but microwaves have already fried every active scanner and fire control the group has. Repeated hits make damage control repairs impossible."
The Gauss commander joined his second by the plotter showing the distant battle. "Order Cacle 4 and 5 to reverse course. I bet the fighters are following Cacle 2. Cacle 5 is too badly damaged to be anything but a decoy, but we can repair Cacle 3 if it escape sensor range."
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Peter Shark floated in the access tube outside of the once empty berth. A small corner of his mind noted that had been a mistake. There wasn't room for both him and the paperwork and monitors need for command. As cramped as the engineering compartment was, at least he was securely strapped in. Not that the larger portion of his mind was minding such trivialities.
"Petty Officer Shark to Ambush Two, retarget all weapon on boogie 0-0-2. Minimum range, Maximum accuracy. Kill'er dead!"
Eight days latter Shark found himself in command of the Expanded Ambush Two Assault Group. The four surviving Spruance fighters of the first group were added. With no danger of missiles the eight Coontz mobile turrets had been ordered into formation 10,000 km ahead of the group, while the Essex Carriers loitered 3 mill-klicks off the point to provide uninterrupted sensor coverage.
Again the fighters charged. Again the particle beams answered, seeking out the fletchers for priority as before. Ahead the Coontz wildly maneuvered seeking to maintain position. Sometimes drifting back outside of their own targeting range, sometimes drifting inside the gauss turret range. Sometimes they darted out again. Sometimes the turrets noticed - and killed.
When the fighting stopped every Gauss giant was wrecked.
One Fletcher fighter survived…
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Winner: Beam Fighter.
Gauss Tank Losses: Total loss of initial assault force and 1 reinforcement wave.
Beam FTR Losses: 11 Fletchers, 1 Spruance, 5 Coontz, and an entire reinforcement wave.
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Ok, that was Writing Style #1: First Person, multiple perspective. I think I had the muse, but it sure took a lot longer to type out than I had anticipated.
Battle Lesson of the Story: Always have orders to travel somewhere on jump point exit. At best you might have a head start out of a jump ambush. At worst you cancel orders and are in the same place as if you had done a simple transit. All Round 1 battles will feature the same poorly planed standard transit, but starting Round #2 reinforcements will be under orders to immediatly start moving someplace.
Those of you who predicted the Beam Fighters would win with substantial losses called it.
As far as the Essex Carrier Engines, I gave that carrier 25% engines by volume with a fuel efficiency that was 10x better than the fighters. With Eight fleets to design I didn't try to make perfectly optimal designs.
Finally, Random Number Generator says Match #2 will be Fast Rail Frigates vs Missile Fighters.
The loosers of Match 1 and 2 will face off in round 2, as will the winners. In fact, I'm thinking of running the looser/looser winner/winner matches next so I won't have to worry about reposting designs.
Fleet Fast Rail
Main Fleet: 3x Gargoyle, 3x Gryphon, 7x Orc
Reinforcements: 2x Gargoyle, 2x Gryphon, 2x Orc
Tactics: Charge any enemy spotted. Attempt to Kite beam opponents, but close if that proves impossible. Biggest anticipated danger is Missile fights, so Gryphon's included to hunt those down after they fire so they can't reload.
Fleet Missile Fighter
Main Fleet: 4x Mark II Carriers, 2x Spiral Collier, 1x Providance Scout. Carried strike groups total 36 medium (~330 ton) fighters.
Reinforcements: 3x Spiral, 1x Providance.
Tactics: Scout out enemies, then launch long-range fighter-bomber attack runs from stealthy carriers until the enemy dies. Two missiles carried: Lightning anti-fighter missiles, and Blood hounds. The bloodhounds are identical, except they replace agility with more fuel and small active scanners to avoid over saturation or, if necessary, fire and forget solutions against bright signatures.
Fast Rail Ships:
Orc class Frigate 4,000 tons 109 Crew 606.4 BP TCS 80 TH 386 EM 0
4825 km/s Armour 3-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 15
Maint Life 2.2 Years MSP 142 AFR 85% IFR 1.2% 1YR 40 5YR 593 Max Repair 96.6 MSP
Intended Deployment Time: 6 months Spare Berths 1
193.2 EP Ion Drive (2) Power 193.2 Fuel Use 73.18% Signature 193.2 Exp 11%
Fuel Capacity 510,000 Litres Range 31.4 billion km (75 days at full power)
10cm Railgun V3/C3 (3x4) Range 30,000km TS: 4825 km/s Power 3-3 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
15cm Railgun V3/C3 (1x4) Range 90,000km TS: 4825 km/s Power 9-3 RM 3 ROF 15 3 3 3 2 1 1 1 1 1 0
Fire-Control Beta (2) Max Range: 96,000 km TS: 4500 km/s 90 79 69 58 48 38 27 17 6 0
Small Gas Reactor (3) Total Power Output 13.5 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
Gargoyle class Frigate Leader 4,000 tons 89 Crew 633.2 BP TCS 80 TH 386 EM 0
4825 km/s Armour 4-22 Shields 0-0 Sensors 1/16/0/0 Damage Control Rating 2 PPV 6
Maint Life 3.18 Years MSP 198 AFR 64% IFR 0.9% 1YR 30 5YR 443 Max Repair 96.6 MSP
Intended Deployment Time: 6 months Spare Berths 1
193.2 EP Ion Drive (2) Power 193.2 Fuel Use 73.18% Signature 193.2 Exp 11%
Fuel Capacity 660,000 Litres Range 40.6 billion km (97 days at full power)
10cm Railgun V3/C3 (2x4) Range 30,000km TS: 4825 km/s Power 3-3 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Fire-Control Beta (1) Max Range: 96,000 km TS: 4500 km/s 90 79 69 58 48 38 27 17 6 0
Small Gas Reactor (2) Total Power Output 9 Armour 0 Exp 5%
BattleScanner (1) GPS 48 Range 3.8m km Resolution 1
EM Detection Sensor EM2-16 (1) Sensitivity 16 Detect Sig Strength 1000: 16m km
This design is classed as a Military Vessel for maintenance purposes
The Gargoyle also carry the extra fuel needed to support one Gryphon.
Gryphon class Interceptor 1,000 tons 31 Crew 174.8 BP TCS 20 TH 130 EM 0
6500 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 5.57 Years MSP 55 AFR 16% IFR 0.2% 1YR 3 5YR 45 Max Repair 32.4 MSP
Intended Deployment Time: 6 months Spare Berths 2
64.8 EP Ion Drive (2) Power 64.8 Fuel Use 121.97% Signature 64.8 Exp 13%
Fuel Capacity 70,000 Litres Range 10.3 billion km (18 days at full power)
10cm Railgun V3/C3 (1x4) Range 30,000km TS: 6500 km/s Power 3-3 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Fire-Control Theta (1) Max Range: 48,000 km TS: 6000 km/s 79 58 38 17 0 0 0 0 0 0
Small Gas Reactor (1) Total Power Output 4.5 Armour 0 Exp 5%
Huntsman (1) GPS 84 Range 3.0m km Resolution 5
This design is classed as a Military Vessel for maintenance purposes
Missile Fighter Ships:
Mark I class Fighter-bomber 323 tons 6 Crew 56.9 BP TCS 6.45 TH 42 EM 0
6511 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.8
Maint Life 18.45 Years MSP 28 AFR 3% IFR 0% 1YR 0 5YR 2 Max Repair 14 MSP
Intended Deployment Time: 1 months Spare Berths 4
Magazine 12
21 EP Ion Drive (2) Power 21 Fuel Use 320.86% Signature 21 Exp 17%
Fuel Capacity 15,000 Litres Range 2.6 billion km (4 days at full power)
Size 4 Box Launcher (3) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
Ftr FireCon (1) Range 28.9m km Resolution 70
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and maintenance purposes
RM-09 class Fighter-Scout 353 tons 11 Crew 78.7 BP TCS 7.05 TH 42 EM 0
5957 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 10.08 Years MSP 35 AFR 3% IFR 0.1% 1YR 1 5YR 9 Max Repair 42 MSP
Intended Deployment Time: 1 months Spare Berths 4
21 EP Ion Drive (2) Power 21 Fuel Use 320.86% Signature 21 Exp 17%
Fuel Capacity 15,000 Litres Range 2.4 billion km (4 days at full power)
Flying Scanner (1) GPS 2940 Range 28.1m km Resolution 70
This design is classed as a Fighter for production, combat and maintenance purposes
Mark II class Light Carrier 7,000 tons 97 Crew 785.43 BP TCS 140 TH 214.5 EM 0
2042 km/s Armour 2-32 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Maint Life 2.17 Years MSP 210 AFR 130% IFR 1.8% 1YR 60 5YR 900 Max Repair 62.475 MSP
Intended Deployment Time: 6 months Flight Crew Berths 68
Hangar Deck Capacity 3000 tons Magazine 84
142.8 EP Ion Drive (2) Power 142.8 Fuel Use 27.22% Signature 107.1 Exp 7%
Fuel Capacity 750,000 Litres Range 70.8 billion km (401 days at full power)
S4 Bloodhound (21) Speed: 22,000 km/s End: 54.6m Range: 72m km WH: 4 Size: 4 TH: 80/48/24
Strike Group
2x RM-09 Fighter-Scout Speed: 5957 km/s Size: 7.05
7x Mark I Fighter-bomber Speed: 6511 km/s Size: 6.45
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Providence class Fleet Scout 5,850 tons 165 Crew 759.07 BP TCS 117 TH 214.5 EM 0
2444 km/s Armour 2-28 Shields 0-0 Sensors 96/96/0/0 Damage Control Rating 2 PPV 16
Maint Life 2.28 Years MSP 203 AFR 109% IFR 1.5% 1YR 53 5YR 795 Max Repair 96 MSP
Intended Deployment Time: 6 months Spare Berths 0
Magazine 112
142.8 EP Ion Drive (2) Power 142.8 Fuel Use 27.22% Signature 107.1 Exp 7%
Fuel Capacity 300,000 Litres Range 33.9 billion km (160 days at full power)
Size 4 Missile Launcher (2) Missile Size 4 Rate of Fire 120
Size 1 Missile Launcher (8) Missile Size 1 Rate of Fire 30
Fine FireCon (1) Range 7.2m km Resolution 1
Emergancy AMM (64) Speed: 21,000 km/s End: 1.9m Range: 2.4m km WH: 1 Size: 1 TH: 105/63/31
S4 Lightning (12) Speed: 22,000 km/s End: 25.8m Range: 34.1m km WH: 4 Size: 4 TH: 102/61/30
Fine Scan (1) GPS 84 Range 6.7m km Resolution 1
Thermal Sensor TH12-96 (1) Sensitivity 96 Detect Sig Strength 1000: 96m km
EM Detection Sensor EM12-96 (1) Sensitivity 96 Detect Sig Strength 1000: 96m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Spiral class Collier 2,750 tons 43 Crew 325.915 BP TCS 55 TH 107.25 EM 0
2600 km/s Armour 3-17 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Life 2.88 Years MSP 74 AFR 60% IFR 0.8% 1YR 13 5YR 197 Max Repair 62.475 MSP
Intended Deployment Time: 6 months Spare Berths 1
Magazine 252
142.8 EP Ion Drive (1) Power 142.8 Fuel Use 27.22% Signature 107.1 Exp 7%
Fuel Capacity 200,000 Litres Range 48.1 billion km (214 days at full power)
S4 Lightning (21) Speed: 22,000 km/s End: 25.8m Range: 34.1m km WH: 4 Size: 4 TH: 102/61/30
S4 Bloodhound (42) Speed: 22,000 km/s End: 54.6m Range: 72m km WH: 4 Size: 4 TH: 80/48/24
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes