Author Topic: With an Army and a Navy  (Read 2850 times)

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Offline Polestar (OP)

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With an Army and a Navy
« on: June 01, 2020, 11:45:11 PM »
The thread shares ground and space force compositions in my most recent game, played in v1.9x (currently in v1.95). At present, the game is roughly 65 years in; my empire has researched up to a cost ranging from ~300k (key C&P, P&P techs) to 120-150k (other key techs) on down to about 60k.

We were planning on a fairly conventional game. Humans, Sol TN start, unknown stars, 500 million starting pop, no special bonuses or penalties. Three non-player races (NPRs) sited between 15 and 30 light years away, 150 difficulty modifier, and not much change to other options.

As we started to discover about summer of our first year in when scouts from all three NPRs said boo, the Sol system is Grand Central Station. Over the next 50 years or so, we've discovered no less than twenty eight jump points here, to almost two-thirds of the other 44 stars in the game universe [ed: this bug has been worked around in more recent game versions].


Fast forward 65 years. We've turtled, beefed up, expanded, and are now ready to conquer everyone else. Those bastards won't trade or otherwise negotiate with us, so joining our glorious empire is their only way to entertain.

In the pursuance of this happy end, we've mobilized an army and a navy. We'll discuss them Navy first, Army second. Because you gotta defeat their fleets before you get to invade their homeworlds.


Technically, our Navy decided early on to rely on both missiles and particle beams (plus railguns for STOs and ground forces). For nigh-on fifty years, due to both the techs themselves and our mix of scientists, only missiles were truly battle-worthy and we used them on everything. Nowadays, particle beam weapons are equally as important.

Strategically, the story of our Navy is a tale told in four chapters: that of the static defence of our worlds, of the establishment of a small mobile force, of the raising of a full-fledged battlefleet, and the conquest of the known universe.


The heros of the second chapter are the Promachos-class missile frigates, which first entered service in year 35. Designed with MC fusion drives [45+80k], compressed carbon armour [40k], missile techs up to 15k cost, and sensor techs up to 30k, this is a short-ranged combatant intended for the support of static garrisons and modest operations. We wanted something that would hit hard, have reasonable armour protection, move relatively quickly ... and, to get all this at a price we could live with, we were prepared to sacrifice almost everything else.
Code: [Select]
Promachos class Missile Frigate      10,000 tons       217 Crew       2,448.2 BP       TCS 200    TH 1,600    EM 0
8000 km/s      Armour 12-41       Shields 0-0       HTK 92      Sensors 0/0/0/0      DCR 3      PPV 55.2
Maint Life 1.25 Years     MSP 459    AFR 267%    IFR 3.7%    1YR 306    5YR 4,597    Max Repair 400 MSP
Magazine 996   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 2.9 months    Morale Check Required   

Meteor MCF 20 (2)    Power 1600    Fuel Use 68.69%    Signature 800    Explosion 16%
Fuel Capacity 201,000 Litres    Range 5.3 billion km (7 days at full power)

Missile Launcher 1 (12)     Missile Size: 1    Rate of Fire 5
Missile Launcher 12, condensed (12)     Missile Size: 12    Rate of Fire 1735
AMM Fire Control (s1, missile@2.5m) (1)     Range 28.7m km    Resolution 1
ASM Fire Control (s2.5, 5000@210m) (1)     Range 210.8m km    Resolution 100
Aegis AMM (132)    Speed: 96,000 km/s    End: 0.7m     Range: 4.1m km    WH: 1    Size: 1    TH: 1728/1036/518
Hellstar Heavy ASM (72)    Speed: 20,000 km/s    End: 150.8m     Range: 187m km    WH: 0    Size: 12    TH: 66/40/20
[This is the third and most recent of three generations of missiles carried by this class]

Eye of the Raven (s1, 50@14m, missile@1.3m) (1)     GPS 36     Range 14.4m km    MCR 1.3m km    Resolution 1
Eye of the Raven (s1, 5000@67m) (1)     GPS 3600     Range 66.7m km    Resolution 100

Compact ECCM-2 (1)         Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s


The Promachoi have worked a treat in service. Supported by tankers and sensor craft, they turned their attention to offensive operations, crewing through about two and a half million-worth of enemy shipping. Losses among the Promachoi have been nil, but the armour on several got badly chewed up in a jump gate ambush. Repaired, all the Promachos-class missile frigates continue in service to this day.

Here we see twelve of them barraging a large set of enemy orbital defences, having chewed through various mobile forces.




Key to the success of this class is their combination of relatively high speed and sufficiently high missile range, with the armour proving a valuable aid to survivability. The most important limitation on their operations was the need to stockpile enough missiles. And, first and foremost, the ever-present need to safeguard our own worlds.



The modern battlefleet is a very different organization, being quite a bit larger, taking advantage of somewhat more advanced technology, kitted out with a healthier mix of warcraft, and tasked with more ambitious objectives. We consider the smallcraft and supporting units first, and relegate the big boys to last. As you will discover, "big" is very much a relative term here.

The critical technology that triggered the decision to build a full-fledged fleet was Solid Core Antimatter Drive [180+300k], discovered in year 50. Around about the same time, [the author and your humble correspondent] also discovered that we're the Americans, not the Greeks. [Ed: He's a little slow on the uptake]

So the names that follow will whistle Yankee Doodle Dandy.


First off, the Marines, boarding enemy vessels off their dedicated assault shuttles.
Code: [Select]
Muhammad Ali class Assault Shuttle      1,000 tons       31 Crew       442.1 BP       TCS 20    TH 660    EM 0
33011 km/s      Armour 9-8       Shields 0-0       HTK 5      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 3.53 Years     MSP 138    AFR 16%    IFR 0.2%    1YR 17    5YR 255    Max Repair 330 MSP
Troop Capacity 300 tons     Boarding Capable   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Stella Incendo AM 5.5 (1)    Power 660    Fuel Use 630.58%    Signature 660    Explosion 30%
Fuel Capacity 102,000 Litres    Range 2.9 billion km (24 hours at full power)

12 Craft in service:
Doc Holliday
Elfego Baca
George Foreman
Jack Dempsey
Jack Johnson
James Bowie
Joe Louis
John Sullivan
Jonathan Davis
Muhammad Ali
Wild Bill Hickok 
Wyatt Earp

A Marine company [300 size] is as simple-minded a unit as it is possible to field, consisting of 25 AP-armed fireteams with heavy body armor and advanced genetic enhancement.


It took mad brainbashing to develop transparent body armour, but the glitter of plasmafire glinting off the sculpted pecs of our magnificent Marines gives them at least a 1000% combat bonus. They are total awesomesauce and go through enemy crews...



Even for Terra's finest, however, space combat is a perilous thing. Enter the rescue craft.
Code: [Select]
Faith class Rescue Shuttle      1,500 tons       22 Crew       313.4 BP       TCS 30    TH 240    EM 0
8003 km/s      Armour 8-11       Shields 0-0       HTK 8      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 5.47 Years     MSP 130    AFR 18%    IFR 0.2%    1YR 7    5YR 109    Max Repair 120 MSP
Cryogenic Berths 3,000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 5 months    Morale Check Required   

Galactinus AM 6 (1)    Power 240    Fuel Use 38.73%    Signature 240    Explosion 10%
Fuel Capacity 50,000 Litres    Range 15.5 billion km (22 days at full power)

Five ships in service

Rescue is good. But better still is not to need rescue in the first place, and winning starts with seeing bad guys before they see you. While all of our combat ships do have some onboard sensors, the keenest eyes of the fleet have their own engines attached, enabling both sweeps for hostiles and their missiles well ahead of the advancing force and mop-up of scattered enemy units.

Technology cost: 125k for active and thermal sensors; 250k for electromagnetic sensors

Code: [Select]
Prosentient-Antimissile class Scout Boat      1,500 tons       51 Crew       957.7 BP       TCS 30    TH 240    EM 0
8005 km/s      Armour 5-11       Shields 0-0       HTK 8      Sensors 0/0/0/0      DCR 2      PPV 0
Maint Life 6.18 Years     MSP 798    AFR 9%    IFR 0.1%    1YR 36    5YR 538    Max Repair 720 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 4.7 months    Morale Check Required   

Galactinus AM 6 (1)    Power 240    Fuel Use 38.73%    Signature 240    Explosion 10%
Fuel Capacity 52,000 Litres    Range 16.1 billion km (23 days at full power)

Omniscient Eye of the Lynx [missile@7.7m] (1)     GPS 720     Range 85.6m km    MCR 7.7m km    Resolution 1

---

Prosentient-Antiship class Scout Boat      1,500 tons       51 Crew       957.7 BP       TCS 30    TH 240    EM 0
8005 km/s      Armour 5-11       Shields 0-0       HTK 8      Sensors 0/0/0/0      DCR 2      PPV 0
Maint Life 6.18 Years     MSP 798    AFR 9%    IFR 0.1%    1YR 36    5YR 538    Max Repair 720 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 4.7 months    Morale Check Required   

Galactinus AM 6 (1)    Power 240    Fuel Use 38.73%    Signature 240    Explosion 10%
Fuel Capacity 52,000 Litres    Range 16.1 billion km (23 days at full power)

Omniscient Eye of the Lynx [6000@422m] (1)     GPS 86400     Range 422.4m km    Resolution 120

---

Prosentient-EM+TH class Scout Boat      1,500 tons       51 Crew       653.7 BP       TCS 30    TH 240    EM 0
8005 km/s      Armour 5-11       Shields 0-0       HTK 9      Sensors 192/224/0/0      DCR 2      PPV 0
Maint Life 9.03 Years     MSP 545    AFR 9%    IFR 0.1%    1YR 12    5YR 180    Max Repair 224 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 4.7 months    Morale Check Required   

Galactinus AM 6 (1)    Power 240    Fuel Use 38.73%    Signature 240    Explosion 10%
Fuel Capacity 52,000 Litres    Range 16.1 billion km (23 days at full power)

Electromagnetic Sensor 7-224 (1)     Sensitivity 224     Detect Sig Strength 1000:  118.3m km
Thermal Sensor 8-192 (1)     Sensitivity 192     Detect Sig Strength 1000:  109.5m km

There are a total of 21 modern scout boats in service (plus a number of older but still capable sensor craft)

Shown here are the tonnage [size] allocation and cost distribution for the antiship scout boats, to give an idea of how design priorities played out in both respects.



A trio of fleet auxiliaries types completes our list of non-combat designs. We lost a tanker to gunfire many years ago and have determined never to let base-assed ships - carrying the fuel our fleet needs to get back home! - wander into a warzone again.
Code: [Select]
Dynamite class Collier      27,500 tons       247 Crew       2,560.4 BP       TCS 550    TH 4,400    EM 0
8000 km/s      Armour 9-81       Shields 0-0       HTK 44      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 58    Max Repair 550 MSP
Magazine 2,600   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Excelsior AM 110 (2)    Power 4400    Fuel Use 1.60%    Signature 2200    Explosion 5%
Fuel Capacity 361,000 Litres    Range 147.8 billion km (213 days at full power)

Ordnance Transfer Rate: 80 MSP per hour     Complete Transfer 32.5 hours
Eye of the Lynx [ship] (1)     GPS 5760     Range 109.1m km    Resolution 120

4 Ships in service:
Blackpowder
Dynamite
Hexanite
TNT

---

Sustainer class Supply Ship      13,750 tons       153 Crew       1,477.3 BP       TCS 275    TH 2,200    EM 0
8000 km/s      Armour 9-51       Shields 0-0       HTK 46      Sensors 0/0/0/0      DCR 5      PPV 0
MSP 38,335    Max Repair 550 MSP
Cargo Shuttle Multiplier 15   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Excelsior AM 110 (1)    Power 2200    Fuel Use 1.60%    Signature 2200    Explosion 5%
Fuel Capacity 201,000 Litres    Range 164.6 billion km (238 days at full power)

[5 ships in service]

---

Go-Go Juice II class Tanker      13,750 tons       85 Crew       1,237 BP       TCS 275    TH 2,200    EM 0
8000 km/s      Armour 9-51       Shields 0-0       HTK 43      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 56    Max Repair 550 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Excelsior AM 110 (1)    Power 2200    Fuel Use 1.60%    Signature 2200    Explosion 5%
Fuel Capacity 6,246,000 Litres    Range 5,113.5 billion km (7398 days at full power)
Refuelling Capability: 200,000 litres per hour     Complete Refuel 31 hours

8 Ships in service:
Boogie Juice
Cosmojuice
Go-Go Juice
Mega-Joy Juice
Space Juice
Superjuice
Turbojuice
Zip Juice



Smallest among our modern fleet combatants is a particle beam-armed destroyer. Not only can this inexpensive vessel serve in a battlefleet, it is also ideal - with sensor support - for longer-ranged sweeps for enemy groups too small to warrent the attention of a fleet.
Code: [Select]
Oneida class Destroyer      5,000 tons       174 Crew       2,237.2 BP       TCS 100    TH 800    EM 0
8001 km/s      Armour 12-26       Shields 0-0       HTK 39      Sensors 0/0/0/0      DCR 4      PPV 36
Maint Life 6.05 Years     MSP 2,038    AFR 50%    IFR 0.7%    1YR 95    5YR 1,430    Max Repair 400 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 9 months    Morale Check Required   

Galactinus AM 20 (1)    Power 800    Fuel Use 21.21%    Signature 800    Explosion 10%
Fuel Capacity 251,000 Litres    Range 42.6 billion km (61 days at full power)

"Springfield Lightning" Particle Beam [d9, 15s] (4)    Range 320,000km     TS: 8,001 km/s     Power 22-8    ROF 15       
Long Range FC [480 Mm, 8 Mm/s] (1)     Max Range: 480,000 km   TS: 8,000 km/s     98 96 94 92 90 88 85 83 81 79
Power Plant 16 (2)     Total Power Output 32    Exp 5%

Lidded Eye of the Lynx [ship] (2)     GPS 5760     Range 109.1m km    Resolution 120

Compact ECCM-3 (1)

16 Ships in service:
Apache
Athabaskan
Blackfoot
Cherokee
Creek
Crow
Delaware
Haida
Hopi
Iroquois
Mohican
Navaho
Oneida
Powhatan
Seminole
Shawnee


Improvements in particle beam technology have made possible the fielding of a somewhat longer-ranged beam combatant, a valuable fleet support unit capable of ... very cautiously! ... sniping at STO weapons.
Code: [Select]
Bowie Knife class Destroyer      6,000 tons       238 Crew       3,787.3 BP       TCS 120    TH 960    EM 0
8000 km/s      Armour 15-29       Shields 0-0       HTK 53      Sensors 0/0/0/0      DCR 5      PPV 50
Maint Life 5.68 Years     MSP 2,972    AFR 58%    IFR 0.8%    1YR 156    5YR 2,336    Max Repair 480 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Meteor AM 16 (1)    Power 960    Fuel Use 65.36%    Signature 960    Explosion 15%
Fuel Capacity 154,000 Litres    Range 7.1 billion km (10 days at full power)

"Alaska Lightning" Particle Beam [d12, 15s] (5)    Range 400,000km     TS: 8,000 km/s     Power 30-10    ROF 15       
Long Range FC [600 Mm, 8 Mm/s] (2)     Max Range: 600,000 km   TS: 8,000 km/s     98 97 95 93 92 90 88 87 85 83
Power Plant 16 (4)     Total Power Output 64    Exp 5%

Lidded Eye of the Lynx [ship] (1)     GPS 5760     Range 109.1m km    Resolution 120

Compact ECCM-3 (1)         ECM 20

4 ships in service:
Bowie Knife
Knuckleduster
LeMat
Six-Shooter



Having beamfire on tap is always good, but our go-to weapon against the toughest targets remains the missile. Twenty years of technological development has still not made the Promachoi obsolete, but some noteworthy improvements are now possible. The Winchester is more comfortable in a medium-ranged strike fleet, sees further, shoots further, and is slightly better protected.

Code: [Select]
Winchester class Missile Frigate      10,000 tons       196 Crew       2,659.3 BP       TCS 200    TH 1,600    EM 0
8000 km/s      Armour 15-41       Shields 0-0       HTK 91      Sensors 0/0/0/0      DCR 4      PPV 55.2
Maint Life 1.95 Years     MSP 664    AFR 200%    IFR 2.8%    1YR 230    5YR 3,443    Max Repair 400 MSP
Magazine 996   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months    Morale Check Required   

Galactinus AM 20 (2)    Power 1600    Fuel Use 21.21%    Signature 800    Explosion 10%
Fuel Capacity 157,000 Litres    Range 13.3 billion km (19 days at full power)

Missile Launcher 1 (12)     Missile Size: 1    Rate of Fire 5
Missile Launcher 12, condensed (12)     Missile Size: 12    Rate of Fire 1735
Sharpshooter Anti-ship MFC (1)     Range 267.2m km    Resolution 120
Aegis Anti-missile MFC (1)     Range 44.2m km    Resolution 1
Aegis II AMM (142)    Speed: 120,000 km/s    End: 0.6m     Range: 4.1m km    WH: 1    Size: 1    TH: 2160/1296/648
Dragonfire Triple ASM (72)    Speed: 21,250 km/s    End: 212.7m     Range: 276.1m km    WH: 0    Size: 12    TH: 70/42/21

Lidded Eye of the Lynx [missile] (1)     GPS 48     Range 22.1m km    MCR 2m km    Resolution 1
Lidded Eye of the Lynx [ship] (1)     GPS 5760     Range 109.1m km    Resolution 120

Compact ECCM-3 (1)         Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

14 ships in service:
Browning
Colt
Dalgren
Garand
Gatling
Kentucky Rifle
Long Tom
Maverick
Parrott
Remington
Smith & Wesson
Springfield
Thompson
Winchester



Our twenty eight missile frigates are the true killers, but no American fleet could be complete without carriers. We've never built any fighters in our history, but our smallcraft would dearly love to be carried in some semblance of safety through gateways. So we pooped out some light carriers. Honestly, we should really call these ferrys.
Code: [Select]
73 Easting class Light Carrier      12,000 tons       213 Crew       2,637.1 BP       TCS 240    TH 1,920    EM 8,580
8000 km/s      Armour 8-46       Shields 286-670       HTK 63      Sensors 0/0/0/0      DCR 6      PPV 0
Maint Life 1.64 Years     MSP 824    AFR 192%    IFR 2.7%    1YR 361    5YR 5,414    Max Repair 480 MSP
Hangar Deck Capacity 6,000 tons     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Flight Crew Berths 120    Morale Check Required   

Meteor AM 16 (2)    Power 1920    Fuel Use 65.36%    Signature 960    Explosion 15%
Fuel Capacity 432,000 Litres    Range 9.9 billion km (14 days at full power)
Shield 32-286-4 (1)     Recharge Time 670 seconds (0.4 per second)

Lidded Eye of the Lynx [ship] (1)     GPS 5760     Range 109.1m km    Resolution 120

ECM 30

10 Ships in service:
73 Easting
Bastogne
Bataan
Chosin Reservoir
Gettysburg
Guadacanal
Omaha
Tarawa
Vicksburg
White Plains


These were the first ships we built with non-armor protection, having - at long last - trained up decent enough scientists to learn enough about shields to get us one actually worth the fielding. Toasts all around, because we hate microwaves. Sucks boo to microwaves. Seriously. Even their own mothers don't love microwaves.


Carping aside, we need to talk fleet size. Ours is a little on the small size. You can tell this by the fact that we call the next ship a "major combatant" and ... well, it's not exactly a Star Destroyer.
Code: [Select]
Denali class Armoured Cruiser      18,000 tons       708 Crew       8,757.1 BP       TCS 360    TH 2,880    EM 0
8000 km/s      Armour 22-61       Shields 0-0       HTK 150      Sensors 12/16/0/0      DCR 33      PPV 162
Maint Life 4.48 Years     MSP 5,152    AFR 199%    IFR 2.8%    1YR 416    5YR 6,235    Max Repair 480 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months    Morale Check Required   

Meteor AM 16 (3)    Power 2880    Fuel Use 65.36%    Signature 960    Explosion 15%
Fuel Capacity 486,000 Litres    Range 7.4 billion km (10 days at full power)

"Springfield Lightning" Particle Beam [d9, 15s] (18)    Range 320,000km     TS: 8,000 km/s     Power 22-8    ROF 15       
Long Range FC [480 Mm, 8 Mm/s] (3)     Max Range: 480,000 km   TS: 8,000 km/s     98 96 94 92 90 88 85 83 81 79
Power Plant 16 (10)     Total Power Output 160    Exp 5%

Lidded Eye of the Lynx [ship] (4)     GPS 5760     Range 109.1m km    Resolution 120
Lidded Eye of the Lynx [missile] (1)     GPS 48     Range 22.1m km    MCR 2m km    Resolution 1
Electromagnetic Sensor 0.5-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  31.6m km
Thermal Sensor 0.5-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  27.4m km

Compact ECCM-3 (2)   

---

Shasta class Armoured Cruiser      18,000 tons       692 Crew       9,624.6 BP       TCS 360    TH 2,880    EM 17,160
8000 km/s      Armour 12-61       Shields 572-670       HTK 150      Sensors 12/16/0/0      DCR 33      PPV 140
Maint Life 3.89 Years     MSP 5,788    AFR 196%    IFR 2.7%    1YR 605    5YR 9,078    Max Repair 480 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months    Morale Check Required   

Meteor AM 16 (3)    Power 2880    Fuel Use 65.36%    Signature 960    Explosion 15%
Fuel Capacity 378,000 Litres    Range 5.8 billion km (8 days at full power)
Shield 32-286-4 (2)     Recharge Time 670 seconds (0.9 per second)

"Alaska Lightning" Particle Beam [d12, 15s] (14)    Range 400,000km     TS: 8,000 km/s     Power 30-10    ROF 15       
Long Range FC [600 Mm, 8 Mm/s] (2)     Max Range: 600,000 km   TS: 8,000 km/s     98 97 95 93 92 90 88 87 85 83
Power Plant 16 (9)     Total Power Output 144    Exp 5%

Lidded Eye of the Lynx [ship] (2)     GPS 5760     Range 109.1m km    Resolution 120
Electromagnetic Sensor 0.5-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  31.6m km
Thermal Sensor 0.5-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  27.4m km

Compact ECCM-3 (2)   


9 Ships in service (both classes):
Arlington
Black Hills
Denali
Ticonderoga
Yellowstone

Shasta
Manazma
St. Helens
Tacoma


Star destroyers the Denali and Shasta classes may not be, but they're deadly at long beam range against anything not faster than they are. They've actually zorched through more ships than our modern missile craft have.


Every fleet needs a commander, and every commander desires a post with the appurtenances and aperitifs appropriate for a modern major-general ... or admiral, as the case may be. Keeping our fleet leader alive is, in fact, the purpose of our command ships. Plus some missile fire too, because sharing is caring. As with our other major warships, we have two generations of these, one without and one with shields.
Code: [Select]

Young America class Command Ship      24,000 tons       514 Crew       7,321 BP       TCS 480    TH 3,840    EM 0
8000 km/s      Armour 26-74       Shields 0-0       HTK 206      Sensors 12/16/0/0      DCR 34      PPV 110.4
Maint Life 3.24 Years     MSP 2,688    AFR 327%    IFR 4.5%    1YR 387    5YR 5,806    Max Repair 480 MSP
Magazine 1,992   
Captain    Control Rating 3   BRG   AUX   FLG   
Intended Deployment Time: 3 months    Morale Check Required   

Meteor AM 16 (4)    Power 3840    Fuel Use 65.36%    Signature 960    Explosion 15%
Fuel Capacity 617,000 Litres    Range 7.1 billion km (10 days at full power)

CIWS-320 (3x10)    Range 1000 km     TS: 32,000 km/s     ROF 5       
Missile Launcher 1 (24)     Missile Size: 1    Rate of Fire 5
Missile Launcher 12, condensed (24)     Missile Size: 12    Rate of Fire 1735
Aegis Anti-missile MFC (2)     Range 44.2m km    Resolution 1
Sharpshooter Anti-ship MFC (2)     Range 267.2m km    Resolution 120
Dragonfire Triple ASM (120)    Speed: 21,250 km/s    End: 212.7m     Range: 276.1m km    WH: 0    Size: 12    TH: 70/42/21
Aegis II AMM (552)    Speed: 120,000 km/s    End: 0.6m     Range: 4.1m km    WH: 1    Size: 1    TH: 2160/1296/648

Lidded Eye of the Lynx [ship] (1)     GPS 5760     Range 109.1m km    Resolution 120
Keen Eye of the Lynx [missile] (1)     GPS 240     Range 49.4m km    MCR 4.4m km    Resolution 1
Lidded Eye of the Lynx [missile] (1)     GPS 48     Range 22.1m km    MCR 2m km    Resolution 1
Unerring Eye of the Lynx [ship] (1)     GPS 51840     Range 327.2m km    Resolution 120
Electromagnetic Sensor 0.5-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  31.6m km
Thermal Sensor 0.5-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  27.4m km

Compact ECCM-3 (2)   

3 Ships in service:
Manifest Destiny
Westward Empire
Young America
[CC Young America.png]

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Lady Liberty class Command Ship      24,000 tons       562 Crew       7,457.2 BP       TCS 480    TH 3,840    EM 25,740
8000 km/s      Armour 17-74       Shields 858-670       HTK 194      Sensors 12/16/0/0      DCR 35      PPV 81.6
Maint Life 2.67 Years     MSP 2,980    AFR 300%    IFR 4.2%    1YR 594    5YR 8,911    Max Repair 480 MSP
Magazine 1,476   
Captain    Control Rating 3   BRG   AUX   FLG   
Intended Deployment Time: 3 months    Morale Check Required   

Meteor AM 16 (4)    Power 3840    Fuel Use 65.36%    Signature 960    Explosion 15%
Fuel Capacity 619,000 Litres    Range 7.1 billion km (10 days at full power)
Shield 32-286-4 (3)     Recharge Time 670 seconds (1.3 per second)

CIWS-320 (2x10)    Range 1000 km     TS: 32,000 km/s     ROF 5       
Missile Launcher 1 (24)     Missile Size: 1    Rate of Fire 5
Missile Launcher 12, condensed (16)     Missile Size: 12    Rate of Fire 1735
Aegis Anti-missile MFC (2)     Range 44.2m km    Resolution 1
Sharpshooter Anti-ship MFC (2)     Range 267.2m km    Resolution 120
Dragonfire Triple ASM (80)    Speed: 21,250 km/s    End: 212.7m     Range: 276.1m km    WH: 0    Size: 12    TH: 70/42/21
Aegis II AMM (516)    Speed: 120,000 km/s    End: 0.6m     Range: 4.1m km    WH: 1    Size: 1    TH: 2160/1296/648

Lidded Eye of the Lynx [ship] (1)     GPS 5760     Range 109.1m km    Resolution 120
Keen Eye of the Lynx [missile] (1)     GPS 240     Range 49.4m km    MCR 4.4m km    Resolution 1
Lidded Eye of the Lynx [missile] (1)     GPS 48     Range 22.1m km    MCR 2m km    Resolution 1
Unerring Eye of the Lynx [ship] (1)     GPS 51840     Range 327.2m km    Resolution 120
Electromagnetic Sensor 0.5-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  31.6m km
Thermal Sensor 0.5-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  27.4m km

Compact ECCM-3 (2) 

3 ships in service:
Father Abraham
Lady Liberty
Uncle Sam



'Through we know we are unmighty, the foe cannot withstand us. To war, then!

 
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Offline Polestar (OP)

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Re: With an Army and a Navy
« Reply #1 on: June 01, 2020, 11:45:39 PM »
On to the Army! Because, while the Navy can bring it, only the Army can take it.


There are almost as many effective ways to organize an army as there are players of Aurora, which speaks volumes about the highly flexible unit type and formation designer and the excellent balance of many parts of the ground combat system. In no two games have my armies looked the same.

However, Aurora ground unit design and organization does have some very definite limitations, some outright bugs, some decided expectations, and several hidden "gotchas". I will therefore provide more detail in this section than I did for the Navy.


Bugs:
If you apply any special capabilities that are not infantry-only to an infantry unit, all special capabilities for that unit are removed ... not just visually, but in battle as well. Their cost is retained; you pay, but don't get. If you apply only infantry-only capabilities to such a unit, it will keep the special traits. So genetically enhanced mountain troops or marines work just fine, but try using extreme temperature or low gravity, and you'll just get plain infantry.

Missing features:
Officers commanding superior formations have no effect on the performance of subordinate formations. At a minimum, they provide no training, offensive hit chance, defensive hit chance, artillery, or construction bonuses. At a blow, the most important reason to have any formation hierarchy at all disappears.

"Gotchas"
The "Avoid Combat" checkbox is always waiting to trip you up. Do not apply it to AA or artillery; they will both hit in all forms of combat much less often. Apply it only to non-combat HQs, forward fire direction, logistics, construction, xenoarchaeology, and geosurvey units. Double check every unit you design; to forget this would cripple them.

Misfeatures:
Briefly, officer Combat Command stats and rank structure mesh poorly with the sort of formation hierarchies modern armies have. Combat command stat is assigned at officer birth; officers without sufficient stat are useless in higher ranks, regardless of other skills. Increases, if any, to this stat over time are entirely insufficient to change this analysis. Other problems with officers include the rigid 3 subordinates to 1 superior (so, 9 MAJ to 3 LTC to 1 COL) and the lack of sufficient officers with decent bonuses to fill out a corps-scale formation hierarchy or larger, even after years of specific training for such bonuses in dedicated academies.

Morale bonuses from training are extremely advantageous in combat, as they affect both hit chance and chance to be hit. However, if an officer commanding a formation is replaced for any reason, and if the next commander lacks a sufficient bonus to training, then all morale above the cap for that commander is reset to 100 in the next build phase. What takes a year to earn is lost in five days. There is, in fact, no such thing in Aurora as training; there are only temporary boosts.

Expectations:
Aurora expects officers to command formations of specific sizes. This is not stated anywhere, and you do have the option of manually assigning ranks to formations, but nevertheless it is well worth recording what these expectations are:
Major; up to 5k in size
Lieutenant Colonel; 6 - 10k
Colonel; 11 - 20k
Brigadier General; 21 - 50k
Major General; 51 - 250k
Lieutenant General; 251 - 1000
General; 1001 and up
Field Marshal; (no formation sizes found)


As you might imagine, the impact of all of these issues - and others not mentioned here but discussed in posts elsewhere - has combined to make each of unit, formation, and army organization very much a matter of "negotiating with the game".

Sometimes negotiations went well. My (mechanized) artillery didn't get gimped, because I learnt that I must not assign the non-combat trait to units with bombardment weapons.

Sometimes negotiations went poorly. My infantry-type units, including most of my artillery, are both madly overpriced and fairly ineffective because my attempts to provide Extreme Temperature and (for footsoldiers) Advanced Genetic Enhancement gave me units that fight like basic grunts, but actually cost me three and a half times as much. I weep bitter tears, because infantry are truly my favorites. To see them struggle after I have taken such pains over them ... brings out the despair of the hard-used grunt in me and again makes me realize that "War is smeg" [Ed: no, it's not "smeg", war is *s_h_i_t* you hand-wringing, mealy-mouthed, knockoff Puritan forum!].


If unit design is tricky, army organization is - to speak frankly - an exercise in frustration. After playing three full conquest games, I frankly have no clue what sort of hierarchy the game is intended to accommodate ... nothing works particularly well!

So. For this game, I've cobbled together something that looks vaguely like a American-style formation hierarchy, complete with at least some general-grade officers that actually grant bonuses. For the first time, I've made a real effort to make use of officer bonuses, and to do so without exploiting the game. However, like all of my attempts at formation hierarchy organization, it simultaneously attempts to look like an army, and also tries to cooperate with the various demands made by the game, and consequently "falls between two stools", truly succeeding at neither objective.

I'm too ashamed to show you my infantry, so here is my list of formation types, with the Mobile [light vehicle] Cohort featured. A "cohort" is a half-battalion, commanded by a major. It is 5k (or a little less) in size, and is the basic building block of my army. It is represented by a symbol half-way between those for companies and battalions.


As with all of the various ground forces I've fielded, this army multiplies the basic building block to build a hierarchy. A troop transport will always be able to load at least 1 cohort for every 5k in troop transport capacity it has.

A battalion is a double cohort, 10k or just a little less in size, and commanded by a Lieutenant Colonel. So, why do I have both cohorts and battalions? Because I don't have enough officers with suitable Command Size and decent bonuses to represent both in an organic fashion, I divide up my formations types, making some one, and some the other, so I can effectively use the officers I've got. In this army, artillery, anti-air, infantry, garrison, mobile, and support units go into cohorts, and medium and heavy vehicles into battalions. This is - again, to speak frankly - a bit "gamey", for reasons discussed above and elsewhere.

Cohorts and battalions have units of only one general class, but a mix of weaponry. Front-line field formations have only a small amount of organic supplies, enough HQs to probably survive a battle, no field observers, AA, bombardment, or other support units, and are therefore all about hitting and hanging hard with the size allocated to them.

While you see HQs for regiments of 20k size, I couldn't find enough suitable officers to command them. So my army has no regiments.

Brigades of 40k size do feature, and are the only superior-level formation type in this army that actually allows superior officers to contribute as they do in a real army, while carefully not abusing the Aurora game design. A brigade is commanded by a brigadier general (I had to manually promote suitable officers to this rank). A brigade is a front-line formation, directly commands ~10k worth of combat troops, and oversees other 30k worth of front-line troops and supporting artillery. The standard loadout is 10k brigade direct attachments, 2x 5x light artillery, and either 2x 10k battalions or 4x 5k cohorts. A brigade lacks significant supplies or various other supporting elements; it therefore is always commanded by a superior HQ.

Here is a transarmor [super heavy vehicle] brigade.

Minor note: Artillery cohorts have battalion HQs to allow them to support battalions as well as cohorts. Because artillery doesn't fire at all if not supporting another unit (!), and won't support a unit with an inferior HQ, we need to work with the system a bit here.

A bit of an issue relating to this is the fact that, while it is convenient to attach artillery directly to a superior HQ, and then set that HQ to support or rear echelon (depending on artillery type), you thereby forfeit the services of officers with good direct-fire skills and high Command otherwise very suitable for general slots. This sort of thing, where Aurora prevents you from working with the ground combat system as a harmonized whole, is something I find both very frustrating as a player, and very confusing as an army organizer. The game offers me abundant tools, but I cannot make use of some without breaking others.


Brigades are always commanded by divisions. I have no HQs superior to brigades other than divisions, except for a few odds-and-sods "combat commands", because a) I lack the officers to command enough HQs of suitable sizes, and b) fielding high-capacity HQs, especially those duplicated or up-armoured to survive a battle, gets very costly in both research and production.

The American army therefore has ten divisions, of which seven are currently active duty. Each division has a fair amount of mobile supplies, several heavy bombardment cohorts, a single heavy AA cohort, and a combined-arms mix of front-line brigades, battalions, and cohorts with an emphasis that varies by division. Here is the 1st Armored division:

This, like all of our divisions, has sufficient supplies for at least another 20 combat rounds under normal conditions, some HQ duplication ... and nothing else directly attached.

If we attach artillery, we force our general officer to be an artillery specialist. I've done this several times before, but in this game, we're rebelling against such confusion of purpose.

If we attach direct combat units and set them to attack, our supplies (and HQs) will come under much more effective fire. We cannot realistically do this; somebody has to store and distribute the supplies. We could set up a corps command, but all of the questions we've been asking here about the use of high-ranking officers would simply repeat, just with a new HQ.
Additionally, we would be forced into the following conversation with ourselves:
"We're adding combat units to fairly take advantage of an important officer's skills. First question: 'How much advantage may we fairly take?' My answer is: roughly 20-25% of the total size of the formation hierarchy."
"OK. Problem: We know that, the larger the front-line formation, the better it does per unit size in battle, as long as enemy front-line formations are not very much (something like a couple 10s of times) smaller, because of (at a minimum) improved chance for overruns. How large a collection of units can be attached directly before we start breaking the game design unfairly in our favour?" My answer to this second question is 'Very roughly 20 or 30k.'."

With a brigade 40k in size, we can happily add 10k to the HQ without qualms. The brigadier general is basically turned into a battalion [10k formation] commander. However, with a division 200k in size, it would definitely be an abuse of the game to directly attach 40 or 50k. So we have refrained.

Our third option, and the one we've chosen for divisions in this particular game, is to throw all the skills of one of the American Army's most important officers, one we hand-groomed for this job, straight into the trash. This cannot be the right answer. Patton would be furious ... and rightly so.


Above the division, there is no higher command in an expeditionary force. A collection of divisions (plus any spare combat commands) is provided with a sufficiently large supply dump and sent out to fight. Here is the full list of the units that conquered the first enemy homeworld:


This force contains 55 infantry cohorts, 50 light artillery cohorts, 30 mobile cohorts, 15 mechanized battalions, 15 armored battalions, 10 transarmored battalions, 10 ultra-armor battalions, 8 heavy anti-air cohorts, 27 heavy artillery cohorts, and 50 sustainment cohorts, for a total size of roughly 1.57m.

It was carried by sixteen of these:
Code: [Select]
Geronimo class Troop Transport      247,474 tons       1,829 Crew       21,124.4 BP       TCS 4,949    TH 39,600    EM 0
8000 km/s      Armour 17-351       Shields 0-0       HTK 567      Sensors 0/0/0/0      DCR 25      PPV 0
MSP 1,333    Max Repair 550 MSP
Troop Capacity 100,000 tons     Drop Capable    Cargo Shuttle Multiplier 50   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   

Excelsior AM 110 (18)    Power 39600    Fuel Use 1.60%    Signature 2200    Explosion 5%
Fuel Capacity 2,803,000 Litres    Range 127.5 billion km (184 days at full power)

Lidded Eye of the Lynx [missile] (1)     GPS 48     Range 22.1m km    MCR 2m km    Resolution 1
Lidded Eye of the Lynx [ship] (1)     GPS 5760     Range 109.1m km    Resolution 120

Ships in Service:
Bradley
Eisenhower
Geronimo
Grant
Harrison
Jackson
Knox
Lee
Mattis
McAuliffe
Patton
Powell
Scott
Sherman
Sitting Bull
Taylor
Tecumseh
Wainwright
Washington

 

Offline liveware

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Re: With an Army and a Navy
« Reply #2 on: June 02, 2020, 12:41:29 AM »
Bravo sir on your most glorious of crusades!

Having never attempted a planetary invasion myself, I found your post most informative. I note in particular that I should not be mixing infantry and non-infantry traits in my unit designs... I have been doing this without realizing infantry and vehicles had separate traits.

Regarding officer ranks, I have been building a bottom-up command structure for my army recently using corporals as my lowest rank officers, each of which leads a squadron of 250 tons worth of troops (useful for boarding purposes). It seems from your experiences I should expect to run out of officers before I can field a useful army. How many academies have you been using and what size population is supporting your academies? I had assumed I could always get more officers by building additional academies.
Open the pod-bay doors HAL...
 

Offline Jorgen_CAB

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Re: With an Army and a Navy
« Reply #3 on: June 02, 2020, 03:13:09 AM »
Some interesting read and role-play material for a good story.

I do wonder one thing... why do you invest so much into ASM missiles and their capabilities and yet they have no warheads in them. Is this just an omission when copy pasting and editing the text or do they actually have zero warheads?
 

Offline vorpal+5

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Re: With an Army and a Navy
« Reply #4 on: June 02, 2020, 07:40:19 AM »
I find a bit dispiriting the quirks you have to know to use the system without abusing it. Chances are what's more I won't remember them in a few weeks. Hope that's just a sign of the youth of the new Aurora and that's all. Perhaps I should postpone any major playthrough until fall.
 

Offline DFNewb

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Re: With an Army and a Navy
« Reply #5 on: June 02, 2020, 08:25:59 AM »
So from what I understand you want stuff like construction, supplies, sto's, xeno, etc in rear position. You want construction and supplies in your parent biggest formation too (which should be in rear). I think the heavy bombardment and heavy AA can be put in rear too.

then you want light and medium bombardment in support position and actually supporting a front line formation (so they can actually attack). AA can be put here too.

Then in Front line you want light AA and your AP and Autocannons and anti tank and stuff.

This should all work out but I think there are some bugs and stuff with ground combat in general.
 

Offline Shadow

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Re: With an Army and a Navy
« Reply #6 on: June 02, 2020, 10:10:28 AM »
Do report everything you consider a bug, guys.

I'm sure Steve will pay attention, considering the ground unit design side of the game is entirely new to C#.
 

Offline Vastrat

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Re: With an Army and a Navy
« Reply #7 on: June 02, 2020, 02:58:32 PM »
This has been an excellent source of information and has answered several of my questions, thank you very much and good gaming.
 

Offline Polestar (OP)

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Re: With an Army and a Navy
« Reply #8 on: June 02, 2020, 06:59:23 PM »
Bravo sir on your most glorious of crusades!

Regarding officer ranks, I have been building a bottom-up command structure for my army recently using corporals as my lowest rank officers, each of which leads a squadron of 250 tons worth of troops (useful for boarding purposes). It seems from your experiences I should expect to run out of officers before I can field a useful army. How many academies have you been using and what size population is supporting your academies? I had assumed I could always get more officers by building additional academies.
Thank you :-)

- You may find that units of 250 size are a tad small for planetary operations. The most important issue you may find, in practice, is not any shortage of officers (you can do without them) or even game engine quirks, but simply the sheer tedium of managing so many ground units. The bigger the armies I expect to field, the larger my smallest typical formation - my "building block" gets. But never more than 10k.

Building more academies definitely gets you officers. I was running 15 academies, about half devoted to training ground commanders with Training and Offensive bonuses, from about year 45 onwards (so, ~20 years).


Some interesting read and role-play material for a good story.

I do wonder one thing... why do you invest so much into ASM missiles and their capabilities and yet they have no warheads in them. Is this just an omission when copy pasting and editing the text or do they actually have zero warheads?
Thank you. Yeah, the ASMs do have warheads. They're pretty typical two-stage, 3x warhead ship-killers. Error is in the text.


I find a bit dispiriting the quirks you have to know to use the system without abusing it. Chances are what's more I won't remember them in a few weeks. Hope that's just a sign of the youth of the new Aurora and that's all. Perhaps I should postpone any major playthrough until fall.
Please, don't be discouraged! The OPs were very much "old grognard" missives. You gotta "let the grumblers grumble" sometimes, you know what I mean?

Most importantly, I really did a very good time with the game.

The biggest issue in Aurora right not is, in my humble opinion, NOT anything relating to ground combat, but the weakness of the threats you face as you tech up. Steve's focused on this with the new Invaders mechanics, and I think he's doing the right thing, for the right reasons, right now.


So from what I understand you want stuff like construction, supplies, sto's, xeno, etc in rear position. You want construction and supplies in your parent biggest formation too (which should be in rear). I think the heavy bombardment and heavy AA can be put in rear too.

then you want light and medium bombardment in support position and actually supporting a front line formation (so they can actually attack). AA can be put here too.

Then in Front line you want light AA and your AP and Autocannons and anti tank and stuff.

This should all work out but I think there are some bugs and stuff with ground combat in general.
Correct on all counts, with the following (minor) exception:
- Light AA need not be on the front line. It serves the same job - of protecting elements in the same formation against airstrikes on them - in any field position. The problem with light AA is that it is very weak against fighters compared to heavy AA, if Steve's design posts are still valid.
 
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Offline DFNewb

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Re: With an Army and a Navy
« Reply #9 on: June 02, 2020, 07:26:13 PM »

Correct on all counts, with the following (minor) exception:
- Light AA need not be on the front line. It serves the same job - of protecting elements in the same formation against airstrikes on them - in any field position. The problem with light AA is that it is very weak against fighters compared to heavy AA, if Steve's design posts are still valid.

Yes true on the light AA thing on both counts. Early game light AA is gonna have an AA value of 0 which AFAIK from my testing results in no damage against fighters. You need an AA value of at least 1 to damage fighters from what I can tell.