Author Topic: Plausible Anti-Carrier Doctrines  (Read 3262 times)

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Offline TheTalkingMeowth (OP)

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Plausible Anti-Carrier Doctrines
« on: December 01, 2020, 04:35:12 PM »
I'm setting up a multi-faction game that will pivot around Earth as the Sol system superpower. Earth uses carrier launched missile fighters, backed by large railgun cruisers (plus high rate of fire missile destroyers to try and kill enemy fighters).

Since Earth is the dominant power, the other factions need to shape their doctrines to counter it. There are two factions I'm still working out, and I'd like some advice. Note that the doctrines chosen don't ACTUALLY need to work; they just need to make sense and be distinctive.

The first faction is the Jovian Alliance, claiming the four large moons of Jupiter along with Jupiter's sorium reserves. Since they have such good fuel access, they are going with small fast ships using heavy engine boost. ECM on FACs and corvettes to ruin the fighters engagement range; their plan, such as it is, is to avoid the fighters and try to snipe the carrier with ECM cruise missiles launched from FACs. Then run in with microwave+plasma carronades to melt the railgun cruisers. I think this doctrine is ok, and certainly thematic, but I'd welcome some feedback.

Second faction, which I am less sure about, is Mars. They have a larger population and more industry than the Alliance, but poor access to fuel. So I'm thinking they should go with big ships so they can use efficient engines. The issue is that with the allotted tech level (INPE, but pretty much everything else is <4000RP), it is really hard to stop mass missile strikes. They can barely make a worthwhile AMM (and I had to give them more missile tech than I really wanted...missiles are supposed to be Earth's thing), so they are pretty much stuck with railguns which are really inefficient. I'm thinking they might try to use their large ships to mount big actives and try to shoot down the fighters before they can launch, but I'm not sure what they should do in terms of offense. I already have another faction running big shielded ships with particle beams, so the only remaining offensive option seems to be lasers. But that doesn't feel all that different from the particle beam doctrine, TBH.
 

Offline Zap0

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Re: Plausible Anti-Carrier Doctrines
« Reply #1 on: December 01, 2020, 05:08:03 PM »
Fighter missile launchers, I'm assuming box launchers, only produce one wave every once in a while as they need to go back to rearm. So fast RoF beam weapons like rails or gauss may not be ideal. What about reduced reload AMM tubes on your capitals? Put as much AMM fire in the air as you can in a short amount of time. The max reduction before it turns into a box launcher only uses 30% of the space of a "full fire rate" missile launcher. Are you sure you'll get three waves in the air and have them hit before the hostile wave approaches? If it actually works depends on your sensors and reload tech, I guess.

So maybe your Mars has enough industry that they're banking on a direct capital confrontation doctrine, which might work since Earth is going to have a lot of carriers for capital ships, leaving "only" heavy rail cruisers to worry about. Large lasers should still outperform them at range. If you're worried about your missile defense, try a big spinal gun for the capitals and have the rest be turreted lasers. I like turreted 12cm ones, 4 damage and a 5s RoF at capacitor tech 4. If you're not that worried about sustained missile attacks the RoF isn't as important, either, so maybe you could go with 15cm ones.
 

Offline Garfunkel

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Re: Plausible Anti-Carrier Doctrines
« Reply #2 on: December 01, 2020, 05:22:00 PM »
Look at how the Soviet Union was planning to counter American carriers during the Cold War and utilize that.

1) Submarines with nuclear torpedoes.

2) Massive sea-skimmer missile waves launched from long-range bombers.

3) Carrier-cruiser hybrid armed with extended range missiles and strike fighters to finish off the survivors.

 

Offline TheTalkingMeowth (OP)

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Re: Plausible Anti-Carrier Doctrines
« Reply #3 on: December 01, 2020, 05:28:34 PM »
@Zap0
Hmm. I hadn't thought about going for reduced ROF AMM launchers; I'm used to trying to drive the AMM ROF UP to make launchers more efficient. But yeah, they can really only manage 2 launches per wave. Reduced size launchers might be an answer for missile defense. Keeping their AMM supply up is gonna be a burden on their industry I suspect.

Still need to settle on an offensive doctrine. Laser armed capitals is just kind of...boring, especially since I've got someone else doing particle beam capitals. There really isn't much else, though.

Thoughts on targeting the fighters instead of the missiles? Either with AFMs, or maybe they try to build carriers of their own.

@Garfunkel
The Alliance doctrine is a hybrid of 1 and 2; small ships are sneaky like a sub, and use a missile wave to murder the carrier.

I'm not sure how the third option would translate in Aurora. I guess it's arguably what Earth is doing, except the missiles are mounted on destroyers?
 

Offline Zincat

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Re: Plausible Anti-Carrier Doctrines
« Reply #4 on: December 01, 2020, 05:31:26 PM »
This is strictly my personal opinion, so I don't really want to impose it upon you. But you asked for suggestions so...

The problem is that box launchers are borked. In the sense that, if you severely optimize your box launcher ships/fighters, at low tech level and with equivalent fleet sizes they will kill anything.
Steve has acknowledged this, but said that it is not a problem because the AI will never build such abusive box launchers fleets...

At high tech level this is not such a problem, as specialized high tech PD gauss escorts will chew through an enormous amount of missiles if the fleets have comparable sizes. But at low tech level it is.

Now to the point, I think your Jovian alliance is ok.
For your second faction to use AMM would be similar to Earth and they would not work anyway, too low tech. And you asked for something different from earth, so not missiles...
Rather than a technological difference (since you say lasers would be similar to particle lancers anyway) you could have a design difference instead. You could for example give mars a lot more ships, but cheap and heavily armored. A lot of them will die, but they have a lot.  Alternatively, you could give them higher tech. Say that they found a ruin and some techs inside, and so start with higher tech, possibly in something like gauss.
I cannot think of other ways, as the low tech level makes most other options not realistic (like stealth ships).

My biggest suggestion though, if you want a "close" game, is simple. Make a rule for yourself not to abuse box launchers too much in the beginning. They are really not balanced with lower tech levels. And yes, they have to reload and the missiles are costly.... doesn't really matter when the enemy fleet is dead or crippled.
 

Offline TheTalkingMeowth (OP)

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Re: Plausible Anti-Carrier Doctrines
« Reply #5 on: December 01, 2020, 05:35:30 PM »
Yeah, in retrospect giving the superpower the best doctrine was a bit of a mistake. Hopefully the fact that they need to depend on fuel runs out to Saturn will give the other powers opportunities to seize the initiative; fighters are a lot better if you get to start the fights.
 

Offline Zap0

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Re: Plausible Anti-Carrier Doctrines
« Reply #6 on: December 01, 2020, 05:42:11 PM »
Look at how the Soviet Union was planning to counter American carriers during the Cold War and utilize that.

1) Submarines with nuclear torpedoes.

2) Massive sea-skimmer missile waves launched from long-range bombers.

3) Carrier-cruiser hybrid armed with extended range missiles and strike fighters to finish off the survivors.

That's a completely different way of looking at the problem than my mechanics-myopic view and I love that you can viably translate these into action in Aurora.

Thoughts on targeting the fighters instead of the missiles? Either with AFMs, or maybe they try to build carriers of their own.

They should prove quite vulnerable if they're away from their carrier (can't just redock) and are outside of their own AMM envelope. The question is, can you detect them before they fire? A race in sensor tech might be fun. You'd still have a home advantage on your own worlds as DSTS can detect fighter engines at quite a distance.

Hopefully the fact that they need to depend on fuel runs out to Saturn will give the other powers opportunities to seize the initiative;

You could make a doctrine around that. If not for the Martians, then for some Asteroid Belt-dwellers or someone: The Earthers can't be everywhere at once. If they're coming to you, they're leaving their Saturn refineries or their shipyards on Earth without cover. Don't try to counter the fleet, try to counter whatever static defenses they have at either location.
 

Offline TheTalkingMeowth (OP)

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Re: Plausible Anti-Carrier Doctrines
« Reply #7 on: December 01, 2020, 05:57:54 PM »
Thoughts on targeting the fighters instead of the missiles? Either with AFMs, or maybe they try to build carriers of their own.

They should prove quite vulnerable if they're away from their carrier (can't just redock) and are outside of their own AMM envelope. The question is, can you detect them before they fire? A race in sensor tech might be fun. You'd still have a home advantage on your own worlds as DSTS can detect fighter engines at quite a distance.
For a while I was actually thinking of having the Alliance try this. Small ships+ECM means the fighters have to get closer tho them than against capital ships, making it easier to spot the fighters before they fire. But I think for them it makes sense to try to kill the carrier, and they don't have the resources to try both I think.

Mars could go for the small ship approach, maybe, but I think they'd have serious fuel issues. The Alliance has Jupiter, obviously, and Earth claims Saturn. I guess I could SM in fuel on Neptune....

Big ships can afford space for monstrous sensors and fire controls, though, so I think they should be able to manage it. I kind of like the idea of dueling fighter strikes, though. However, Mars isn't gonna win an attrition war against earth, so they probably shouldn't try a mirror doctrine like that.

Hopefully the fact that they need to depend on fuel runs out to Saturn will give the other powers opportunities to seize the initiative;

You could make a doctrine around that. If not for the Martians, then for some Asteroid Belt-dwellers or someone: The Earthers can't be everywhere at once. If they're coming to you, they're leaving their Saturn refineries or their shipyards on Earth without cover. Don't try to counter the fleet, try to counter whatever static defenses they have at either location.

This is what I'm thinking the Alliance doctrine is actually gonna be. Killing the carriers relies on you starting the fight, so you can hit them without a fighter strike intercepting and murdering you. Hit and run attacks with sniper missiles on ships transferring between the two positions, plasma carronade runbys on fuel tankers and commercial shipping, etc. They can't win a straight up fight against someone with 5x the population, but they can make them bleed.
 

Offline nuclearslurpee

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Re: Plausible Anti-Carrier Doctrines
« Reply #8 on: December 01, 2020, 06:57:54 PM »
I'm setting up a multi-faction game that will pivot around Earth as the Sol system superpower. Earth uses carrier launched missile fighters, backed by large railgun cruisers (plus high rate of fire missile destroyers to try and kill enemy fighters).

Since Earth is the dominant power, the other factions need to shape their doctrines to counter it. There are two factions I'm still working out, and I'd like some advice. Note that the doctrines chosen don't ACTUALLY need to work; they just need to make sense and be distinctive.

Generally speaking, part of this is going to be giving Earth some actual problems that she needs to solve, which provide the other powers the ability to exploit. Thinking purely in terms of fleet engagements is going to mean that no matter the doctrine Earth will win by sheer weight of having a superpower economy that can support equal or sub-equal trading and still end up winning a war. However, if you give Earth some serious problems in terms of economics that will provide the basis for asymmetric warfare that can even up the odds a bit.

This means any doctrines the weaker powers have must be based on exploiting those weaknesses, not on winning a Mahanian fleet engagement. In fact, both weaker powers should be explicitly planning on never fighting the main Earth fleet, even in self-defense - if Earth actually concentrates her fleet against one of the lesser powers, the strategy is to do as much crippling economic damage as possible so that Earth is vulnerable to the remaining undamaged power sweeping up the mess. This threat is what stops Earth from launching an all-out assault, not the threat of losing a fleet engagement.

Quote
The first faction is the Jovian Alliance, claiming the four large moons of Jupiter along with Jupiter's sorium reserves. Since they have such good fuel access, they are going with small fast ships using heavy engine boost. ECM on FACs and corvettes to ruin the fighters engagement range; their plan, such as it is, is to avoid the fighters and try to snipe the carrier with ECM cruise missiles launched from FACs. Then run in with microwave+plasma carronades to melt the railgun cruisers. I think this doctrine is ok, and certainly thematic, but I'd welcome some feedback.

The microwave/plasma strategy makes a lot of sense for commerce raiders - microwaves to disable military escort targeting and plasma to shred freighters quickly before hightailing it back to base. However, this setup has an extreme weakness in terms of a complete lack of PD ability, which is fine if (as stated above) you intend to never fight the enemy fleet. However, if you get ambushed by missile fighters your fleet is dead. I would consider the possibility of mesons as an alternative to microwaves, as thematically they are similar (cripple military escorts by destroying internal systems and disabling the ships) but they can be turreted and so would be passable in a PD role particularly with decent capacitor technology.

Quote
Second faction, which I am less sure about, is Mars. They have a larger population and more industry than the Alliance, but poor access to fuel. So I'm thinking they should go with big ships so they can use efficient engines. The issue is that with the allotted tech level (INPE, but pretty much everything else is <4000RP), it is really hard to stop mass missile strikes. They can barely make a worthwhile AMM (and I had to give them more missile tech than I really wanted...missiles are supposed to be Earth's thing), so they are pretty much stuck with railguns which are really inefficient. I'm thinking they might try to use their large ships to mount big actives and try to shoot down the fighters before they can launch, but I'm not sure what they should do in terms of offense. I already have another faction running big shielded ships with particle beams, so the only remaining offensive option seems to be lasers. But that doesn't feel all that different from the particle beam doctrine, TBH.

If you're going to run with a capital ship doctrine, the name of the game is PD plain and simple, and given your proposed starting conditions I think Gauss turrets are the way to go here. Beyond that, again, you have to ask what are you using these capital ships for? A fleet engagement is not winnable, and long-range commerce hunting is probably not a good fit here. However you are pretty close to Earth compared to Jupiter, so you have the option of playing a fleet-in-being card and looking for opportunities to actualize the threat. One thing that comes to my mind here is to equip large capital ships with 1-2 small stealth scouts (fighter-size) which can reconnoiter important Earthling installations/zones and identify when the fleet presence defending those areas is small enough to launch an assault. If you go really heavy on Gauss PD you can fly in, blow up a spaceport or something, and use the PD to survive a late-arriving wave of fighters while you run away. Here you are making up for low speed with recon ability and anti-missile capabilities to launch limited strikes.

A potential complementary weapon here would be laser turrets as these would have the fast tracking speeds needed to shoot down fighters or FACs that close in. However if Earth relies on missile fighters the use here is rather limited.
 

Offline TheTalkingMeowth (OP)

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Re: Plausible Anti-Carrier Doctrines
« Reply #9 on: December 01, 2020, 07:31:20 PM »

Generally speaking, part of this is going to be giving Earth some actual problems that she needs to solve, which provide the other powers the ability to exploit. Thinking purely in terms of fleet engagements is going to mean that no matter the doctrine Earth will win by sheer weight of having a superpower economy that can support equal or sub-equal trading and still end up winning a war. However, if you give Earth some serious problems in terms of economics that will provide the basis for asymmetric warfare that can even up the odds a bit.

This is a good point. Earth's going to be reliant on Saturn based fuel harvesters, which forces her to split her forces in a way the Alliance, at least, won't have to. Other economic weaknesses are...hard to impose, in Aurora. Some of her population advantage is going to go into ordnance and fighter factories that the other powers don't need, I guess. Over the mid term, she'll need colonies for minerals, which will impose the same issue as the fuel harvesters. But that will affect everyone. I've been giving the secondary powers upgraded wealth tech, which should hopefully give them an edge on utilizing the production they do possess. May force Earth to rely on trade to keep up, which would create targets.

This means any doctrines the weaker powers have must be based on exploiting those weaknesses, not on winning a Mahanian fleet engagement. In fact, both weaker powers should be explicitly planning on never fighting the main Earth fleet, even in self-defense - if Earth actually concentrates her fleet against one of the lesser powers, the strategy is to do as much crippling economic damage as possible so that Earth is vulnerable to the remaining undamaged power sweeping up the mess. This threat is what stops Earth from launching an all-out assault, not the threat of losing a fleet engagement.

I've been trying more for what Garfunkel described as the Soviet approach, where they try to hardcounter the superpower's doctrine rather than avoiding a confrontation. I get that that's hard, but it's more interesting IMO b/c I like fleet design. The economic imbalance is intentionally not THAT extreme; Alliance+Mars can almost match Earth in industry, so a counter-build fleet can potentially win a straight up fight.

If you're going to run with a capital ship doctrine, the name of the game is PD plain and simple, and given your proposed starting conditions I think Gauss turrets are the way to go here. Beyond that, again, you have to ask what are you using these capital ships for? A fleet engagement is not winnable, and long-range commerce hunting is probably not a good fit here. However you are pretty close to Earth compared to Jupiter, so you have the option of playing a fleet-in-being card and looking for opportunities to actualize the threat. One thing that comes to my mind here is to equip large capital ships with 1-2 small stealth scouts (fighter-size) which can reconnoiter important Earthling installations/zones and identify when the fleet presence defending those areas is small enough to launch an assault. If you go really heavy on Gauss PD you can fly in, blow up a spaceport or something, and use the PD to survive a late-arriving wave of fighters while you run away. Here you are making up for low speed with recon ability and anti-missile capabilities to launch limited strikes.

A potential complementary weapon here would be laser turrets as these would have the fast tracking speeds needed to shoot down fighters or FACs that close in. However if Earth relies on missile fighters the use here is rather limited.

At first brush I'd agree that PD is an absolute necessity, but the math suggests it's just not that feasible. PD vs box launchers is an industry game, no matter what approach you take, and Mars WILL lose that fight. Also at this tech level GC are terrible.

They can achieve a ~20% AMM hit chance, and Earth uses size 4 missiles. Meaning they need MORE tonnage in AMMs than Earth spends in missiles to fully stop the attacks. Hull weapons have a similar or slightly worse hit chance, so the amount of railgun tonnage would be...a lot. Very cheap though.

Hmmm....a 500 ton fighter is delivering 6 missiles. 3 railguns (450 tons) can stop about 2, but costs almost nothing. But that's at ~50% mission tonnage, so it's effectively 900 tons of ship.

We can put 3 AMMs on target with 50 tons of launcher. So 450 tons of launchers would give us 27 AMMs and stop 5-6. So that MIGHT work, but building enough AMMs would be rough. Again, effectively 900 tons of ship which isn't a great trade.

Targeting Earth's fighters seems like a better approach for them. It would take something like 6 missiles to guarantee a fighter kill (Str 4 warhead, 50% hit chance at best, 3 hits to be absolutely sure). That can use full reload rate launchers, which are more tonnage efficient if they get multiple launches. Which they would. Even if we went for size 6 missiles (if we did, could probably get away with 4 per target to kill), if we can manage to kill 1 fighter per launcher, we'd come out ahead in terms of allocated tonnage. Could also make AMM canisters to use the big launchers.

They can't survive multiple fighter strikes...but they CAN try to make sure that doesn't happen.
 

Offline xenoscepter

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Re: Plausible Anti-Carrier Doctrines
« Reply #10 on: December 01, 2020, 07:46:15 PM »
 - What if you used shields? Put enough of them on to survive one hit, so the enemy fighters launch their salvo, it's stopped by your shields, then you engage them with return fire. Run away to rearm / recharge if need be. Rinse and repeat.
 

Offline TheTalkingMeowth (OP)

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Re: Plausible Anti-Carrier Doctrines
« Reply #11 on: December 01, 2020, 07:55:14 PM »
- What if you used shields? Put enough of them on to survive one hit, so the enemy fighters launch their salvo, it's stopped by your shields, then you engage them with return fire. Run away to rearm / recharge if need be. Rinse and repeat.

That's what the particle beam people I haven't really talked about are trying. I don't think it's gonna work as well as they'd like :).
 

Offline Migi

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Re: Plausible Anti-Carrier Doctrines
« Reply #12 on: December 01, 2020, 09:37:44 PM »
I think part of the problem is you've given Earth both the carriers and cruisers. That means the other factions need to counter both of them rather than just one.
And if faction weapon/doctrine exclusivity is a thing, maybe you can merge Mars and the unnamed shield users? There are many ways to explode things in Aurora but they definitely aren't all balanced.

I quite want to design a large shielded ship now.
 

Offline TheTalkingMeowth (OP)

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Re: Plausible Anti-Carrier Doctrines
« Reply #13 on: December 01, 2020, 09:53:31 PM »
I think part of the problem is you've given Earth both the carriers and cruisers. That means the other factions need to counter both of them rather than just one.
And if faction weapon/doctrine exclusivity is a thing, maybe you can merge Mars and the unnamed shield users? There are many ways to explode things in Aurora but they definitely aren't all balanced.

I quite want to design a large shielded ship now.

I disagree, actually. Railgun cruisers are just about the least interesting, most manageable possible ship design. They can't kite anything, they can't alpha anything...all they are is solid DPS. Dealing with them is not hard part for any faction, except in that they have to have some tonnage dedicated to doing so. Since Earth is also dedicating tonnage to this, that's a wash.

Faction doctrine exclusivity is something I'm striving for to keep things interesting, but it's not totally mandatory. I AM interested in seeing all the ways people can come up with to counter carriers.

So far, we have:

1. Tank the low frequency launches with shields and heavy armor (Particle beam people are doing this...Federation of Marathon, just to put a name to them. They are in a neighboring star system and jump point theory will be introduced to all factions when I decide I want to make a mess.)
2. Missile wave to kill the carriers, with a variety of wrinkles. Can look like submarines, or more like a fighter strike of your own (Alliance is probably gonna do this)
3. Target the fighters with AFMs from small ships that the fighters have to get close to
4. Target the fighters with AFMs from big ships that can afford big fire controls and actives (Martians may do this)
5. Mix AMMs and railgun PD on large vessels to try to survive the missile storm (Martians may do this)
6. Variations on: Be where the carriers aren't (everyone will likely need to use this)

Big shielded ships are cool. Good for fighting swarm if you need to assault a jump point.
 

Offline SevenOfCarina

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Re: Plausible Anti-Carrier Doctrines
« Reply #14 on: December 01, 2020, 10:25:15 PM »
I screw around a lot at the tech levels under discussion here, so IMO a carrier doctrine is workable but it's not particularly good.

The problem is that hangars (5 BP/HS) end up being one of the more cost-dense components comparatively, so carriers actually end up costing just as much as a missile cruiser of equal tonnage (~1,100 BP for 12,000 tons around INPE). This is a very bad position to be in, because a carrier needs fighters too, and those end up being twice or thrice as expensive per displacement ton. Additionally, reduced size launchers are only twice as large as box launchers and reload much faster - assuming eual magazine size, if 20 HS of x0.30 launchers are swapped out for a 20 HS hangar with fighters, each fighter would need to be 50% box launcher by volume just to break even, and you'd also need to stuff in sensor scouts. While carriers do have some extra free space since they can be slower and less-armoured than a missile cruisers, this doesn't really change the calculus significantly.

The end result is that a missile cruiser ends up costing less than a carrier and its parasites, while having almost as much throw weight and magazine depth, and being significantly faster and better-armoured. The only advantage that a carrier possesses is that it doesn't need to get into missile range to attack a target, and fighters are usually too small to detect effectively at typical missile ranges. This, incidentally, makes carriers really good for attritive warfare. I build carriers with smaller hangars and larger magazines, then fly multiple sorties using nigh-undetectable fighters to deplete as much of the hostile AMM defences as I can. Even if they end up doing almost no damage, they're still pretty good at softening up a target for eventual attack by a squadron of missile combatants.

Now, regarding your second question : there're two things that are essential for any good anti-fighter doctrine : robust defences against saturation strikes, and excellent long-range detection and targeting. The former more-or-less mandates AMMs, while the latter isn't as simple as 'biggest sensor possible'.

Regarding AMM defences, reduced-sized AMM launchers are a terrible idea and get outperformed by full-size launchers by a very larger margin. At this tech level, there are two options that make sense - long-range AMM fire with full-size launchers, and short-range AMM fire with box launchers. I tend to use both, typically with 12,000 ton mixed-missile cruisers and 4,000 ton missile destroyers .

Do note that it makes a lot of sense to invest in large resolution-1 sensors [~800 tons] if you're dealing with fighters, since you don't have to worry about the enemy cheesing detection by halving the size of their fighters or something. This has the added bonus of increasing your AMM range (I manage ~6-8 launches), which is great for dealing with saturation strikes. Additionally, scouts and sensor pickets are critical. I usually avoid having actives with a resolution exceeding 1 HS on any mainline combatants because of how noisy they are, and offload detection to fast 1,000 ton pickets that have the endurance and range to keep up with the fleet.

Since fighters are tiny, they don't usually have the space to have redundant MFCs to target ships and FACs - a 1,000 ton missile craft outfitted specifically for anti-fighter work does pretty well. Additionally, it's a good idea to keep scouts around that can shadow a fighter squadron back to its mothership - things tend to go really badly for a carrier fleet after this point.

To summarise, my general doctrine in this situation would be to use structure fleets around cruiser battlegroups, with 1-2 command cruisers with jump capability and large res-1 active sensors and oversized passive sensors, 4-6 mixed missile cruisers with large res-1 MFCs, deep magazines, and as many AMM and ASM/AFM launchers can be stuffed in, and 4-6 destroyers with AMM box launchers. This would be surrounded by an inner ring of six squadrons at the limit of the res-1 sensor's detection range, each containing an active sensor picket, a passive sensor scout, and a pair of anti-fighter missile attack craft. Beyond this, there would be an outer ring of passive sensor scouts, and independent free-ranging active/passive scouts used for reconnaissance. In general it's also a good idea to keep squadrons of box-launcher missile-frigates around to overwhelm the railgun cruisers, but you don't need many here since the enemy appears to lack robust AMM defences.