Author Topic: Useful Tactic  (Read 4714 times)

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Online Erik L

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Re: 2 Doctrine: Jump Tender or Every ship can Jump
« Reply #15 on: February 16, 2009, 12:41:13 PM »
Quote from: "waresky"
In Megatravller,and Steve know very good where r the best RPG Sci-Fi game and awesome rules,are two Naval Doctrine.
In Aurora r same.And same are the trouble who pose this..

Jump Fleet Tender: 1 single ship can jump and all ships in Squadroon cant jmp without them.
Good: more space for weapons and subsystem in every single ship.
Bad : if a Jump Tender r lost ALL ships are in very trouble,cut off from possibility to flee,very high possibility to LOST all Squadroon.

Single Ship Can Jump:
Good:Every Ship are capable to flee without help
Bad : Big mass for JumpDrive onboard,so every ship grow on mass,less space for weapons (same Class) and subsystems.

I think the "JumpTenderSquadroon" are good for first years of Empire's Life..but when resources come high,and are hundreds strategical Systems to defend,better build up an strongh Fleet who had JumpCapable every single ships.
So a TAG "Imperial Squadroon" are last and better Tech Ships,Colonials Squadroon r only JumpTender,reserve and backward patrol Duty.

Until the size ratio for a Jump Engine is decent, I tend to run battle units with a tender. Survey units get dedicated jump drives. And with jump gates, one can build up large ships that would normally be limited to one system for internal defense.

Offline waresky

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Re: Useful Tactic
« Reply #16 on: February 16, 2009, 12:54:55 PM »
Erik,every "useful Critique" are welcome!
In fact,my Sky Marshal read ur post carefully..and mumble mumble:))..
"..speed...(hmm..damn my neval engineer r very dumb?all think we must have elephant Ships..but a GAZELLE ships are the best no??hmmm...damned engineer..)..toward armor.."

Yes damn,this example of ur and mine are same in 2300 AD game: an alien race have a damned Heavy armored battleships,very hard to stop..but very easy to ambush and "hit and run" them..at long,with little lucky,a good Cruiser captains can destroy in a long run..obviously IF can continuing to flee and return..

Am near to learn Magneto..and (Oh-My-God!) we (me and my Sky marshal) become sure CRAZY,we have 9 Squadroon active,3 on duty very far (more than 200day away from our home bases..)and 6 are to have completely upgrade drive...(oh-My-God)
Probably my Sky Marshal,after read ur doctrine,tell my engineer to project a very newly Classes of ships..from Escrot to Cruiser to Carriers..BUT..ever with decent Armor..:D

a hard work awaitn me in some "game" months..
And yes,ive understand well ur article from Earth:)
 

Offline waresky

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Re: Useful Tactic
« Reply #17 on: February 16, 2009, 04:15:13 PM »
Very strange Erik.
But u think one: only for maintenance (and ARE real game,make maintenance in game) ive put onboard 50 Eng,total 2500 tons ONLY for maintenance,plus damage control,crew for manage them ecc.ecc...

So an Carrier 10k tons for ME are impossible..
show that:

Terra Mk2 class Light Carrier    23900 tons     1917 Crew     3594.6 BP      TCS 478  TH 392  EM 120
820 km/s     Armour 5-73     Shields 4-400     Sensors 30/30/0/0     Damage Control Rating 80     PPV 10
Annual Failure Rate: 91%    IFR: 1.3%    Maintenance Capacity 7700 MSP    Max Repair 392 MSP
Flag Bridge    Hangar Deck Capacity 4500 tons     Magazine 1080    
Maintenance Modules: 2 module(s) capable of supporting ships of 400 tons

GE Ion Engine  H2 E4.75 (7)    Power 56    Efficiency 0.48    Signature 56    Armour 0    Exp 4%    Hyper Capable
Fuel Capacity 700,000 Litres    Range 111.0 billion km   (1566 days at full power)
Gamma R400/18 Shields (2)   Total Fuel Cost  36 Litres per day

12cm Railgun V2/C2 (2x4)    Range 40,000km     TS: 5000 km/s     Power 6-2     RM 2    ROF 15        2 2 1 1 0 0 0 0 0 0
Railgun AM FC  48kkm-12800 (1)    Max Range: 96,000 km   TS: 12800 km/s     90 79 69 58 48 38 27 17 6 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 6    Armour 0    Exp 5%

Arbalest II 1 (1080)  Speed: 18200 km/s   End: 3.3 minutes    Range: 3.6m km   Warhead: 3    MR: 19    Size: 1

Borneo 2 Active Sensor S224-R16/40 (1)     GPS 3584     Range 35.8m km    Resolution 16
Arbalest Active Sensor S60-R1/100 (1)     GPS 60     Range 600k km    Resolution 1
Thermal Sensor TH5-30/40 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM5-30/100 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km


____________________________________

arent FULL of weapons or others..some good passive and active sensors,little armor (5),shield,magazine,Point def,correlated FireControl,missile for fighters,hangar for 12 fighters,maintenance bay for them (other 2500tons + 2500 maintenance =5000 tons ONLY for maint ship AND fighters..THIS is a REAL game Erick srry...).-.
Ive put inside another Active,more powerful and set for anti-ship,the Arbalest r for Anti-Missile purpouse (serve to Railgun weapons)

So FOR serious player an Carrier cant fall under 20k tons..check them,are IMPOSSIBLE.
:D
 

Offline waresky

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Sharnhost III (old ion Tech)
« Reply #18 on: February 16, 2009, 04:17:17 PM »
Sharnhost III class Missile Cruiser    15000 tons     1236 Crew     2214.4 BP      TCS 300  TH 420  EM 120
1400 km/s     Armour 12-54     Shields 4-400     Sensors 30/30/0/0     Damage Control Rating 58     PPV 26
Annual Failure Rate: 64%    IFR: 0.9%    Maintenance Capacity 2583 MSP    Max Repair 140 MSP
Magazine 560    

GE Ion Engine H2  E5 HighPower (7)    Power 60    Efficiency 0.50    Signature 60    Armour 0    Exp 5%    Hyper Capable
Fuel Capacity 330,000 Litres    Range 79.2 billion km   (654 days at full power)
Gamma R400/10 Shields (2)   Total Fuel Cost  20 Litres per day

Gauss Cannon R2-100 (1x2)    Range 20,000km     TS: 5000 km/s     Accuracy Modifier 100%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S05 64-3000 H40 (1)    Max Range: 128,000 km   TS: 3000 km/s     92 84 77 69 61 53 45 37 30 22

Borneo 3 Launcher 02-020 (10)    Missile Size 2    Rate of Fire 20
Borneo Anti-Ship  FC60-R14/100 (2)     Range 25.2m km    Resolution 14
Borneo 2 (280)  Speed: 8400 km/s   End: 41.7 minutes    Range: 21m km   Warhead: 4    MR: 12    Size: 2

Borneo Active Sensor S140-R16/100 (1)     GPS 2240     Range 22.4m km    Resolution 16
Thermal Sensor TH5-30/40 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM5-30/100 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
________________________________________________

and this r pre-magneto CruiserGuidedMissile Class-Sharnhost..not awesome,decent am think..(hope:))))):D
 

Offline waresky

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Nebula limit>>>>Armour+speed
« Reply #19 on: February 16, 2009, 04:25:27 PM »
Erik,another consideration,last.Nebula Warfare
Hope u do not encounter any strategical enemy on a nebula (up to level 3)..otherwise ur ships r same as a sittind duck.
This one,sometime had remember me who am better raise armor level:)
 

Offline Charlie Beeler

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Re: Useful Tactic
« Reply #20 on: February 16, 2009, 04:32:17 PM »
Not at all.  It's all dependent on what you not willing to relegate to a dedicated escort vs what has to remain on the carrier.  

For a tactically sound carrier it needs some vary basic things.  The hanger space for it's strike group, enough organic logistic support for said strike group, and enough leg to stay out of direct engagement range of the enemy fleet.  All else can be handled by other ships in the fleet.  Dedicated escort ships for point defense, stike ships to keep opposing strike ships at bey, an good CSP (combat space patrol) to keep opposing strike fighters off of the carrier(s), dedicated scouts to be the fleets eyes and ears.  

This folds into operational and strategic levels as well.  The logistics train handles the long term beans and bullets as well and parts and repair.

It's all part of the long term planning.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Online Erik L

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Re: Useful Tactic
« Reply #21 on: February 16, 2009, 05:39:19 PM »
I would move the maintenance shops out of the carrier and into a dedicated ship (and increase their number).

I did notice on both ships (Scharnhorst and Terra Mk2) the fire control is over engineered to the weapon(s) it is controlling. You've got much higher tracking speed and range on the FC than the weapons are capable of. For me personally, the ROF on the railguns is too high for decent PD work. Fifteen seconds is a long time when you have missiles closing at 13000 km/s.

I'd also redesign the engines to drop the hyper capability. You'll get better speeds with the same engine mass.

Offline waresky

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Re: Useful Tactic
« Reply #22 on: February 16, 2009, 11:58:12 PM »
About the speed-ROF and range r very useful critique..hmm.
When design FC am must take a weapons range and speed note in my mind and design a specifically FC-.
Ty.
And same for maintenance and Hyper.
:D my eng r too newbee am fear:))
 

Online Erik L

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Re: Useful Tactic
« Reply #23 on: February 17, 2009, 01:57:00 AM »
One thing I like to do is design the missiles and weapons first. Then I know how far my fire control needs to work.

Offline waresky

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Re: Useful Tactic
« Reply #24 on: February 17, 2009, 10:29:17 AM »
Agree for that,am copy and print from now my weapons,then design FC.
See ya into space..:)
 

Offline Brian Neumann

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Re: Useful Tactic
« Reply #25 on: February 17, 2009, 11:56:00 AM »
I actually like it when my missiles have a little bit more reach than the fire-control.  This way I can get several salvo's to arrive at the same time.  I usually find a 10% of extra endurance is a good thing.  It also means that firing at ships running away can be done from much closer to your fire control maximum range as well.

Brian
 

Offline Charlie Beeler

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Re: Useful Tactic
« Reply #26 on: February 17, 2009, 02:59:28 PM »
Quote from: "Brian"
I actually like it when my missiles have a little bit more reach than the fire-control.  This way I can get several salvo's to arrive at the same time.  I usually find a 10% of extra endurance is a good thing.  It also means that firing at ships running away can be done from much closer to your fire control maximum range as well.

Brian

And I tend to prefer the missile fire control to have greater reach that the missiles actual range.  Ship to ship systems having at least 50% more FC range than the missile to facilitate meeting engagements.  For missile defense systems the FC range should be close to twice the range of the anti-missile so that when possible the first salvos can be intercepted at near max range.

It's really subjective based on how you plan to use the systems.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline jfelten

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Re: Useful Tactic
« Reply #27 on: February 18, 2009, 07:19:39 AM »
I wish I could watch you two pit your carrier fleets against each other.  That would be both entertaining and educational.  Especially if it could be done double blind.