Interesting. You can take these guys. With your tech it won't be cheap, but it is doable.
As I understand it this is roughly the tech you have to work with(at least what's relevant to combat ship design):
- Ion engines with 50% fuel efficiency
- Fighter engines
- Jump engines w/squadron radius 50k, squadron size 3, efficiency 3, minimum size 15
- ECM-1
- base beam fire control range(50%-10k/km)
- beam FC tracking speed 4k/kps
- Gauss ROF 2 and range 2
- base missile reload rate (1)
- reduced missile launcher (hs 75%/2x reload time)
- Ion Missile Drive
- Fusion boosted warhead(5 damage per msp)
- Missile agility 48
First using standard transit for a jump point assault is functionally suicide, I think you've already learned that one. The reasons two fold, 1) your jumpblind for up to 30 minutes, 2) your right on top of the jump point which is a predictable location. You can only use standard transit with a jumpgate, so you need a jump engine equipped ship for squadron transit. With squadron transit each task group (max of 3 ships per TG including the jumpship) will only be jumpblind a max of 30 seconds and 50,000km from the jump point.
With the limitations of you jump tech a carrier is a poor choice for the assault. If you really want too you can, but it will be much more expensive with your current tech.
You’re better off with planning a missile dual.
Before designing any new components or ships let’s establish what it appears you’re facing. OPFOR is 3 ships at 7150ton with a speed of 4475kps and 3 size 5 launchers (unknown cyclic rate) firing missiles with warheads of strength 5 and a speed of 35,000kps.
Your current BFC for point defense is 50% range 10k(std size) with tracking of 12,000kps (4X size) giving you a range 10k accuracy of 50%. Change this to range 4X and speed 4X and your 10k accuracy jumps to 88%. The missiles you need to intercept are still faster, but this just means that your accuracy is degraded to 29% (tracking speed / missile speed). This just means you need to plan for 3-4 shots to get a single hit on any missile your shooting at.
Gauss Cannon’s are a usable choice with the ROF of 2 that you have. The range 2 isn’t needed but we can work with that. The turrets tracking at 15k is a little heavy but we can work with that as well. But I would suggest a new turret, single instead of twin with tracking of 12k to match your BFC. Put one on each ship and one of the new BFC’s as well.
If you selected max tracking time bonus then you need an active sensor at resolution 1 that can see a missile at about 2m/km. At a minimum each ship that has a PD suite should have your current res 1 active sensor.
An anti-missile missile (AMM) is needed. It only needs a wh1 and needs a range of at least 1.8m km, speed of around 30k/kps and the rest in agility. This should give you hit chance against the observed missiles of about 20%. Your need an MFC with a res 1 range of 3.9m km to allow max range intercepts, assuming the missiles being intercepted don’t have ECM. Your escort should have a suite of 5 launchers/1 MFC and an active res 1 sensor that sees a missile at the same range as the MFC.
Your current anti-shipping missile (ASM) is too slow. You want to stick with sz5 then jump the engine to 2.5 msp, agility to 1 msp and the rest in fuel. This should give you a speed of 30k/kps, to-hit of around 135% against a speed 4475kps target, and a range of around 50m km. Against ECM4 your going to need an MFC range of around 80m km to engage at max missile range.
Build task groups of 1 jumpship, 1 missile ship and 1 escort. Once built set them to task force training. Don’t even think about another assault until you have at least 3 TG’s trained to 100%.
Keep in mind that these are only suggestions of how I would proceed with your appearent current tech.