Operation AvalancheBasicsType: Reconnaissance in force
Target: Delta Carinae system
Distances:
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2.2b km Sol: Earth - Umi JP
85 km Umi: Sol JP - Delta Carinae JP
1.66b km DC: Umi JP - Eta Cassiopeiae JP
11b km EC: Delta Carinae JP - Eta Cassiopeiae B III
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~4b km to the far end of DC system, 15b km TOTAL from Earth to Trif home planet
Enemy forcesPreviously observed 3x CA 1x CLE 1x JD 2x DD 3x DE in Delta Carinae guarding Umi JP, while Eta Cassiopeiae is suspected to be the homeworld where million of tons of enemy ships are stationed. One fast scout in Umi system near Delta Carinae JP keeps watch on approaches. CAs and DDs are armed with str-18 particle lances, escort ships with Gauss Cannons. No missile capability shown yet.
Human forces1x CV Coral Sea:
Coral Sea2x BB Surigao C2IJ:
Chesapeake, Trafalgar4x BB Surigao:
Guadalcanal, Jutland, Surigao, Tsushima6x CA Challenger R2:
C. C. N. Y. Victory, C. Francis Jenkins, C. H. M. Jones, Ca Ira, Cabana, Calypso17x DD Defender R2:
D Artagnon, d Entrecasteaux, D. W. Harrington, Da Nang, Dabra-Markos, Dacca, Daclau-Sar, Dadao, Dade, Dade County, Dagger, Daggett County, Dagon, Dague, Dahan-i-Kasha, Dahan-i-Kusna, Defender8x FF Kotlin:
Ceram, Fremantle, Kotlin, Mann, Metida, Perry, Roum, ViscountCarrier Wing One (CV Coral Sea):
6x AEW E-1 Watcher
6x FTR F-2A Retribution
30x LAC A-2A Absolution
2x JSC SJ-2 Torchbearer
3x RS H-1 Sotiris
1x RB Ananke
4x ARS Recovery
8x AOR Reliant
Human OOB2x Heavy Attack Groups:
1x BB (C2IJ)
2x BB
1x CA
2x DD
1x Frigate Flotilla:
8x FF
1x Carrier Group
1x CV
3x CA
8x DD
4x UNREP Divisions:
2x AOR
1x Reserve
1x CA
4x DD
Goals- Practice Jump Point assault against actual enemy (Duchy of Trif)
- Gain combat experience employing existing systems, weapons and ships
- Observe enemy ship types, formation compositions, behavior, weapons and other technology
Basically, we need to learn as much information as possible on what the TRIF Navy is made of, how good our existing ships and tactics are, what works, what doesn't, and what can we change to make things better.
PlanningI knew there were combat ships waiting in Delta Carinae on Umi JP, ready to ambush whatever comes their way. The problem is, intel indicates that all of their ships, even destroyers, are armed with str-18 particle lances. Second generation ships have 240k km range on their beams. So the newly constructed BBs were chosen to make the jump assault, given their ability to withstand heavy fire.
Two heavy groups will make a simultaneous assault on JP. The carrier group and frigates are to follow into Delta Carinae system, hunting down whatever comes their way. Rescue and Salvage ships will come in to gather the remains of enemy ships, while supply divisions will move around between forces when practical.
September 5, 2104It takes too long to train crews for all the newly built ships to 100%. So I waited roughly halfway through the process and assembled the forces as soon as enough ammunition and fighters were available to start the operation. Only fully trained units have seen combat with Trif previously. But this operation gives an opportunity to see how quickly mobilized and freshly built up forces can be used in combat, and how it affects their effectiveness and the outcome.
There was a Trif scout in Umi system, monitoring Delta Carinae JP. A single old destroyer was sent to deal with it, before the main forces were to reach the JP. But the scout came to be faster than our destroyer (7396 vs 6031 km/s). Regardless, the scout retreated far away from the JP allowing the assaulting forces to arrive undetected.
At 02:56:35, two heavy attack groups made squadron jumps into Delta Carinae system, dropping out 450-600k km away from the Jump Point. They were met by 3x CA, 1x CLE, 3x DE. Trif welcoming party started moving into beam range, or running away from the jump point, allowing the frigate flotilla to make a standard transit via the gate and join the fight very quickly.

When ships were about to come into the beam range, the first dilemma arose: spending all missiles against such insignificant targets seemed very wasteful, while not firing seemed dangerous for ships not equipped with shields. Therefore smaller missiles from cruisers and destroyers were sent against enemy cruisers, annihilating all four in less than a minute. Battleships kept their heavy ASMs safely under the the thick armor and shields.
Focused laser fire from frigates, battleships and cruisers quickly finished the remaining Destroyer Escorts. By 0300, the entire enemy force was reduced to a bunch of floating wrecks, with no damage taken by human ships.
Frigates were sent in the direction of Eta Cassiopeiae as scouts, while heavy attack groups formed a single fleet and went to hold position near the system's primary star. As there was only one planet, a gas giant, and several comets, there was no place for Trif to make an outpost. Regardless, all orbital bodies were scouted and watched closely. By the time CV Coral Sea arrived into Delta Carinae and AEW scouts went out to scan, it was pretty clear that there was nothing in this system at all. No other combat ships, no civilian traffic.
Delta Carinae was empty.

A new plan emerged. What if we assault another jump point? The BIG ONE! Yeah, there are million thousand tons of combat ships there, but they are 11b km away from the JP. We can extend the end destination of this operation to the Trif homeworld!
As Resupply Base Ananke was relatively nearby, the Heavy Attack force went back to rearm missiles for its cruisers and destroyers. Unforeseen circumstances delayed their return and by September 13, only frigates and the carrier group were deep inside Delta Carinae. Kotlin class frigates, fast and deadly with their spinal lasers, were guarding the EC jump point, when at 0054 four enemy ships entered the system. These were inferior, old generation designs: 1x CA, 2x DE, 1x JCS. They were... escorting a jump gate construction ship somewhere?

This new arrival presented VERY little new information and no danger, so heavy ASMs on Kotlins were held in reserve. Thankfully, the frigates had shields that can stop one or two lance hits, so flushing out the tubes quickly should not be a problem if necessary. As expected, there was no need for missiles, as speed and range advantage gave an opportunity to dissolve all targets into burning hulks by 0125. Badly trained crews made synchronized firing impossible, but it was good enough.
As with previous engagement, Ranger class rescue shuttles from Sol came by to gather the survivors from the life pods, and returned prisoners back to Earth. But most of the wrecks presented little interest to Humanity and were ignored.