Richard Saunders
SOC-12
Thank You Aramis.
That explanes it i dont have TNE.
Bye
That explanes it i dont have TNE.
Bye
Then convey to David Smart my thanks! His answers to certain planetary defenses (deep site mesons, Nuke dampers, and meson screen batteries) and other defenses I intend to borrow for explaining how a certain Lucanic Viral fleet meets a high attritional doom in several locations.Originally posted by robject:
I ran Whart's very clean post by David Smart, who had some differences of opinion.
So, all of the responses below are from David. I'll be happy to relay rebuttals back to him.
SNIP!
Nope. The goal is not to destroy the fleet but to destroy the fleet's ability to cause damage. Any dreadnought with empty magazines is just a very expensive, inefficient troop transport.
Planet A has sent warning to its allies, Planet B is not one of them. Their own pickets and scouts have seen it coming. Planet C is among those allies of planet A, and thus gets warning (by the actual courier at J4 --a relic 200dtn yacht). Word gets to them 4 weeks (+/- 2 days) later.Originally posted by whartung:
The scenario is too vague.
Sorry, the project for this case I am writing for is classified.
Are those 3 planets all in seperate systems?
Are the fleets the sole defense?
Yes to both.
How can planet A's pickets predict anything, much less warn anyone before the attackers strike? I mean, beyond "They're massing in system 1234, and they could be launching any time in the next 2 weeks."
Free Traders fleeing before it (the Fleet) report it appears unhurried, but inexorably approaching, and has laid waste to several planets in its path. A's Picket bases watching for said vampire traffic detected it.
And what are the targets? "The planet", specific targets ON the planet? Orbital facilities?
Planet A does not know, and must prepare for the worst. Planet presumes it will arrive here 1-2 weeks, based on jump time dilation...
Mind, most of this is reasonably irrelevant.
The 1000 ship fleet can well jump in and simply destroy the 200 ship fleet either in detail (if the defenders engage sporadically), or en masse should they all simply meet headlong and trade blows.
Once the attacking fleet destroys the defending fleet, well, that's pretty much all she wrote.
See, the fallacy here is that somehow the defenders have an advantage when they in fact do not.
Barring terrestrial based defenses where the defender can leverage the "unlimited hull size" that the planet represents (I'll take 100,000 missile turrets for the win, Alex.), there is little benefit to the defender.
There is no territorial advantage, space is space is space. It's large, WIDE open, very unforgiving.
There is little to no surprise advantage. Unless you know exactly where the arriving fleet is going to come in, and are lucky enough to park your fleet right on top of their point of entry (which can be any arbitrary point that the attacker wishes outside of the 100D limit), then odds are the attacking fleet will have enough time to reorient itself and bring itself to bear upon the defending fleet.
The Vampire Fleet chillingly enough, appears not to care about surprise a whit.
The ultimate best case scenario is being at the point of entry and leveraging any dispersion of the fleet, assuming a 12 hr Jump window, where if evenly spread out, 12 ships jumping simultaneously would arrive 1 every hour for 12 hours, and in random order.
It's not clear to me whether that's simply the problem with Jump or an extra 10 minutes with the Jump computer, or maybe a few more decimal positions can fix that time of arrival.
But assume that any fleet gets scattered across a 12 hr window of time. Then, for a 1000 ship fleet, that's 84 ships/hr.
So, your 200 ship fleet will have some advantage for about 2-4 hrs IF they're parked right on top (i.e. within firing range) where the enemy fleet arrives. If they're more than a few hours away from the arriving fleet, well, not a whole lot of surprise there on either side.
And, frankly, if that's the reality of jump mechanics, and fleet maneuver, no fleet is going to pop in to a system as a single blob scattered over 12 hrs. They're going to pop farther out of system, and scatter the fleet to regroup, just to rule out landing on top an enemy fleet with REALLY GOOD intelligence.
Presume the enemy fleet will arrive enmasse (worst case scenario), synchronized by squadrons, screening elements first, logistic train last, in pre rebellion Imperial doctrine at far system, and then when all is gathered, move into the killing ground insystem.
Or, they'd simply pick several approaches, and randomly pick a POE just before jump, just to make sure that information doesn't sneak out of the planning room.
Once the fleet has arrived, however, well, its 1000 vs 200. Gunfight at the OK Football Stadium. Big area, no cover, horribly lethal. "You 5 take him, you 5 take the other one, etc. Someone say 'Go'."
The only two advantages a defender has is leveraging the planets as huge weapons platforms, and utilizing the combat advantage that non-jump capable ships have over jump ships. That's pretty much it.
Other than that it's simply a numbers game based on various ratios of quantity vs quality (TL). You can certainly attrit the attacking fleet. In the case, there may not be 1000 ships that hit the 3rd world. But I bet there will be rougly 700-800, with the attrition happening to the smaller vessels rather than the capital ships of the fleet.
Also, it's important as to whether the defenders at Planet A KNOW they are defending Planet C. That will be a different tactical environment and would affect target selections.
Liam,Originally posted by Liam Devlin:
Given a single pre-rebellion sized TL-15+ Imperial Fleet (presumes 1000 capital ships, plus support and close escort vessels)...
Liam,Originally posted by Bill Cameron:
</font><blockquote>quote:</font><hr />Originally posted by Liam Devlin:
Given a single pre-rebellion sized TL-15+ Imperial Fleet (presumes 1000 capital ships, plus support and close escort vessels)...