In general panic lasting, one month can set back any strategy. Sometimes that panic can allow huge mistakes that change the fabric of war. Say like a Raptor being captured. Now the SL may be able to figure out a way to back engineer their own jump drive. Tides shift, the SL may pull back or may forge on, but 1-10 years later new 100ton stukas that can jump escorting special forces Mech Jump dropships start appearing around Tauran worlds.....Or maybe even the colonies.
...Seriously? You're well into badly written strawman territory here if you think the Taurians wouldn't notice the build up necessary to launch those campaigns.
Leaving aside the ludicrousness of your extrapolation, the normal reaction to an enemy exhibiting unexpected capabilities would be to increase the care and caution with which you take action. This has its own issues, but doesn't usually increase the odds of the enemy having your tech fall into their lap. And if they do well and truly panic, then say goodbye to all of your known shipyards within three months.
The Bug eye itself may come about 40 years later or they may now be "rushed" into service. Also their where other Spyship( Nightwing intro date 2447/tracker 2407) out there. The Naval Sensor Suite(2200) and and LF battery debuted BEFORE the war, judging by their intro date. I believe the Monsoon receives the refit in 2574, but may be rushed into service, just like others going on during the story. Black boxes are available and trump the speed of raptors. and I know that they can only do a page of text at the time, but that may be enough achieve surprise somewhere.
The bug eye didn't get noticeably accelerated by the RUW, and even if you halve the needed time with no setbacks, that's still 20 years until deployment. The existing spyships and the ncss as written are a bad joke. LFBs literally did not merit a single mention of their
existence in the Historical: Reunification War document, much less have any serious impact, that will certainly change, but the SL will be essentially working from scratch to introduce and utilize them in any real numbers.
The existing BB outperforms a Raptor over distances of greater than 5 light years, or a conventional jump ship tasked as a courier for distances over 30. So by the time your message arrives anywhere where a jumpship courier wouldn't be of use, colonial drives have been able to safely recharge and jump twice over. The main advantage there is not needing to get a jumpship to a valid jump point in order to send a Case Omega signal.
As for the episode 33, immediately after they finished jumping Galactica broadcasted the new Coords as soon as they where calculated. All 33 jumps where preplanned so the fleet could stay together. Quickie or blind jumps are when you flatfooted, just like the Pegasus.
And we're again at the point of assuming the Colonials won't have a constantly updating emergency jump out, because you really want this to be the case. Not to mention the general inability of Btech jumpships as written to share nav data.
I want to reiterate about the intellegence gathering spyships being really good at their job.
I will reiterate,
ha.
They look like civilian Jumpships but can boost, are armored well, and some are almost as well armed as the Taurans Winchester Cruiser.
125 total capital firepower compared to 235, but with no anti fighter armament and less than an eighth of the armor.
Odds are they are probably using Tauran IFF codes or at least Registered under the Taurans as merchants. I also want to point out that the SLN is highly trained. The Davions and Taurans are mere babes in comparison. As for the colonials, most of crews where raised and trained in peacetime. Adama has an uphill battle to keep his Commanders and crews in shape. The SLN is highly trained and has high morale.
Your 'highly trained' SLN in OTL didn't do any better in pitched battle, they just had 400 warships left after trading at effectively one for one over the course of the campaign.
And the possibility where a ship gets left behind and their rendezvous point compromised might also happen to the colonials now because the SL can now follow the colonials. Remember IS drives can Jump 30 LY, not just 5 at a time. 60 LY in 2 jumps vice the 12 jumps or redlining twice using colonial jump. And the SL can send an FTL message of approximately 120 page word document or 80 page PDF 10 light years per day in any direction, up to 100 LY away as long as their are other Black boxes nearby. I'm thinking thats whats in the hold of the SLN flagship, with another black box within a 10-20 light years, with a command circuit ready to relay it to high command and R .and D
Losing coordinates requires the Colonials survive for 33 minutes. Losing coordinates requires the SL survive for a bare minimum of a day if they have the luck of Longshot and the engineering skill of Montgomery Scott on their side.
Slight difference in period of vulnerability there.
Is this going to take away all Adama's advantages? NO! I actually never said that it did. I'm just saying that its not going to be a curb stomp because of the Colonials Jump Drive. Any mistake by the colonials has a chance of removing their advantages. What if the colonial refineries location are discovered or their supply transports, carrying fuel, rout is found.....say by the above Spyships? Jumping attacks just began very limited. Colonial Jump drives are very Tactically sound, but strategically vulnerable.
I think that was pointed out earlier in the story.
Barring the Colonials going genocidal over the objections of the Taurians, a curb stomp isn't in the cards due to sheer numbers. And your spyships require the colonials to operate where the SL can find them, as well as being utterly blind. You'd have a much better case arguing for humint getting important information out.
As for the lack of inertial dampeners on mechs........ You know Victors and Phoenix Hawks have Jumpjets, right? And ther are made to do combat drops. Once inside a Landing Pod, their is gravity, and the mechs are now within the grav field( Pilot, 33, and Razor). I dont think mechs have to worry about pancaking. Getting there, absolutely, but not landing(except for that piloting roll, but its exactly like a combat drop). Also the Above 2 mechs also have a free hand for grabbing things to hold on to.
So going from free fall to one g in an instant.
That certainly isn't going to result in the mech smashing itself against the hull. Or do you not get that the influence of a planet's gravity is a graduated thing that is specifically trained for in combat drops?
As for live fire exersises for their weapons against BT armor, Lab conditions in 2 months will tell the colonials that they wont be using flak effectively on Heavily armored targets. Look at the way the AA fire scatters from the big guns. The colonilas will have to concentrate more fire into an area to kill things, reducing their coverage on other places. Sorry, you might force them to veer off course or tumble, but thats not even a mission kill in BT, just a temporary inconvenience. More armored stuff is going to make it through. Flak is used for thin skinned Targets(Missiles, raiders, and Vipers) Not flying armored bricks.
Lawndart checks and out of control rolls are still a thing that a single lbx projectile can induce. For normal strafing runs, not so much a concern, for boarding attempts, it's a one way ticket to being a pattern of shrapnel decorating a battlestar's hull armor.
Also here are some possible limitations of the Colonial Jump Drive (These are takrn from the BSG Wiki, but might not be incporated in Korzon story or headcanno)
Limitations of Colonial FTL
The effectiveness of a Raptor's FTL is limited to brief, short-distance jumps. Raptors require a sequence of short consecutive FTL "hops" to reach the same destination as a Colonial capital ship with a full-sized FTL drive (TRS: Miniseries, Night 2).
Colonial FTL systems are prone to breakdown after repetitive use over an extended period of time (TRS: "33").
Colonial FTL systems appear to be a holdover from the Exodus from Kobol, and their current designs have been developed to meet the needs of jumping between the Twelve Colonies, and their outposts in other star systems. Colonial FTL capabilities are generally limited in effective range compared to Cylon FTL.
Colonial FTL computers are prone to glitches, often jumping ships to the wrong coordinates (TRS: "Lay Down Your Burdens, Part I").
Navigators must be careful to plan FTL jump paths in order to keep a safe distance from planets or other large objects (TRS: "Kobol's Last Gleaming, Part I").
"Spooling up" a Colonial FTL drive takes at least 20 minutes when the drive has been offline (TRS: "Crossroads Part II"). Because of this, when ships enter dangerous situations, they keep their FTL drives "spun up". Drives cannot be kept spun up indefinitely, as system crashes or serious damage to the drive will occur. A "cooldown" time is required after a jump for new jump calculations, so a ship that has jumped into a new location cannot jump to another location for a brief period of time.
Colonial capital ships (at least older ones of the Galactica type) require the flight pods to retract before a jump, prolonging jump prep time. Should the ship jump with extended pods, serious structural damage can occur.
Colonial FTL performance can be improved, demonstrated when a Raptor is successfully refitted by a team apparently led by Lieutenant Felix Gaeta with the navigational computer from a captured Heavy Raider (presumably the one used by Kara Thrace to return from Caprica in "Home, Part I") and, with the cooperation of a Number Eight, is used to navigate a squadron of Raptors back to Caprica on a rescue mission to retrieve a group of resistance fighters (TRS: "Lay Down Your Burdens, Part I"). A massive distance that would have taken Galactica 241 jumps one way (~482 jumps total), the Raptor squadron does in only 20 (10 to Caprica, 10 back).
Colonial FTL computers can be affected by highly-charged sub-atomic particles, corrupting their calculations and possibly causing a jump beyond the Red Line, as in the case of Raptor 718 (TRS: "The Face of the Enemy", Episode 2).
The FTL drive apparently puts significant strain on a ship's structure. Galactica has substantial cracks in its hull adjacent to the FTL drive which Tyrol disabled. (TRS: "Blood on the Scales") While discussing structural repairs with Adm. Adama, Tyrol asks him not to jump the ship for a while, while his crews upgrade the structure. (TRS: "No Exit")
FTL jumps can apparently induce nausea or discomfort in some people, such as Cally Henderson (TRS: Miniseries, Night 2, "Kobol's Last Gleaming, Part I").
Yes, and? I could spend
days extolling the lack of virtues of battletech jump drives.