During the early RotS there was a heavy focus on economic recovery, in such a situation it would be preferable to build as many JumpShips as possible. Also the RotS military makes a lot more sense if it assumed an abundance of friendly JumpShips, however the Wall put an end to that.
Doctrine wise the RoTS seem to have been highly focused on small ground units (Ghost Knights, Fidelis), possibly related to their origin as a resistance organization. While designs and programs that didn't fit this mold were usually inherited from the WOB.
No contest on this point.
That said, naval blockade operations, commerce raiding operations, and commerce
protection operations are all large-scale, resource intense, naval efforts.
At least, if you're using them for stratgic purposes other than running false flags or raiding a hated neighbor.
So...going back through our wayback machine to the beginning of this thread...
What would a Repbublic naval effort look like, if it were properly funded based on that emphasis on small unit, precise strike forces in imitation of irregulars and rebels?
My picks:
Core unit/Raid squadron:
1
Invader type standard jumpship
2 Tiamat class pocket warships
1 logistical support dropship of some type to be grounded or held back.
Two
merchant class jumpships for each jump point between Republic territory, and the targeted system, placed at known or mapped uninhabited systems in a chain. This is for communications, or to move personnel and/or replacement equipment forward as damage or loss occurs.
The reason and purpose of that jumship chain, is both to rapidly move replacement personnel in in the event of a prize vessel being taken, and to have a secured line of communication that isn't comstar, black boxes, or blacked out, depending on era.
You'll need to double up if you're intent on covering both zenith, and nadir points in your targeted system.
note where your major costs REALLY are: the chain of support ships carrying personnel, food, and supplies to your blocking force of pocket warships, necessary because prize crews, spare ammo and maintenance parts are
absolutely necessary for expeditionary work of this nature.This also allows the pre-staging of additional forces either to fully lock down the target system, or to provide aerospace superiority with line units in the event you're planning to take the system entirely.
and it provides a route of escape if things go horribly wrong.
This is all
without using any warships.
For the purpose using Warships, the go-tos would be (in my opinion)
1. Replace the jumpship allocated with a Tracker class, two collars, lite capital weapons, okay ish maneuverabilty and it looks like a merchant transport vessel. It's also one of the cheaper designs being on the small side. (no warships are actually cheap, but the tRacker's a proven design and it can 'blend')
2. Something like the FWL Zechetinu can also work for this mission-agian, it's a low-cost warship design that doean't LOOK like a powerful warship to a casual observer, yet packs a reasonable amount of punch for its size as a commerce raider and possible intel gathering platform.
I left out the Castrum, because, aside from needing two collars it's a VERY recognizable design meant for blunt-faced brutal duelling over a planetary surface. It's literally unsuitable for the role or purpose. The Casty is a ship you use to provide cover for your regimental combat team's landing dropships, since those droppers are sort of confined to 1 gee for most of the flight in, so the speed isn't an issue, but firepower and structural endurance ARE.
(iow you don't want your troops exhausted and injured by the flight in, you want them fresh and ready to fight once boots hit dirt.)
but really any relatively quick PWS with a decent passenger/cargo fraction can work as your 'engagement element' in a commerce suppression operation. I just like the Tiamat. I think it's kinda nifty for an assault dropship.
The strategy here isn't to get every ship that pops in-it's to work the nerves of your targets and make them make sacrifices and adapt to an ongoing threat instead of advancing their own offensive plans.
The deployment STRATEGY is to have three or four of these 'basic squadrons' hitting a selection of targets simultaneously in multiple systems, all leaning on the same supply chain of jumpships in alternating position. this forces the other side to speculate and either overestimate you, or underestimate you, depending on success and psychology.
To exploit this, requires your larger regular navy forces to be ready and positioned to take advantage of the mistakes you're trying to get the other side to make-such as drawing their REAL warships into a position to be irrelevant to your actual offensive plans.
Naval warfare is best played out by playing the offense-from Salamis to Midway, the bulk of naval engagements are won or lost based on which side takes the initiative and has the better intel on the other side. playing the defense game in a naval context (esp. 3 dimensional) is inviting defeat. This was the mistake Amaris made, and the mistake Word of Blake made, and the mistake, eventually, that Stone made. holding still, just makes you easier to kill.