Author Topic: Fleet Design: Ship ratings and their support (Complete, comments welcome)  (Read 1037 times)

AlphaMirage

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Although I may use some of these designs for the Warship Arms Race Redux I was thinking of it from a more systemic Fleet design based on the number of arcs with at least one heavy (40+) capital bay and acceleration. I will fill these in with some fan designs but just wanted to state my initial ideas. IMO >1MT Warships are boring so I stop there.

Revised Ratings of the My SLDFleet
Armored Freighter/Sloop - 0 Bays, Any speed or mass, Unsuitable for the Battleline, Unrated
Corvette - 1 Bay (Nose), 5/8, 100-200kt, Unsuitable for the Battleline, Unrated
Frigate - 2 Bays (Broadsides), 4/6, 200-300kt, Sixth Rate Battleline or Escort Carrier (with one Destroyer)
Destroyer - 3 Bays (Forward Arcs), 4/6, 300-400kt, Unsuitable for the Battleline, Anti-Fighter/Dropship Warship Escort for Carriers
Heavy Frigate - 4 Bays (Quarterdecks), 4/6, 500-600kt, Fifth Rate Battleline or Light Carrier (with two Destroyers)
Cruiser - 5 Bays (Quarterdecks+Nose), 4/6, 600-700kt, Fourth Rate Battleline or Fleet Services Ship (operating with Carriers)
Heavy Cruiser - 6 Bays (Broadsides), 3/5, 700-800kt, Third Rate Battleline or Fleet Carrier (with three Destroyers)
Battleship - 7 Bays (Broadsides+Nose), 3/5, 800-900kt, Second Rate Battleline
Dreadnought - 8 Bays (All-Aspect), 3/5, 900kt-1Mt, First Rate Battleline

Tumbleweed-class Armored Sloop
Mass: 100,000 tons
Fuel: 3,500 tons (35,000)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
4x Barracuda
6x Light N-PPC
12x NL/45
20x PPCs
18x LPL
18x LL
20x AMS
Armor
    Nose: 15
    Fore Sides: 12/12
    Aft Sides: 10/10
    Aft: 7
Structural Integrity: 30
Cargo
    Bay 1:  Small Craft (12)        3 Doors   
    Bay 2:  Cargo (4319.0 tons)     1 Door   
Dropship Capacity: 0
Crew:  17 officers, 68 enlisted/non-rated, 33 gunners, 60 bay personnel
Battle Value: 23,352
Cost: 3,942,680,000 C-bills

Background - The Tumbleweed class was designed as a minimally capable Warship that could be built in standard Jumpship cages. Although not as quick as a Corvette the Tumbleweed's thrusters can give it decent intra-system mobility during its patrols which are typically of the Show the Flag, or Blow up an Asteroid with N-PPCs, variant. Still it is very expensive for its limited capabilities so these are mostly built as a way to maintain Warship building skills for lesser Cageworks and their associated contractors.

Code: [Select]
Sail Integrity: 3
KF Drive Integrity: 4
Heat Sinks: 1037(2074)

Ammunition:
    720 rounds of Anti-Missile System [IS] ammunition (60 tons),
    100 rounds of Ultra AC/20 ammunition (20 tons),
    40 rounds of Barracuda ammunition (60 tons)

Grav Decks: 1 (80 m)
Escape Pods: 0
Life Boats: 15

Notes: Mounts 60 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (403 Heat)
5 Ultra AC/20                               40   15(150) 15(150)  0(0)     0(0)   AC         
    Ultra AC/20 Ammo (500 shots)
6 Large Laser                               48   5(48)   5(48)    0(0)     0(0)   Laser       
3 Naval PPC (Light)                         315  21(210) 21(210) 21(210)   0(0)   Capital PPC
FRS/FLS (262 Heat)
3 Naval Laser 45                            210  14(135) 14(135) 14(135) 14(135)  Capital Laser
6 Large Laser                               48   5(48)   5(48)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
RBS/LBS (120 Heat)
10 PPC                                      100  10(100) 10(100)  0(0)     0(0)   PPC         
2 Capital Missile Launcher (Barracuda)      20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
ARS/ALS (274 Heat)
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
3 Naval Laser 45                            210  14(135) 14(135) 14(135) 14(135)  Capital Laser
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
Aft (379 Heat)
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
3 Naval PPC (Light)                         315  21(210) 21(210) 21(210)   0(0)   Capital PPC
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)

Coriolis-class Corvette
Mass: 155,000 tons
Fuel: 4,000 tons (20,000)
Safe Thrust: 5
Maximum Thrust: 8
Weapons
2x NAC/30
3x M-NPPC
6x Killer Whales
15x SCL/3
24x Large Laser
20x PPCs
18x Large Pulse Laser
12x Ultra AC/20
24x AMS
Armor
    Nose: 21
    Fore Sides: 18/18
    Aft Sides: 15/15
    Aft: 11
Structural Integrity: 40
Cargo
    Bay 1:  Cargo (3698.0 tons)     1 Door   
Dropship Capacity: 1
Crew:  20 officers, 125 enlisted/non-rated, 39 gunners   
Battle Value: 56,990
Cost: 5,075,483,000 C-bills

Background - Designed as a pursuit hunter the Coriolis Corvette is unlike the Tumbleweed capable of carrying a dropship and its weapon strike potential is nose focused with a pair of Armstrong NAC/30s and its rear armament is upgraded from light to medium N-PPCs. In the process however the Coriolis has to sacrifice the NLs but considering its speed it is capable of evading incoming Aerospace Fighters so designers deemed the threat from fighters to be minimal and something to be off-loaded to its dropship.

Code: [Select]
Sail Integrity: 3
KF Drive Integrity: 5
Heat Sinks: 900(1800)

Ammunition:
    320 rounds of Ultra AC/20 ammunition (64 tons),
    864 rounds of Anti-Missile System [IS] ammunition (72 tons),
    60 rounds of Killer Whale ammunition (100 tons),
    20 rounds of NAC/30 ammunition (0.8 tons)

Grav Decks: 1 (80 m)
Escape Pods: 0
Life Boats: 15

Notes: Mounts 124 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (267 Heat)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (20 shots)
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (108 shots)
FRS/FLS (187 Heat)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1296 shots)
3 Ultra AC/20                               24   9(90)   9(90)    0(0)     0(0)   AC         
    Ultra AC/20 Ammo (80 shots)
RBS/LBS (163 Heat)
3 Capital Missile Launcher (Killer Whale)   60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    Killer Whale Ammo (30 shots)
10 PPC                                      100  10(100) 10(100)  0(0)     0(0)   PPC         
3 Anti-Missile System                        3    1(9)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (108 shots)
ARS/ALS (183 Heat)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
3 Anti-Missile System                        3    1(9)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (108 shots)
3 Ultra AC/20                               24   9(90)   9(90)    0(0)     0(0)   AC         
    Ultra AC/20 Ammo (80 shots)
Aft (564 Heat)
3 Naval PPC (Medium)                        405  27(270) 27(270) 27(270) 27(270)  Capital PPC
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
3 Anti-Missile System                        3    1(9)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (108 shots)

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #1 on: 10 March 2024, 09:34:52 »
Freya-class Frigate
Mass: 272,000 tons
Fuel: 8,000 tons (20,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
2x NAC/25
2x Medium N-PPC
6x NAC/20
8x Heavy SCC
12x NL/35
12x SCL/1
18x LL
18x LPL
20x ER PPC
30x AMS
Armor
    Nose: 36
    Fore Sides: 34/34
    Aft Sides: 34/34
    Aft: 22
Structural Integrity: 70
Cargo
    Bay 1:  Fighter (12)            3 Doors   
    Bay 2:  Cargo (6534.5 tons)     1 Door   
Dropship Capacity: 2
Crew:  26 officers, 95 enlisted/non-rated, 56 gunners, 24 bay personnel
Battle Value: 90,018
Cost: 6,451,072,000 C-bills

Background - While the Freya class Frigates are fairly lightweight for a fleet combatant their armament is not something that can be easily dismissed particularly against its preferred targets such as a dropships and fighters. It also serves as the smallest ship capable of independent operations with 2 dropships and as many Squadrons of Aerospace fighters for security against incoming hostiles. As such it is a popular choice for gunship diplomacy and theaters where the threat environment is low. As it is at the heavier end of its rating its nose guns are capable of generating good close range, high intensity firepower while approaching their adversary.

Code: [Select]
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 1356 (2712)

Ammunition:
    1,440 rounds of Anti-Missile System [IS] ammunition (120 tons),
    20 rounds of NAC/25 ammunition (18 tons),
    90 rounds of NAC/20 ammunition (36tons),
    80 rounds of Heavy SCC ammunition (80 tons),
    40 rounds of Barracuda ammunition (60 tons)

Grav Decks: 1 (80 m)
Escape Pods: 0
Life Boats: 15

Notes: Mounts 380.5 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (243 Heat)
2 Capital Missile Launcher (Barracuda)      20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Naval Autocannon (NAC/25)                 170  50(500) 50(500) 50(500)   0(0)   Capital AC 
    NAC/25 Ammo (20 shots)
6 Large Laser                               48   5(48)   5(48)    0(0)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
FRS/FLS (281 Heat)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)     0(0)   Sub-Capital Laser
6 Large Laser                               48   5(48)   5(48)    0(0)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
RBS/LBS (498 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (45 shots)
10 ER PPC                                   150  10(100) 10(100) 10(100)   0(0)   PPC         
4 Sub-Capital Cannon (Heavy)                168  28(280) 28(280)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (40 shots)
ARS/ALS (293 Heat)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)     0(0)   Sub-Capital Laser
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
Aft (355 Heat)
2 Capital Missile Launcher (Barracuda)      20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Naval PPC (Medium)                        270  18(180) 18(180) 18(180) 18(180)  Capital PPC
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)

Tyler Jorgensson

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #2 on: 10 March 2024, 15:54:58 »
Don’t have time currently to comment on individual ships  but will do later

Currently thought: I never was a fan of classification based on set parameters because what happens if I have a 1,000,000 ton ship that moves 5/8 and is armed with spitballs accordingly? Is it still a Dreadnought or do I call it a ‘Heavy Corvette?’.

I know their more like guidelines, and I do love when you can build structured Fleet designs (ESPECIALLY for logistical purposes and ESPECIALLY in games which have set limits (like the Redux!))

Like I said will look later on actual designs

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #3 on: 10 March 2024, 17:04:01 »
Currently thought: I never was a fan of classification based on set parameters because what happens if I have a 1,000,000 ton ship that moves 5/8 and is armed with spitballs accordingly? Is it still a Dreadnought or do I call it a ‘Heavy Corvette?’.

I'd consider it a war crime against your home nation. However if I were your enemy I would encourage the continued production of your enormous and expensive fighter.

Khepri Escort Carrier
Mass: 272,000 tons
Fuel: 10,000 tons (25,000)
Safe Thrust: 5
Maximum Thrust: 8
Weapons
8x Barracuda Launchers
6x Killer Whale Launchers
12x NL/35
12x SCL/2
6x Gauss Rifles
32x Large Lasers
20x PPC
10x Large Pulse Laser
16x AMS
Armor
    Nose: 40
    Fore Sides: 35/35
    Aft Sides: 31/31
    Aft: 22
Structural Integrity: 70
Cargo
    Bay 1:  Fighter (36)            6 Doors   
    Bay 2:  Cargo (6769.5 tons)     2 Doors   
Dropship Capacity: 2
Crew:  25 officers, 75 enlisted/non-rated, 58 gunners, 72 bay personnel, 90 passengers   
Battle Value: 34,929
Cost: 12,341,828,000 C-bills

Background - SLDFleet Doctrine is very precise in the use of a LF-jump battery seeing Carriers as the most appropriate method of fast interdiction due to the 'relative' safety of a Destroyer escorted Carrier, rather than risking the expensive LF-battery on a battleline. Two Groups of ready Fighters are deemed the 'right' amount of force to engage a planetary invasion force as troop transports are fairly easy targets to disable. As an Escort Carrier a Khepri is frequently tasked with securing a Jump Point or planetary orbit, and protecting invasion forces from defenders along with its Destroyer escort. Typically a Khepri has additional airframes and spare pilots onboard with an assault ship and logistics support dropship assigned to its collars. Once in orbit it can provide situational awareness, command facilities, air sorties, and other logistical support to ground forces.

Code: [Select]
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 384 (768)

Ammunition:
    192 rounds of Gauss Rifle [IS] ammunition (24 tons),
    576 rounds of Anti-Missile System [IS] ammunition (48 tons),
    60 rounds of White Shark ammunition (80 tons),
    80 rounds of Barracuda ammunition (60 tons)

Grav Decks: 1 (150 m)
Escape Pods: 17
Life Boats: 10

Notes: Equipped with
    lithium-fusion battery system
380.5 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (46 Heat)
4 Capital Missile Launcher (Barracuda)      40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
6 Gauss Rifle                                6   9(90)   9(90)   9(90)     0(0)   AC         
    Gauss Rifle Ammo [IS] (1536 shots)
FRS/FLS (308 Heat)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1728 shots)
RBS/LBS (145 Heat)
10 PPC                                      100  10(100) 10(100)  0(0)     0(0)   PPC         
3 Capital Missile Launcher (White Shark)    45   9(90)   9(90)   9(90)    9(90)   Capital Missile
    White Shark Ammo (30 shots)
ARS/ALS (308 Heat)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1728 shots)
Aft (140 Heat)
4 Capital Missile Launcher (Barracuda)      40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
10 Large Pulse Laser                        100  9(90)   9(90)    0(0)     0(0)   Pulse Laser

Giovanni Blasini

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  • Posts: 7166
  • And I think it's gonna be a long, long time...
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #4 on: 10 March 2024, 20:24:38 »
Are the powers unable to build ships in the 400-500 thousand ton range in your AU?
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #5 on: 10 March 2024, 20:30:52 »
Are the powers unable to build ships in the 400-500 thousand ton range in your AU?

No, its just that they bypass that section as armor, firepower, and SI needs to become heavier in the >500kt range to stay competitive. This Destroyer is a heavyweight in its category.

Granite Destroyer
Mass: 365,000 tons
Fuel: 8,000 tons (20,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
12x NAC/10
8x AR-10
8x NL/55
8x NL/45
8x Medium Sub-Cap Cannon
24x SCL/3
12x AMS
24x Large Pulse Laser
20x PPC
12x Gauss Rifle
Armor
    Nose: 67
    Fore Sides: 62/62
    Aft Sides: 45/45
    Aft: 35
Structural Integrity: 90
Cargo
    Bay 1:  Cargo (4298.0 tons)     4 Door   
Dropship Capacity: 2
Crew:  33 officers, 153 enlisted/non-rated, 95 gunners   
Battle Value: 90,893
Cost: 12,854,085,000 C-bills

Background - The Granite Destroyer was designed in order to protect the Fleet's investment in LF-battery equipped Carriers. It too possesses an LF-battery and is optimized for intercepting large numbers of incoming assault dropships and threatening moderately sized Warships. Although the ongoing expense of its capital missiles launchers weighs on the fleet treasury they are invaluable for the interception of incoming missiles and fighters alongside Scarab Multirole Gunships. Serving in a protection role its job is to blunt any incoming assault on the Carrier enabling it to make best time away from the threat.

Although slower than the Khepri it has the same acceleration profile as Juno Light Carriers and Olympus Heavy Carriers. Granite Destroyers are assigned one to one with Khepri, two for a Juno, and three for an Olympus. In order to support its Carrier the Granite will typically be assigned a gunship carrier such as the Valiant and an assault craft. This unfortunately limits their strategic patrol time but they operate alongside our Carriers which possess ample stores to share on long missions. 

Code: [Select]
Sail Integrity: 4
KF Drive Integrity: 9
Heat Sinks: 1610 (3220)

Ammunition:
    480 rounds of Gauss Rifle [IS] ammunition (60 tons),
    240 rounds of NAC/10 ammunition (48 tons),
    24 rounds of AR10 Killer Whale ammunition (1200 tons),
    432 rounds of Anti-Missile System [IS] ammunition (36 tons),
    40 rounds of AR10 Barracuda ammunition (1200 tons),
    24 rounds of AR10 White Shark ammunition (960 tons),
    160 rounds of Medium SCC ammunition (160 tons)

Grav Decks: 1 (150 m)
Escape Pods: 17
Life Boats: 10

Notes: Equipped with
    lithium-fusion battery system
657 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (828 Heat)
4 Naval Autocannon (NAC/10)                 120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/10 Ammo (80 shots)
4 Naval Laser 55                            340  22(220) 22(220) 22(220) 22(220)  Capital Laser
4 Sub-Capital Laser (SCL/3)                 128  12(120) 12(120)  0(0)     0(0)   Sub-Capital Laser
8 Sub-Capital Cannon (Medium)               240  40(400) 40(400)  0(0)     0(0)   Sub-Capital Cannon
    Medium SCC Ammo (160 shots)
FRS/FLS (534 Heat)
4 Naval Autocannon (NAC/10)                 120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/10 Ammo (80 shots)
4 Sub-Capital Laser (SCL/3)                 128  12(120) 12(120)  0(0)     0(0)   Sub-Capital Laser
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2592 shots)
4 Naval Laser 45                            280  18(180) 18(180) 18(180) 18(180)  Capital Laser
RBS/LBS (186 Heat)
4 Capital Missile Launcher (AR10 Launcher)  80   8(80)   8(80)   8(80)    8(80)   AR10       
    AR10 White Shark Ammo (12 shots)
    AR10 Killer Whale Ammo (12 shots)
    AR10 Barracuda Ammo (20 shots)
10 PPC                                      100  10(100) 10(100)  0(0)     0(0)   PPC         
6 Gauss Rifle                                6   9(90)   9(90)   9(90)     0(0)   AC         
    Gauss Rifle Ammo [IS] (1920 shots)
ARS/ALS (208 Heat)
4 Sub-Capital Laser (SCL/3)                 128  12(120) 12(120)  0(0)     0(0)   Sub-Capital Laser
8 Large Pulse Laser                         80   7(72)   7(72)    0(0)     0(0)   Pulse Laser
Aft (548 Heat)
4 Naval Laser 55                            340  22(220) 22(220) 22(220) 22(220)  Capital Laser
4 Sub-Capital Laser (SCL/3)                 128  12(120) 12(120)  0(0)     0(0)   Sub-Capital Laser
8 Large Pulse Laser                         80   7(72)   7(72)    0(0)     0(0)   Pulse Laser

Giovanni Blasini

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  • Posts: 7166
  • And I think it's gonna be a long, long time...
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #6 on: 10 March 2024, 20:46:43 »
No, its just that they we bypass that section as armor, firepower, and SI needs to become heavier in the >500kt range to stay competitive. This Destroyer is a heavyweight in its category.

So...nobody builds 400-500 thousand ton ships in your AU?
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"

AlphaMirage

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  • Posts: 3648
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #7 on: 10 March 2024, 21:02:19 »
So...nobody builds 400-500 thousand ton ships in your AU?

I don't know in this one, Golden Lion has the Clan's Pride Destroyers at 400kt so its on the edge and they're not great, serviceable yes, but not stellar. The are only five canon Warships in that range while there are 10 in the 500-600kt range. Either way that's what I am going with for my concept.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #8 on: 10 March 2024, 22:03:58 »
Argonaut Heavy Frigate
Mass: 550,000 tons
Fuel: 10,000 tons (25,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
16x H-NPPCs
8x AR-10s
8x Barracudas
18x SCL/3
12x NL/45
10x PPC
8x Heavy PPC
10x Large Laser
10x Ultra AC/20
12x Large Pulse Laser
24x AMS
Armor
    Nose: 155
    Fore Sides: 155/155
    Aft Sides: 155/155
    Aft: 89
Structural Integrity: 120
Cargo
    Bay 1:  Fighter (18)            3 Doors   
    Bay 2:  Cargo (5703.0 tons)     4 Doors   
Dropship Capacity: 4
Crew:  38 officers, 153 enlisted/non-rated, 78 gunners, 36 bay personnel, 36 passengers
Battle Value: 87,057
Cost: 9,687,884,000 C-bills

Background - The Argonaut Heavy Frigate is a sturdy design meant to serve in a battleline against much heavier adversaries, typically in the leading edge due to its 2g safe acceleration. Its additional armoring is due to the use of Improved Ferro-Aluminum armor composites which would also become standard in heavier designs (but not its ratemate the Juno Light Carrier). Due to its reduced mass however it can only carry 2 quad H-NPPC mounts for broadside engagements and four dropships which are normally heavily task mixed. A single Argonaut could reasonable execute a simple planetary invasion with its attached dropships and innate cargo capacity while providing orbital fire support with its aft weaponry and fighter sorties. As a reasonable inexpensive, flexible, and durable design our Fleet utilizes many Argonauts for threats that require heavy firepower and moderate risk tolerance.

Code: [Select]
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 2916 (5832)

Ammunition:
    40 rounds of AR10 Killer Whale ammunition (2000 tons),
    200 rounds of Ultra AC/20 ammunition (40 tons),
    768 rounds of Anti-Missile System [IS] ammunition (64 tons),
    32 rounds of AR10 Barracuda ammunition (960 tons),
    20 rounds of AR10 White Shark ammunition (800 tons),
    80 rounds of Barracuda ammunition (2400 tons)

Grav Decks: 1 (120 m)
Escape Pods: 27
Life Boats: 15

Notes: Mounts 1,320 tons of improved ferro-aluminum armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (160 Heat)
4 Capital Missile Launcher (Barracuda)      40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
8 Heavy PPC                                 120  12(120) 12(120)  0(0)     0(0)   PPC         
FRS/FLS (1,180 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Naval Laser 45                            140  9(90)   9(90)   9(90)    9(90)   Capital Laser
5 Large Laser                               40   4(40)   4(40)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (192shots)
RBS/LBS (406 Heat)
4 Capital Missile Launcher (AR10 Launcher)  80   8(80)   8(80)   8(80)    8(80)   AR10       
    AR10 White Shark Ammo (10 shots)
    AR10 Killer Whale Ammo (20 shots)
    AR10 Barracuda Ammo (16 shots)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Naval Laser 45                            140  9(90)   9(90)   9(90)    9(90)   Capital Laser
5 Ultra AC/20                               40   15(150) 15(150)  0(0)     0(0)   AC         
    Ultra AC/20 Ammo (200 shots)
5 PPC                                       50   5(50)   5(50)    0(0)     0(0)   PPC         
ARS/ALS (1,190 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Naval Laser 45                            140  9(90)   9(90)   9(90)    9(90)   Capital Laser
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (192 shots)
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
Aft (120 Heat)
4 Capital Missile Launcher (Barracuda)      40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
8 Large Pulse Laser                         80   7(72)   7(72)    0(0)     0(0)   Pulse Laser

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #9 on: 10 March 2024, 22:41:28 »
Juno Light Carrier
Mass: 550,000 tons
Fuel: 15,000 tons (37,500)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
30x NL/55
5x M-NPPC
3x NAC/10
6x Stingray Sub-Cap Missile
8x ERPPC
12x Large Pulse Laser
32x AMS
54x Large Laser
2x Gauss Rifle
2x Heavy PPC
Armor
    Nose: 106
    Fore Sides: 90/90
    Aft Sides: 80/80
    Aft: 54
Structural Integrity: 100
Cargo
    Bay 1:  Fighter (72)            12 Doors 
    Bay 2:  Cargo (16178.0 tons)    2 Doors
Dropship Capacity: 4   
Crew:  38 officers, 117 enlisted/non-rated, 78 gunners, 144 bay personnel, 138 passengers      
Battle Value: 67,151
Cost: 19,087,552,000 C-bills

Background - The Juno Light Carrier is only so in relation to the Olympus, with a 72 ready Fighter complement, good armoring and structural integrity, abundant anti-fighter and dropship weaponry, a LF-battery, spacious cargo bays, extra berths, and a Large Naval Comm-Scanner Suite this ship is the center of a ready made battlegroup even without its 2 Destroyer escorts. It is such that an Admiral is in command of this ship and its complement of fighters and escorts.

In fact Juno carriers are so essential to our territorial security and power projection that one of them jumping into a system with its battlegroup is a diplomatic tactic used to intimidate rival powers. Unfortunately they are extremely taxing on our budget to build, maintain, and staff so there are only a few of them in service and Air Groups and Destroyer escorts are regularly exchanged as other Carriers go into extensive maintenance or repairs.

Code: [Select]
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 1500 (3000)

Ammunition:
    64 rounds of Gauss Rifle [IS] ammunition (8 tons),
    30 rounds of NAC/10 ammunition (6 tons),
    1,152 rounds of Anti-Missile System [IS] ammunition (96 tons),
    60 rounds of Stingray ammunition (720 tons)

Grav Decks: 2 (120 m, 120 m)
Escape Pods: 27
Life Boats: 15

Notes: Equipped with
    lithium-fusion battery system
    1 Naval Comm-Scanner Suite (Large)
1,100 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (575 Heat)
5 Naval Laser 55                            425  28(275) 28(275) 28(275) 28(275)  Capital Laser
6 Sub-Capital Missile Launcher (Stingray)   54   21(210) 21(210)  0(0)     0(0)   Sub-Capital Missile
    Stingray Ammo (60 shots)
3 Naval Autocannon (NAC/10)                 90   30(300) 30(300) 30(300)   0(0)   Capital AC 
    NAC/10 Ammo (30 shots)
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
2 Gauss Rifle                                2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (64shots)
FRS/FLS (440 Heat)
4 Naval Laser 55                            340  22(220) 22(220) 22(220) 22(220)  Capital Laser
12 Large Laser                              96   10(96)  10(96)   0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
RBS/LBS (468 Heat)
4 Naval Laser 55                            340  22(220) 22(220) 22(220) 22(220)  Capital Laser
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 ER PPC                                    60   4(40)   4(40)   4(40)     0(0)   PPC         
ARS/ALS (448 Heat)
4 Naval Laser 55                            340  22(220) 22(220) 22(220) 22(220)  Capital Laser
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 Large Pulse Laser                         40   4(36)   4(36)    0(0)     0(0)   Pulse Laser
Aft (1,174 Heat)
5 Naval Laser 55                            425  28(275) 28(275) 28(275) 28(275)  Capital Laser
5 Naval PPC (Medium)                        675  45(450) 45(450) 45(450) 45(450)  Capital PPC
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 Large Pulse Laser                         40   4(36)   4(36)    0(0)     0(0)   Pulse Laser
2 Heavy PPC                                 30   3(30)   3(30)    0(0)     0(0)   PPC         

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #10 on: 10 March 2024, 23:17:57 »
Mythic-class Cruiser
Mass: 625,000 tons
Fuel: 10,000 tons (25,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
15x NAC/20
3x M-NPPC
12x Barracuda Launchers
12x Stingray Sub-Cap Missiles
12x Piranha Sub-Cap Missiles
24x SCL/2
16x ERPPC
18x Large Pulse Laser
12x Large Laser
13x AMS
Armor
    Nose: 180
    Fore Sides: 173/173
    Aft Sides: 173/173
    Aft: 100
Structural Integrity: 120
Cargo
    Bay 1:  Fighter (18)            6 Doors   
    Bay 2:  Small Craft (6)         3 Doors   
    Bay 3:  Cargo (9759.5 tons)     1 Door   
Dropship Capacity: 6
Crew:  46 officers, 187 enlisted/non-rated, 104 gunners, 66 bay personnel, 120 passengers, 112 marines
Battle Value: 133,364
Cost: 11,671,481,000 C-bills

Background - Mythic Cruisers are mighty combatants with incredible destructive capabilities when fighting alongside our other vessels. As a multi-role ship a Mythic is frequently assigned to patrols as a single ship with its flotilla of 6 dropships. Like the Juno it is often tasked with enforcing planetary embargos, jump point denial, planetary invasions, or large fleet actions using its embarked Espatiers aboard small craft and fighters to board or interdict suspicious vessels. Its weapons would be used when necessary to engage heavier targets such as assault dropships and smaller Warships. Unlike the Juno it costs a similar price as a Granite Destroyer due to its standard KF-core despite being almost 50% more massive and carrying 3x the Dropships.

Code: [Select]
Sail Integrity: 5
KF Drive Integrity: 14
Heat Sinks: 2100 (4200)

Ammunition:
    468 rounds of Anti-Missile System [IS] ammunition (39 tons),
    120 rounds of Stingray ammunition (1440 tons),
    300 rounds of NAC/20 ammunition (120 tons),
    120 rounds of Piranha ammunition (1200 tons),
    120 rounds of Barracuda ammunition (3600 tons)

Grav Decks: 2 (120 m, 120 m)
Escape Pods: 30
Life Boats: 20

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
1,500 tons of improved ferro-aluminum armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (614 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (60 shots)
3 Naval Laser 55                            255  17(165) 17(165) 17(165) 17(165)  Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
6 ER PPC                                    90   6(60)   6(60)   6(60)     0(0)   PPC         
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2160 shots)
FRS/FLS (596 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (60 shots)
3 Naval Laser 55                            255  17(165) 17(165) 17(165) 17(165)  Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
6 Large Laser                               48   5(48)   5(48)    0(0)     0(0)   Laser       
3 Sub-Capital Missile Launcher (Stingray)   27   11(105) 11(105)  0(0)     0(0)   Sub-Capital Missile
    Stringray Ammo (30 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (72 shots)
RBS/LBS (273 Heat)
6 Capital Missile Launcher (Barracuda)      60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    Barracuda Ammo (60 shots)
6 Sub-Capital Missile Launcher (Piranha)    54   18(180) 18(180) 18(180)   0(0)   Sub-Capital Missile
    Piranha Ammo (60 shots)
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
5 ER PPC                                    75   5(50)   5(50)   5(50)     0(0)   PPC         
ARS/ALS (608 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (60 shots)
3 Naval Laser 55                            255  17(165) 17(165) 17(165) 17(165)  Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
3 Sub-Capital Missile Launcher (Stingray)   27   11(105) 11(105)  0(0)     0(0)   Sub-Capital Missile
    Stringray Ammo (30 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (72 shots)
Aft (804 Heat)
3 Naval Laser 55                            255  17(165) 17(165) 17(165) 17(165)  Capital Laser
3 Naval PPC (Medium)                        405  27(270) 27(270) 27(270) 27(270)  Capital PPC
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser

truetanker

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #11 on: 11 March 2024, 02:34:14 »
What>

The shame...

So sad...

No Dreadnaught BattleCarriers...

(sadface emoji)

TT
 :angel:
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
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~ Nav_Alpha on 10 October 2016

Lagrange

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #12 on: 11 March 2024, 08:28:01 »
I'd consider it a war crime against your home nation. However if I were your enemy I would encourage the continued production of your enormous and expensive fighter.
This makes sense if ships are confined to map sheets, but in a situation where they operate in free space it seems less clear where the ability to escape an opponent has real value.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #13 on: 11 March 2024, 10:26:03 »
I fully advocate the use of acceleration to escape pursuit and chaff at the restraints of map combat as well since it favors slower more massive vessels and fighter swarms. Its why I have so many 4/6 ships as they can escape fighter swarms more easily than a slower ship. Being slightly faster also allows my commanders to choose when and how to initiate battle against a slower ship so that we can destroy it.

However, a 1MT Craft should not be 'escaping' and doing so fulfills my Fleet's core mission which is to protect my empire's controlled space. Also there is no real 'escape' unless you are in a position to jump so it could be possible to interdict that massive ship as it reduces velocity so long as something can reasonably pace it, such as a Corvette. That way by the time it reaches a valid jump point there is a task force waiting for it.

FastConcentrate8

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #14 on: 11 March 2024, 12:49:06 »
Don’t have time currently to comment on individual ships  but will do later

Currently thought: I never was a fan of classification based on set parameters because what happens if I have a 1,000,000 ton ship that moves 5/8 and is armed with spitballs accordingly? Is it still a Dreadnought or do I call it a ‘Heavy Corvette?’.

I know their more like guidelines, and I do love when you can build structured Fleet designs (ESPECIALLY for logistical purposes and ESPECIALLY in games which have set limits (like the Redux!))

Like I said will look later on actual designs

Generally, what I do is to classify my ships based on their intended use. For example, I had an upgunned Congress as part of my faction's fleet during a Nation States RP and reclassed them as Light Cruisers since they were intended for long range patrol and carrier escort while also being in Cruiser Tonnage.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #15 on: 11 March 2024, 15:09:36 »
That's fair FastConcentrate, its normally what I do too. However I find the concept of ratings interesting and accordingly assigned them in a coherent fashion for this concept as they actually seem rather appropriate for the way Warship battles are carried out in space.

Lagrange

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #16 on: 11 March 2024, 17:02:10 »
However, a 1MT Craft should not be 'escaping' and doing so fulfills my Fleet's core mission which is to protect my empire's controlled space. Also there is no real 'escape' unless you are in a position to jump so it could be possible to interdict that massive ship as it reduces velocity so long as something can reasonably pace it, such as a Corvette. That way by the time it reaches a valid jump point there is a task force waiting for it.
Minor note: jumps can happen at velocity (and you bleed all velocity when doing so).  Also, almost everywhere beyond 10AU is a potential point to jump from.  Escape in general is pretty viable since space is so big. 

More directly, the question seems to be: what's the hammer and what's the anvil?  The hammer is something with the maneuverability to control when and where it strikes.  The anvil has the most efficient force regardless of speed.  We might compare a 1MT hammer to 2x 300KT hammers in terms of price.  The 1MT hammer has more overall offense and defense but can only be in one place at a time.   That's a reasonable tradeoff to make in contexts where there is some alternative to a 1MT anvil.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #17 on: 11 March 2024, 18:03:52 »
Escape is like you mention easy if you can jump out, that could be a big if, like I said before my fleet's mission is to control our empire's space principally planetary orbit and the Z/N standard jump points anywhere that's not one of those places is something that we cannot reasonably control just threaten your access to much like the ocean. Your big battleship can be in our system's Point Nemo and we might know its there and be curious as to what you're up to but we're unlikely to do anything other than task a Tumbleweed or gunship patrol to keep an eye on you (and look for anything you left behind or launched).

Admiral Shulte-class Heavy Cruiser
Mass: 736,000 tons
Fuel: 12,000 tons (30,000)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
12x H-NPPC
8x Barracuda Launchers
11x SCL/3
24x NL/35
4x M-NPPC
8x Heavy PPC
12x Large Laser
10x Large Pulse Laser
21x PPC
40x Laser AMS
Armor
    Nose: 240
    Fore Sides: 215/215
    Aft Sides: 215/215
    Aft: 126
Structural Integrity: 130
Cargo
    Bay 1:  Fighter (36)            6 Doors   
    Bay 2:  Small Craft (18)        4 Doors   
    Bay 3:  Cargo (32465.5 tons)    4 Doors   
Dropship Capacity: 6
Crew:  65 officers, 131 enlisted/non-rated, 120 gunners, 162 bay personnel, 200 passengers, 112 marines      
Battle Value: 98,439
Cost: 12,331,668,000 C-bills

Background - The Admiral Shulte class Heavy Cruiser has long served as an anchor in our battleline even before the Athos Battleships. Mostly because the Olympus Heavy Carrier originally served as our most massive ship. Based on a similar hull design the Admiral Shulte has less thrust but far more firepower and armor than that design. With a dozen H-NPPCs and a variety of mostly energy armament on its broadside it is also the test bed for the Laser Anti-Missile System which utilizes a small laser much like the regular one uses a heavy machine gun for missile intercepts. Unless it is being doubled these LAMS are very capable of swatting down most missile assaults as long as they are coming from the sides. This is important since the Admiral Shute and its sisters are unable to outmaneuver many threats due to their heavy armor and armament thus they must withstand them, just as its posthumously promoted namesake Captain Shulte did in the original Freya Frigate before it was boarded and scuttled during the Battle of Broken Ore.

Code: [Select]
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 4205 (8410)

Ammunition:
    80 rounds of Barracuda ammunition (2400 tons)

Grav Decks: 2 (120 m, 120 m)
Escape Pods: 0
Life Boats: 80

Notes: Mounts 1,913.5 tons of improved ferro-aluminum armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
Nose (291 Heat)
4 Capital Missile Launcher (Barracuda)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
5 Laser AMS                             35   2(15)    0(0)    0(0)     0(0)   AMS         
8 Heavy PPC                             120  12(120) 12(120)  0(0)     0(0)   PPC         
3 Sub-Capital Laser (SCL/3)             96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
FRS/FLS (1,247 Heat)
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
5 Laser AMS                             35   2(15)    0(0)    0(0)     0(0)   AMS         
4 Naval Laser 35                        208  14(140) 14(140) 14(140)   0(0)   Capital Laser
5 Large Laser                           40   4(40)   4(40)    0(0)     0(0)   Laser       
2 Sub-Capital Laser (SCL/3)             64   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
RBS/LBS (1,213 Heat)
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
5 Laser AMS                             35   2(15)    0(0)    0(0)     0(0)   AMS         
4 Naval Laser 35                        208  14(140) 14(140) 14(140)   0(0)   Capital Laser
7 PPC                                   70   7(70)   7(70)    0(0)     0(0)   PPC         
ARS/ALS (1,257 Heat)
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
5 Laser AMS                             35   2(15)    0(0)    0(0)     0(0)   AMS         
4 Naval Laser 35                        208  14(140) 14(140) 14(140)   0(0)   Capital Laser
5 Large Pulse Laser                     50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
2 Sub-Capital Laser (SCL/3)             64   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
Aft (685 Heat)
4 Capital Missile Launcher (Barracuda)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
5 Laser AMS                             35   2(15)    0(0)    0(0)     0(0)   AMS         
4 Naval PPC (Medium)                    540  36(360) 36(360) 36(360) 36(360)  Capital PPC
7 PPC                                   70   7(70)   7(70)    0(0)     0(0)   PPC         

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #18 on: 11 March 2024, 18:24:07 »
Olympus-class Heavy Carrier Block II-A Refit
Mass: 736,000 tons
Fuel: 20,000 tons (50,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
12x Light N-PPC
24x SCL/2
16x Heavy PPC
24x Laser AMS
12x ER Large Laser
12x Large Pulse Laser
Armor
    Nose: 182
    Fore Sides: 151/151
    Aft Sides: 135/135
    Aft: 89
Structural Integrity: 130
Cargo
    Bay 1:  Fighter (108)           10 Doors 
    Bay 2:  Small Craft (36)        4 Doors   
    Bay 3:  Cargo (41178.5 tons)    2 Doors   
Crew:  65 officers, 128 enlisted/non-rated, 120 gunners, 396 bay personnel, 200 passengers, 112 marines      
Dropship Capacity: 6
Battle Value: 43,190
Cost: 24,726,084,000 C-bills

Background - The Olympus class Heavy Carrier is a very complex and draining Fleet Asset but it is invaluable for deterrence and interdiction. Still due to its expense our Fleet only operates two of them (Olympus and Everest) with one in maintenance and other on patrol at any one time as their Regiment of Aerospace Fighters drains a good portion of our available pool of qualified pilots. With so many fighters onboard the Naval Comm-Scanner Suite's crew spends as much time making sure everyone doesn't run into each other as they do searching the battlespace for threats. For the Block II-A refit the LAMS from the Admiral Shute replaced the original ones and the fighter bay doors were reconfigured to be safer on the approach by shifting and streamlining sensor masts.

While somewhat slow to deploy the Regiment of Fighters and Shuttle Group can achieve impressive TOT saturation attacks against hostile Warships and deny a large area of the battlespace to our adversaries while their carrier remains behind a bulwark of three Granite Destroyers.

Code: [Select]
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 1350 (2700)

Ammunition:
None

Grav Decks: 2 (120 m, 120 m)
Escape Pods: 0
Life Boats: 80

Notes: Equipped with
    lithium-fusion battery system
    1 Naval Comm-Scanner Suite (Large)
1,913.5 tons of standard aerospace armor.

Weapons:                         Capital Attack Values (Standard)
Arc (Heat)                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (468 Heat)
3 Sub-Capital Laser (SCL/2)  84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Naval PPC (Light)          315  21(210) 21(210) 21(210)   0(0)   Capital PPC
3 Laser AMS                  21    1(9)    0(0)    0(0)     0(0)   AMS         
4 ER Large Laser             48   3(32)   3(32)   3(32)     0(0)   Laser       
FRS/FLS (468 Heat)
3 Sub-Capital Laser (SCL/2)  84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Naval PPC (Light)          315  21(210) 21(210) 21(210)   0(0)   Capital PPC
3 Laser AMS                  21    1(9)    0(0)    0(0)     0(0)   AMS         
4 ER Large Laser             48   3(32)   3(32)   3(32)     0(0)   Laser       
RBS/LBS (165 Heat)
3 Sub-Capital Laser (SCL/2)  84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Laser AMS                  21    1(9)    0(0)    0(0)     0(0)   AMS         
4 Heavy PPC                  60   6(60)   6(60)    0(0)     0(0)   PPC         
ARS/ALS (205 Heat)
3 Sub-Capital Laser (SCL/2)  84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Laser AMS                  21    1(9)    0(0)    0(0)     0(0)   AMS         
4 Heavy PPC                  60   6(60)   6(60)    0(0)     0(0)   PPC         
4 Large Pulse Laser          40   4(36)   4(36)    0(0)     0(0)   Pulse Laser
Aft (460 Heat)
3 Sub-Capital Laser (SCL/2)  84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Naval PPC (Light)          315  21(210) 21(210) 21(210)   0(0)   Capital PPC
3 Laser AMS                  21    1(9)    0(0)    0(0)     0(0)   AMS         
4 Large Pulse Laser          40   4(36)   4(36)    0(0)     0(0)   Pulse Laser

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #19 on: 11 March 2024, 19:20:43 »
Athos Battleship
Mass: 825,000 tons
Fuel: 12,000 tons (30,000)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
21x NL/35
16x Heavy-NPPC
12x NAC/20
2x NAC/35
3x Medium-NPPC
7x Manta Ray Sub-Capital Launchers
8x Heavy SCC
24x SCL/2
5x Ultra AC/20
20x Ultra AC/5
8x Large Laser
14x Large Pulse Laser
Armor
    Nose: 402
    Fore Sides: 364/364
    Aft Sides: 364/364
    Aft: 212
Structural Integrity: 150
Cargo
    Bay 1:  Fighter (36)            4 Doors   
    Bay 2:  Cargo (26133.0 tons)    4 Doors   
Dropship Capacity: 6
Crew:  51 officers, 175 enlisted/non-rated, 95 gunners, 72 bay personnel, 200 passengers, 112 marines      
Battle Value: 184,099
Cost: 13,038,501,000 C-bills

Background - Integrating the latest technological improvements available to our Naval Architects, mostly the Ferro-Carbide armor composites, our three Athos Battleships (Athos, Porthos, and Aramis) are marvels of engineering prowess. They are also testaments to the government's dedication to maintaining our empire's orbital integrity. Unfortunately those same politicians are unwilling to pay and maintain all three of them on deployment at any one time. An Athos' crewing requirements are considerable which means there are only two crews trained for the three ships thus at least one is in its cage for repairs, while another conducts training maneuvers within our home system (with many photo ops on the Flag Deck with the Training Commandant for Parliamentarians), and the last one is on patrol with a small task force of Argonaut and/or Freya Frigates. Complicating logistics are its schizophrenic mix of seven different calibers of cannon and missile ammunition.

Despite their limitations however the Athos Battleships are carefully followed by our rival powers as a battleline anchored with their firepower will rip through most ships in short order while being able to weather an enemy's withering firepower in return.

Code: [Select]
Sail Integrity: 5
KF Drive Integrity: 17
Heat Sinks: 3800 (7600)

Ammunition:
    1,600 rounds of Ultra AC/5 ammunition (80 tons),
    70 rounds of Manta Ray ammunition (1260 tons),
    150 rounds of Ultra AC/20 ammunition (30 tons),
    768 rounds of Anti-Missile System [IS] ammunition (64 tons),
    240 rounds of NAC/20 ammunition (96 tons),
    20 rounds of NAC/35 ammunition (24 tons),
    160 rounds of Heavy SCC ammunition (160 tons)
Grav Decks: 2 (130 m, 130 m)
Escape Pods: 20
Life Boats: 40

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
2,475 tons of ferro-carbide armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (667 Heat)
2 Naval Autocannon (NAC/35)                 240  70(700) 70(700)  0(0)     0(0)   Capital AC 
    NAC/35 Ammo (20 shots)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
5 Ultra AC/20                               40   15(150) 15(150)  0(0)     0(0)   AC         
    Ultra AC/20 Ammo (750 shots)
7 Sub-Capital Missile Launcher (Manta Ray)  147  35(350)  0(0)    0(0)     0(0)   Sub-Capital Missile
    Manta Ray Ammo (70 shots)
FRS/FLS (1,214 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
4 Large Laser                               32   3(32)   3(32)    0(0)     0(0)   Laser       
4 PPC                                       40   4(40)   4(40)    0(0)     0(0)   PPC         
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2304 shots)
RBS/LBS (538 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (60 shots)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (60 shots)
4 Sub-Capital Cannon (Heavy)                168  28(280) 28(280)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (80 shots)
10 Ultra AC/5                               10   7(70)   7(70)   7(70)     0(0)   AC         
    Ultra AC/5 Ammo (16000 shots)
ARS/ALS (1,222 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
4 Large Pulse Laser                         40   4(36)   4(36)    0(0)     0(0)   Pulse Laser
4 PPC                                       40   4(40)   4(40)    0(0)     0(0)   PPC         
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2304 shots)
Aft (705 Heat)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Naval PPC (Medium)                        405  27(270) 27(270) 27(270) 27(270)  Capital PPC
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #20 on: 11 March 2024, 19:49:24 »
Perdition Dreadnought
Mass: 970,000 tons
Fuel: 10,000 tons (25,000)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
4x NAC/35
5x Ultra AC/20
18x Heavy-NPPCs
11x Medium-NPPCs
12x Large Laser
12x Gauss Rifle
12x Large Pulse Laser
48x Laser AMS
Armor
    Nose: 460
    Fore Sides: 428/428
    Aft Sides: 428/428
    Aft: 246
Structural Integrity: 150
Cargo
    Bay 1:  Cargo (25514.0 tons)    4 Doors
Dropship Capacity: 4
Crew:  57 officers, 312 enlisted/non-rated, 73 gunners      
Battle Value: 162,669
Cost: 12,413,662,000 C-bills

Background - The Perdition is the culmination of our Fleet Vision program, an All-Aspect Battleship capable of disintegrating lesser Warships with Naval PPCs and withstanding incredible firepower. Unfortunately despite being a simple and cost-effective design it's sheer mass and limited patrol range makes assembly and operations complicated compared to most of our smaller ships. Due to mass constraints asymmetrical NPPC Bays with 3 Heavy and 1 Medium or in the case of the aft facing version 5 Mediums were designed in order to fit the minimal mass storage recommended for fleet ops. Even with those compromises the only thing a Perdition fears is running low of supplies while on patrol which is why both of them remain within core systems where they have easy access to resupply. The Perdition and Penitence trade places and exchange crew after each six month long cruise with a three month refit window mostly to recharge the cooling loops and repair burnt out power systems.

Like the Battleships they are accompanied by a Task Force of Freya and Argonaut Frigates or operate alongside an Olympus or Juno Carrier Task Force where they can draw upon the Carrier's stores to reduce the number of resupply voyages required to maintain their deployment and have greater protection from Aerospace Fighter assault while providing a ship wrecking broadside to bolster that Task Force's Granite Destroyers. Due to an increased threat environment the government has approved a third ship in the class which is due to be named the Persecution that is due by the end of the decade and a fourth named the Providence that will arrive three years later.

Code: [Select]
Sail Integrity: 5
KF Drive Integrity: 20
Heat Sinks: 6280 (13600)

Ammunition:
    480 rounds of Gauss Rifle [IS] ammunition (60 tons),
    150 rounds of Ultra AC/20 ammunition (30 tons),
    50 rounds of Stingray ammunition (600 tons),
    40 rounds of NAC/35 ammunition (40 tons)

Grav Decks: 2 (140 m, 140 m)
Escape Pods: 24
Life Boats: 24

Notes: Mounts 2,910 tons of ferro-carbide armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (562 Heat)
2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
    NAC/35 Ammo (20 shots)
2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
    NAC/35 Ammo (20 shots)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
5 Ultra AC/20                              40   15(150) 15(150)  0(0)     0(0)   AC         
    Ultra AC/20 Ammo (750 shots)
FRS/FLS (1,710 Heat)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
6 Large Laser                              48   5(48)   5(48)    0(0)     0(0)   Laser       
RBS/LBS (1,668 Heat)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
6 Gauss Rifle                               6   9(90)   9(90)   9(90)     0(0)   AC         
    Gauss Rifle Ammo [IS] (1920 shots)
ARS/ALS (1,722 Heat)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
6 Large Pulse Laser                        60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
Aft (762 Heat)
5 Naval PPC (Medium)                       675  45(450) 45(450) 45(450) 45(450)  Capital PPC
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
5 Sub-Capital Missile Launcher (Stingray)  45   18(175) 18(175)  0(0)     0(0)   Sub-Capital Missile
    Stingray Ammo (50 shots)

That completes our Warships but new Dropships and Small Craft are in the process of being designed to aid them in our unending quest to protect our orbital integrity and perhaps infringe on yours sometimes.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #21 on: 11 March 2024, 21:09:50 »
When organizing battlelines Fleet Admirals must take into account what is available, what the threat is, and how much armor vs armament they require to handle that threat. In order to determine that they rely on a factor of all non-aft armor vs firepower with all broadsides groups multiplied together as a Warship can roll and expose its other side if there is a breach or critical damage to their weaponry effectively doubling their armoring.

Freya Frigates are typically kept away from the main line of battle unless the threat is small like a comparable Frigate and even then frequently pair with an Argonaut. Their armoring is not dense enough to withstand more than one maxed capital bay which will expose critical structures to direct damage endangering the ship and its crew while requiring months of repair. However they often organize a second line further away from the main threat where they can sweep smaller combatants approaching their more formidable sisters so those Warships can focus on larger threats with their guns.

Rational Fleet Design by Broadside Capital Damage
1st Rate | Perdition 2172 / 324 = 6.7
2nd Rate | Athos 1858 / 268 = 6.9
3rd Rate | Admiral Shulte 1100 / 180 = 6.1
4th Rate | Mythic 872 / 154 = 5.7
5th Rate | Argonaut 775 / 147 = 5.3
6th Rate | Freya 172 / 64 = 2.7

As you can see the Ratings follow a fairly normal distribution pattern which is mostly upset by the Argonaut's NL/55s with the 3-5 Rates being comparable. Athos Battleships possess heavier armor for their mass than the Dreadnought but that is mostly due to its Heavy SCCs which are more frequently aimed at incoming assault craft. Nose mounted firepower is a bonus and mostly used for closing engagements or against enemies that seek to pass through the battleline in order to double envelop the line. Aft weaponry is typically 2-5 Medium NPPCs and mostly for destroying assault craft that are attempting to cut through the weaker aft armor or during a stern chase/burn. Anything approaching 5 can rip through one of its armor sections in a single salvo assuming all shots land upon there, which makes the Freya's weakness very apparent.

Once the Admiral selects the Task Force the Order of Approach and spacing needs to be chosen. This presumes that the enemy is obliging but that is true of any space engagement. Before battle the line will form up with an average of 90 kilometers (5 space hexes) between each ship to provide space for maneuvers and enough space for smaller craft to pass through 'safely.' The lead ship is typically a swift one, with the least forward firepower and thus it often falls upon an Argonaut or Admiral Shulte. This order while seemingly nonsensible gives the other ships behind it with greater nose firepower a longer window to use their overlapping forward quarter-bay and nose while accelerating as they would otherwise be taking damage along the way. After taking the initial fire from the enemy that ship will turn to show its broadside and fire upon the approaching ships, as it receives fire it will roll to show its opposite side before retiring from battle while keeping a rear quarter-bay and aft weaponry on the enemy before they are out of weapons range.

The second ship of the line is typically the most heavily armored as they will be engaging more of the enemy than its followers. The third ship will be a second most armored and then it will continue to the lowest rated combatants. This is another reason Freyas are inferior for a single long line, but okay in three ships, as their firepower is in their broadside with a limited threat from their forward pair of NAC/25s.

Following ships will do the same as the lead ship retiring from battle the same way as they did, by peeling off and firing their aft and rear quarter-bays as they accelerate away picking off assault and strike craft that passed beyond the battle line before they can vector back for a second pass if no Warships present themselves. Our own assault craft and strike fighters will come 'over the shoulder' through our line accelerating in a such a way that they 'slice' diagonal compared to it in order to maximize the damage potential in a single arc or exploit critical opportunities. This means they are likely only going to be targeted by the nose and aft bays of their target and its line mates and this critical vulnerability can be exploited by striking the lead or tailing ship.

Large (Warship) and Small (Dropship) Carrier Operations in support of a Battle line are thus also conducted 'over the shoulder' with both types of Carriers accelerating in such a way that they will pass behind or before the line of battle after launching their fighters. These fighters will form up in a swarm behind the battleline with the rest of the parasite craft (Assault Dropships, Pocket Warships, Gunships, and Fighters). Attacking in this manner allows for limited doubling as a Large Carrier and its Destroyer escort can make opportunity attacks on the lead or tailing ship before the main line of battle approaches. Granites firing a full spread of their forward weapons are not a threat that can be ignored and if an Olympus is in play triple Granites could shatter a Heavy Frigate's nose armor with their guns at medium range.

This presents the enemy with a dilemma: they could break formation in pursuit of the Carrier, and expose themselves to Warship attack; know that whatever strike craft make it through will be turned around and sent after damaged ships after the battle has concluded; or task their own fighters and assault crafts against a task force optimized against fighting them and send them away from their Warship support.

Lagrange

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #22 on: 12 March 2024, 07:51:33 »
This is a quite orderly notion of combat, so let me poke at it a bit in the interest of discussion.

  • The notion that you can 'roll sides' becomes less true the more numerous the forces engaged in combat are since the logical thing for an enemy force to do is focus fire to the elimination point.
  • Against a faster enemy force, keeping a 90 km gap between forces can result in defeat in detail since an equivalent size hammer force can gang up on one end of the line.
  • I'm skeptical about risking carriers in direct fire range of the enemy.  To much rides on their ability to survive an engagement.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #23 on: 12 March 2024, 09:05:08 »
Yes it would be in fact be optimal however its not like we expect it to happen, its just what we'd like to happen.

1. Is that in fact the most logical thing to do?
It's a good question, Warships particularly the ones above are pretty tough, way tougher than most canon designs although admittedly that's a bad benchmark. They can take a lot of damage and if they go down do so swinging a heavy hammer. Although that is part of the reason I don't put LF-equipped ships in the battle line.

Under those conditions saving your ship might actually be the most logical thing to do. Warship fights are rocket tag 60+ Cap Bay will kill any Warship in short order, you literally need to get to Leviathan levels of mass to withstand a Perdition or Athos' broadside more than once.

You survive these engagements by angling away from the line and accelerating at max out of engagement range (figure for a long range engagement you'd be looking at maybe two-four more turns of exposure before you are out of weapons range) while still being able to fire at the trailing ships in the line. By doing so you give your opponent a new target, the ship behind you which is within range and less damaged.

2. Its not a static line.
It would be moving at least 1.5g if not 2g the entire time. Thus its a train of capital weapons to bring the pain while presenting the fewest sides to the enemy at a time that can change vector as needed.

While an attack on the leading or trailing edge could work nothing stops the formation from adjusting to context where it can bring two if not the entire formation's broadside to the enemy (like a big /, T, or II) approaching from front to back. It is just less efficient for withstanding incoming firepower which you would prefer be spread out among as many facings as possible. You could also just start two staggered battle lines with say 9 hexes between two ships in a line and 6 diagonal between it and its paired ship in the second line with the potential to cross or open up and double envelop a slower enemy formation.

This is less effective for capital engagements though as the leading edge is likely to take the brunt of the enemy's firepower. This will eventually require the second line to take their position by 'passing the gap' which could take a bit. A 6 hex separation distance is important however since its the typical max acceleration rate of my ships and short range of conventional weapons in aerospace. Thus if enemy strike craft come into the line they will be optimal targets for any conventional bays from adjacent ships and still good targets for two (conventional and sub-cap) or four (sub-cap and cap) more depending on the exact configuration.

3. Carrier and Destroyer engagements are drive-bys
A Carrier battlegroup is not going to slow down and fence with heavier Warships, they just don't have the built-in firepower. They are going to take a shot at long range and continue until they are 200ish hexes away from the enemy and wait for the already launched strike craft to make their approach at speed before slowing down for recovery. Then they will send those craft, or probably a freshly launched batch from the stack of spares they brought out while the battle is conducted, after damaged enemy ships attempting to withdraw.

truetanker

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #24 on: 12 March 2024, 13:02:50 »
Reasonable safe distant from the OpFor, a Carrier should be spitting out Squadrons as fast as possible, while speedily moving into a position of "safe" recovery. And as a whole, that carrier should also be taking pot-shots at them as well. Hopefully making life a hell of a mess for them until it's escorts show up. Then the "fur-ball" starts and then it's still pot-shots and still spitting follow up Squadrons while still moving to the "safe" recovery point.

Destroyers are more like beat stick Terminators, "I must crush you." fly-by attacks with the preverbal "I'll be back." thrown in as they leave the operational radius of their guns. Everybody else either has armor or thrust to save themselves. And either add in layered armament or copious amounts of firepower that can be dished out at a moment's notice. Either with withering Capital Laser or Particle weapons, or banks of Autocannons or even strategic use of Capital Missiles.

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #25 on: 12 March 2024, 13:31:12 »
The thing with the carrier is that the strike craft are going to be moving something like 35 relative to the enemy formation when they strike to reduce their exposure to incoming fire. This is why they need to pool on the opposite side of the battle line, they are basically operating as reusable missiles that are harder to kill. Those Strike Fighters, small gunships using AMS and ECM, as well as assault craft to overpower any hostile interceptors, and pocket warships will time their missile volleys so it all comes in at the same time for one or two Time on Target strikes that can actually do meaningful damage against a Warship (aiming mostly at the quarterdecks, fore or rear, depending on which type of slash you wanted).

If the carrier is moving on a similar vector it has to operate in the 'catcher' role and recovering fighters is much more time-consuming than launching them, so it must focus on that while its Destroyer escorts cover it from any Warships or pursuing craft that stray toward it. It can also have 'pitched' another group of fighters that will burn parallel to the enemy battle line and wait for their ships to retire at an angle so they can finish them off if they choose. These will mostly have extra fuel because they must by their mission expend more thrust, but their enemy will have suffered damage so they are a lesser threat than an undamaged Warship. This 'Undertaker' role is probably where I'd deploy Heavy Aerospace Fighters while the Medium ones will act as Strike Craft with their external ordnance or Interceptors once that is expended.

Lagrange

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #26 on: 12 March 2024, 14:10:12 »
1. Is that in fact the most logical thing to do?
It's a good question, Warships particularly the ones above are pretty tough, way tougher than most canon designs although admittedly that's a bad benchmark. They can take a lot of damage and if they go down do so swinging a heavy hammer. Although that is part of the reason I don't put LF-equipped ships in the battle line.

Under those conditions saving your ship might actually be the most logical thing to do. Warship fights are rocket tag 60+ Cap Bay will kill any Warship in short order, you literally need to get to Leviathan levels of mass to withstand a Perdition or Athos' broadside more than once.

You survive these engagements by angling away from the line and accelerating at max out of engagement range (figure for a long range engagement you'd be looking at maybe two-four more turns of exposure before you are out of weapons range) while still being able to fire at the trailing ships in the line. By doing so you give your opponent a new target, the ship behind you which is within range and less damaged.

Consider a fleet which uses an alternate tactic: staying fully concentrated in a single space hex.  A fully concentrated fleet can maneuver at full speed just like the 'line of battle' concept.  A fully concentrated fleet by definition maximizes disparity of fire.  In that situation the line of battle tactic vs. a faster concentrated adversary results in a heavy disparity of fire favoring the concentrated force at long or extreme range.   Illustrating this with a 3/5 line of battle force vs. a 4/6 concentrated force, the 4/6 concentrated force will have individually weaker ships but in a 10 v 10 battle, the 4/6 concentrated force plausibly wins via disparity of fire creating an effective defeat in detail.

truetanker

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #27 on: 12 March 2024, 14:34:46 »
Oh, I agree.

It's do we mass the most-est to the fullest, or offer 1 slot for a fuel tank to offset loitter time?

Because most Canon ASF do not carry the built-in Drogue capabilities, which would allow Tanker ASfs to refuel and still fight. As is, SAR ops are rare...

There isn't any such craft, but rules have been made to make some operational.

And rules have been created for the sole intent for that purpose as well.

Except it is considered "Fluff".

Small Crafts are "best" for interactions but what about ASF variants?

None I've seen...

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #28 on: 12 March 2024, 15:10:42 »
You come up with some interesting concepts Lagrange, I always enjoy our theory-crafting discussions.

If you try to murderball me, I split the line and murderball you in return with double envelopment while deploying mines/strike craft to go right for the front of your formation. We'd basically be on the precipice of a Slow High Speed Closing Engagement and that's tricky because the simulation really breaks down in this kind of fight and you have to use a whole different system (also why I have ballistics in the nose and NPPCs aft). Really it is a shame that Warships can't go out of control and accidentally ram one another because a domino of Warships crashing into each other like in Rogue One would be hilarious.

Even with Extreme Range weapons like NPPCs the time it takes to go from Extreme/Long to Long/Medium to Short might be in as many turns at full thrust. My broadsides will be at dangerously close ranges, possibly those capital bays could be enough to cut in from the outside of your formation. Like you mentioned before rolling is less an option when there are more forces in play but my lines could do it since they only need to threaten one side whilst yours would be unable to, although you would be able to save the 2 thrust to escape. After you pass both formations might be able to tag your aft and severely damage it. Either way it might be indecisive and a lot of metal is going to get slagged in the process.

truetanker

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #29 on: 12 March 2024, 18:39:35 »
^^

[popcorn]

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016