Fleet Design (was: Target rich system)

1 posts ยท Sep 11 2000

From: Brian Bell <bkb@b...>

Date: Mon, 11 Sep 2000 08:43:14 -0400

Subject: RE: Fleet Design (was: Target rich system)

> -----Original Message-----

Good Fleet verses Poor Fleet depends on what their mission is and how equipped
they are to handle it. Here are some of my thoughts.

Part of the answer depends on how FTL is figured. If FTL is related to MD (as
it is in my group's play), then speed can become important in a number of
fleets. If all ships can jump the same amount regardless of MD rating, it is
somewhat less important. The examples below assume FTL jump distance or charge
rate is based on MD (power from MD is channeled to the FTL; the lower the MD
rating the less far a ship can jump or the slower it charges the
FTL).

Reinforcement Fleet: One of the things a reinforcement fleet would need would
be speed. It does no good to reinforce a fleet that has been defeated or
destroyed. Usually you want reinforcement fleets to be spread out so that they
can reinforce more than one group, not at the same time but support the group
that engages the enemy. It should be flexible (as they do not know what they
will face).
This fleet would also have a fair to large number of scout/couriers
running back and forth between the fleets it is supporting and sector HQ
(unless you have FTL communication).

Raiding Fleet: Somewhat depends on what you mean by raid: 1) Hit and Run H&R
fleets need to be fast and have a fair punch. They can afford to be less
protected as they usually only make one or two passes at the enemy (to keep
their losses down). The purpose is to draw strength away from the enemy's main
force. 2) Supply Disruption Supply Disruption fleets still need some speed to
get away when the enemy fleet arrives or plans an ambush. The difference
between H&R fleets and Supply Disruption fleets is that the goal is to destroy
the freighters or supply depots. Thus the SD fleet would need to be a little
better protected (may take more than a couple of attack runs to destroy the
convoy or depot). 3) Piracy or Supply Acquisition Piracy or Supply Acquisition
fleets are another animal altogether. The object is to disable the enemy
ships, board them, and make off with them. Usually SA fleets have a number of
elements: Std Warships to take care of any escorts; Needle Ships to disable
the freighters; Boarding Specialty Ships to launch boarding parties and small
craft; and sometimes Freighters to remove cargo from the disabled target
freighters. Piracy fleets usually rely on Std Warships and Larger Crew (mark
as passenger spaces) to man the captured ships. Often Pirate fleets will
destroy the target freighter if it does not surrender (a subtle, but definite
difference. Piracy fleets split the line between Supply Disruption and Supply
Acquisition fleets. The first, best choice is to obtain the ships, but will
settle for destruction of freighters and the bounty it brings).

Commerce/Convoy Protection.
These are usually smaller fleets/task forces. They usually include
smaller
ships (Corvettes to Hvy Cruisers). One or two scout/couriers are often
included. The main purpose it to protect against privateers and pirates; to
make it too expensive to attack the convoy for profit. During wartime, in
hostile areas, Patrol Fleets often augment the normal Convoy Protection
Fleets. Some fleets utilize an ADAF/PDS specialty ship in this role and
some
do not (also dependant on war/peace status).

System Fleet:
A system fleet should have a mix of FTL ships and non-FTL ships. The mix
of
FTL to non-FTL depends on the doctrine of the power that holds the
system and its proximity (in number of jumps) to the neighbor systems. Usually
a
50/50, 33/66, or 25/75 mix is used of FTL to non-FTL. Systems use the
non-FTL because of the cost efficiency, but they want FTL ships so that
they and neighboring systems can be mutually supportive until the main fleet
arrives. Umpteen couriers are a given on planet in a system that rates a
defense fleet. The system fleets should consist of faster picket task forces
to catch/delay/report enemy forces and a slower, more powerful task
force to defend the system assets.

Occupation Fleet: Basically this is the opposite of a System Fleet. This fleet
is to provide
support to the newly appointed government of an occupied/conquered
system.
It is usually all FTL ships (plus any captured in-system ships). These
are usually few in number and are concentrated in Ortillery and small
Warships. These ships are primarily used to quell disturbances. Most ground
forces have already landed and fighters are usually ground based, although the
odd light carrier may be assigned.

Patrol Fleets: These fleets are the workhorse of the Space Navy. They are used
to patrol the borders, act as a fast response unit to trouble, used to "show
the flag"
for diplomatic/political purposes, perform hit and run attacks (when a
dedicated fleet is unavailable), support Main Battle Groups, commerce
protection, and be jack-of-all-trades. Basically do everything. Because
of this they need a mix of speed and power. Patrol Fleets come in a variety of
sizes. Many are of the smaller, faster size (Corvettes to Destroyers) that act
as a warning bell for any trouble. Other Patrol Fleets can be of the Cruiser
range. Often these assignments are the most active in the fleet (but can also
be the most boring, patrolling empty space for months on end).

Battle Groups: Battle Groups are the heavy weights of the fleet. They are
usually assigned to one of two tasks: 1) Home Defense. Used to protect the
vital systems. 2) Strike Unit. A sledgehammer to crush opposition and gain
territory. Battle Groups (BG) consist of units that are heavier than Patrol
Fleets. They usually consist of Light Cruisers up through Superdreadnoughts
(majority of ships running in the Hvy Cruiser to Battleship range) and are
supported by carrier units. Again, as major units they have a large number
of scout/couriers to stay in touch with the other fleet elements and
command. Often Patrol Fleets will be assigned to support Battle Groups.