From: Thomas Barclay <Thomas.Barclay@s...>
Date: Sat, 23 Jun 2001 04:13:15 -0400
Subject: why small ships
Here are some justifications: 1) Large hull requires large shipyard. I do not believe shipyard slippage construction costs increase linearly, more likely as a power. Hence large shipywards cost WAY much money, only exist in certain places, etc. and this tends to limit large constructions. Plus, someone observed the labour issues about keeping shipyard workers employed, for which smaller vessels are better. Also from a political perspective, spreading the military budget around is better too. More political capitol to be made if everyone's riding gets a small shipyard. 2) Large ship maintenance costs may not scale linearly either. Though I'm not positive. 3) If I have X large ships, or X*5 small ships, and I have Y worlds to patrol, if X is far smaller than Y, then there are a lot of places I can't be and even crappy little enemy ships can do much damage with raids, bombardments, and troop drops. If I have 5*X small ships, I can probably thwart this type of attack by distributing them around. They show the flag. They take on commerce raiders ( the real menace to any interstellar economy), they provide eyes and ears for intelligence agencies in many locations. 4) In a system scale battle, they enhance your sensor net dramatically by bringing sensors on- line in wide areas. 5) They are more expendable. Lose one and it isn't the end of the world. Far better for recce. Lose a CH or CL doing this and there will be heads rolling at Fleet HQ. 6) They should be more stealthy in a larger scale hide and seek game. 7) They can do swarm tactics. 8) To make them effective, try replacing some of the beam armament with longer ranged weapons such as: MTM, SMR-ER, Beam-3, Pulse Torpedo. I find the P-torp DD (used in squadrons) can make a nasty suprise - take a run in, fire about 20 mu out, turn away. You won't take that many casualties without the enemy focusing a lot of firepower on you, and you will do him some damage if you roll even okay. And you can keep attacking (superior to SMR-ER in terms of longevity of threat on the battlefield - though SMRs give good one off punch). 9) A Navy is not just called to fight wars. It must transport diplomats, it must show the flag to resolve local disputes, it must do customs patrols, it must do search and rescue, it must perform mercy missions. Use big ships to do this and you incur an awful expense. Use a small vessel suited to the task (tailoring smaller vessels is also undoubtedly simpler - larger ships tend to be generalist in nature). 10) I agree with the advice about trailing or flanking. I don't agree with the "firebait" advice. If your escorts preceed your force, they usually are 1 RB closer, unscreened, and can be induced to threshold with very minimal difficulty. So very light amounts of fire render them combat inoperative. The same fire would, if directed at larger vessels, need to be far more concentrated (range, sheilds, long damage rows) to do anything useful. I can kill a large number of beam 1 armed corvettes before they ever see engagement range.... and thus I destroy say 10-15% of your total NPV before they can be combat effective (if I myself have opted for an all large ship fleet). So try to get long range weapons for your small guys, park them behind the fleet (unless using them as scouts, and once they locate the enemy, they should be beating thrusters to get away to safety having done their job) or off to one side, thus presenting a threat "for later use". I don't like small ships as PDS escorts, they tend to attract fighters, SMs, MTs, and lots of beams thus stripping the formation of PDS. I happen to be a strong proponent of the light to medium cruiser (or larger) PDS barge (if in the kind of environment that merits heavy PDS). Sorry for the long commentary. But there are a number of reasons to have small ships, but they tend mostly to revolve around detection, dispersed force capability, and campaign considerations that don't appear in one off battles. If they are at a one off, they'd better have some long range teeth and stay out of the enemy gunsites for the early stages.