Traveller, The Rise of Empire: A Naval Design, Procurement and Command Quest

I think next steps should include a permanent anchorage for Staging Point to act as a secondary build-up point to avoid showing too much to their passive flights, as well as expanding facilities in Heimdall to ensure it's ready.

Shipwise, we need to continue with refits and keep cranking out CFAs, as well as build additional escorts. Our cruiser complement is very short and ideally I think we want 12 of them.

Capital ship-wise we can either go for a spinal mount or a very heavily armored ship with loads of missiles/torpedoes and point defense. Or a carrier, which will also need an expanded/upgraded smallcraft complement. I think they all have something to recommend - not sure which we should pursue.

There's also the parasite ship option where we crank out a bunch of 300 ton railguns with engines and slap them into a carrier.
 
[X] OPLAN: Accept This Justice
-[X] The Scouting Flotilla, who have trained for these missions.
-[X] Lay down a CFA-C.
-[X] A maximum size ship with a prototype spinal weapon.
-[X] Write-in: contact Garda-Villis to determine their interest in a trade alliance to strengthen our mutual defense against Hermosan expansion, conducting in-person diplomatic meetings at our Hexos colony.

FLASH MESSAGE-COMPARTMENTALIZED MILITARY TRAFFIC-COURIER ONLY
Source: Home Net-Relay, HSWS Central Command Base.
To: Devere, Jiao, Flt-Cpt, Hexos Colony Defense Net-Relay- COMMAND EYES ONLY.
From: Novohal, L. , Maj., Multispectrum Warfare Office Central.


Captain Devere,

This message is to be destroyed after you copy it-all copies are to be conducted through one-time pad and delivered by courier directly to Home. Your delegation is instructed to work as rapidly and directly as possible to assemble a military alliance with Garda-Villis to be proposed to both their government and our own as a response to Hermosan aggression. Make clear that we have resources to share and "grand ideals" to uphold-hell, try to sell them on becoming party to the Articles if you can. But we need a friend to help deal with this Hermosan crisis, and Garda-Villis is a pretty big friend.

Major Lenore Novohal, Multispectrum Warfare Office, 44th PFSqd (Res.)
 
[X] OPLAN Shotai
-[X] The Scouting Flotilla, who have trained for these missions
-[X] Convert three Interstellar Cruisers to block III
-[X] A carrier with tens of small craft

There is no point to building and operating a scouting fleet if we don't actually use them for, you know, scouting-type missions. Block IIIs seem like the best value for the moment and moving forward with a carrier offers a bit of inherent future-proofing since we can presumably reconfigure the wing, upgrade its smallcraft as time marches forward and in the case of a brawl, trade smallcraft for full-sized ship hulls that we're going to be crunched to replace in the case of serious attrition.
 
We currently have three CFAs in the yards, with one just having been completed - I'll support building another one next time we get some tonnage freed up but I also want our escorts to become more worthwhile fleet combatants and increase our PD array.

[X] OPLAN Shotai
 
[X] OPLAN Ambitious Sight (Shotai+)
-[X] The Scouting Flotilla, who have trained for these missions. Add the generic scouting mission to the sector -04 01. Ask Hexos for basing rights and defence agreement, in light of Hermosan intransigence.
-[X] Convert three Interstellar Cruisers to block III
-[X] A carrier with tens of small craft
 
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I like Shotai+, but I also want to build a minelayer soon. Section clarified on discord that we won't have to pay/construct each mine, which means a minelayer will be continuously generating larger and larger torpedo-fields to defend us. For example, if a mine lasts for 1000 days, a minelaying sortie takes 25 days, then a minelayer with a capacity of 100 mines is equivalent to four thousand torpedo tubes on defensive stations. Ideally, however, a minelayer would carry much more than this, since it's basically just crew stations, mines, and a jump drive.

I think this is the only feasible way of defending against a peer opponent. An aggressor, as they have the initiative, can concentrate their entire force against a target. Meanwhile, a defender either needs to distribute their forces across all the points they want to defend, which means they'll be outmatched at any given point if they use conventional defences, or they need to accept that it'll take two weeks between learning about a fleet's arrival and when their own fleet can arrive in response. IMO, a large minefield can cut this gordian knot by providing defences around each body at an extremely low cost which will hopefully slow down an enemy incursion into the system (a la Gallipoli) and buying us time for the fleet to get there.
 
I'm mildly apprehensive of mines because in books I've looked through the combat drones (including torp drones) have a TL13 Drone command unit component.

So I am unsure of how reliable our mines would be (and how dangerous to our own ships).

But this is definitely something worth researching.
 
[X] OPLAN Ambitious Sight (Shotai+)

The big problem with making a spinal weapon armed ship right now is that they suffer a large penalty to hitting any targets smaller than 10,000t and a even larger penalty to hitting targets smaller than 5,000t. While that's no problem against the 'our scout ships are 15,000t' forces of Garda-Villas, it makes them basically entirely useless against the 2,000t ships we've seen from Hermosa and very not ideal for targeting even their 8000t mothership.

As for contacting Garda-Villas, they have expressed a complete lack of interest in us and we have reciprocated out of a desire to not poke the massive gorilla. I doubt trying to get an alliance when we've not even done any trade with them is going to succeed.
 
Ok, so, mines.

Small Craft Weapons
Ships of below 100 tons have Firmpoints instead of Hardpoints. Ships have the following number of Firmpoints:
- 10-35 tons: 1 Firmpoint.
- 36-69 tons: 2 Firmpoints.
- 70-99 tons: 3 Firmpoints.
One Firmpoint may mount a turret with a single weapon mounted in it. Instead, a barbette may be mounted using up 3 Firmpoints.


I interpret this as "to mount a torpedo weapon a craft must be no less than 70 tons", as torpedoes start at barbette level. Which is admittedly not how the torp drone looks in Trillion Credit Squadron, but maybe that's a higher level tech? Or probably the drone rules are very different from fighter rules. Don't know.
But it could be that we are limited to missiles rather than torps for a smaller craft, which is... Not too bad to be honest. Missiles apparently lose a lot when are shot beyond a certain range, but still could be used at torpedo range too.

Small craft can get torpedo pylons, which replace firmpoints on a 1/1 basis and can mount a single torpedo.

Ok, that lines-up with the torp drone in TCS, and means that one-shot 10-ton torpedo mines are possible. Good to know.

I am more concerned with command&control thing - how reliably this sort of "automated fighter-station" would be able to detect the intruding ship and discern friend from foe? Is this achievable on our TL?


Maybe it would be better to use planet-based fighters instead? That would rise from atmosphere to orbit and fire salvoes of missiles (or torpedoes) at the enemy from the distant range, land back when run out of ammo, reload and go up again.

upd.
And laser-armed fighters should be able to intercept enemy missiles and torpedoes.

upd 2.
I am not saying that mines are not worth it, but I kinda expect them be more useful as something we can drop in the enemy systems to obstruct the shipping there, rather than massive minefields around our own planets. Latter thing makes me afraid for our own shipping.
 
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Ok, so, mines.

Small Craft Weapons
Ships of below 100 tons have Firmpoints instead of Hardpoints. Ships have the following number of Firmpoints:
- 10-35 tons: 1 Firmpoint.
- 36-69 tons: 2 Firmpoints.
- 70-99 tons: 3 Firmpoints.
One Firmpoint may mount a turret with a single weapon mounted in it. Instead, a barbette may be mounted using up 3 Firmpoints.


I interpret this as "to mount a torpedo weapon a craft must be no less than 70 tons", as torpedoes start at barbette level. Which is admittedly not how the torp drone looks in Trillion Credit Squadron, but maybe that's a higher level tech? Or probably the drone rules are very different from fighter rules. Don't know.
But it could be that we are limited to missiles rather than torps for a smaller craft, which is... Not too bad to be honest. Missiles apparently lose a lot when are shot beyond a certain range, but still could be used at torpedo range too.

Small craft can get torpedo pylons, which replace firmpoints on a 1/1 basis and can mount a single torpedo.
 
Mines are also a specific thing in the rules! Missiles take up 1 point of mine capacity, torpedoes three, and heavy weapons six. The mines are:
Type 11 ton3 capacity1000 day lifetime1000
Type 22 tons8 capacity 2000 day lifetime2000
Type 34 tons16 capacity 2500 day lifetime3125
Type 42 tons6 capacity 2500 day lifetime2500
Type 52 tons6 capacity 5000 day lifetime5000*
Type 64 tons14 capacity 5000 day lifetime5000
Type 7 EWAR2 tons1 capacity 5000 day lifetime0
The final column is # of torpedoes*lifetime/tonnage, as a rough measure of effectiveness of mines when laid in a dense minefield. I'm not sure if there's a TL lock on the later mines; these are stolen from a picture on discord. Type 5s also can apparently last "20 years or more" when in a dormant mode.

If we use Type 6 mines, for example, then a single minelayer conversion of an Interstellar Conveyor can keep 100000 torpedoes in the field. This is for a vehicle which costs 275 MCr, compared to the CFA-B with 378 weapons and a cost of 1275. If we intend to defend point targets, then a minefield and a defence station is a very cheap way of providing the equivalent to a fleet.
 
[X] OPLAN Ambitious Sight (Shotai+)

I don't really understand how building up defences in Heimdall helps us defend our core territory. Hermosa (or us) could fairly easily conduct a surprise attack on our core world(s) by travelling via deep-space sectors with tankers. Hermosa could send a large fleet to trash Home and our defence forces there would be on their own for at least a week (if an observer sees the fleet in transit and rushes to notify e.g. the Cassalon forces to reinforce).

Broad policy options for dealing with Hermosa (or any other peer-level imperialists):

1. Establish mutually assured destruction, (we will keep a large fleet on the move, and if it gets word that any allied assets are attacked then it will assume a large-scale invasion and strike you back with prejudice)
2. Wait and hope that their government collapses and becomes less imperialist (maybe they run into a bigger fish and get eaten)
3. Mass-evacuate to another area of the sector
4. Commit to destroying Hermosa's ability or desire to wage war
If Hermosa tries to build up a force in Equus to jump the gap toward Cassalon, we'll be able to see the build up and we'll be able to see when it vanishes into deep space. If Hermosa tries to build up elsewhere and trudge through a 3+ jump route to Home space, those forces would need to come from somewhere and the border garrisons would likely be reduced accordingly. Either way, a fleet in Heimdall serves both to block off that route to Home and serves as a fleet-in-being - if they attempt some kind of deep strike in deep space, we've got a full fleet directly on the border that can counterattack far more easily.

I'm also unclear on what the '1. MAD' option hopes to accomplish. A large fleet constantly running around isn't a secret weapon of MAD, it's just a large conventional fleet that would be used for conventional purposes (a conventional counterattack, with a conventional space battle). There's no added value it having it run around compared to holding a conventional fleet posting in-system and fighting the invading fleet before it lays waste to our worlds.

I like Shotai+, but I also want to build a minelayer soon. Section clarified on discord that we won't have to pay/construct each mine, which means a minelayer will be continuously generating larger and larger torpedo-fields to defend us. For example, if a mine lasts for 1000 days, a minelaying sortie takes 25 days, then a minelayer with a capacity of 100 mines is equivalent to four thousand torpedo tubes on defensive stations. Ideally, however, a minelayer would carry much more than this, since it's basically just crew stations, mines, and a jump drive.

I think this is the only feasible way of defending against a peer opponent. An aggressor, as they have the initiative, can concentrate their entire force against a target. Meanwhile, a defender either needs to distribute their forces across all the points they want to defend, which means they'll be outmatched at any given point if they use conventional defences, or they need to accept that it'll take two weeks between learning about a fleet's arrival and when their own fleet can arrive in response. IMO, a large minefield can cut this gordian knot by providing defences around each body at an extremely low cost which will hopefully slow down an enemy incursion into the system (a la Gallipoli) and buying us time for the fleet to get there.
Space is large enough the minefield would need to be overwhelmingly wide, and extensive minefields aren't generally something you place where you want to be able to run normal commercial traffic through regardless, like we would with any of our worlds. Getting 4,000 torpedo tubes of firepower for the price of 100 isn't very useful when only a handful of those mines would be in position to meet the attackers, with only a single shot each; The tonnage is better spent on a fleet of normal ships that can guarantee each of their tubes will be able to meet the attackers, coordinate with each other, and fire multiple salvos.
 
Space is large enough the minefield would need to be overwhelmingly wide, and extensive minefields aren't generally something you place where you want to be able to run normal commercial traffic through regardless, like we would with any of our worlds.
We'd be linking them to command crews in our defence stations; think of them more like "a bunch of cruise missiles I can ask to shoot this target" as opposed to fully-autonomous mines.
Getting 4,000 torpedo tubes of firepower for the price of 100 isn't very useful when only a handful of those mines would be in position to meet the attackers,
This is true of anything, though. An opportunistic attack probably consists of jumping in, fucking around a bit, and then jumping out. Meanwhile, a response to this attack is either detecting the light flashes directly and following a brachistochrone trajectory to respond a few days later, or waiting for a jump messenger to arrive a week late, and then jumping in two weeks after. Against a raiding force that's jumping in, smashing things up, and leaving consists of basically what's situated around the target body, regardless of propulsion capability.

Meanwhile, in the hypothetical case of a planned fleet-on-fleet engagement, the smart decision against a peer enemy not using mines/defensive stations is to split off some light cruisers with a long jump capacity and start jumping into their rear areas and shooting shit up (if you're particularly mean, jump a "boomer" 100D away from some sensitive infrastructure of theirs, salvo off a dozen nuclear land attack torpedoes, and then jump out). This either forces them to accept cities getting bombarded, or to permanently station warships there to defend them against opportunistic raiders, which in turn means your enemy will probably be weaker when it comes to the fleet engagement.

In this sense, mines aren't a strategically "defensive" measure; they're a way of ensuring that we can focus our offensively-useful ships like CFAs on attacking the enemy or responding to long-term incursions while also defending against short-term incursions. They're freeing up mobile units from stationary defensive tasks.

Also, it's not a 40:1 ratio for torpedoes per dollar, but instead about 1200:1.
with only a single shot each;
I was counting the reloads when looking at the CFA-B. If we're just looking at ready-to-fire torpedoes, it's a hundred thousand to eighteen.
The tonnage is better spent on a fleet of normal ships that can guarantee each of their tubes will be able to meet the attackers, coordinate with each other, and fire multiple salvos.
If we have a small defence station that's sending out firing commands to the mines, they'd be able to coordinate targets. The request-for-fire wouldn't be "mine X, fire at this target 300 km from you", but instead "all mines of group A, fire at a target at target at coordinates x, y, z, staggered to simultaneously arrive at time t".
Point defence means multiple salvoes are bad. Ideally we launch just enough to kill the target in a single wave.
 
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