Adhoc vote count started by 4WheelSword on Oct 22, 2024 at 5:46 AM, finished with 50 posts and 12 votes.
[X] Plan: Target Identification
-[X] Electronics and Sensors
-[X] Command & Control
-[X] Write-in: Reach out to Menorb to determine their status as best as possible and ideally prevent their interference. If conditions encourage it, HSWS forces are to conduct a hit-and-run raid targeting the two ships parked in low orbit. Non-lethal methods (decoys, jamming, etc.) are to be used to degrade Menorb's ability to attack us during the raid, with retaliation against Menorb (should they respond) to be primarily concerned with ensuring the HSWS' force survival and proportionate to actions that have been explcitly identified as being perpetrated by Menorb. The purpose of the raid is to either rescue the ships if they are friendly or capture an Unknown Northern Aggressor spacecraft following crippling by ion torpedoes if possible, and if not, destroy or damage the ones that are present. Following the raid, HSWS forces are to depart the system if they are in a state capable of doing so.
-[X] Assign a moderate escort to enable the mission.
-[X] Write-in: Upgrade ships under construction with new sensors and command systems
[X] OPLAN: Pin and Kill
-[X] Electronics and Sensors
-[X] Enhanced Starship-grade Weapons
-[X] Write-in: Intelligence assets attached to the Menob fleet should identify the "weakest" point of current inner orbital defenses, if one exists. Following this, long-range electromagnetic bombardment should be used to disable the orbital stations around Menorb immediately prior to the landing of a direct FLF kill-capture raid, designed more to gain intelligence and act as a reciprocation for the Deep Hope attack than a permanent elimination of enemy orbital defense. Special detail should be paid to claiming an enemy vessel for test and evaluation, as well as intelligence files and high-value enemy personnel for interrogation. However, FLF troops "on the ground" are encouraged if able to permanently disable or destroy the stations they board as best able. If any surface to orbit or space-to-space defenses are activated by the enemy, a surgical kinetic bombardment will be enacted against those sites for total suppression of enemy orbit and surface defenses, followed by the disengagement of the Menorb task force.
-[X] Assign a moderate escort to enable the mission.
Select two of the following: Electronics and Sensors, Command & Control
Vice-Marshall Omarov requests orders, firm orders, on how to proceed in Menorb: Reach out to Menorb to determine their status as best as possible and ideally prevent their interference. If conditions encourage it, HSWS forces are to conduct a hit-and-run raid targeting the two ships parked in low orbit. Non-lethal methods (decoys, jamming, etc.) are to be used to degrade Menorb's ability to attack us during the raid, with retaliation against Menorb (should they respond) to be primarily concerned with ensuring the HSWS' force survival and proportionate to actions that have been explcitly identified as being perpetrated by Menorb. The purpose of the raid is to either rescue the ships if they are friendly or capture an Unknown Northern Aggressor spacecraft following crippling by ion torpedoes if possible, and if not, destroy or damage the ones that are present. Following the raid, HSWS forces are to depart the system if they are in a state capable of doing so.
Vice-Marshall Amir Adabayo requests a military escort for his Scout Flotilla to enable it to punch through enemy threats and discover exactly where the stealth ships are coming from: Assign a moderate escort to enable the mission. Available Budget: 1,041.8875MCr Current Dockyard Usage: 21,400/21,500Dtons + 9,400Dtons in civilian yards Current Pilot Usage: 85/100
Menorb
Six weeks after the last report, circa 19y04m03w, a shipment of ion torpedoes is delivered to Menorb along with the MAT HSWS Banka-Mundi and the Patrol Carrier HSWS Hadad. It takes several days to unload and reload the magazines of several warships without the benefits of a dockyard, but it's still easily enough done in the depths of space. With the force on high alert, and Vice-Marshall Omarov gripping the arms of her command chair, the task force moves into the inner system. A jump-flash is detected not long after the movement begins, but it will be two weeks before any potential reinforcements can arrive. It can, frankly, be ignored.
There is limited resistance. Two small ships, delicate little things built on technology that hasn't been seen around Home for half a century, are struck by ion torpedoes and disabled before FLF platoons from the Banka-Mundi go aboard to ensure they will not cause further trouble. Casualties are light on both sides, advanced combat armour resilient against the clubs and snub-guns of the defenders.
Communications are had, with dismal consequences. The government of Menorb, though previously friendly to the HSWS, now considers them trespassers and aggressors. Three months occupying the outer edges of the system and interdicting the (non-existent but potential) civilian traffic has apparently poisoned the well and no objection that they have refused prior contact will change that. Requests to relieve the hull in orbit - now identified as the HSWS Apolake - into the custody of the HSWS task force are also ignored. The force enters a combat formation and engages.
The problem with a planet like Menorb, is that a population of multiple-billions can equip a defence force many times the size of any approaching task force. Ion Torpedo strikes, delivered from long range by interstellar cruisers and from short range by the carriers' attack boats, quickly disable hostile stations in orbit before FLF assets are deployed to occupy them. It is only then that the 'enemy' unveils their most dangerous weapon.
Several hundred missile launches are detected on the surface of Menorb, some of them light and slow, some of them heavy and fast, and no less deadly. The Banka-Mundi begins counter-fire against noted launch locations, ortillery missiles slamming down through the atmosphere, taking advantage of being at the top of the gravity well to hammer silos and mobile launchers with kinetic strikes. The task force goes defensive, shooting down scores of missiles, evading others, and spoofing even more. The technological difference between the two opposed forces is obvious as many of the ground-launched missiles simply go wide and do not come anywhere near their target. Nonetheless, several hits are recorded and the MAT is punished particularly hard for being in low-orbit for counter-battery fire. The commander (Colonel Palles Natlatova) waves off the damage and continues firing on ground targets whilst dispatching several additional shuttles to board and occupy enemy facilities.
An engineering team, escorted by a full platoon of FLF infantry, boards the hulk of the HSWS Apolake to assess it for potential rescue. Unfortunately had she not already been beyond repair before her capture, three months in enemy hands has seen her systems torn apart, assessed and barely re-assembled. Wiring spews from freshly-cut orifices, panels have been roughly pulled away from their seams. Even the deck-plating hasn't been allowed the grace of immunity. It is decided that the best option would be to destroy the hull and deny any further use of it to the enemy. Charges are placed and as the engineers and their FLF escorts depart they are detonated. The Apoloke no longer exists.
Vice-Marshall Omarov's task force returns to Home in 19y05m03w, just in time for yard space to open up so that ships can enter for minor repairs and refits and so that the Banka-Mundi can have large parts of her hull plating replaced. At the same time, a new task force is formed out of ships that were not part of the offensive mission, unifying with the Scout Flotilla under Vice-Marshall Adabayo. They will head North in force in order to find out exactly where the enemy is coming from and why. It is expected that the mission will take between two and four months depending on exactly what they find out there. They will also be taking a courier with them to despatch at two months, so that Home knows when this force is actually overdue.
This will also be the first deployment of the larger Multi-Mission Surveyor, the 1,800 ton replacement for both the Interstellar Surveyor and the Deep Space Surveyor. With one ship that can perform both roles, the force will be smaller and no less capable.
Scout Force - Vice Marshall Adabayo
- One ICIII - flagship
- Two FFE
- Two MMS
- One FSS
Also out of the yards is the very first Flotilla Supply Ship flight II. This redesigned platform saves even more space by eliminating several unnecessary features such as armour, and instead uses a unique distribution of load in order to ensure it is optimised for its role.
The flight I FSS next to the flight II FSS. Note the open gantry-style structure that allows for more efficient fuel storage.
In one fell swoop, the yards around Home and Cassalon are halfway emptied. Unfortunately, the money does not currently exist to do any more than send a further three flight II escorts in for refits into fast EWAR platforms.
Available Budget: 882.1375MCr Current Dockyard Usage: 12,000/21,500Dtons + 7,400Dtons in civilian yards
You have your forces reunited and little in the way of external pressures right now. This would be an ideal time to consider how you will continue to prosecute the war that the HSWS is part of. Please formulate a plan based on the following questions:
Prisoners - The enemy presumably has tens of HSWS personnel captured during battle:
[ ] We should work to find a diplomatic solution to this issue.
[ ] Sadly we must consider them lost to us for now.
[ ] We must recover them by force, using the Military Assault Transport. Hulls - The enemy has at least one other ship captured intact, and as many as three:
[ ] We should find and destroy these hulls to deny them to our enemies.
[ ] We should recover them through any means necessary, diplomatic or military.
[ ] Sadly we must consider them lost to us for now. Enemy - The enemy system will be found and their shipyards identified:
[ ] We should plan an operation to strike at the enemy heartland.
[ ] We should plan a containment operation to push back the enemy.
[ ] We should consider the enemy out of reach for now.
As always, please write in as much or as little as you want.
So we managed to piss off Menorb. That's not good, but it's not the absolute end of the world, I guess.
If we haven't found the enemy homeworld, I am still in favour of a bite-and-hold strategy. We work out way north, establishing well-defended refuelling and resupply stops. Similar defences are used to cover our core systems. We keep pushing northwards until we find the things that the enemy can't hide, like construction yards, and we target that.
I also think we need to conduct immediate diplomacy with the other northern polities. We cannot afford a war against all of them.
This would be a good opportunity to also discuss what our fleet should look like in three-four years. Dealing with a planet with a population 100 times ours will not be quick, and now that we've gotten all this new tech, I think it'd be a good time to revise what we consider "standard". I don't think we can pivot to an entirely new generation, as much as it comes with big savings, but now is a good time for a high-level overlook of what we're planning to build.
I guess that didn't go so well as hoped, and we have now deployed ortillery on another world that had not attacked us, which isn't a great look, imo. At least these ones have been holding our crews hostage, maybe?
@4WheelSword, how much did we try to talk to the planet-dwellers on Menorb? Did they refuse our messages or were they maybe jammed or what?
Did we establish any intelligence on:
- who runs Menorb?
- their knowledge of or relation to stealthy enemy?
- their relations with the other two nearby worlds?
- the utility of their system for our own resupply, refit and resource extraction purposes?
- the ability of the locals or stealthy enemy to deny us those purposes?
Going forward, I think we need to get answers and to properly defend our people and assets.
And in the long run I think we need to either become friends with the people of Menorb or treat them as a big threat because they have a grudge with us, a huge population and they've had the gift of two pretty advanced ships to learn from.
Whether the 'stealth ship faction' and Menorb are one and the same or two separate factions is something we need to determine.
From the references to Menorb having much less advanced tech than us it seems unlikely that they are the same faction.
Why then was one of our ship's which was captured, in orbit of their world and being gutted and stripped of it's technology?
Menorb must answer these questions to our satisfaction or be deemend an enemy combatant and continue to suffer our wrath.
Once we have more budget I think we should lay down a further Patrol Carrier and additional Cruisers, Fast Attack to replace our aging Interstellar Cruiser force.
When it comes to using our current remaining budget, is there anything practical we could do with it? Laying down an MDS, a smaller defence platform, or refits?
I'd like to keep hardening Home to incursion as much as possible.
One of our ships voluntarily went in-system to surrender from our initial ambushed diplomatic visit. And I think the ba-kim surrendered too and was towed in-system by the stealth ships?
Whether the 'stealth ship faction' and Menorb are one and the same or two separate factions is something we need to determine.
From the references to Menorb having much less advanced tech than us it seems unlikely that they are the same faction.
Why then was one of our ship's which was captured, in orbit of their world and being gutted and stripped of it's technology?
Menorb must answer these questions to our satisfaction or be deemend an enemy combatant and continue to suffer our wrath.
Once we have more budget I think we should lay down a further Patrol Carrier and additional Cruisers, Fast Attack to replace our aging Interstellar Cruiser force.
IMO, we kinda know why Menorb is gutting and stripping our ship. In their mind, we showed up, fought somebody, and some of our casualties sought refuge there. Then, a few weeks later, our fleet shows up and enacts a distant blockade of their world without bothering to talk to them first about it, and they are understandably pissed. They're now tearing the ship apart in a desperate hope that they can defend against furhter aggression by us.
I don't think they're the same faction as the northern aggressor, but I think they could join together. I think we need to try and prevent the same thing from happening in the other systems, and try and force Menorb back to being a neutral before they can close the tech disparity.
When it comes to using our current remaining budget, is there anything practical we could do with it? Laying down an MDS, a smaller defence platform, or refits?
I'd like to keep hardening Home to incursion as much as possible.
Additional defence installations and minelayers along existing patterns to free up the CFAs we have parked around the southern worlds.
Right now, we have very limited ability to operate in the North. Crews start taking fatigue penalties after a few weeks, yet deployments to Menorb take months. Similarly, bringing fuel and weapons all the way from Home is slow and takes lots of fuel. I'd suggest we look into:
R&R stations that we can deploy further north, to reduce crew fatigue.
Autonomous ramscoop tenders, now that we have Virtual Crew. A ~1000 ton spacecraft with a ramscoop should be able to refuel a CFA for two jumps every week.
Fuel and materiel dumps, for obvious reasons.
Autonomous mining and manufacturing stations, capable of taking material from asteroids and rogue planetoids and turning them into spare parts, ammunition, and the like. This untethers us from Home.
Repair facilities, again for obvious reasons.
If we intend to take Menorb, we probably want a more capable orbital bombardment system. LMDCs are useful as both anti-ship and anti-surface weapons, and an unmanned LMDC "station" is very cheap. We could load ten on each Modular Conveyor, along with enough fuel to take them to Menorb. They'd be vulnerable to attack, but they're also so cheap that it doesn't really matter, and I think we can place them in the outer system. They'd also be useful as a way to increase the firepower of defensive installations.
A lot of our ships were built to older standards. We could do upgrades on them.
That's off the top of my head, I think I've come up with other ideas as well.
I find the behaviour of the menorbians mystifying. They were friendly with us a few years ago, but now refuse all contact until we get close and then refuse to talk about repatriating our crews (please tell me we asked about these...) or ships.
And then they take the kinda insane risk of trying to shoot us down when we could presumably reduce their population to just so much ash if we wanted to.
And the only concrete gripe they have with us before we approach is that we potentially interdicted civilian traffic that we have not seen?? Very weird behaviour.
@4WheelSword, how much did we try to talk to the planet-dwellers on Menorb? Did they refuse our messages or were they maybe jammed or what?
Did we establish any intelligence on:
- who runs Menorb?
- their knowledge of or relation to stealthy enemy?
- their relations with the other two nearby worlds?
- the utility of their system for our own resupply, refit and resource extraction purposes?
- the ability of the locals or stealthy enemy to deny us those purposes?
- who runs Menorb?
- their knowledge of or relation to stealthy enemy?
- their relations with the other two nearby worlds?
- the utility of their system for our own resupply, refit and resource extraction purposes?
- the ability of the locals or stealthy enemy to deny us those purposes?
1) The government of menorb runs menorb.
2) They have not given any indication of being associated with Inthe or Natoko.
3)
- Sector -01,-03 - Menorb
Survey Index: 10 System Code: C652998-7 Star(s): Twin Type M stars in close companionship Orbitals: -01-03-1 (Large Gas Giant), -01-03-2 (Rocky Planet), -01-03-3 (Rocky Planet), -01-03-4 (Rocky Planet), -01-03-5 (Rocky Planet), -01-03-6 (Small Gas Giant), -01-03-7 (High Density Planet) Comments: An uncompromisingly normal settled world, seven billion people call Menorb their home. They do not have the technology to build advanced space craft but they do operate a space port which shows some evidence of heavy use. Our scouts are invited to stay, but choose to instead push on with their mission. The local representatives seem displeased with this but are otherwise happy to see our scouts go.
4. Menorb can't stop you doing anything outside of the inner system, really. Even there they're mostly limited to reaction drive powered ships of ~the 1980's. The stealth enemy has the potential ability to attack your ships in Menorb.