If missiles can get interdicted, why wouldn't we want pure mass drivers?
Hmm. I think building 2x 3k tonnage vessels are a better option than a huge 6k tonnage vessel. 3k vessels are much easier for us to build, since they wont use all our yardspace. We are also not in a hurry to invade anyone any time soon, so we could build just a 3k vessel initially to keep the Council happy and then expand it to two later.I've crunched some of the math and if we want any kind of efficient deployment of shuttles and to carry a whole battalion, we're looking at a 6k ton vessel, probably. 3k simply doesn't have the space for everything. For 3k we can probably squeeze in a two company / half battalion lander, maybe with a wing or pair of fighter-bombers
Hmm. I think building 2x 3k tonnage vessels are a better option than a huge 6k tonnage vessel. 3k vessels are much easier for us to build, since they wont use all our yardspace. We are also not in a hurry to invade anyone any time soon, so we could build just a 3k vessel initially to keep the Council happy and then expand it to two later.
That would be my preferred solution as well. If anything, I'd think about cutting fighter-bombers and just doing ortillery, it should save up on space and it would still allow building dedicated carriers later.Hmm. I think building 2x 3k tonnage vessels are a better option than a huge 6k tonnage vessel.
If you would like to design patches for these forces, I have been using this generator. Any submitted will be voted on in the next update.
The problem is that if the FLF ship is a specialized vessel with things like orbital bombardment capability, it's not economical for boarding operations to take orbitals; we should be sending MMVs to do that. We also haven't seen an orbital station that's large enough to justify a full Coy. yet. If we're purely focused on boarding operations to take orbitals or commando raids, we should be looking at something that's a lot smaller.As much as I like the battalion lander, for our purposes right now a company carrier seems like the best bang for buck, considering what we use the FLF for (boarding operations to take orbitals, raids, etc.).
I'm open to being persuaded, though.
Assuming a "large" ship; i.e., one where we have a surplus of hardpoints and weapons bays, twin missiles mounted in turrets provide an order of magnitude more impact on soft targets per ton than any other option. They're also useful in that they're individually the lowest damage per shot, meaning we can strike precision targets in close proximity to friendly units. There is a downside to them in that they have a limited magazine depth, but given how lightweight missiles are, we could carry a LOT of them.
However, with how armour works in traveller (it subtracts from the damage dealt), a heavily-armoured target might be able to shrug off hits from missiles for a long time. For that, we'd want to have a single, high-damage weapon. IMO, @Tallhart's proposed mix of a mass driver (for cracking bunkers) and missiles (for maximizing damage per ton of weapons system) is pretty optimal. I'm not a fan of torpedoes due to them being very heavy, and particle beams cause a radiation hazard to the ground troops.
That said, I'd also suggest we include:
- A field hospital aboard the ship capable of handling ~15% of a battalion's worth of casualties, so that we can hopefully avoid people dying due to a lack of care and can use the FLF assault ship as a place to evacuate casualties to
- A small cargo hold (<50 tons?) in case we need to bring something unique along for the mission
- A small number of air/rafts that are modified to act as unarmed scouts or for casevac of 1-3 people.
The problem is that if the FLF ship is a specialized vessel with things like orbital bombardment capability, it's not economical for boarding operations to take orbitals; we should be sending MMVs to do that. We also haven't seen an orbital station that's large enough to justify a full Coy. yet. If we're purely focused on boarding operations to take orbitals or commando raids, we should be looking at something that's a lot smaller.
The advantage to a battalion is that it's a proper unit of maneuver. With just a rifle company, you're going to be missing heavier stuff, but it's possible for a battalion to deploy with its own artillery and other important things. If we're pressed to land on a body where we're going to be doing significant fighting that requires either a company or battalion, IMO it's better to concentrate our forces and overmatch the enemy's forces. We lose out on flexibility, but we preserve more of our strength, and by the time we want to conduct multiple landings at once on targets that are well outside the range that a single ship can project power, we'll probably have more ships.
I could see an argument for splitting the battalion in half over two ships but I still think that a company is an awkard in-between size where it's too small to be useful when doing a major landing, but too large for boarding actions.
Tonnage for scouts is hopefully low. An Air/raft hangar is 4 tons according to the Traveller rulebook, and if we have, say, six of them, that's only 24 tons; a pittance for a ship this large. Apparently making it air-tight increases cost and reduces speed and agility, but doesn't increase tonnage, so if we're willing to spend...I agree with most of your assessment on this.
Only problem with casevac/scouts is that we'll need even more tonnage (or we could scrap the integrated fighter-bomber wing). But I like all of that as a concept.
Tonnage for scouts is hopefully low. An Air/raft hangar is 4 tons according to the Traveller rulebook, and if we have, say, six of them, that's only 24 tons; a pittance for a ship this large. Apparently making it air-tight increases cost and reduces speed and agility, but doesn't increase tonnage, so if we're willing to spend...
[X] PLAN - Fast as F**k boi and Assault
~snip~
A preliminary plan here. Staying focused on a small, speedy aviso design to improve the speed and reliability of our communications, with maybe a PD turret or two just for self-defense.
Going big on the carrier design. I think if we want to have an expeditionary capability a battalion is really the minimum size of force we want to be deploying, anything smaller is only suited for policing actions. Including an embarked squadron of X-40s to provide organic air support. If we find a 40-ton craft is too big that would also leave enough room to perhaps downsize to x2 smaller tonnage squadrons.
Happy to back this if it becomes a formal OPLAN-my one thought is we want to add:
[ ] Carrying priority cargo and passengers between systems.
That way, our courier becomes a diplomatic bag as well, good to, for example, quickly and quietly bring diplomats between Aslan clans without upsetting proper honor.
Hmmm... I'd say we could spare a little room for cargo, for things like sealed paper orders, a big bag of DVDs with data, ect. I'm not sold on it carrying people though. It'll seems as if we want to stealthily insert agents. Diplomats go on diplomatic ships, marines go on landers, passangers go on commercial liners. Put in more fuel and better engines instead.Also handy for when we don't need the full pomp and circumstance of the big diplo ship.
That said, I'd also suggest we include:
- A field hospital aboard the ship capable of handling ~15% of a battalion's worth of casualties, so that we can hopefully avoid people dying due to a lack of care and can use the FLF assault ship as a place to evacuate casualties to
- A small cargo hold (<50 tons?) in case we need to bring something unique along for the mission
- A small number of air/rafts that are modified to act as unarmed scouts or for casevac of 1-3 people.
Happy to back this if it becomes a formal OPLAN-my one thought is we want to add: