This is a spinoff from Colonial battle squadrons: dreadnaughts or battle riders?
I thought I'd speparate this thread from the other because I hope it will become an ongoing discussion about specifics rather than about generalities. To that end, let us look at the dynamics of system defense...
What exactly do you think of when you hear the phrase "System defense"? What do you think is involved in defending any given star system as the commander of the fleet charged with defending a star system? Lets say for the sake of this discussion, that the strategic assessment board of your military has in their collective wisdom, determined that the most likely threat the star system will face, is an enemy raider fleet that masses no more than 200,000 dtons. The board has also determined that as the commanding officer of the system defense fleet, your defensive obligations include:
Refueling fleet that brings fuel from the gas giant to the main world
Refueling points - three gas worlds
Home world
an industrial complex in deep space
How would you defend these points of interest? What are the minium fleet dispostions you'd want at your disposal? What are the minimum sensor platforms you'd want in your control? What are the fleet dispositions you're prepared to make? By that, I mean, how many hulls or how many dtons of hull tonnage do you want overall? What strategy will you pursue? Will you split your defense up and back them up with "fortification weapons" or will you spend much of your resources in having 6 main fleets, plus 3 mobile reserves? How would YOU as the man on the spot spread your assets?
Now, you've taken the time to make your fleet material requests, your allocation of fleet assets in defense of your system. What are the weak points of your plan? How would you, if you were the enemy, attack YOUR planned defenses of the system?
Here are some potential tactics your enemy might use on you...
1) send in what appears to be a credible attack against one of your assets. Draw the defense into a directed response against the pending battle that is shaping up. JUMP just before conflict begins, or fight while you have the initial contact advantage, but jump before the enemy can bring overwhelming numbers against you. While the enemy is responding to your seeming main thrust, a secondary and smaller force is actually attacking a weaker point in their defense. Since the main elements are responding to the first feint, the secondary attack has more than likely isolated the force it is attacking for a longer protracted engagement.
2) Retain the entire fleet together just outside of sensor range of the defenders. Slowly maneuver inwards and concentrate on the smallest isolated fleet element - using what is known as an attempt at defeat in detail. If the enemy's forces are too thinly spread, it won't matter how much tonnage he has if you can bring a local numberial superiority to bear on that one point.
One thing that HIGH GUARD presents a problem with when discussing tactics is that it presumes that you will have all of your fleet together when you engage your enemy. Generally speaking, this tends not to be the case. Generally, you will have a forward element that comes in contact with his forward element. If your enemy can't run away (or refuses to), then your numerical superority can be brought to bear against him as your center and rearguard come into combat space. But if your enemy refuses to stick around for that battle - then what? Your forward element fights his forward element, and just when you're about to bring the rest of your advantages into play, he cowardly retreats by jumping away or accelerates with faster hulls (if he has them).
Then we have the other issue. Your fleet is split up, and element A is in battle against the enemy. If your fleet element B rushes to reach the scene of battle, it will have built up a massive velocity vector that will take them out of range of the ongoing battle after at best, two combat rounds before the supporting element B is out of range - must slow down, and return. That fleet element B might just as well not exist as far as fleet element A when fighting against the enemy. IF fleet element B takes time to arrive such that it can remain in the fight upon arrival, it has taken longer to arrive on the scene, and again, being as if it were of no value.
It would appear, that although there are certain advantages a defender might enjoy - there are certain headaches involved that makes defense of any given star system a MAJOR pain in the buttocks.
So, how would you counter these "raid" strategies?
I invite others to postulate a given star system for an ongoing example. In other words, how many planets in the star system, what their composition are (ie rocky, gas, etc), and then suggest a USP for the system so we can try to come up with a decent budget for that world. Then? Lets determine what that system needs to protect overall and how they'd go about it.
I thought I'd speparate this thread from the other because I hope it will become an ongoing discussion about specifics rather than about generalities. To that end, let us look at the dynamics of system defense...
What exactly do you think of when you hear the phrase "System defense"? What do you think is involved in defending any given star system as the commander of the fleet charged with defending a star system? Lets say for the sake of this discussion, that the strategic assessment board of your military has in their collective wisdom, determined that the most likely threat the star system will face, is an enemy raider fleet that masses no more than 200,000 dtons. The board has also determined that as the commanding officer of the system defense fleet, your defensive obligations include:
Refueling fleet that brings fuel from the gas giant to the main world
Refueling points - three gas worlds
Home world
an industrial complex in deep space
How would you defend these points of interest? What are the minium fleet dispostions you'd want at your disposal? What are the minimum sensor platforms you'd want in your control? What are the fleet dispositions you're prepared to make? By that, I mean, how many hulls or how many dtons of hull tonnage do you want overall? What strategy will you pursue? Will you split your defense up and back them up with "fortification weapons" or will you spend much of your resources in having 6 main fleets, plus 3 mobile reserves? How would YOU as the man on the spot spread your assets?
Now, you've taken the time to make your fleet material requests, your allocation of fleet assets in defense of your system. What are the weak points of your plan? How would you, if you were the enemy, attack YOUR planned defenses of the system?
Here are some potential tactics your enemy might use on you...
1) send in what appears to be a credible attack against one of your assets. Draw the defense into a directed response against the pending battle that is shaping up. JUMP just before conflict begins, or fight while you have the initial contact advantage, but jump before the enemy can bring overwhelming numbers against you. While the enemy is responding to your seeming main thrust, a secondary and smaller force is actually attacking a weaker point in their defense. Since the main elements are responding to the first feint, the secondary attack has more than likely isolated the force it is attacking for a longer protracted engagement.
2) Retain the entire fleet together just outside of sensor range of the defenders. Slowly maneuver inwards and concentrate on the smallest isolated fleet element - using what is known as an attempt at defeat in detail. If the enemy's forces are too thinly spread, it won't matter how much tonnage he has if you can bring a local numberial superiority to bear on that one point.
One thing that HIGH GUARD presents a problem with when discussing tactics is that it presumes that you will have all of your fleet together when you engage your enemy. Generally speaking, this tends not to be the case. Generally, you will have a forward element that comes in contact with his forward element. If your enemy can't run away (or refuses to), then your numerical superority can be brought to bear against him as your center and rearguard come into combat space. But if your enemy refuses to stick around for that battle - then what? Your forward element fights his forward element, and just when you're about to bring the rest of your advantages into play, he cowardly retreats by jumping away or accelerates with faster hulls (if he has them).
Then we have the other issue. Your fleet is split up, and element A is in battle against the enemy. If your fleet element B rushes to reach the scene of battle, it will have built up a massive velocity vector that will take them out of range of the ongoing battle after at best, two combat rounds before the supporting element B is out of range - must slow down, and return. That fleet element B might just as well not exist as far as fleet element A when fighting against the enemy. IF fleet element B takes time to arrive such that it can remain in the fight upon arrival, it has taken longer to arrive on the scene, and again, being as if it were of no value.
It would appear, that although there are certain advantages a defender might enjoy - there are certain headaches involved that makes defense of any given star system a MAJOR pain in the buttocks.
So, how would you counter these "raid" strategies?
I invite others to postulate a given star system for an ongoing example. In other words, how many planets in the star system, what their composition are (ie rocky, gas, etc), and then suggest a USP for the system so we can try to come up with a decent budget for that world. Then? Lets determine what that system needs to protect overall and how they'd go about it.