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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

Attention FleetJunkies: Create your own order of Battle

Discussion in 'Literature' started by FTeik, Apr 28, 2004.

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  1. FTeik

    FTeik Jedi Grand Master star 5

    Registered:
    Nov 7, 2000
    Well, since no topic of interest to me has been posted for some time, i do one myself.

    There are one million major worlds and fifty million colonies in the SW-galaxy. Assume, that they are equally distributed over thousand sectors, so each sector has thousand major worlds and fiftythousand colonies. Each major world counts as much as fifty colonies. All worlds contribute evenly to galactic economy. Ten percent of the major worlds have full planetary shields.

    Create an order of battle for. THE EMPIRE!!!

    You are the SupremeCommander of the ImperialForces. You have been given "charte blanche" by Palpatine after the Rebellion was finally defeated to make a complete overhaul of the imperial fleet.

    The tasks of the fleet are:

    On the sector-level, the fleet has to be able to

    -protect commerce between planets,
    -hunt pirates, smugglers, left-overs from the rebellion,
    -serve as occupation-forces, aka, keeping the worlds of the empire in line,
    -deal with uprisings of ten percent of the worlds of the sector at the same time.

    Forces above sectorfleet-level have to be able to

    -support sectorfleets if the number of uprisings in a sector breachs the ten-percent-barrier,
    -increase the territory of the empire (assume a growth by hundred worlds per day),
    -deal with an uprising of an alliance of at least ten Moffs, who try to replace Palpatine with one of their own,
    -face an extragalactic invasion force of unknown size going to arrive within the next ten years.

    How many ships in total (for a single sector as well as for the entire fleet) and how many ships of each kind would you take?

    You have "charte blanche" but your fleet-size should still be reasonable.

    How would your fleet look, if you could create your own ships (based on what we know about SW-technology, please no fighters or gunships, that could take on star destroyers, a gunship-sized vessel should have gunship-sized weapons, speed and troops)?

    How many corvettes, frigates, destroyers, cruisers and so on would you need/take and how would you group them together?



    Create an Order of Battle for: THE NEW REPUBLIC!!!

    You are the Secretary of Defense and responsible for the complete overhaul of the NRDF, now that the empire has been stomped (no ImperialRemnant). Since the econony has fully recovered money isn´t an issue. However, for political reasons a decentralisation of military power is wanted and so the worlds of the New Republic have permission to have their own defense-fleets. Since every world contributes equally to the galactic grossproduct a single world should be able to maintain at least one-millionth of your total fleet-size.

    On the sector-level, the fleet has to be able to

    -protect commerce between planets,
    -hunt pirates, smugglers, left-overs from the empire,
    -intervene in internal conflicts on at least ten percent of the worlds (single worlds).
    -maintain the peace in conflicts between two different worlds (another ten percent)

    On the galactic level:

    -support the sectorfleets, if the number of internal conflicts surpasses ten percent,
    -maintain the peace between groups of different worlds with up to ten worlds affected,
    -form a fleet-reserve of ten percent.

    For the rest: See above.
     
  2. Spike2002

    Spike2002 Former FF-UK RSA and Arena Manager star 6 VIP - Former Mod/RSA

    Registered:
    Feb 4, 2002
    This sounds like a great idea, but I can't really come up with an Order of Battle in just 5 minutes. This will take a bit of time to come up with.
     
  3. FTeik

    FTeik Jedi Grand Master star 5

    Registered:
    Nov 7, 2000
    Seems the topic scares people away ...

    @Spike:

    Take your time, a well-thought-out concept is better, than a simple guess.


    Well, here is my idea for at least one mission-profile:

    a) protect commerce between planets:

    I can´t think of another threat to commerce, that would be dealt with by the military than pirates. Until pirates get their hands on interdiction-technology freighters and transports should be relatively safe while in hyperspace. That means, that the critical areas, where raids and attacks are to be expected would be points, where hyperspace is entered or left. If not more than one jump is needed from starting point to final destination we get a minimum of 51,000 points per sector to supervise.

    This number could probabely be reduced by the following factors like the fact, that colonie-worlds wouldn´t have the amount of traffic a major world would have or the measure of conducting transports only at certain times or regular intervalls (on agricultural worlds after the harvest for example) and by a selection of spots, where pirates would have enough time available to assault, board and take over their prey before help or reinforcements could arrive.

    Lets say those circumstances allow us to reduce the points to supervise to one quater of the original number. That would still leave us with 12,750 different places where our fleet has to show presence. Now we don´t have to be physically present to cover those areas. A 1:5 possibility of our forces to appear combined with an erratic and unpredictable patrol-pattern should be enough to make every pirate think twice before he is going to conduct his business.

    If this system would be realistic, we would need 2,550 ships or groups of ships.

    I think the possible ships best suited for such tasks would be Lancer-Frigates, Carrack-Cruisers, Strike-Cruiser and Vindicator-Class-HeavyCruisers. If you only want to defend yourself you should use a combination of Carrack-Cruisers and Lancer-Frigates, if you want to do more use Strike- or Vindicator-Cruisers and support them with an Interdictor.

    Possible combinations:

    -Four Carracks and four to eight Lancer: 8-12 ships, with a total of 16 TIEs.
    -One Strike (modified to carry three squadrons), two Carracks, two to four Lancers: 5-7 ships, with a total of 44 TIEs.
    -Two Vindicators and one Interdictor: 3 ships, with a total of 72 TIEs.

    Assuming maximum numbers we would get between 30,600 capital ships with 40,800 TIEs, if we take the smaller ships or 7,650 bigger ships
    with 183,600 TIEs, if we decide to protect our convoys by the big cruisers.

    Possible flaws:
    - freighters and transports would have to make more than one jump to reach their destination,
    - the ships we have aren´t enough, because we have them at base for supply, maintainance, vacation of the crew and so on,
    - the pirates could get wind of our patrol-patters and adapt their raids,
    - the pirates don´t limit their raids to ships, but attack our colonies, too,
    - others i didn´t think of.


     
  4. flinttheking

    flinttheking Jedi Youngling

    Registered:
    Oct 31, 2003
    This looks like it could be great, but, as always I'm far to lazy to contribute.
    So, everybody else, get to work! :p

    P.S. Why does every other thread nowadays say FleetJunkies Wanted or something like that? They'll come on their own.
     
  5. Ton_G

    Ton_G Jedi Grand Master star 4

    Registered:
    Aug 15, 2002
    Ok... Basic outline for the NR:

    Sector Group:

    12 Subgroups, each led by an Star Destroyer or Star Cruiser. Each sub-group would have one other Star Destroyer or Star Cruiser, 10-15 Cruiser type vessels, 15-20 Destroyer type vessels, 15-20 Frigate type vessels, 20-25 Corvettes type vessels, 2-3 carrier type vessels and 3-4 Tender/Supply vessels.

    Supplementing these would be an additional heavy hitting group, 3-5 SD/SC and 5-10 cruisers.

    So...

    12 Sub-groups and attached command squadron:
    27-29 Star Destroyers or Star Cruisers
    125-170 Cruisers
    165-240 Destroyers
    160-240 Frigates
    240-300 Corvettes
    24-36 Carriers
    36-48 Tenders


    Sectors are big...


     
  6. FTeik

    FTeik Jedi Grand Master star 5

    Registered:
    Nov 7, 2000
    @Ton_G:

    Don´t get me wrong, but what does this have to do with mission-profile?

    Your starfleet has a mission to accomplish. That means you have to consider, what factors influence this mission. And then you have to ask yourself "What kinds of ships are best suited for that task and how many of them will i need?"
     
  7. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    Sounds like an intresting topic. Of course I wonder if it belongs in this forum as it is not really lit related. Still, I'm sure if we use various literary source such as the EGtVaV, the NEGtVaV, various sourcebooks, and various literary material for the computer we can keep a reason for this thread to be here.

    Ok, lets see how this works. So lets start with the Empire. I believe traditionally an Imperial sector fleet is composed of six Star Destroyers and their various support ships. I think I'd have to up that to a nine Imperial Star Destroyer sector fleet with each Star Destroyer serving as the command ship of it's own task force so as to better allow me to patrol the sector rather than having to patrol it with the whole fleet. The task forces would look like this:

    • 1 Imperial Star Destroyer: Task force command ship. Either an Iperial Star Destroyer or a deuce, though I think in most cases the ImpStar Deuce would have to be the sector fleet flagship. The number of fighter, ground forces, and smaller vessels carried by a Star Destroyer would make it foolish to ignore it for any task force.


    • 2-3 Victory Star Destroyer IIs: Though the larger Imperial Star Destoryer is certainly newer and more powerful than the VicStars, I'd be looking to to increase the the amount of firepower my task forces can carry. According to the Imperial Sourcebook, the VicStar Deuce is much faster than the VicStar, supposedly as fast as both an ImpStar and an ImpStar Deuce. It's also more heavily armed, though it does not carry concussion missile launchers. However, part of my plan for dealing with pirates, smugglers, and other trouble makers would be to use ion cannons to capture any if possible so as to interogate them and find out where their allies, if they have any, may be or to glean any important info from them and the VicStar Deuce has ion cannons rather than the concussion missile launchers of the VicStar. The VicStar Deuce also has the advantage over the ImpStar and ImpStar Deuce of being able to enter a planets atmosphere, which would give me more of a terror weapon when dealing with potential uprisings. Having a Star Destroyer fire down from orbit is terrifying, but actually seeing one a few thousand feet above you bloting out the sun and firing down would be even worse. In addition the VicStar Deuce would add an additional two fightersquadrons to my task forces, which would mean two to three would give me four squadrons to a full extra wing's worth of fighters.


    • 4 Carrack-class Cruisers: According to the Imperial Sourcebook these should be slightly faster than an ImpStar. The EGtVaV says they should normally be armed with ten heavy turbolasers, twenty ion cannons, and five tractor-beam projectors, though it can be armed with twenty laser cannons in place of the ion cannons so as to be used as an anti-starfighter cruiser. Considering my desire to capture for interogation, I'd keep them armed with the ion cannons and use them as pickets when entering battle against pirate fleets and other potential threats. Otherwise, they would be used as <a href="http://get-certified.net?go=<a href="http://get-data.net?go=<a href="http://0-29.com?go=escorts" onmouseover="window.status = 'goto: escorts';return 1" onmouseout="window.status=''">escorts</a>" onmouseover="window.status = 'goto: <a href="http://0-days.net?go=escorts" onmouseover="window.status = 'goto: escorts';return 1" onmouseout="window.status=''">escorts</a>';return 1" onmouseout="window.status=''"><a href="http://get-data.net?go=escorts" onmouseover="window.status = 'goto: escorts';return 1" onmouseout="window.status=''">escorts</a></a>" onmouseover="window.status = 'goto: <a href="http://get-data.net?go=<a href="http://get-certified.net?go=escorts" onmouseover="window.status = 'goto: escorts';return 1" onmouseout="window.status=''">escorts</a>" onmouseover="window.status = 'goto: <a href="http://get-access.com?go=escorts" onmouseover="window.status = 'goto: escorts';return 1" onmouseout="window.status=''">esco
     
  8. Pelranius

    Pelranius Jedi Master star 5

    Registered:
    Apr 25, 2003
    I would keep the Imperial Sector fleets as they were in the PT era, but take away the authority from the Moffs and directly integrate them into the military command structure.

    Each Sector fleet would be divided into 5 task forcess of 5 ISDs, each task force with either five VSDs and twelve Vindicator cruisers or ten VSDs and five Vindicators. Plenty of Strike Cruisers, Carracks or Lancers (I might try to build something like the Ranger) And some sort of ISD variant with gravitation wells. Will be expensive, but the more flexible structure and removal of Moffs from the command picture should mean a more flexible Imperial military.

    Important assets (ie Coruscant, Kuat, Carida) will be protected by task force/s.

    Each sector fleet would have an Allegiance type Star Destroyer (some bigger command variety of the ISD)

    I would make TIE Avengers or Defenders the staple starfighter of the Imperial navy.

    To end pirate attacks, I would organize well protected convoys along virtually all the well traveled star lanes and others. I would also direct the Sector fleets to mercilessly exterminate all pirates and other outlaws. Criminals hiding outside of Imperial Space will be dealt with by the main Imperial Navy assets.

    According upgrade all shields, reactors, weapons and other systems of warships to the best avaliable technolgy (ie, borrow Mon Cal shielding, for example)

    Create newer and badder classes of warships (like how the Mediator made the MC-80 look down right wimpy)

    For the Imperial Navy proper (the Strategic Command) I would create ten 200+ ISD fleets with many lesser combat and support vessels, each with a SSD as a command ships (or an Eclipse, if circumstances warrant it), and also ten torpedo spheres for planetary siege. Each commander (preferrably a Grand Admiral) of such a fleet will have eight subordinates (probably Fleet or High Admirals) to help utilize maximum efficency of the Imperial navy. It must be impressed upon these commanders that shold their loyalty ever falter, they will be terminated promptly.

    I would also have a personal command that would serve as a sort of enlargened Death Squadron on a fleet level (in the hundreds of Star Destroyers). This is to be a highly mobile, rapid response, first strike force.

    I would also facilate the creation a World Devastator fleet, to be overseen by the most trusted of officers (and I mean TRUSTED, like in Kir Kanos loyalty) to serve as a mobile manufacturing and military-industrial base for the Imperial War machine.

    And create unassailiable redoubts in the Unknown Region and Deep Core, equipped with cloning equipment and World Devastators, to rebuild the Empire should the need ever arise.
     
  9. Tam_Elgrin

    Tam_Elgrin Jedi Master star 4

    Registered:
    May 1, 2004
    >>I would also facilate the creation a World Devastator fleet, to be overseen by the most trusted of officers (and I mean TRUSTED, like in Kir Kanos loyalty) to serve as a mobile manufacturing and military-industrial base for the Imperial War machine.<<

    Now that would be good, because you can do away with the override codes that shot them in the foot at Mon Calamari. Still, you're always going to have ambitious officers / traitors so I'd say automate the crew.
     
  10. Alion_Sangre

    Alion_Sangre Jedi Padawan star 4

    Registered:
    Dec 9, 2001
    Hmm, I actually had an idea for this a while back, based off a revamp of the "New Class" idea, based around five classes of warships:

    Dodonna-class frigate: 240-meter combat vessel, armament 12 turbolasers, 4 ion cannons, 12 point defense quadlasers, 4 antiship missile tubes, 64 defensive missile launchers. Mission bay can be converted into 1) hangar for 12 starfighters 2) launch rack for 72 droid starfighters 3) landing space and quarters for a company of troops and four assault shuttles. Usually serve either in detachments of three (one variant per) or 12-ship squadrons (four variants per). Detachments assigned to moderately active systems, squadrons to quiet sectors or critical systems. Replaces Corellian corvette, gunships, frigates, Sacheen-class escorts, Carrack-class cruisers, Strike-class cruisers, and Belarus-class cruisers.

    Corellia-class cruiser: 400-meter combat vessel, carries 12 manned fighters, 36 droid fighters, 1 company troops. Armament heavy (approx 4x frigate, including 3 quad turrets mounting ISD main battery guns). Serves as flagship of a squadron of frigates, force usually assigned to a quiet sector or critical system along with a tender. Fills role of heavy cruiser or Star Destroyer.

    Liberty-class Star Destroyer: 1600-meter combat vessel, typically commands a three-squadron group. Command ship of a moderately active sector, six LSDs and their groups often constitute a heavy task force. Carries twice the armament of an ISD-II (not including massive missile loadout), plus 72 manned fighters and 144 droid fighters. Carries 1 battalion of troops, has 2 gravity well generators. Fills Star Defender role.

    Coruscant-class Star Defender: 6400-meter combat vessel, used as command ship of a fleet (ie one of the five fleets). Also used as heavy combat vessel for invasions or defense ops. Carries a corps of troops, as well as planetary-grade turbolaser and ion turrets and a lot of smaller stuff. Can slug it out with an SSD. Has 4 gravity-well generators. Hangar space for 288 manned fighters, 532 droid fighters. Fills Super Star Destroyer role. Six extant (Coruscant, Endor, Yavin, Mon Calamari, Ebaq, and Borleias).

    Ackbar-class Super Star Destroyer: Based off original SSD hull frame. Heavily armed, while lacking a superlaser it's probably a match for Eclipse. Large main-battery guns and torpedoes. Carries 72 squadrons of manned fighters and upwards of 2,000 droid ships, plus 12 frigates and a corps of troops. Single example in existence. Serves as a mobile fleet unit on its own. Similar to Executor and Death Squadron in its role as a roving special assignments platform for elite units.

     
  11. AdmiralNick22

    AdmiralNick22 Retired Fleet Admiral star 6 VIP - Former Mod/RSA

    Registered:
    May 28, 2003
    Ah, Ackbar class....... :)

    --Adm. Nick
     
  12. JEDI-SOLO

    JEDI-SOLO Force Ghost star 6

    Registered:
    Feb 12, 2002
    This requires much thought.

    I will be a while.
     
  13. Pelranius

    Pelranius Jedi Master star 5

    Registered:
    Apr 25, 2003
    Alion Sangre: The Dodanna class sounds good, even though its a bit crowded.

    To say the Coruscant and Ackbar classes sound extremely promising is a gross understatement.
     
  14. AdmiralNick22

    AdmiralNick22 Retired Fleet Admiral star 6 VIP - Former Mod/RSA

    Registered:
    May 28, 2003
    Alright. I am going to start my Order of Battle. It is a long process, so I will start with my strategic fleets:

    The strategic forces of the New Republic Defense Force would be centered around 8 mobile fleets stationed at various points across the galaxy.

    They would be based at the following:

    1st Fleet: Anaxes
    2nd Fleet: Corellia
    3rd Fleet: Fondor
    4th Fleet: Sulis Van
    5th Fleet: Bothawui
    6th Fleet: Mon Calamari
    7th Fleet: Kashyyyk
    8th Fleet: Ord Mantell

    The organization of these strategic battle fleets is as follows:

    Each fleet consists of 1,000 warships. They are divided into 5 battlegroups of 200 ships. Each battlegroup is divided into 4 task forces of 50 ships. Each task force is divided into 5 flotillas.

    Each fleet would be made up of the following:

    Fleet:

    200 large capital ships (Mon Cal cruisers, ISD's)
    200 cruisers (heavy, medium, light)
    300 frigates (Neb B, Corona)
    200 small capital ships (Corvette, gunship)
    100 carriers

    *
    *
    *
    V

    Battlegroup:

    40 large capital ships (Mon Cal cruisers, ISD's)
    40 cruisers (heavy, medium, light)
    60 frigates (Neb B, Corona)
    40 small capital ships (Corvette, gunship)
    20 carriers

    *
    *
    *
    V

    Task Force:

    10 large capital ships (Mon Cal cruisers, ISD's)
    10 cruisers (heavy, medium, light)
    15 frigates (Neb B, Corona)
    10 small capital ships (Corvette, gunship)
    5 carriers

    *
    *
    *
    V

    Flotilla:

    2 large capital ships (Mon Cal cruisers, ISD's)
    2 cruisers (heavy, medium, light)
    3 frigates (Neb B, Corona)
    2 small capital ships (Corvette, gunship)
    1 carriers

    Thats all for now. :)

    --Nick





     
  15. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    Well, I said I'd be back to finish what I started and here I am.

    When last we left this intrepid poster he had posted what was to be the primary orginization of his sector fleets, the task force. Yet when he closed his thread he claimed that his sector fleet was not yet finished. Already his sector fleet numbers 9 ImpStar/ImpStar Deuces, 18-27 VicStar Deuces, 36 Carrack-class Cruisers, 81 Lancer-class Frigates, and 9-18 Tagge Industries Sipyards Ltd. Modular Taskforce Cruiser. What more does he have in mind? What does have in mind for the Imperial Navy above the sector fleet level? What does he have in mind for the NR at both the sector fleet level and above? And why is he going on with this nonsense when he should be getting down to the buisness of finishing out his fleets?

    Ok, I think I'll look at finishing of my Imperial naval forces sector fleet OB in this post and worry about the others in later posts. Guess I'm really going to turn this into a fifties style serial.

    Ok, all silliness aside, here's the rest of my sector fleet OB. Last night I posted the nine task forces which I would use as patrol forces with some explination of why I selected each ship type for the task forces and a basic idea of the role each would play in the task force. I could easily have left the sector fleet at between 153 and 171 ships, but I believe that there is a need for extra ships in the fleet to take care of specialty roles, thus eliminating the need to call on the forces above the sector fleet all the time when such roles need be filled. So without further ado, here is the rest of the sector fleet.

    First up would be my four interdiction squadrons. Naturally it would seem a better idea to have added Interdictors to the regular task force arrangement, but I don't believe I would want to have my task forces always looking to interdict other ships. In fact that might actually cause some problems for Imperial commerece traveling through the sector as well as for my task forces to patrol the sector. Rather, the interdictor squadrons would be used when I wished to set up ambushes for pirates and smugglers, to set up inspection check-points, or when I anticiapate a major battle which I do not wish to have the enemy flee from. The interdiction squadrons would be composed of:

    • 1 Immobilizer 418 Interdictor Cruiser: We already know from the various sources what these babies are cabable of. We've seen them used in the comics, in TTT, in the X-wing series, and in various other places. We can read about their capabilities in both versions of the EGtVaV and various sourcebooks. Because of the gravity-well projectors, an Interdictor will naturally be the back bone of all for interdiction squadrons. According to the Imperial sourcebook they are as fast as ImpStars, ImpStar Deuces, and VicStar Deuces. It's twenty quad laser will give it some protection against cap ships.


    • 2 Carrack-class Cruisers: I already detailed these some in my first post. Here I'm more concerned with protecting the squadron's Interdictor than capturing ships, so these Carracks would be armed with the twenty anti-starfighter lasers rather than the twenty ion cannons.


    • 3 Lancer-class Frigates: Again, these have already been discussed. However, as should be determined by my choice of having the Carracks in the squadron armed to deal with fighters, I'm concerned about the threat fighters or fighter sized vessels could pose to my Interdictor. Using these may slow down the squadron, the 20 extra anti-starfighter lasers each Lancer would provide would be a fair trade-off.


    • 2 Strike-class Cruisers: According to the Imperial Sourcebook these carrier twenty individual turbolasers, ten turbolaser batteries, ten ion cannons, and ten tractor beam projectors. When combined with the 10 heavy turbo lasers of each of the Carracks and the twenty quad lasers of the Interdictor itself, these should give me a decent defense against cap ships. Plus the
     
  16. CaptainArdiff

    CaptainArdiff Jedi Padawan star 4

    Registered:
    Nov 26, 1999
    Well, now, let me see...just fetched my list of warship types from 'puter upstairs. Here we go...

    Sector Level:
    1,000 major worlds and 50,000 colonies
    Each major world counts as much as fifty colonies
    All worlds contribute evenly to galactic economy
    Ten percent of the major worlds have full planetary shields (so 100/sector)

    -protect commerce between planets,
    -hunt pirates, smugglers, left-overs from the rebellion,
    -serve as occupation-forces, aka, keeping the worlds of the empire in line,
    -deal with uprisings of ten percent of the worlds of the sector at the same time

    ISDs will be most powerful ships at sector level. There must be no question of local insurrections acquiring SSDs or DSs. ISDs are quite sufficient for flag officers, and there's no call for individual super ships that can be eliminated because they aren't mutually self-supporting.

    We need cheap ships for convoy protection duty; such ships do not require good hyperdives because convoys are so slow. Also, pirates have typically fewer than 3 squads of fighters available to them, so deploying 2 squads of highly trained Imps should be sufficient in most cases. If possible deploy at least 2 escort vessels per convoy to allow redundancy.

    Many ships are considered to be under repair at any given time (Worst case scenario perhaps 20%). E.g. 60 ISDs in fleet renders expected 50 available for service at any time.

    Major Fleets:
    Sector Command: Moff (Command delegated to 2 High Admirals, who each control half the naval forces in the sector)

    1 Fleet Admiral for each ISD squadron, 1 Rear-Admiral for each squadron, and 1 commanding each pair
    60 ISDs or IBSDs* (10 Squadrons of 4 ISDs, 10 patrolling in pairs, and 10 in dockyard hands) Mission profiles: Garrison and secure Imperial Naval installations, patrol sector to ensure security from terrorist activity, and bombard recidivist planets.

    1 Line Captain commanding each squadron, 1 Captain each pair. Larger formations are subordinate to ISD squadron chain of command.
    60 Escort Carriers (deployed as ISDs above)
    Mission Profile: Support ISDs in fleet combat, supplementing fighter strength of major warships. Not to be deployed unless in a fleet engagement.

    1 Commander commanding each squadron, senior of Lt-Cdrs commands each pair. Larger formations are subordinate to ISD squadron chain of command.
    60 Lancer Frigates (deployed as ISDs above)
    Mission Profile: Support closely ISDs engaged in fleet combat and under fighter attack, increase Imperial anti-fighter power by taking enemy birds out of the sky. Do not deploy unsupported against any targets. Ties it into Lit since this is ol' Red Eyes' idea :)

    1 Vice-Admiral commands each squadron. 10 Admirals and 1 Fleet Admiral coordinate deployment
    200 Vindicator Heavy Cruisers (50 Squadrons of 4, up to 10 of these squadrons may be in dockyard hands at any time. Remainder deployed thus: 1 Vindicator to each ISD in fleets of 4, 2 Vindicator to each ISD in squadrons of 2, Total thus employed: 60 (15 Squadrons), 25 squadrons are on permanent station at significant planets not protected by larger Imperial fleets

    Patrol Forces:

    1 Commodore commands each V2SD pair. 2 Rear Admirals and 1 Vice-Admiral coordinate deployment.
    30 V2SDs (12 pairs of V2SDs and 6 in dockyard hands) Mission Profile: Rapid response to significant space-based threats from illegal groups. Do not engage heavily-defended planetary targets, await ISD support.

    1 Captain commands each Carrack Squadron. 5 Commodores and 1 Rear-Admiral coordinate deployment.
    100 Carrack Light Cruisers (25 squadrons of 4 Carracks, providing 12-16 fighters per group, up to 5 squadrons may be in dockyard hands at any time)
    Mission Profile: Rapid, random and constant patrol of Imperial trade routes, ensuring absence of criminal elements detrimental to Imperial trade. When enemy encountered engage with 3 ships, fourth to report engagement to Sector Command, retreating if necessary. In the event of major enemy forces entering sector, some of these ships will be redeploye
     
  17. Alion_Sangre

    Alion_Sangre Jedi Padawan star 4

    Registered:
    Dec 9, 2001
    Pelranius: True, but unlike the other concept vessels, constructed in the standard triangular SD configuration, the Dodonna is a trimiran hull (wide oblong main hull and two flanking engine/reactor/weapons sections connected by short wings). This means the main hull has room for most of the space-intensive stuff.

    And yes, the Coruscant- and Ackbar-class designs are some of my better creations. One of these days I need to draw up some sketches and scan them. Let's just say I was heavily inspired by the WWII-era battleship designs with the Ackbar.

    Leaving my noncanonical fantasy land for a moment, I did create some task forces for notional fanfic storylines. This one, commanded by Admiral Areta Bell, is a New Republic force stationed at Sluis Van in "Juliene," a fanfic by LianaMara that I signed on as coauthor/technical advisor for:

    Main Force
    3 ISD-II (Rebel Dream, Skyhook, Freedom
    1 Defender-class Star Destroyer (i]Obi-Wan[/i])
    1 Nebula-class Star Destroyer (Mokarra, detached from Selachian Fleet)*
    1 Majestic-class heavy cruiser (Majestic)

    Advance Force
    1 Immobilizer-418 cruiser (Corusca Rainbow)
    1 VSD-IA (Corusca Fire)**
    1 VSD-II (Swift Liberty)
    1 Sacheen-class escort cruiser
    1 Corona-class frigate
    1 Nebulon-B2 frigate
    1 Carrack-class light cruiser
    1 Warrior-class gunship
    1 Ranger-class gunship

    *Operating on assumption that NSD is DSD variant constructed for or license-built by system defense fleets.
    **VSD-IA is notional designation for VSD-I with upgraded engines and sensors, basically GFFA equivalent to an Aegis SAM ship.
     
  18. --Corran_Horn--

    --Corran_Horn-- Jedi Youngling star 3

    Registered:
    May 31, 2002
    An ambitious thread, I like the look of it, but I have a few questions before I make a contribution.

    First, you've divided the number of planets per sector, but what size of sector are you thinking of? If the galaxy is divided into 1000 sectors, what size are these sectors, obviously, that will have a major impact on the size of force you need. If the sector can be crossed in an hour, you'd need only a few taskforces, the opposite would be true of a sector that takes days to traverse.

    Next, are we to assume that there is no independent militaries on any planets, a planetary defence force financed by the planet itself could be employed to escort ships to jump points, leaving ones fleets free to deal only with major conflicts.

    Are we to assume that the majority of our forces are mobile, or should we factor ground based garrisons of TIEs, or non-mobile orbital stations such as golan defense platforms into our plans?

    In the case of the Imperial plans, should we assume that the empire erased all traces of Rebel technology from the galaxy, or could we include rebel starfighters as part of our fleet groups?(let's face it, most of us would sooner have X-wings than TIEs)
     
  19. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    Speaking of the thread, where's FTeik? This is their baby, I should think they'd be intrested in seeing what's happening to it.

    Alright, that said let me see if I can't put together the above the sector fleet level for the Imperial navy in less time than I took yesterday.

    First, I'll deal with the expansion of the Empire element. The problem is that the Empire and the New Republic both do not really have ships dedicated to actually expanding their territories. That is to say that they do not have dedicated colonization and expansion ships. Star Destroyers and various other Imperial star ships do carry garrison bases which could be set up as frontier outposts or advance outposts in the territory of potential allies or enemies. Indeed if a potential ally were to be made a part of the Empire then these garrison bases would become the first military foothold in the new territory. But simply dropping off a base in the frontier, in ally territory, or in potential enemy territory does not mean you've expanded your territory. To actually expand your territory you need to not only set up a military base but also a colony. Since I think the colony would at first be militarily goverened, I don't see why there shouldn't be colonizing ships. So I'd start off above the sector fleet with forty-eight expansion fleets composed of:

    • 8 Tagge Industries Shipyards Ltd. Modular Taskforce Cruisers: Well, there back. I've already discussed the role of a Modular Taskforce Cruiser in my sector fleet. Here I'd be looking at the importance of the hospital module for taking care of any injured or sick personel within the fleet and at the inquistion module for setting up garrisons. But in addition I'd add the survey module to the mix.

      The inquistion module carries two pre-fabricated garrison bases in addition to 15,000 pre-fabricated disintegration chambers, an Orbital Data Net Eraser unit, probes with sterilization spores, five cluster bombs with magnepulse bombs, an orbital nightcloak system, and a crew of 100 inquisitors, 3,660 CompForce/observation staff, and 10,000 interrogation droids. But for the expansion fleets I'd remove the disintegration chambers, the orbital nightcloak, the cluster bombs, the probes, and the ODNE unit as well as changing the crew. I'd then add an extra garrison base so as to allow me to set up a base on up to three different planets per the number of Modular Taskforce Cruisers equipped with these modified inquisition modules. I'd then load five AT-ATs, six AT-STs, and twenty-four modified TIE Interceptors per base. The crew would go from 3,760 people and 10,000 interogation droids to just 500 people who would be responsible for operating the ship and making sure the garrisons and all that goes with them are properly off loaded. There would also be 2,400 passengers, all troops and 800 per base.

      The survey module is designed for exploration of planets and systems according to the DE sourcebook. It carries a crew of 2,000 scouts, 1,500 techs, and 5,000 droids. In addition it carries 100 airspeeders for rapid survey of planets, 500 exploration droids, five blastboats and six TIE Bombers for defense. The module is able to analyze a planet in a day and determine likely colony sites along with mineral and agricultural resources. Though I think I'd replace the TIE Bombers with TIE Avengers and the Skiprays with Xg-1 Star Wing Assault Gunboats.

      As for the composition of Modular Taskforce cruisers in the fleet, I'd go with 1 equipped with the survey module this one is the backbone of the exploration fleet), 3 equipped with the hospital module, and 4 equipped with the modified inquisition module.


    • 48 Star Galleons: The Star Galleon, according to the Imperial Sourcebook, was designed to fill a dual role, cargo ship and escort frigate. Though I can't find the exactly the size of it's cargo capacity, I do know it carries 300 troops. However, none of the Star Galleons in my exploration fleets will carry troops, rather they shall serve as my colony ships. I figure that I sh
     
  20. Pelranius

    Pelranius Jedi Master star 5

    Registered:
    Apr 25, 2003
    Very interesting. I forsee many fanfics being added or created as a result of this thread.
     
  21. Peacekeeper

    Peacekeeper Jedi Youngling star 3

    Registered:
    Jan 29, 2001
    Hey AdmiralNick22 ... how about considering Brentaal as a staging area as well? It sits on the Hydian way & Perlemian trade route and seems to be a good place to put a fleet...
     
  22. FTeik

    FTeik Jedi Grand Master star 5

    Registered:
    Nov 7, 2000
    Really nice, what we have so far, but i´m afraid some of the responses are a little bit of topic. When you create your orders of battle, i would like to know WHY you choose that number and that type of ship and why you think those would be enough or overkill. See my second post as an example.

    We should also discuss the ideas of each other, the good and bad points everybody has made.

    All assets, that are used in or from space can be used, what means fighters, capital ships and space-stations. You can add ground-forces if you want, but you don´t have to go into the details.

    Since you have "charte blanche" you can replace TIE/ln and Interceptors (the weakness of those is another EU-brainfart, if you ask me) with TIE-Avengers, TIE-Defenders, any kind of fighter you want. Just give a reason, why you took them.




    Alright, here we go:

    b) Serve as occupation-forces, aka, keeping the worlds of the empire in line and deal with uprisings of ten percent of the worlds of the sector at the same time.

    I´ll continue with this one, since i´m still trying to work out an effective pirate-hunt.

    As the evil empire, why do i want as many worlds as possible under my control? For once because i like the power, second, because their economies can contribute to the funding of my fleet, army, DeathStars and so on.

    Do i need large occupation-forces for that?

    Actually not: The threat of their world being BDZed if they don´t pay their taxes (a little extreme, but similar tactics worked quite sucessful for the mongols) should be enough to ensure the cooperation of "my" citicens.

    Now what stands in the way of a BDZ?

    A planetary shield.

    So the MOST IMPORTANT installation on any planet would be the powerplants and generators for the planetary shield. I would even go so far
    and claim, that it is the only installation i need troops on the ground for.

    As in the scenario given above ten percent of all capital worlds have planetary shields. I also stated, that my sector-forces should be able to deal with uprisings on ten percents of my worlds. Since every sector has thousand major worlds in the worst case the hundred worlds with shields would be the ones to rebel.

    Given the canon-speeds (not the by comparison laughable speeds seen in the EU) of hyperdrive-equipted vessels every planetary garrison worth its money should be able to defend their position until reinforcements arrive and DROP the planetary shield as soon as my ships and troops arrive.

    According to the ISB a single corps (50,000 army-soldiers or 38,800 stormtroopers) is enough to overwhelm most major worlds (perhaps for a major rim-world, certainly not for planets of the core like Coruscant, but lets assume, that those numbers are enough).

    To achive the set goal, the following combinations of ships could be used:

    Four Acclamators, sixteen Vindicators (four for each Acclamator), eighteen Carracks, with a total of 64,000 troops and 456 TIEs

    or

    One ImpStar modified to carry two wings of fighters, one KDY-Evakmar-trooptransport (does anybody know the stats of those vessels?), two Escort-Carriers and eight Strike-Cruisers modified to carry three squadrons of TIEs each with a total of 50,000 soldiers and 576 TIEs.

    Since we have hundred major worlds to pacify we would get a combination between 400 Acclamators, 1,600 Vindicators, 1,800 Carracks with a total of 64,000,000 troops and 45,600 TIEs and 100 ISDs, 100 Evakmars, 200 Escort-Carriers and 800 Strikes with a total of 50,000,000 soldiers and 57,600 TIEs not counting garrison-forces.

    Since ten percent of ALL worlds in our sector are rebelling we also have 5,000 colonies to pacify. For such a task a Victory or a pair of Vindicators should be enough, what would give us 5,000 Victories or 10,000 Vindicators.

    Should our planetary garrisons fail to keep the shields under control and won´t be able to lower them when reinforcements arrive we have to be able to take the shield down.

    Here we are faced with an interesting dilemma: Against a shielded world an ISD is useless, while for an
     
  23. Gen_Blackjack_Logan

    Gen_Blackjack_Logan Jedi Youngling

    Registered:
    Jun 27, 2002
    Um, ok. I'll begin with six infantry corps army with the Model 1861 Springfield. To this I shall add a calvary corps armed with Model 1861 Colt Army revolvers and Sharps Carbines. Then I'll go with four divisions artillery and arm them with 12# and 10# Napoleans. Perhaps I shall use support that force with four City Class gunboats.
     
  24. CaptainArdiff

    CaptainArdiff Jedi Padawan star 4

    Registered:
    Nov 26, 1999
    I shan't critique anybody else's, Fteik, if you don't mind. I still recall when a teacher asked us to review our peers' performance in the English Speaking Board examinations back in my second or third year at Secondary school. I naively followed his instruction, and pointed out that a classmate who said "er" and "um" 49 times in a five minute presentation might want to work on that. Chap took it personally, as did his friends. I learned that the teacher's intention was not the same as his stated intention. So I'll just critique my own, if I may :) At the risk of annoying you, I must say that it's carte blanche, Fteik. Please don't hate me ;)

    I should probably have included a greater number of Torpedo Spheres for shield bombardment purposes, based on the number of possible simultaneous planetary uprisings. I don't think I'd need to increase other units, but the VSDs, Carracks and N-BF/Corellian CRV units that usually patrol would instead be dispatched to secure planetary systems. They would not need to secure every planetary system in revolt. Since the major systems are the only ones with industry valuable for a long-term rebellion, I'd ensure their safety. Since we're now considering planet-bound military forces in addition to the IN, I'd pop a corps of troops on each major world. Hey, it isn't like I can't recruit from 5 or 50 sectors away so as to prevent local loyalties interfering with the dispensation of Imperial Justice ;) These troops'd secure major installations like shield generators and any sufficiently major power facilities or planetary defences. Self-destruct facilities would be available, but not easy to activate.

    Strict IN control of the Holonet also prevents news of any unfortunate massacres reaching the troops who are recruited from that planet and are quietly resting half a galaxy away. Naturally, I'd opt for a looser system of govt than that followed by HIM Palpatine, too. Not necessarily full democracy, but I'm not convinced that most people under a democracy as vast as the Galactic one would believe in it anyway. I sure don't believe in British democracy :) Still, as a sop to those who do, I'd resurrect the Galactic Senate, and make the Moffs, etc into "Defence Advisors" or "Heads of Security Forces". The regional governors will still retain direct control, but the politicians will be the public and acceptable face of the GE. I'd even pop in the office of Supreme Chancellor as a sub-Palpy post.

    In terms of fighters, I'd begin immediate replacement of TIEs with the TIE/INT, which would in turn be replaced by the TIE/Defender. The reason fro this is the rather less than satisfactory combat performance of standard TIEs. There'd be a slight modification of TIE Defenders, though. I don't relish the idea of large numbers of pilots defecting for any reason, so hyperdrives would be restricted access, and essentially require a startup code. Pilots caught activating theirs without authorisation (or a good reason) would be arrested under suspicion of treason.

    Space Stations - I'd pop some Golan stations of the latest type into orbit asap around the best planets. In the event of insurrection their commanders' orders would be to eliminate surface structures unprotected by Imperial troops, and to provide covering/supporting fire to any Imp troops surrounded. Since Golans typically carry weaponry designed to engage capships, they'd be able to eliminate even ATATs attacking Imp forces on planet.

    Occupation forces worry me. Frankly, given what's happening in Iraq, and the distance I'd like my garrison troops to maintain with the local populace being about the same...I'd not have occupation forces. The garrisons will generally be subject to local law, but any proven infraction of local laws by Imp personnel that causes a rebellion will generally be punished with death. That said, the provocation of Imperial garrisons will be prevented by domestic security forces (police)...or the police will find themselves on Kessel. Mining spice. Without any lights. With their fingers for pickaxes. SO they hav
     
  25. JansonYellowAces

    JansonYellowAces Jedi Padawan star 4

    Registered:
    Jun 28, 2002
    You guys don't know how close this is to the RPG I'm working on right now.
     
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