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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. Alion_Sangre

    Alion_Sangre Jedi Padawan star 4

    Registered:
    Dec 9, 2001
    Here's my thoughts regarding a Republic/Alliance, as opposed to an Imperial, fleet.

    First, overwhelming force is only neccessary in case of attack by a large power with access to heavy fleet units. For your average work of keeping the local pirate bands in line and subduing brush wars, a relative handful of small, well-armed, well-crewed ships can work wonders. You only need to pull out the Star Destroyers if the other guy has heavy guns as well. For my hypothetical scenario, three heavily armed frigates packing a squadron of manned fighters, six squads of short-range droid fighters, and a commando or light infantry company between them should be able to handle an average system on a daily basis.

    Second, technological superiority is much more effective than numerical superiority. One of the beefs I had with the whole NJO is the plethora of top-line military ships (E-wings, Republic-class cruisers, etc.) used by irregular outfits like the Peace Brigade. In the real world this is like Indonesian pirate bands or Al-Quaeda having F-15s and frigates. It seemed like the NR was fighting its own equipment whenever it went up against the PB. To fix that problem, use warships, starfighters, and weapons that no third-rate - or even first-rate - pirate crew or warlord fiefdom can get after a couple of sales deals with KDY or Sorosuub. I'm talking about the kind of overwhelming techno-superiority the US enjoys in the modern world. Just putting any hurt on your guys should be a problem for the enemy, while you should be able to flatten him in a finger-flick.

    Third, "git there the firstest with the mostest." I'd make sure that every ship in the fleet has a hyperdrive just as quick as the Falcon (albeit more reliable). A fast ship can cover more territory than a slow one, and your adversaries won't be quite as bold if they know you can park a Star Destroyer on their doorstop on a half-day's notice, or if there's a frigate detachment a twenty-minute jump away.

    Fourth, people make a military. From the admiral running the fleet to the second-string gunner manning a quad, you need a professional outfit that knows how to take orders, think on its feet, and act in concert. By extension this puts a lot of responsibility on the military and political leadership - the amount of morale damage the Advisory Council did with its blundering in the first two years of the war is nigh-incalculable.

    Fifth, the Fleet owes its allegiance to the ideals of the Galactic Alliance and the common good of all its members. The kind of grand mal Charlie-Foxtrot that happened with Duros units in TFP is an example of why this is necessary. It's also important if you want to incorporate the Empire into the Fleet. As a precaution, mix up crews so they have a good representation of factions - ie a Star Destroyer based at Bastion might have an Imperial captain, a former NR gunnery officer, a Hapan navigator, and so on down through the ranks. That way if the CO has a Zsinj moment his crew isn't likely to back him.

    Sixth, let the individual systems have their home defnse forces, but make sure that these are subordinate to the Fleet when and where necessary. This frees up Fleet units to take care of real problems instead of day-in, day-out patrol.

    Seventh, knowledge is power. Knowing who has guns and doesn't like you and what they're up to adds more options to your list. Make sure the Intel boys and girls do their work.

    Eighth, not every problem needs a turbolaser. The Fleet should not be "Big Brother" come to run over everybody and kick butt. Goodwill from the individual systems seeing the Fleet and the central government as a benefactor is worth ten Death Stars on the influence board and a lot less expensive.

    This all adds up to something like my proposal - a relatively small (although far more numerous then the NR's inadequate Five-Fleet plan in BTS) force can maintain the peace and providean effective line of defense against large threats. The frigates and cruisers provide the localized punch in
     
  2. Ton_G

    Ton_G Jedi Grand Master star 4

    Registered:
    Aug 15, 2002
    Ahem... Janson, some of us know!

    (Demi-Progenitor of that RPG'd next incarnation)
     
  3. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    Ok, I?ve already posted the strength for my Imperial sector fleets along with the first element of my naval forces above the sector fleet level, the forty-eight expansion fleets. Now to deal with the rest of my naval forces above the the sector fleet level.

    First, to deal with sector uprisings above the ten percent mark, I give you my Grand Sector Fleets. I?ll group my sectors into Grand Sectors, four sectors to one Grand Sector. In addition to putting down uprisings above the ten percent mark, Grand Sector fleets would be a first line of defense for the Grand Sector they serve against extra-galactic invaders and against the fleet of a rebelious Moff. The Grand Sector Fleets will look like this:

    • 1 Super Star Destroyer: Executor. Lusankya. Reaper. Iron Fist. Knight Hammer. Intimidator/Pride of Yevetha. We?ve seen a great many SSDs and can name even more than is listed here. The Imperial Sourcebook SSD entry, EGtVaV Executor entry, and NEGtVaV Executor entry all agree that SSDs, whether they are the Executor or another SSD, all carry over a thousand weapons. If you do the math with the Imperial Sourcebook entry you get them all having at least a minimum of 1,040 weapons. Then there is there fighter compliment, two full wings of TIE class ships or 144 fighters. Ground forces include three prefabricated garrison bases, 24-25 AT-ATs, 50 AT-STs, 38,000 troops, and various ground vehicles. For the fighters I'll probably go with three TIE Avenger squadrons, two Scimitar Assualt Bomber squadrons, three modified TIE Interceptor squadrons, and two TIE Defender Squadrons.


    • 30 Imperial II Star Destroyers: The Grand Sector fleet is all about firepower, about the ability to overpower and hopefully crush any and all resistance. Though both the ImpStar and the ImpStar Deuce have the same amount of weaponry, the Deuce actually carries more turbolasers (50 heavy turbolaser batteries and 50 heavy individual turbolaser cannons compared with just 60 turbolaser batteries on the ImpStar), though it only carries a third of the ImpStars ion cannon complement. And though both have the same sublight speed, the Deuce is faster through hyperspace and has slightly heavier armor which will allow it to take more punishment. As for their fighter compliment I'll have all Deuces carry a wing of modified TIE Interceptors.


    • 64 Victory II Star Destroyers: Though older than the other Star Destroyers of the fleet, the VicStar Deuces still pack a good bit of firepower, just what I'm after within the grand sector fleets. Two VicStar Deuces per ImpStar Deuce and an additional four for the SSD. The VicStar Deuces will carry two squadrons of TIE Bombers.


    • 128 Strike-class Medium Crusiers: Up to now I've almost always gone with the Carrack Cruisers as a main element of my fleet with the Strike Cruisers being a bit of a rarity for my fleets. But as I have already in the two posts, the Grand Sector Fleet is all about firepower. With 20 individual turbolaser cannons, 10 turbolaser batteries, 10 ion cannons, and ten tractor beam projectors, the Strike Cruisers pack more of a punch than the Carracks do. Plus the Strike Cruisers carry two AT-STs, an AT-AT, and a squadron of TIE class ships. In addition, Strikes are modular in design and can be modified for a specific role. For the Grand Fleets my Strikes will normally carry a squadron of modified TIE Interceptors. There are four Strikes per ImpStar Duece and an addition eight for the SSD.


    • 10 Immobolizer 418 Interdictor-class Heavy Cruisers: While the purpose of the Grand Sector Fleet is to bring to bear overwhelming firepower, it's mission can not be succesful if the enemy can retreat when it sees the fleet arrive. To prevent that from happening, I shall send the Interdictors in just ahead of the rest of the fleet so as to prevent the enemy from being able to escape.


    • 428 Lancer-class Frigates: The Lancers are selected to protect the all three types of Star Destroyers and the Int
     
  4. Pelranius

    Pelranius Jedi Master star 5

    Registered:
    Apr 25, 2003
    Knight 1192: I'd take out the Dreadnaughts and subsitute Vindicators.

    For garrisons, I would install twenty Imperial stormtrooper/Army bases on a different system in each sector, each with ten Army corps and five stormtrooper corps. These soldiers would be transported by modified World Devastators (changed into heavily armed massive troop transports) to whatever trouble spot that requires pacification.

    On a colony world, a standard garrison, or most likely a skeleton garrison would be adequate to maintain peace and order. On a major world, three garrisons will be spread across the world for maximum efficency.

    Assets important enough will be granted two Golan Battle Stations, and perhaps three Victory IIs to repeal any assault until help arrives from the Sector Fleet or the IN proper.

     
  5. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    That's your choice, Pelranius. I'll keep things the way I've selceted my OBs. Each of us are entitled to our OBs and it seems each of us can use another's OB to develop their own with. Speaking of OBs, I have my last two Imperial navy OBs to post

    The second to last element of my naval forces is the four Sovereign Fleets. Built around the Sovereign-class SSDs, Sovereign, Autarch, Despot, and Heresiarch, the Sovereign Fleets are meant to put down uprisings of rebelious Moffs and to deal with extra-galactic invaders. They are composed of:

    • 1 Sovereign-class Super Star Destroyer: Though only Sovereign was under construction at the time of DE and the other three were merely planned as future members of the class (all according to the DE Sourcebook), for the purposes of this OB I?m treating them as if all four were completed. Each Sovereign-class SSD will serve as the flagship of my one of my four Sovereign Fleets.

      According to the DE Sourcebook, the Sovereign-class were designed to carry thirty-five squadrons of TIE Interceptors and five squadrons of TIE Bombers. Along with this is 75 All Terrain Armored vehicles, though types and numbers within that type are not specified. Yet for my Sovereign Fleets I?ll replace the 35 TIE Interceptors with five squadrons of Missile Boats, ten squadrons of TIE Defenders, fifteen squadrons of TIE Avengers, and five squadrons of Scimitar Assault Bombers, and I?ll keep the five squadrons of TIE Bombers. As for the 75 All Terrain Armored vehicles I?ll go with 40 AT-STs, 20 AT-ATs, and 15 MT-ATs.

      As for weaponry, each Sovereign-class SSD carries an axial superlaser which, like the one carried on the Eclipse, can only shatter planetary shields and flash sear continents. In addition to it?s axial superlaser, Sovereign-class SSDs carry 500 heavy laser cannons, 500 turbolaser batteries, 75 ion cannons, 100 tractor beam emplacements, and 5 gravity well projectors.


    • 20 Super Star Destroyer: Much like in the Grand Sector Fleets, I'll probably go with three TIE Avenger squadrons, two Scimitar Assualt Bomber squadrons, three modified TIE Interceptor squadrons, and two TIE Defender squadrons as the fighter compliment aboard each of these.


    • 608 Imperial II Star Destroyers: The Sovereign Fleet is designed to crush any and all resistance. To that end I?m looking towards firepower and the ability to resist enemy fire, both of which the ImpStar Deuce provide me with. Unlike the Grand Sector Fleets, their fighter compliment will be a wing of TIE Avengers. Six Decuces per SSD and another eight for the flagship.


    • 1,292 Victory II Star Destroyers: Two VicStar Deuces per ImpStar Deuce, four per SSD, and twelve for the flagship. The VicStar Deuces will carry two squadrons of Scimitar Assault Bombers.


    • 1,934 Modified Victor Star Destroyers: According tho the Imperial Sourcebook, the VicStar was primarily a planetary assault ship. According to the EGtVaV they are armed with ten quad turbolaser batteries, forty double turbolaser batteries, eighty concussion missile launchers, and ten tractor beam projectors. Three per ImpStar Deuce, six per SSD, and 14 for the flagship.


    • 2,580 Strike-class Medium Crusiers: For the Sovereign Fleets my Strikes will carry a squadron of TIE Bombers. There are four Strikes per ImpStar Duece, eight per the SSDs, and 20 per the flagship.


    • 5,064 Carrack-class Cruisers: While Carracks don?t pack the punch a Strike packs, their still perfect here as pickets for the Sovereign Fleet. Eight per ImpStar Deuce, twelve per SSD, and 24 for the flagship.


    • 3,770 Nebulon-B Escort Frigates: Up till now I haven?t used the Nebulon-B Frigate in the Imperial navy. The reason is that I think traditionally we want to think of them as just Alliance/NR ships thanks to the movies. But we have seen several sources which place them in the Imperial fleet as well. In fact they started out as a part
     
  6. Pelranius

    Pelranius Jedi Master star 5

    Registered:
    Apr 25, 2003
    Now that is the mother of all fleets, Knight 1192. My hat off to you.

    I myself would built a Galaxy Gun and hide it somewhere (the crew would consist of Kir Kano clones or something, since IMHO, I don't think Sentinels, despite their size, would make very good crewers)

    I'll give the Emperor his own Death Star, with a sort of World Devastator facility on board and a cloning complex, like a mobile compact throneworld/fortress.

    I would not allow any pocket superweapons, such as the Suncrusher (given how easy it is to loose something of that size)

    Any NGO with a sizeable fleet of starships will be subject to close oversight. All private militaries of any sort will be banned outright. Only the Empire may wield military might.

    I would train a latter day ARC corps, and complement them with Darktroopers and Darksiders to serve as the ultimate rapid reaction force, to search and destroy highly valuable targets (ie like the Jedi and the Rebel Council)

    I would also dissolve COMPNOR and definetly its military arm, so that those upstart brownshirts will not supplant the military. Dark Jedi cannot possess their own private militaries, reruns of Jerec are a definite no-no.

    All organizations with Force users, especially militant ones (ie Nightsisters) will be neutralized completely. (exceptions may include pacifists such as the Fallanasi)
     
  7. Alion_Sangre

    Alion_Sangre Jedi Padawan star 4

    Registered:
    Dec 9, 2001
    Since everybody's doing galaxy-wide force stryuctures, I'll follow suit. This is an evolution of the Five Fleet plan for the post-NJO, assuming a fleet contains about 800 groups (defined as a force of one Star Destroyer, three cruisers, twelve frigates, and a tender).

    Post-NJO Galactic Alliance fleet structure/responsibilities:

    Fleet HQ - Coruscant, Admiral Traest Kre'fey commanding

    1st Fleet:
    Command Base: Coruscant
    AOR (Area of Responsibility): Deep Core, Core Worlds, Colonies.
    Flagship: Star Defender Coruscant (Admiral Areta Bell commanding).


    2nd Fleet:
    Command Base: Selachia (located at intersection of Hydean Way and Corellian Trade Spine rimward of Ison Corridor, fanfic system)
    AOR: Everything on the Outer Rim and Mid Rim between Bakura and Sullust.
    Flagship: Star Defender Endor (Admiral Elasm Nantz commanding).


    3rd Fleet:
    Command Base: Bastion
    AOR: Everything on Outer Rim and Mid Rim between Chiss space and the Tion Cluster.
    Flagship: Star Defender Ebaq (Admiral Ark Poinard commanding).

    4th Fleet:
    Command Base: Mon Calamari
    AOR: Outer and Mid Rim from Tion Cluster to Hutt Space.
    Flagship: Star Defender Mon Calamari (Admiral Ragab commanding).

    5th Fleet:
    Command Base: Bothawui
    AOR: Outer and Mid Rim from Hutt Space to Sullust.
    Flagship: Star Defender Yavin (Admiral Aril Nunb commanding).

    In addition to this there is also the Unknown Regions Exploration Group, headquartered at Csillia and commanded by General Baron Soontir Fel aboard the Star Defender Borleias. Force includes the Liberty-class Star Destroyers Independence, Vigilance, and Interceptor plus their associated groups (three cruisers, a tender, and twelve frigates per Star Destroyer or Star Defender).

    There are also the Fleet's two Super Star Destroyers, Guardian and Ackbar. Guardian is based at Coruscant under the direct operational control of Fleet Headquarters (sometimes serving as fleet flagship) while Ackbar is based at Selachia under the command of General Keyan Farlander. Guardian routinely patrols the Core Worlds and Colonies, while Ackbar roves throughout the Mid and Outer Rim. While subordinate to the AOR commander of whatever region it's in, Ackbar functions as an independent fleet unit along with its carried frigate squadron.

     
  8. JansonYellowAces

    JansonYellowAces Jedi Padawan star 4

    Registered:
    Jun 28, 2002
    Knight:

    Wow, nice job.

    The resources needed to support that fleet are at the mind-boggling level.

    I imagine if you counted the amount of personnel needed to crew the fleet the population would be greater then Coruscant itself. ;)
     
  9. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    Which fleet is that? One of the Sovereign Fleets or the Home Fleet? Or are you talking my entire Imperial Navy? Of course at this time we do not have a number for it's total size as we'd have to have an idea of exactly how many sectors, and thus how many of my "Grand Sectors" there are.

    Of course, could you see ten Moffs getting a hold of just the main arm of ten of my sector fleets and having to go up against a Sovereign Fleet. Just the main arm of ten combined sector fleets would be between 1,530 and 1,710 ships. That's certainly more than a handful for the Grand Sector Fleets, but is nearly outnumbered by about 15 or 17 to one. Even if ten Moffs got their hands on ten Grand Sector Fleets they wouldn't stand a chance against a Sovereign Fleet. A Sovereign Fleet would still be more than twice as large as ten combined Grand Sector Fleets.

    As for why I chose the Sentinels as crews for the three DSs in the Homefleet, Imperial Sentinels are essentially an extension of the dark sider who creates them. I figured the only crews Palpatine could truely trust crewing the DSs in orbit around the planet he's on would be crews who were an extension of his will.
     
  10. Pelranius

    Pelranius Jedi Master star 5

    Registered:
    Apr 25, 2003
    The Sentinels seemed a tad large, so maybe you'd need to shrink them genetically (how good are they really at crewing ships, or hand to hand combat?)
     
  11. CaptainArdiff

    CaptainArdiff Jedi Padawan star 4

    Registered:
    Nov 26, 1999
    Their height probably wouldn't be such an issue in the Imperial Navy's high-ceilinged ships. I forget the exact height of the Sentinels, though.
     
  12. JansonYellowAces

    JansonYellowAces Jedi Padawan star 4

    Registered:
    Jun 28, 2002
    I was referring to your Home Fleet.
     
  13. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    It's easy to forget their height because the DE Sourcebook doesn't give one. I don't believe any source ever gave their exact height. But their is a scene in the fourth issue of DE where Palpatine shows himself to Han, Leia, and Chewie and Han and Chewie are begin held firm by a pair of Imperial Sentinels, Luke's Sentinels to be exact. Chewie looks like he's either standing up straight or leaning back just slightly and the top of his head just barely reaches where the Sentinel's neck meets it's shoulders, and the Sentinel looks to be standing at it's full height. The neck looks to be about half a foot to a foot in length and the head about half the length of the neck from the top of the head to where it meet's the neck. Chewie stands 2.28 meters tall, so you can figure it out from there.

    Now, onto other things. I?ve completed my Imperial naval forces lists and I said I?d then turn around and present my lists for the New Republic military. Last night I failed to begin the lists due mostly to my wanting to take a break after having taken several days just to post all the lists of my Imperial forces. So now the beginning of the end of my lists begin. Just how many lists I?ll make for my New Republic naval forces remains to be seen.

    As the initial post said, we need to consider our naval force for the sector fleet level and the galactic fleet level. And so I once again delve into the sector fleet level.

    First for the sector fleet level I shall create escort squadrons. The very first item for the NR sector fleet level is to protect commerce between planets. The simple fact of the matter is that some commerce ship captains are going to be more likely to go it alone and I can?t force them to allow more forces to escort them. However, for those ships which wish some military protection, they shall find themselves in a convoy escorted by one of the escort squadrons. In total, each sector will see forty-eight of these squadrons. The escort squadrons will be compossed of:

    • 1 Rebel Assault Frigate: Well, I?ve been using the the Imperial Sourcebook a good deal up to this point, now it?s time to switch gears and start looking into elements from the Rebel Alliance Sourcebook. And one of the first elements I?ll draw from there is the Rebel Assault Frigate.

      According to the Rebel Alliance Sourcebook, Rebel Assualt Frigates are actually modified Imperial Dreadnaughts. Huge portions of the superstructure were removed to econimize fuel consumption and increase engine capacity and a pair of fins were added to improve manueverability. The Dreadnaught?s crew of over 16,000 is cut down to less than a third of the crew compliment, or 5,000, in the Rebel Assault Frigate thanks to the extensive use of of automation. Faster and slightly more manuverable than the Dreadnaught, of which it was a modified version of, the Rebel Assualt Frigate boasts an armament of fifteen laser cannons, twenty quad laser cannons, and fifteen turbolaser batteries. Intrestingly, though the Rebel Assualt Frigate saw a lot taken out of it to increase it?s speed and fuel efficency, it ended up being a hundred meters longer than the Dreadnaught.

      The Rebel Alliance Sourcebook would suggest that the Rebel Assault Frigate would be good against starfighter scale ships as most of it?s armament is apparently designed to deal with starfighter scale ships. Only it?s turbolaser batteries are apparently good for dealing with cap ships. As most threats to commerce are likely going to come from starfighter scale ships, the armament on the Rebel Assault Frigate seems perfect for dealing with threats to convoys. The Rebel Assault Frigate will be the squadron flagship.


    • 5 Nebulon-B Escort Frigates: Built originally by the Empire to deal with Alliance fighters and to defend Imperial convoys, these lovelies found themselves serving in all kinds of roles within the Alliance. Yet they are still a good ship for escorting convoys. Their armament is twelve turbolaser batteries meant for use against cap ships, twelve laser cannons meant
     
  14. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    Ok, now for element two of my NR naval forces.

    The second part of of my NR sector fleets will be six squadrons dedicated to dealing with pirates. In my Imperial navy it was really the commerece squadrons which dealt the most with pirates, a squadron of the main arm of the sector fleet, or even the whole main arm itself, would have been used against major pirate threats kinda like that presented by the Invids in I, Jedi. But judging from the various novels, the NR at various stages sound like they might actually come down a bit harder on pirates. The purpose of these six anti-pirate squadrons per sector is to convey the message that the New Republic will not tolerate piracy. The anti-pirate squadrons are based on the escort squadrons but with some differences.

    • 1 MC80B Mon Cal Star Cruiser: Think Mon Remonda, the best known MC80B. According to the EGtVaV, the MC80B is just your basic MC80. 1,200 meters in length, forty-eight turbolaser batrteries and twenty ion cannon batteries. The
      differences are that there is no mention of tractor beam projectors, though we may assume their there, a more heavily reinforced hull, and even more in the way of backup shields. Plus the MC80B is designed to carry four squadrons of fighters rather than the typical three carried on a standard MC80.

      Typically MC80Bs carry one squadron of A-wings, two squadrons of X-wings and one of B-wings. However, I?ll alter the make-up of the fighter compliment on my anti-pirate squadron flagships and have them carry a squadron of A-wings, one of X-wing Enhanced,
      an E-wing squadron, and a B-wing squadron.


    • 2 modified Rebel Assault Frigate: Though I?m going to come down heavy on piracy, I?m no fool who believes coming down heavy means obliterating the pirates when I face them. Anyone can be redeemed if given half a chance, even pirates. And it is even
      more important to show the galaxy that justice is something which comes from the courts, not from the barrel of a gun. Whenever possible my anti-pirate squadrons will attempt to capture pirates for trial by using their ion cannons. For that purpose I?ll modify some of my Rebel Assualt Frigates by replacing the fifteen laser cannons and ten of the tweny
      quad laser cannons with fifteen ion cannons and ten ion bomb launchers.


    • 11 modified Nebulon-B Escort Frigates: Just like the Rebel Assault Frigates, these are being modified to carry ion cannons in place of some of their normal. Six of the turbolasers will be replaced by six cap scale ion cannons and six of the laser cannons will be replaced with six starfighter scale ion cannons. However, the Nebulon-Bs also serve a
      second purpose as not every incident will require the full strength of an anti-pirate squadron. In such cases, a Nebulon-B will be the command ship of a task force element of the anti-pirate squadron to which it is attached. Two modified Nebulon-Bs are attached
      at all times to the flagship and each of the Rebel Assualt Frigates also have two Nebulon-Bs attached to them at all times. This leaves five Nebulon-Bs, which will each serve as one of the command ships for one of the five minor task force elements of the
      squadron. The six Nebulon-Bs attached to the flagship and the the Rebel Assault Frigates will carry two squadrons of modified Y-wings (modified to carry four ion cannons), while the five task force command ships will carry a squadron of modified Y-wings and either a
      squadron of A-wings or a squadron of E-wings.


    • 14 modified Corellian Gunships: The modification to the gunships will be to have their eight starfighter scale turbolasers replaced with four cap scale and four starfighter scale ion cannons. Two gunships per task force commandship and four per squadron flagship.


    • 21 Corelian Corvettes: While they will still be used as rescue ships within the anti-pirate squadrons, some will feature a slightly different set up to their armament as four of their turbolasers will be replaced with ion cannons. The Corvettes shall work i
     
  15. Pelranius

    Pelranius Jedi Master star 5

    Registered:
    Apr 25, 2003
    Wouldn't two CC-7700s be better (if something happens to go wrong with one of them)
     
  16. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    I was gonna go with seven originally, two for the squadron flagship and one for each of the task force commandships. But in the end I decided to cut it down to just one because I felt that for simple pirate hunting squadrons one was probably more than enough. Really you don't want them escaping the flagship and the forces attached to it. And with just one, it could potentially be used as bait to get the pirates to come in closer. Or it could be put at the center of the squadron where it could be protected by the other ships of the squadron.

    I'll hold off a little on posting any more NR OBs untill I actually have something to post. I'd have done so today, but I spent most of the day getting my motorcycle ready for the season and running about getting a Mothers Day present for my mom once I had it running.
     
  17. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    Ok, After taking a night off from posting an OB, I've got a new one ready to go.

    The third part of the sector fleet shall be tasked with maintaining peace between different worlds in the sector and dealing with any left-overs from the Empire which may prove a threat to the peace of the galaxy. These are the twelve Guardian squadrons of each sector. Combined, they are esentially the main arm of the sector fleets. Part of the focus of these squadron will be the ability to carry ground troops as hunting down left-over Imps may mean having to wage ground battles as well as space battles. If it comes down to it, the ground forces will also have to be used to maintain peace on various worlds within the sector.

    • 1 MC90 Mon Cal Star Cruiser: The first Mon Cal warship since the Mon Calamari joined the Alliance to be built as an actual warship and not converted to such purposes. The MC90s are 55 meters longer than MC80s and MC80Bs. Their also faster, more manueverable, have stronger shields, carry two full wings, or six squadrons worth, of fighters, and are armed with seventy-five turbolaser batteries, thirty ion cannon batteries, eight tractor beam projectors, and six proton torpedo/missle tubes. According to the DE sourcebook, these are the first Mon Cal cruisers suited to be crewed by non-Mon Cals. They also can carry 1,700 troops, five hundred more than an MC80 These shall be the flag ship for the Guardian squadrons. For their starfighter compliment they?ll carry a squadron of A-wings, a squadron of E-wings, two of X-wings, one of B-wings, and one of my least favorite NR fighters, K-wings. I?ll have to modify the K-wings so as to have hyperdrives.


    • 4 MC80B Mon Cal Star Cruiser: As disccussed before, there?s little difference
      between these and other MC80s, the difference appearing to be a heavily reinforced hull, four fighter squadrons instead of three, and more backup shields than carried on a standard MC80. These differences are why I once again choose the MC80Bs for an element of my sector fleets. Being as they seem to essentially be upgraded MC80s, then they probably carry 1,200 troops like standard MC80s do, which would give each squadron an addition 4,800 troops in addition to what is carried on the flagship.


    • 12 Mon Cal Light: I don?t recall if these appeared in X-wing or not, but they certainly did in TIE Fighter and apparently in X-wing Alliance as well. No idea if the TIE Fighter Strategy Guide has anything on them in there or not, though what the X-wing Alliance Strat Guide has on them really isn?t that helpful. Whatever happened to the days of Imperial Document Numbers V492771S18DQ and V492771R225Y being added to such things? I?ll have to reinstall TIE Fighter on my upstairs computer at some point and see what it has to say. At least the NEGtVaV has some info on these guys. Fourteen turbolasers, eighteen ion cannons, and six heavy tractor beams according to that source. Length, troop compliment, and starfighter compliment are unknown to me at this time. Two per MC80B and four per flagship.


    • 54 Nebulon-B Escort Frigates: Nebulon-Bs carry 75 troops, giving me an additional 4,050 troops to each squadron. Each Nebulon-B will carray a squadron of A-wings and a squadron of E-wings. Three Nebulon-Bs per MC80B and Mon Cal Light Cruiser and six per flagship.


    • 72 Corellian Gunships: Their assignment is to protect the large Mon Cal ships from attack by starfighters or starfighter scale vessels. Four gunships per MC80B and Mon Cal Light Cruiser and eight per squadron flagship.


    • 2 Acclamator-class Assault Ships: It?s likely that there will still be some Acclamators left over from the Clone Wars or else the NR will commision to have new ones built with modifications made to bring them up to date. the Acclamator?s strong suit is the number of troops it can carry, 16,000 clone troopers during the Clone Wars would become 16,000 NR troops per Acclamator in the Guardian squadrons, or 32,000 per pair.

     
  18. CaptainArdiff

    CaptainArdiff Jedi Padawan star 4

    Registered:
    Nov 26, 1999
    Hang on a mo-diddly-ment, dear boy! Are you proposing a Reb fleet with levels of warship presence comparable to the ImpNavy? Shocking! ;)
     
  19. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    Hang on a mo-diddly-ment, dear boy! Are you proposing a Reb fleet with levels of warship presence comparable to the ImpNavy? Shocking!


    At about six years older than you, careful who you call boy. And I'm not talking an Alliance fleet, I'm talking an NR fleet.
     
  20. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    Affraid I still haven't worked on anymore NR naval forces for posting. Ended up spending most of the afternoon and early evening hiking with an old high school buddy.
     
  21. Pelranius

    Pelranius Jedi Master star 5

    Registered:
    Apr 25, 2003
    Ummm, hiking, it does a body good! (sorry, been playing too much C&C Generals: Zero Hour)

    Rapid Reaction Squadron:

    One Shockwave Star Destroyer
    (Just a temporary designation. This baby is 4.8km, and could take out a MC-90 without breaking into a sweat. With advanced comm and sensors, not to mention advanced shielding and armament, it will serve as the standard commandship in the Imperial Navy)

    Eight Imperial III Star Destroyers
    (with even more weapons, a much upgraded reactors, and two seperate back up shielding systems than the MkII)

    Two Imperial III Star Destroyers-Interdictor
    (similar to the Mon Mothma deriative)

    Three converted World Devastator (to act as massive garrisons/repair facilities)

    Twelve Vindicator Cruisers

    Sixteen Blackwatch Cruisers
    (350m replacements for the Carracks)

    Ten Spearhead class Landing Ships (based on the hull of the Accalmator, with similar cargo capacity)

    Fifty Frigates (something similar to an enlargened Ranger class)
     
  22. FTeik

    FTeik Jedi Grand Master star 5

    Registered:
    Nov 7, 2000
    Charte blanche instead of carte blanche, must have been a freudian slip.

    Anyway, when it comes to the purpose of occupation numbers matter more, than technological superiority, if you ask me.

    I did some research on the ModularTaskForce-Cruiser. I don´t think, that it was just introduced during DarkEmpire-times, since its questionable, that new large ship-designs were developed inside the deep core and colonisation/survey wasn´t in the emperors mind at that time. However some other things cought my interest. Can anybody tell me:

    -how Data Net Erasers work,
    -what disintegration chambers are (what they do, how large they are, how much energy or time they need for a single disintegration ...)
    -how sterilisation spores work: do they kill people or just make them infertile?
     
  23. Pelranius

    Pelranius Jedi Master star 5

    Registered:
    Apr 25, 2003
    I wonder how practical robot ramships really are? (they could quite an application in taking down pirate ships)
     
  24. CaptainArdiff

    CaptainArdiff Jedi Padawan star 4

    Registered:
    Nov 26, 1999
    Knight, old man, I was merely using "dear boy" in the English public school sense - just like "old man". The only real necessity for anybody being addressed in such a way is to be male :) Wasn't seeking to imply ye were my inferior in either age or intelligence, I assure ye. :) Same will be true if I call anybody "old chap", "old fellow", "old sausage" (although I tend to avoid such words, since I'm vegan). Slightly different would it be were I to say "Old buddy, old pal!" In such circumstances I'd be making a Scooby Doo reference, but it still wouldn't actually have any age-related implications. Trusting that I've reassured you, I take my leave. Fare thee well :)

    BTW, since my use of the word "Reb" is practically analogous to Thrawn's use of the word "Rebel" (and he used that for the Alliance and the NR) the term is a blanket one. Thrawny refused to accept the legitimacy of the new regime, and while I wouldn't go that far, I do regard the NR as simply the successor of the Rebellion. Therefore, I append the prefix "Reb" to everything relevant to either of said organisations. :) Similarly, I call stuff Imp whether it belongs to the Galactic Empire proprer (during Palpy's reign) or the successor governments (none of which seems to have been headed by anybody bothering to call himself/herself "Emperor" or "Empress".
     
  25. Knight1192

    Knight1192 Jedi Knight star 6

    Registered:
    Feb 5, 2000
    The next element of my NR sector fleets will be geared towards commerce much like the
    first element. But where as the escort squadrons where designed to protect freighters
    between planets, the commerce squadrons are actually designed to deal with smuggling.
    Due to the importance of smugglers during the Galactic Civil War and in various wars
    and campaigns after it, I don?t believe that it?s necessary to use brute force to deal with
    smugglers or to treat all smugglers entirely like criminals. Certainly smuggling can be a
    crime, but the Alliance would not have stood a chance if it weren?t for some folks
    smuggling supplies to it. So it will be important to try to capture smugglers and determine
    whether they should be treated as criminals or not. Thus it will be important to disable
    ships which try to run. Yet to me it is more important to not have to rely on ion cannons if
    I don?t have to, especially if I can capture any ship which tries to run using tractor beams.
    As to the number of comerce squadrons per sector fleet, I think I?ll go with seventy-two.

    • 1 modified Quasar Fire-class Bulk
      Cruisers/Cruiser-Carriers:
      Until this point I?ve used these babies as starfighter support
      ships for my squadrons. In the commerce squadrons they become squadron flagships. I?ve
      chosen them as the flagships of my commerce squadrons due to the number of fighters
      they carry.

      As you may recall, I modified them by increasing their length by 140 meters to bring
      them to 480 meters in length. I also equiped them with six double turbolasers and six
      quad laser cannons. Here I?ll replace three of the double turbolasers with three ion
      cannons while three of the quad laser cannons will become tractor-beam projectors. As
      for their fighter compliment I?ll have each one carry a squadron of X-wings, a squadron
      of modified E-wings (modified so that one of it?s lasers is replaced with an ion cannon),
      and two squadrons of modified Y-wings (modified to carry four ion cannons instead of
      two).


    • 2 modified Nebulon-B Escort Frigates: They shall have half their turbolaser
      batteries and a quarter of their laser cannons replaced with ion cannons giving them nine
      ion cannons. In addition, a second quarter of their laser cannons shall be replaced with
      three tractor-beam projectors bringing their total up to five tractor-beam projectors. Total
      armanet will become six turbolasers, six laser cannons, nine ion cannons, and five
      tractor-beam projectors. As for their two squadrons of starfighters they shall be done
      away with so that most of the hangar bay can be turned into a brig area to hold anyone
      who may be taken prisoner.


    • 6 modified Corelian Corvettes: They shall retain a pair of their turbolasers for
      defensive purpose in case of major ship-to-ship combat. The other four shall be replaced
      with two tractor-beam projectors and two ion cannons.


    So the total number of ships in a commerce squadron is nine. A millionth of a single
    commerce squadron is 0.000009. The total number of sector fleet ships dedicated to
    commerce squadron duty (remember their are seventy-two commerce squadrons per
    sector fleet) is 648, a millionth of which is 0.000648.
     
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