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Military Doctrine
Topic Started: Aug 2 2011, 05:39 PM (217 Views)
Ma'ahes
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Commander Jut'alei's Log, Rotation 18554.320

I am not quite sure how to begin this assignment...but I shall try not to disappoint the Lord Marshal or the Senate. For all the tactical success at Aurellia and, to a lesser extent, Kualpuch, the military doctrine and flexibility of our forces is woefully situated. While redundancies in a military vessel are to be expected and desired, far too many redundancies in this fleet setup are too weak to counter other threats. Furthermore, while Lord Atlas uses the typical Goa'uld tactic--rushing head-first with a powerful flagship--the weapons developed by Kualpuch scientists should have countered many of the strategies the Titan utilizes. So, with an idea of where the fleet should evolve towards, I shall attempt to dictate doctrines based on the foe encountered in a variety of situations.


Superior Technological Force
Potential Foes: Titan Empire, Olympian Remnants, Lord Atum

While many of these foes will automatically utilize superior numbers in addition to technologies, I will focus on the latter for the moment. If such an encounter is created, a fleet commander should instantly hyperspace away a full three AUs, leaving behind a small pack of drones. The drones should immediately engage the enemy at maximum speed. This benefits the fleet commander two-fold: first, it detects maximum tracking speed of the enemy's weaponry. Secondly, it will determine the speed such enemy vessels are capable of obtaining in their pursuit of the fleet commander's forces.

This step, of course, is the first to be taken upon any encounter with a potentially hostile force that refuses to identify itself. If a fleet is defending territory, it should then position itself next to geosynchronous orbital platforms if enemy numbers are sufficiently low enough. Immediately hail for reinforcements and focus fire on enemy vessels. Engage at optimal weapons power range, shunting power away from shields to keep the maximum damage potential longer. The fleet reduce overall silhouette, and thus should maintain a tight "v" pattern on a diagonal, with each vessel in the fleet maintaining altitude of only 100 meters above the ship below it. Focusing fire is paramount before the enemy can engage at virtual melee range, which is normally utilized by foes equipped with superior shielding and/or weaponry.

The front line of the fleet commander's forces should consist of lighter, faster vessels setup far forward of the mainline. They are to engage the enemy's in an attempt to draw away some ships from the mainline. Drone support for them gains priority, as distracting the largest amount of vessels is key to defeating an enemy that has only a technological advantage.

Superior Numerical Force
Potential Foes: System Lords, Titan Empire

Given the small nature of the Republic, this is almost always the case for naval engagements, but it is important to separate advanced technology fleets from simple numerically-superior fleets. The fleet commander, having determined the speed and tracking speed of the enemy fleet, should deploy carriers in a spherical pattern around the approaching enemy fleet, roughly 1 AU in diameter. This is not to divide their fleet, but rather to begin the first phase of shield manipulation. The main fleet should retreat to in front of the orbital platforms, only retreating to the line when the enemy fleet has breached the maximum range of fleet weapons range. The greatest factor in such fleets is whittling down enemy numbers before broadsides ensue.

Mainline cruisers should setup in an arrow formation, with a cluster of four ships surrounding the flagship at the front. The idea is to punch into their own lines to warp the theoretical engagement bubble around the enemy fleet first, before the enemy can surround you on their terms. Once past the mainline of the enemy fleet, it is vital to reach the center of the enemy--not to engage the enemy flagship, where it is so often located in foes like this, but to create two spheres of fire. On the outside, the drone fleet should link up with orbital stations to take down the outer sphere, while the main fleet engages the center of the formation. Shield strength is paramount for the fleet, and should dial down weapons potential to keep vessels active.

Destroyers should work their way back and forth through the sphere in packs of three and guarded by their own drone packs. They will "spike" enemy vessels weakened by both spheres of fire. There should be eight sectors setup within the main sphere of engagement, with a pack of destroyers responsible for "patrolling" two sectors in a figure-8 movement. The main idea for this entire tactic is that you gradually constrict the outer sphere's radius while increasing the radius of the inner sphere, thereby crushing the enemy fleet by reducing their lanes of fire and movement. Orbitals should be used to weaken outer shell ships for drones to fire en masse.

Superior Numbers and Technology
Potential Foes: Titan Empire, Tau'ri

Unfortunately, this is the hardest to counter in any real-life engagement. You cannot count on dictating the terms of combat, as the enemy will likely engage in mid- to low-orbit, where speed counts very little in a planet's gravity well and atmosphere, and hyperspace travel is avoided due to unwanted stress on the planet's habitat. There are four keys to defeating such a foe:

1.) Allies.
2.) Powerful ground defenses
3.) Superior sensor and anti-fighter/kinetics defenses
4.) Luck

I list luck here because it is required to obtain the three previous keys of success. Allies are fickle, and will rarely heed any defensive calls, fearing for their own territory. Diplomatic prowess comes into play here. Ground defenses must already be in place, as it requires months of planning and construction for even a single anti-capital ship cannon to be installed, let alone an entire base-worth of them. Sensors are needed to detect flanking maneuvers and long-range flights of torpedoes or other kinetic-based munitions delivery platforms. Immediately destroying missiles and torpedoes fired by the enemy is highly important if the battle is to be won.

If the enemy engages the fleet in open combat, with no specific planetary objective to defend, the fleet commander should immediately jump the fleet to random locations in groups of five.

Superior Ground Forces
Potential Foes: Titan Empire, Druid Empire, Lord Ares

For beating massed numbers, orbital strikes are to be used in large amounts. Enemy armor should be destroyed by precision strikes from special ops groups and entrenched artillery. Mobile shielding is important in defending the front lines, and drone support should be given to protect the flanks and rear. In defense, troops should entrench around anti-orbital cannon arrays, city shield generators, and information data dumps. If the data dump looks to be lost, an EMP should be detonated before the enemy hits blast door five of any twenty-level bunker. This will, at least, prevent the enemy from obtaining any important data.

Special Case: Lord Ares

In all honesty, I can hardly contemplate a plan against those who came to our aid. However, as I said before...allies are fickle creatures, loyal only to themselves. A piece of paper from Kualpuch means little compared to the promise of the Titan or Lord Atum. And so, I write this.

Normal methods of fleet and ground action/deployment are to be completely forgotten when going against Lord Ares' forces. The man is so divorced from typical Goa'uld technology that he could hardly be counted as such a being, lest one forget what lurks inside the human facade. He uses quantum technology to a fault, and is best on the defensive. Under no circumstances should Lord Ares be attacked, and Aion besieged, unless one can counter the folding technology he has used on it. That is point number one:

Never engage Aion unless Lord Ares has lost his fleet and you can control orbit while the anti-quantum array is setup.

This means that, above all else, you are to force Lord Ares to go on the offensive. You must tear him away from his toys based within Aion and make him commit to his fleet-based technology. This is not to say that such technology is neither fierce nor powerful, but is simply preferred for a better outcome. Now, onto engaging his fleet. Lord Ares' war doctrine seems to revolve around speed and defense, with lightning-quick offense. I would surmise this came from years of isolation in Pegasus, and surrounded by enemies while having meager numbers of soldiers at his disposal. His "chariots" are normal ha'taks taken to their carrier extremes: with his quantum technology, he can field far more fighters and bombers than any other force thus far encountered in the Milky Way. They are meant to be mobile fighter bastions, using their charges to inflict the most damage while the carrier defends itself. This brings us to rule number two:

Engage the chariots until they bring their reversal fields online

They should be focus-fired until they bring the device online, and then a simple alpha-kyon beam should be fired to maintain the device. It will prevent the chariot from doing any real damage, and once surrounded the chariot cannot escape and a greater field of fire on enemy fighters can be realized. Ares' main strength are his fighters/bombers, so drones should engage them immediately. Anti-missile arrays are key to beating his main offensive weapon, and should get power priority, right after shielding. Again, force Lord Ares to be offensive, not defensive. Force him to save his chariots, and make his fighters/bombers overstretch their lines. Destroyers should be used to spike the chariots into pulling up their reversal field, and thus should travel in packs of two, using figure-8 maneuvers to stay mobile. Finally, we come to the ground rule.

Never engage Lord Ares' ground troops when possible

This is not to say that his ground forces cannot be overcome; rather, it is far more effective and efficient to simply lay waste to his troops from orbit. If his forces must be engaged, it is important to get immediately behind his lines to engage his medics and defensive personnel. Only then can his front line be engaged directly. Thus, use of drop pods and cloaked flanking maneuvers are highly advised. While normal rules dictate you take down the brutes of an army first, it is better to simply engage them defensively while you hit his support troops with precision. Just like fleet battles with Lord Ares, force him to get overly-aggressive and strike behind his lines with everything you have. Use of mobile armors are also effective at hitting behind his lines, as so far he has not shown any signs of developing such a technology.
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