Solomani Confederation (Military)

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Re: Solomani Confederation (Military)

Postby Condottiere » Mon Dec 24, 2018 2:17 pm

Confederation Navy: Standard Docking Clamps

. Aerospacecraft
.. facilities
... docking clamps
.... type a
..... attached craft tonnage
...... 15 tonnes and less
..... tonnage
...... 0.5 tonnes
..... cost
...... 250'000 schmuckers
.... type b
..... attached craft tonnage
...... 35 tonnes and less
..... tonnage
...... 1.17 tonnes
..... cost
...... 1'170'000 schmuckers
.... type c
..... attached craft tonnage
...... 210 tonnes to 30 tonnes
..... tonnage
...... 7 tonnes
..... cost
...... 1'400'000 schmuckers
.... type d
..... attached craft tonnage
...... 2000 tonnes to 200 tonnes
..... tonnage
...... 20 tonnes
..... cost
...... 4'000'000 schmuckers
.... type e
..... attached craft tonnage
...... 5000 tonnes to 500 tonnes
..... tonnage
...... 50 tonnes
..... cost
...... 8'000'000 schmuckers
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Re: Solomani Confederation (Military)

Postby Condottiere » Mon Dec 24, 2018 2:51 pm

Confederation Navy: Free Launch SubClass Cutters

Free Launch subclass
. cutter
. Freedom class
.. point to point short range communications courier
.. ship to ground connector
. Hull
.. titanium steel
.. non gravitated
.. streamlined
.. light
.. self-sealing
.. technological level nine
.. ninety nine tonnes standard
.. hull points
... thirty five (and a half)
... cost
.... 2'227'500 schmuckers
.. modular
... seventy tonnes
.... seventy and a halfish percent
... cost
.... 1'575'000 schmuckers
.. cost
... 3'802'500 schmuckers
.. armour
... none
. Bridge
.. cockpit
... dual
.... two and a half tonnes
.... 15'000 schmuckers
... astrogation workstation
.... one tonne
..... 5'000 schmuckers
.. three and a half tonnes
.. cost
... 20'000 schmuckers
.. Computer
... bandwidth
.... five
... cost
.... 30'000 schmuckers
.. Sensors
... basic
.... lidar
.... radar
.... dice modifier
..... minus four
..... cost
...... none
. Engineering
.. Jump drive
... factor one
... one Venture Plus module
.... technological level
..... nine
.... budget
..... increased size
.... ten tonnes
...overhead
.... budget
..... increased size
.... technological level
..... nine
.... tonnage
..... five tonnes
.... capacitors
..... none
.... cost
..... 3'375'000 schmuckers
... core
.... budget
..... increased size
.... technological level
..... nine
....tonnage
..... four and a half tonnes
.... capacitors
..... none
.... cost
..... 3'037'500 schmuckers
... capacitors
.... budget
..... increased size
.... technological level
..... nine
.... tonnage
..... half a tonne
.... capacity
..... twenty scotts
.... cost
..... 1'125'000 schmuckers
... cost
..... 7'537'500 schmuckers
.. Manoeuvre drive
... factor one
... one Striker module
.... technological level
..... nine
.... budget
..... increased size
.... thrust
..... one hndred tonnes
.... tonnage
..... one and a quarter tonnes
... cost
.... 1'125'000 schmuckers
.. Lifters
... factor one
... one Zeppelin module
.... technological level
..... nine
.... budget
..... increased size
.... orbital limitation
..... very advanced technology
...... fifty percent energy efficiency
.... lift
..... one hundred tonnes
.... tonnage
..... one and a quarter tonnes
... cost
.... 1'500'000 schmuckers
.. Power plant
... output
.... twenty four scotts
... three Tokimeki modules
.... early fusion
.... technological level eight
.... budget
..... increased size
.... tonnage
..... three tonnes
.... cost
..... 900'000 schmuckers
.. Solar panelling
... technological level
.... nine
... budget
.... increased size
... tonnage
.... half a tonne
... output
.... power plant
..... rated thirty seven and a half scotts
.... power plantless
..... virtual forty scotts
...... one hundred and thirty three tonnes
... cost
.... 30'000 schmuckers
.. Batteries
... technology level
.... ten
... tonnage
.... one tonne
... capacity
.... forty scotts
... cost
.... 100'000 schmuckers
.. Bunkerage
... power plant hydrogen tank
.... one tonne
... fuel scoops
.... streamlined hull
... fuel processor
.... one tonne
.... cost
..... 50'000 schmuckers
.. tonnage
... nineteen tonnes
. Armaments
.. hardpoints
... none
.. firmpoints
... one
.. Turret
... single
.... technological level
..... seven
.... cost
..... 200'000 schmuckers
... pop up
.... technological level
..... ten
.... tonnage
..... plus [one tonne]
.... cost
..... 1'000'000 schmuckers
... tonnage
.... one tonne
... mounts
.... sandcaster
..... technological level
...... nine
..... reloads
...... presumably five canisters on the rack, plus wharever you can stuff into the two empty mounts in the turret
... cost
.... 1'200'000 schmuckers
. Aerospacecraft
.. facilities
... docking clamps
.... two type bs
.... type b
..... attached craft tonnage
...... 35 tonnes and less
..... tonnage
...... 1.17 tonnes
..... cost
...... 1'170'000 schmuckers
.... tonnage
..... 2.34 tonnes
.... cost
..... 2'340'000 schmuckers
. Crew facilities
.. staterooms
... none
.. low berths
... none
.. common areas
... none
.. brig
... oneish/halfish
.... pull down slabs
..... three
.... fresher
..... one
..... curtained
.... life support
..... capacity
...... three/six humans
..... costs
...... 500 schmuckers per month
.... tonnage
..... two tonnes
.... cost 125'000 schmuckers
.. airlocks
... one
... tonnage
.... not applicable
... cost
.... none
.. cargo hatch
... none
.. ship's locker
... one
... tonnage
.... not applicable
... cost
.... none
. Cargo
... 0.16 tonnes
. Crew
.. Captain
... pilot
... astrogator
... engineer
... administrator
... steward
... medic
... gunner
. Software
.. Manoeuvre
... cost
.... none
.. Library
... cost
.... none
.. Jump control
... one
... cost
.... 100'000 schmuckers
. Operations
.. endurance
... 93 days 8 hours
.. energy budget
... basic systems
.... preferred
..... twentyish scotts
.... minimum
..... tennish scotts
... sensors
.... none
... manoeuvre drive
.... tennish scotts
... lifters
.... tennish scotts
... jump drive
.... one parsec
..... ten scotts
... armaments
.... one scotts
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Re: Solomani Confederation (Military)

Postby Condottiere » Mon Dec 24, 2018 8:43 pm

Confederation Navy: Free Launch SubClass Cutters

Well, the total cost appears to be 37'660'000 schmuckers, which seems to me a tad high for a free trader.

The Free Launch is considered to be the equivalent of a rowboat, being able to get you where you want to go, but at a rather slow rate.

It can, however, demonstrate a great deal of flexibility, by examples that are purely utilized for close planetary transport having the jump drive removed, and the modular nature allowing a wide variety of facilities to be installed onboard, including fuel tanks to permit interstellar travel.

The Type B docking clamps permit two additional cargo modules smallcraft of upto thirty five tonnes each to be transported as well

More advanced variants can be fitted with faster propulsion, as well as a Venture Advanced jump drive model, that a hundred tonne Free Launch to hyper to upto one point eight parsecs.
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Re: Solomani Confederation (Military)

Postby Condottiere » Wed Jan 02, 2019 1:39 am

Confederation Navy: Battlecruisers

So, why would the Confederation Navy adopt the battlecruiser as it's principle capital ship at it's foundation?

Design rule vary from edition to edition, but using the current set as a basis, I'll have a go at it.

Any naval officer having studied Terran military history would know that te battlecruiser as a concept was a deadend, but the newly formed Confederation Navy would at best have surplus hand me downs from their Imperium forebearers, and certainly no modern battlewagon.

It's unlikely either Navy General Staff nor their political masters contemplated a war with the Imperium, at least in the short term, and probably not in the medium term, so they had the time to slowly build up their forces until they reach near parity, at least along Rimward quadrants.

Their more immediate problems were creating a neutral zone along the Aslan frontier, and deterring any further expansionism there, while consolidating their hold over star systems within the Solomani Sphere.

Essentially, Fisher wanted to migrate the Royal Navy to a mix of battlecruisers, destroyers and submarines, recognizing that no battleship protection could withstand a concentrated barrage of torpedoes; he probably would have been an advocate of carriers. He was just a tad premature.

In hindsight, the Confederation Navy was transitioning to a mix of fast dreadnoughts, carriers, frigates and let's assume stealthed raiders; the mutated Beijing strike cruisers would be my contribution.

In the Cold War stand off with the Imperium, deploying the battle line would be an escalation neither side would be yet prepared for; sending a battlecruiser to a flashpoint might not be considered that great of a provocation.

Capital ships project power; cruisers are principally concerned with trade protection and poking their nose into corners of the universe that others might not want you to. Combining both within one hull would tend to make up for not having significant numbers of either type of warship. And the Confederation Navy having discovered they were expected to do everything the senior military service traditionally did, plus whatever shenangans the Scouts tend to involve themselves, were clearly in need of synergization.

Hobbled by the limits of budgetary constraint, and also in the realization that their first generation of designs would become obsolete, besides the need of spreading governmental largess to important supporters and encouraging the build up of industries in various regions of the Confederation, competing design bureaus and shipyards were encouraged to come up with and construct diverse types of cruisers, with the goal of learning from any mistakes made both by construction, operation and adopted doctrines, and improving upon them for the next generation of vessels. The Confederation Navy would donate them to planetary navies after a period of use, so they weren't too worried about any disadvantageous design or construction quirks.

The lessons learnt from the technological level twelve generation, would be applied for the coming generation of technological level thirteen warships, and should culminate in the technological level fourteen classes.

I'd say the exception would be capital ships, in that only a single class was considered for large scale construction, because the Navy General Staff had always in mind the Prometheus design, but had to wait until their technological and industrial base had advanced enough in order to construct them. This also probably applies to their super carriers.

My contribution would be, that while design bureaus can design major and minor combatants as they wished, they had to do it with standardized ship systems and subsystems, in other words, the lego pieces remained the same, though the arrangements could differ. Despite this freedom, there seemed an extraordinary fondness for wedge configurations.

Smallcraft and to a certain extent small ships, were more regulated, since they had to fit into standardized hangar and docking installations. I'd adjust the Viper family of smallcraft to thirty five tonnes from thirty, in order to optimize their potential firepower.

So, back to the battlecruiser in the era of the Imperium.

At technological level twelve, you have the introduction of jump factor three drives, and the meson spinal mount, either of which don't make much difference in the balancing of capital ship performance in relationship to what would be defined as either a battleship or battlecruiser. You also have the introduction of intermediate fusion power plants and manoeuvre drive factor seven, which gives a boost both to the energy pool and tactical movement.

One interesting dofference between battleships of the first half of the twentieth century, and those three millenia later, is that they can be as fast as any fighter smallcraft.

I don't know when acceleration factor five was introduced as standard fleet speed by the Imperium, the speed by which their line of battle was expected to move at; so battlecruisers would sacrifice armour in order to leverage a faster acceleration.

Therefore, battlecruisers should be expected to be tactically faster than a standard line of battle ship, but by the time the Confederation had access to technological level fourteen, they could marry both speed and protection into the fast dreadnought.
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Re: Solomani Confederation (Military)

Postby Condottiere » Tue Jan 08, 2019 9:21 am

Confederation Navy: Uranus Class

Of course, I desperately want a prominent class of warships to which I can refer to as such; it could be referred to as the Planet class, but the lead ship would be the Uranus.

A lot of factors coalesced in order that it becomes a viable design, the most important o which is that I'm too lazy to really belt out a dozen different ones to cover various functions and roles, and an acceptance of the advantages of the breakaway hull.

I always wanted to have a single hull to fulfill the tender and tanker roles, and it would be the cheapest possible hull, as well as over a hundred thousand tonnes to take advantage of the inherent structural strength. Then i thought that would make a neat platform for a fighter carrier. Then the default command cruiser. Then the assault carrier, which would just exchange the fighter craft for assault shuttles and accommodations for an Army armoured division. And finally, a cheap (compared to the Prometheus), battleship.

The difference would be that the primary hull would differ, to fit in the components suitable for each role.

Originally, I had earmarked something I had vaguely assigned the codenames Hydra, Cerberus, Tiamat, Chimera for various sized standard configured hulls, which used docking clamps and drop tank mounts to hold various distributed components together. I noted that spherical configuration was considerably cheaper, but more awkward to configure, while with the dispersed structure there was some question, while not in the Mongoverse, as to how much acceleration it could tolerate without disintegrating.

In the first edition, you could give space stations monogee acceleration, an option removed in the second edition. However, I noticed that bridges, command or otherwise, are considerably cheaper, and that breakaway hulls are an option, which left the opening that the primary subhull can contain the jump and manoeuvre drives, the secondary hulls can be space stations with manoeuvring jets.

To round it off, the performance would have to be jump factor four and acceleration factor sevenish, in fact, the same as the Prometheus, as they would be the same tonnage, using the same machinery.

The target price tage would be a hundred billion schmuckers for about a quarter of a million tonnes.

This might not be achievable, but at least I now know precisely what to aim for.
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Re: Solomani Confederation (Military)

Postby Condottiere » Wed Jan 09, 2019 4:08 pm

Confederation Navy: Hail Hydra!

The Hydra concept developed as I tried figuring out how to construct cheap and relatively expendable starships, one branch led to an exercise in trying to build the smallest possible one at the least expensive, minimum tonnage and drive size tended to stymie much progress there, until I realized it was total volume that mattered, and that the jump drive may be over engineered.

The other route lay in trying to identify cost multipliers, and minimizing them, if they couldn't be removed.

This meant recognizing anything where cost was based on hull size, which were manoeuvre drives, armour, bridges and gravitation. Until the second edition, space stations seemed to solve some problems, but the second edition seemed to restrict propulsion to manoeuvre jets. This became irrelevant upon more recent reflection.

First of all, you had to figure out maximum bang for buck, which means looking at docking clamp capacity, which took odd turns, at one in thirty, one in eighteen and then one in a hundred, so obviously you would select the twenty tonne variant; with the fifty tonne variant, it was safe to assume a five thousand tonne capacity, and not rely on the infinity as maximum, anything larger would require multiples of docking clamps.

One problem with docking clamps was the inability to directly transfer fuel to the jump drive, unless you added drop tank mounts. Why not just drop the clamps, and use the mounts, as their direct volume was one in two hundred fifty, with no set minimums, maximums or standard capacities?

Now, I'm pretty sure you could gravitate, arm and armour drop tanks, problem was that ten percent damage on the primary hull would destroy presumably all of them, which was a plausible risk for a commercial ship, not so much for one going into harm's way.
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Re: Solomani Confederation (Military)

Postby Condottiere » Thu Jan 10, 2019 1:23 pm

Confederation Navy: Pilot Streaming

The Confederation Navy specializes it's pilots in Spacecraft, one reason most of it's vessels range between a hundred and five kay tonnes, with a selected elite encouraged to specialize in Capital Ships. One reason they prefer to use heavy fighters and heavier support craft.

Confederation Marine volunteers are trained as Smallcraft specialists, reasons range from the tradition of having their own aerospace wings, interservice agreement for the Navy not to operate or own grav vehicles (though not installing lifters in spacecraft hulls), and if piloting assault shuttles, being a specialist in close combat if the pilot has to join the troops he's transporting.
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Re: Solomani Confederation (Military)

Postby Condottiere » Thu Jan 10, 2019 10:42 pm

Condottiere wrote:
Sun Jun 03, 2018 11:37 am
Confederation Army: Organization

I'm inclined to think that Brigade Combat Teams will remain standard combat formation, large enough to punch and able to absorb attrition, with the structure to maintain the necessary support troops for sustained operations. Though, let's label them Task Groups.

That would make the army division the Task Force, which would function more as the command and control node, that a Confederation Army division would form the core, to which any number of supporting, auxiliary, allied and mercenary units could be attached to, making it more the equivalent of the Roman Legion. This would be made possible by the oversized divisional staff that coordinates activities.

The standard number of combat brigade headquarters is four, with combat support headquarters of logistics, engineering/maintenance, artillery and aerospace, plus Home Guard, member world, paramilitary. allied and private military contracted formations, that could have demibrigade headquarters established to handle the overflow, though neatly referred to the general term of Task Group.

A Battle Group is an ad hoc tactical formation, made up of local units, created in reaction to a developing (probably unexpected) situation, lead by a charismatic commander. Can be any size, but unlikely to exceed that of a Task Force.

If they use the term Battle Force, it would be to confuse enemy intelligence. Maybe it's a pseudo Corps sized formation, where it's split off from an Army level command.
Let's try again.

A Confederation Army division has a large and robust enough headquarters structure, that it can and would become a corps command.

It would be noted that the Confederation Army itself doesn't have a formally organized field unit termed a corps, skipping from division directly to army.

Corps commands are actually solar system operational field commands, established when and where as needed, taking control of all Confederation Army and allied ground units assigned to that solar system, with the divisional commander taking the brevet rank of Marshal.
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Re: Solomani Confederation (Military)

Postby Condottiere » Sat Jan 12, 2019 12:07 am

Confederation Navy: Uranus Class

Image

Imagine, if you will, a spherical hull sliced into fie sections:

1. Two Polar circles, used primarily as fleet command, control, communications, computers, collaboration, intelligence, interoperability, surveillance, target acquisition, and electronic warfare; heavily armoured.

2. Two Tropics, used primarily as fuel tanks with no armour plating but extensive turreting.

3. Equator, primary hull, with primary engineering compartment; payload can include spinal mount, hangars, extra fuel tanks, stores, spacecraft, barracks, garages, tool shops, manufacturing facilities, and so on.
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Jan 13, 2019 4:01 pm

Confederation Navy: Uranus Class

Let's assume that the Uranus class weighs a quarter of a million tonnes.

Forty percent of that is a hundred kay tonnes, so let's assume each tropical slice is fifty thousand tonnes, plus a five hundred tonne bay, plus five hundred tonnes of turrets, maybe ten thousand tonnes of engineering, and odds and ends, all housed in a non gravitated hull, that with the vagueness of the design process, will get labelled sphericalish, plus two percent for the breakaway.

So let's say sixty five thousand tonnes, each.
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Re: Solomani Confederation (Military)

Postby Condottiere » Thu Jan 17, 2019 11:23 am

Confederation Navy: Fleet Squadrons

Following Solomani Rim War experience those in the marches are built around battleships plus a screen of light escorts intended mainly for scouting. Tanker and courier units are attached. A typical squadron has six battleships, twelve escorts, two tankers, two tenders and six fleet couriers. Solomani escorts are generally smaller than their Imperial equivalents and will rarely play a significant role in the battle line.

1. Seriously, no cruiser squadrons get mentioned post bellum, and cruisers themselves only get a footnote.

2. No way the Confederation Navy has enough capital ships after the cease fire, so what happens is that the cruisers are used as placeholders in Fleet Squadrons while Solomani shipyards start manufacturing Promethii. As each Prometheus finishes it's shakedown cruise, that placeholder gets released and probably gets assigned as an independent command.

3. Patrol cruises normally assigned to cruise ships are performed by battleships, especially along the Solomani Rim, in this case specifically the fast dreadnoughts of the Prometheus class; this is more expensive operationally than an Imperium equivalent, but provides the crews and officers of the Condensation Navy invaluable operational experience, and hardens the crust of their border defences along the Imperium, useful since allows them to immediately cold start offensive operations.

4. Essentially, the Confederation should have double the numbers of battleships per sector than the Imperium, considering the ship building policy.

5, Inversely, they probably have one tenth to a quarter of the number of cruisers that the Imperium has per sector, considering how much SolSec has been sucking from their cruiser building budget, and has been adjusted to permit more building of capital ships.

6. Fleet couriers could in theory weigh in at a thousand tonnes.
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Jan 20, 2019 10:35 pm

Confederation Navy: Why don't Star Wars ships use RAILGUNS? | Star Wars Lore And I Want To Force Them?

We take a look at why Star Wars ships don't use railguns or other projectile weapons on today's Star Wars Lore video!

https://www.youtube.com/watch?v=gTnWEeB39kI


1. I can extend the range from medium to long.

2. I can make it cheaper by making it power hungry.

3. I can shrink it a tad.

4. It is the cheapest possible spinal mount.

While I think six DD is the best bang for buck for a twenty tonne slug, I found the supporting infrastructure isn't worth it in comparison to invsting that in a vessel with a meson spinal mount; what is required is a weapon that does inspire the fear of god, but that's relatively cheap and small being intended as disposable.

I considered the particle accelerator which does reach it's apex at technological level fourteen, but I think that the railgun serves a secondary function as a big rock chucka, and scaring captains whose ships don't have much armour plating.

But really it's because it's the cheapest possible weapon platform that still can deliver kilodoubledees.
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Re: Solomani Confederation (Military)

Postby Condottiere » Mon Jan 21, 2019 1:46 pm

Confederation Navy: Ball Fighter

A variant of the space/ball, the Ball Fighter is an ultralite point defence fighter used by Solomani Sphere navies, with factor fourteen armour, factor nine acceleration and a fixed laser.

Though I suspect that each Solomani navy will have it's own subvariants to fit in more with their needs and doctrines, once the armour is plated on.

In the Confederation Navy, these would be flown by Marine Corps pilots, and usually assigned to any ship but a Fighter Carrier.
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Re: Solomani Confederation (Military)

Postby Condottiere » Tue Jan 29, 2019 5:03 pm

Confederation Navy: Fleet Squadrons

After flipping through Sector Fleet, I estimate that the Confederation Navy had six sector fleet equivalents, each with about a hundred fast dreadnoughts, four fighter (super)carriers, and anywhere between six and sixteen cruisers.

They would have to have a strategic reserve fleet, probably based on twelve plus battle tenders and a couple of more fighter carriers, and who knows how many fast dreadnoughts; the fighter carriers and fast dreadnoughts part is just speculation. I don't think they had, because it's barely mentioned except that they aren't forward deployed, nor commented that they had excessive numbers compared to the Imperiu, and that the Imperium has at least one technological level thirteen captured example, that they use for training in the local Naval Depot.

I'm not sure who came up with the idea that the early Terran fleets had spinal mounted dreadnoughts supported by gunboats, but it would appear that the current Confederation Navy has resurrected that idea.

As for cruisers, six to sixteen would be based on the cruiser fund allocation being diverted to capital ship construction and the black budget, and that Sector Fleet has about sixty four cruisers of all types.
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Re: Solomani Confederation (Military)

Postby Condottiere » Wed Jan 30, 2019 2:10 pm

Confederation Navy: Cruiser Gap

Oops.

An Imperium Sector Fleet has more like around one hundred and twenty cruisers of all types and variants.

So that places my estimate at between twelve and thirty cruisers per nominal Confederation sector fleet, nominal being the operative word. That's a total of seventy two to one hundred eighty, not counting any in reserve, strategic or otherwise.

Or, considering the amounts of cash involved, and the need to obscure actual numbers of cruisers from both the electorate and foreign intelligence agencies, all cruiser classed vessels are placed under strategic reserve, and handed out to regional fleet headquarters as per perceived need, with a good portion being independent commands. That would make it easy for these vessels to, ah, disappear if SolSec decided to temporarily, or for all intents and purposes, permanently, commandeered them for any purpose, most probably infiltration into Imperium space as sleeper cells.

As such, I'd say that the Confederation Navy has a total of a hundred cruisers of all types at any particular time.

New Confederation cruiser construction tends to be one offs; the reason is that the Confederation is experimenting to find the perfect configuration that can be easily and cheaply produced during war time, as capital ships are built up before a conflict, and cruisers and escorts are mass produced during it.

One indication that the Confederation has decided to go to war would be a sudden surge in cruiser building.

The Confederation Navy cruiser pool would consist of exotic designs for specific purposes, planetoids, testbeds for new concepts, but mostly strike cruisers, especially the legacy Beijing class.

Strike cruisers are built around the capability to jump five parsecs at a time, allowing them to be used as a very rapid deployment reaction, communications ship for very important personnel or messages, or powerful commerce raider.

Once a cruiser is no longer deemed useful, it's usually donated or sold off to client states or member worlds, as opposed to capital ships, which the Confederation Navy retain until they fall apart.
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Re: Solomani Confederation (Military)

Postby Condottiere » Fri Feb 08, 2019 2:28 am

Confederation Navy: Couriers, Communications, and the Last Mile

The vibe I'm getting from perusing Mongoverse books is that the Confederation, or at least the Confederation Navy, is very communicative, at least institutionally.

That kinda fits with an organization that wants to know what's going on in, for a variety of reasons.

Most importantly, they need to know where the assets of opposing navies are positioned, specifically in regard to their proximity to the Confederation borders, so that they can adjust their own in response, or send appropriately equipped ships to investigate further; it's also convenient so that they can surprise them in preemptive strikes, when the balloon goes up.

Also important to monitor internal developments on member planets, so that a surprise diversion of a nearby task force on a courtesy visit might defuse any anti Confederacy sentiment, or at least a reminder to those who might be concerned of the iron gauntlet.

In this they would be abetted by Solomani Security, whose interests would be very much aligned, and such actions might be prompted by.

While practically any vessel can be used as a courier or communications ship, the dedicated ones would be categorized:

Fleet couriers - the largest ones, upto a thousand tonnes, whose primary, and possibly only mission, is to communicate between central, regional, task force and task group headquarters; they are built for strategic movement and tactical speed, while retaining a relatively powerful armament, ensuring safe and fast delivery of key personnel or information. And maybe fresh Home grown King Crabs.

Packet ships - two hundred tonners, involved in the more routine transfers of information and personnel, usually scheduled; they tend to be under the control of regional commands, and used along dedicated express networks. They can also be carried aboard capital ships for less critical communications missions.

Last milers - usually a hundred tonnish vessel, meant to connect to the more remote systems, or systems that aren't important enough to be even a subsidiary spur of the the naval express routes.

Insystem communications that require physical transfers would use available smallcraft.
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Feb 10, 2019 12:00 am

work in progress

Space/ball class
. Space/ball class
.. point to point short range communications courier
.. ship to ground connector
.. ship to ship connector
. Hull
.. nickel iron
... raw
... polished
.. gravitated
.. planetoid
.. light
.. self-sealing
.. technological level nine
.. ten tonnes standard displacement
.. hull points
... three (and a halfish)
... cost
.... 30'000 schmuckers
.. modular
... none
.. armour
... natural
.... factor two
... plating
.... none
. Bridge
.. cockpit
... single
.... one and a half tonnes
.... 10'000 schmuckers
... (additional) workstations
.... none
.. Computer
... bandwidth
.... five
... cost
.... 30'000 schmuckers
.. Sensors
... basic
.... lidar
.... radar
.... dice modifier
..... minus four
..... cost
...... none
. Engineering
.. Jump drive
... none
.. Manoeuvre drive
... factor one
... one Pedaler module
.... technological level
..... nine
.... budget
..... increased size
.... thrust
..... ten tonnes
.... tonnage
..... one eighth tonne
... cost
.... 150'000 schmuckers
.. Lifters
... factor one
... one Balloon module
.... technological level
..... nine
.... budget
..... increased size
.... orbital limitation
..... very advanced technology
...... fifty percent energy efficiency
.... buoyancy
..... ten tonnes
.... tonnage
..... one eighth tonne
... cost
.... 200'000 schmuckers
.. Power plant
... output
.... four scotts
... one Musk module
.... hydrogen internal combustion engine
.... technological level seven
.... budget
..... increased size
.... tonnage
..... one tonne
.... cost
..... 150'000 schmuckers
... emergency power plant
.... activation
..... critical hit
...... severity three plus
....... duration
........ five rounds
...... severity six plus
....... automatically offline
.... output
..... three and three fifths scotts
.... tonnage
..... one tenth's of a tonne
.... cost
..... 15'000 schmuckers
.. Solar panelling
... technological level
.... seven
... budget
.... increased size
... tonnage
.... half a tonne
... output
.... power plant
..... rated fifteen scotts
.... power plantless
..... virtual three scotts
... cost
.... 30'000 schmuckers
.. Batteries
... none
.. Bunkerage
... power plant hydrogen tank
.... one tonne
... fuel scoops
.... none
... fuel processor
.... none
.. tonnage
... ten tonnes
. Armaments
.. hardpoints
... none
.. firmpoints
... one
.. Turret
... none
... tonnage
.... none
... mounts
.... none
. Docking facilities
.. docking clamps
... none
.. airlocks
... none
.. cargo hatches
... none
.. external personal hatch
... one
.... tonnage
..... none
.... cost
..... none
. Crew facilities
.. staterooms
... none
.. low berths
... none
.. common areas
... none
.. brig
... oneish/halfish
.... pull down slabs
..... three
.... fresher
..... one
..... curtained
.... life support
..... capacity
...... three/six humans
..... costs
...... 500 schmuckers per month
.... tonnage
..... two tonnes
.... cost 125'000 schmuckers
.. airlocks
... one
... tonnage
.... not applicable
... cost
.... none
.. cargo hatch
... none
.. ship's locker
... one
... tonnage
.... not applicable
... cost
.... none
. Cargo
... 0.16 tonnes
. Crew
.. Captain
... pilot
... astrogator
... engineer
... administrator
... steward
... medic
... gunner
. Software
.. Manoeuvre
... cost
.... none
.. Library
... cost
.... none
. Operations
.. endurance
... default
.... 33 hours 36 minutes
... default solar panelling boosted
.... 5 days 14 hours 24 minutes
.. energy budget
... basic systems
.... preferred
..... two scotts
.... minimum
..... one scotts
... sensors
.... none
... manoeuvre drive
.... one scott
... lifters
.... one scott
... jump drive
.... none
... armaments
.... none

. external diameter
.. 6 metres 45 centimetres
. internal diameter
.. 5 metres 98 centimetres
. nickel iron hull width
.. 46ish plus centimetres


Notes:
1. in theory, since only eighty percent of volume is actually used, minimum basic system energy requirement would be four eighths of a scott
Condottiere
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Feb 10, 2019 1:02 am

Image

Space/hopper
. wastage
.. 2 tonnes
. cockpit
.. 1.5 tonnes
. power plant
.. 1 tonne
. fuel
.. 1 tonne
. thrusters one
.. 0.125 tonnes
. lifters one
.. 0.125 tonnes
. emergency power
.. 0.1 tonnes
. cargo
.. 4.15 tonnes

cargo
. acceleration bench
. acceleration couch
. oxygen bottle
.. 2 metre diameter
... four hours
Condottiere
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Posts: 7334
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Mar 03, 2019 8:50 pm

Confederation Army: Hearts of Iron reflections

Though I disagreed with a given interpretation of Advanced and Primitive variations of technology, I had a look over my designs, and thought, that would require a great deal of recalculations, time to play something else.

Had a look through the games library, limited as it was, and loaded up Hearts of Iron; as usual, I picked the British.

The problem the British player has is limited manpower, in the Confederations' case, more suitable volunteers with the requisite and preferred pre military technical skills, physical condition and mind set, which would be rather high in order to fully utilize the capabilities an interstellar military can bring to bear, though to be honest, when you have a population pool of billions and trillions, probably not an issue with the numbers shown to be recruited.

The primary purpose of the British Army is the continuation of Metropolitan France as a cohesive continual state: as long as France is under Allied control, it acts as a buffer against other continental powers, so that the Home Islands really don't have to be defended.

Since you have small numbers, and you want to prevent dilution of the pooled experience and expertise, as well as maximizing their tactical, operational and strategic movement, so that you can pick and choose where to deploy and commit your limited number of troops, motorize and mechanize your forces, with heavy artillery support and a hard crust of armoured fighting vehicles. ALso, lots of medical and logistical support units to keep the men and machinery running at optimal levels.

To balance off the heavy mechanized forces, ten percent of the Confederation Army will be better trained and conditioned Paratroopers, whose primary mission is to establish planetary beach heads and secure important infrastructure, communications, command, energy et cetera nodes in the early stages of an operation; actual decapitation and let's say hostage rescue, covert infiltration, would be carried out by Special Forces, which would be one percent of the Army.

The Confederation Marine Corps, SCMC, under the direct control of the Navy, would be more highly trained and number one twentieth of the Confederation Army.

While not directly mentioned, twenty percent of the Confederation Army would be medium armed formations, specialized in rear area security operations and counter insurgency, which would be like colonial units; anyone can garrison and patrol a geographical area, for the Confederation Army, these formations would actively engage with the local populations, and through all means, including psychological operations, influence hearts and minds preferably, but have access to more than enough military force to contain and eliminate security threats. Assets would include cyber warfare, civilian relations officers, counter intelligence, criminal investigations, law enforcement and interrogators, that sort of ensures that Confederation Army commanders have actual raw data they can analyze, not only information that would get digested and filtered through Solomani Security.

Logistics heavy units don't play well in low supply areas, which would be one area that local militia, specifically recruited or existing, or seconded Home Guard units, local or imported, would be deployed, paired with Special Forces units trained to interact with and guide indigenous forces.

Since I more or less decided just to use my dockyards to build convoys in the opening stages of the game, I had more than enough transports to move around my units, though experience has let me to station them along the French and Italian border region, to act as a line in the sand; apparently, the French are really bad at defending their own borders, and whereas you might think the danger area are the Low Countries and the Maginot Line, it doesn't matter if the the Alps get crossed in a reverse Hannibal, and since I'm playing ahistorically, the Italians and Germans mass there.

This is similar to the Aslan border, those buggers are going to try their luck and set up their litter boxes on the wrong side of the fence, and you don't want to commit Confederation Army garrisons on non essential planets, spreading your forces too thinly, besides how much that would probably take out of the operating budget; only when an infestation becomes too ingrained and cannot be contained by local Home Guards, should you call in a brigade or division of the Confederation Army, which would in any event, take a while to arrive.

With the Royal Navy npminally in command of the sea, I can pick and choose where to invade, and if the Germans and Italians make the cardinal mistake of reinforcing Ethiopia, I send in the Marines to take over their ports when their units are engaged elsewhere and cut their supply lines, though any unit can perform this, tge Special Forces aspect just make them logistics light.

These incursions should be initially dealt with local planetary forces, and then a rapid response from the Navy with complimentary Marine contingent, who could also find the staging areas that these colonization efforts begin from, and shut them down.

So I was in the middle of the South East Asian jungle, where my Motorized units weren't making much progress, when I received a notice that Hearts of Iron just had a massive upgrade, should I choose to want to pay for it; and since I only add to my games catalogue when on holiday, I thought screw this.
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Mar 03, 2019 11:53 pm

Confederation Army: Hearts of Iron reflections

There's a curious mechanism that allows a General to control twenty four units effectively, thirty with an upgrade.

Now, I divided the Royal Navy over ten existing Admirals to maximize experience when combat occurs, with the British Army, I concentrated twenty four divisions under Monty, who while only being level four, was a logistics wizard; the remaining twelve were given to Alan Brooke. I wasn't quite sure with the remaining generals, and figured that once either Field Marshal reached level eight or nine, I'd make them theatre commanders and give them the maximum five sub commanders, with one under Monty concentrated in Europe and the Mediterranean, and the Brooke being intercontinental.

Now, you have to remember it's basically my experience of the game's British Army that's expressed here.

My inclination was to make the divisions as fat as possible, cutting down on attached supporting unit overhead, and creating a massive pool of cohesion, though making them a logistics black hole; since a lack of initial political capital prevents me from such massive reconfigurations, beyond a lot of training exercises at the expense of equipment attrition, which I reinvested in new Marin divisions, four Marine battalions with combat engineers, medical services, reconnaissance, logistics, and signals (though I'm not certain there isn't a better option), and two battalions of artillery, with eventually a rocket battalion and a super heavy or main battle tank, though currently made due with a light tank, of which I can only have twenty four battalions total or five percent of total combat battalions.

The Marines found themselves a lot of the time peddling up a creek onto the top of Italian mountain ranges a lot of the times, when they weren't used as part of a honey trap on narrow isthmuses and landed behind an enemy force to cut their supply lines and encircle them, with the hammer being the forces the Italians and Germans were chasing back to Sicily.

The way I see the organization of the Confederation Army as being very flat.

The primary commands of the Confederation Army would be very focussed Terraward, communications lag meaning that subsidiary system commands are going to be very much on their own. The heavy combat divisions are going to heavily mechanized but balanced between line battalions of heavy armour and armoured infantry battalions, combat support artillery and combat engineers, and supporting elements like logistics, sensors, security, medical, and cyber. A fat heavily protected division can withstand a lot of attrition, tends to require less support and control overhead, and the divisional commander has more options in parcelling out assets.

While a smaller division might seem more responsive to changing situations, being more divisive with the same number of personnel creates more control and logistics overhead, which might be less of an issue with a more widely flung spread theatre as South East Asia Asia and the Pacific.

I see the Confederation Army have Army Groups in control of four subsectors, armies in control of a subsector, and divisions at default in control of a system; being very large and well supported allows divisions to be self sustaining.

Independent commands at brigade or battalion levels might be despatched to less important systems, and if fighting isn't expected, would be drawn from the peace keeping divisions.

I'd assume all that experience and unlocked capabilities that Monty acquires would filter down to subcommanders, once he gets booted up, hence why he's controlling thirty divisions by himself, and getting really good at mountain, hill, urban, tricking, infantry, cavalry, panzer, invading, forest, commando, and possibly marsh (once he gets up to Venice) warfare. Jungle and winter specializing I think I'll leave to more expendable characters.

I confiscated the tanks of the Royal Tank Regiment and gave them horses, so that they can wonder around either the Libyan desert of East Africa, and then ship them off to Malaya. I guess I would have given them camels, if that had been an option.

Someone, somewhere has bicycles, the Swiss only decommissioning their last battalions within living memory, the Japanese notoriously confiscating the civilian ones they came across in Malaya and outmanoeuvring the British through plantations and jungle, though I've Maginoted the Thai border, and am waiting to lure the main Japanese fleet to Singapore, under massive fighter and bomber umbrellas.

Binary divisions would certainly be more logistics light in direct raw numbers, though this would be achieved in the Confederation Army by have a semi independent brigade on detached duty, though even then less binary and more unitary in the form of the brigade commander, and more multipolar, who'd subdivide his assets into battle groups, likely more than two.

Binary and late war divisions seem to consist of six line battalions, though I'm not sure of the degree of supporting units, or if that's just kicked up a level to Corps command; my take on the Confederation Army would have these being brigades, allied forces, and kampfgruppe formations under the direct control of an ad hoc Corps command.

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