dragoner said:
I am looking at the types laid down in CT S:9 - Light, Strike and Fleet.
Supplement 9 listed three carrier types - A 29k ton 'light' which had 80 fighters jump-4, 2G, a 75k ton 'strike' carrier which also carried 80 fighters, but had jump-3, 6G capabilities. And a 100k 'fleet' carrier that carried 300 fighters with jump-4, 2G ratings.
Both the the light and strike carriers had a single launch tube. The big difference between those two was the fact that the strike carrier also has a spinal mount, 32 50-ton missile bays, armor factor-6 hull and agility 6. The light carrier had 4 50-ton bays, agility 2 and armor factor-1.
The fleet carrier has no spinal mount, 3 100-ton bays, 65 50-ton bays, armor factor-2 and agility 2.
The strike carrier has a much greater offensive capability without it's fighters, though it should not be in the battle line (no true carrier should). The light and fleet carriers had strong armaments, but essentially are meant to be protected by escorts. For maximizing your offensive capabilities it might be better to have just turrets instead of bays, and with the reduced offensive tonnage allocating that to your fighter carrying capabilities. It's always a trade-off.
Condottiere said:
A strike carrier would devote most of it's air group to that mission, and because fuel becomes an important element in planning, probably is better protected since they would be deployed more forward so that the fighters have a faster turnaround.
An assault carrier implies an LHD with a mixed CAS and troop carrier air group. Probably has a decent ortillery and point defence.
Light carriers are fast enough to keep up with the battle squadrons, and should provide what necessary fighter coverage they would need, assuming it's not inherent.
I agree with your on the strike carrier definition. It's a more offensive-oriented carrier, perhaps part of a fast-moving, hard-hitting strike force of lighter units that would either screen the main fleet, be tasked with hitting lighter defended targets, or deep commerce-raids. Most likely they'd be paired up with fast-moving ships, battlecruisers probably be their heaviest elements. Using the same ideas behind battlecruisers - what you can't outfight, you outrun. 'cepting for the British thoughts behind battlecruisers (i.e. cheaper ships of the line... Jutland..Doh!)
I would say assault carriers would still be armed with fighters, though the carrier itself would be stronger and tougher, and designed to be part of a hard-hitting task group. While you could embark troops, and even stay out of the range of planetary defenses and launch from safety, that type of work would be better placed with true heavily-protected planetary assault ships. Hybridization might not work very well here. The
Azhanti High Lightning, nee Colonial Cruiser, was/is useful for some areas, but didn't do any one thing well. The supplements say it's only been kept around because it's jump-5 and can get to a hot spot quickly.
Light carriers really are just light by their carrying capacity. Other than that there's nothing to say that they can't be fast, slow, well-armed, or lightly armed.
One thing that might help with classification is the number of launch tubes a carrier has. Ships that are expected to have plenty of time to launch their craft don't need any, or no more than one. Ships that are expected to be able to flood the space around them with their fighters should be able to launch their entire complement in say 2-3 combat turns, otherwise if they have time to prepare, then 10 combat turns should be sufficient. In theory.... all carriers should have hours of warning before the enemy gets in range, or they get in range of the enemy. But rapid launch/recovery would be necessary if they also expect to need to get the hell out of dodge fast.