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Late 1921 PD SLN Raid Planning - Zunker

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Re: Late 1921 PD SLN Raid Planning - Zunker
Post by kzt   » Mon Dec 28, 2015 10:40 pm

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Sully wrote:Am I the only one who finds SLN stupidity like this so outlandish to be implausible? That it breaks my suspension-of-disbelief?

Pretty much. It certainly grows tiresome.
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Re: Late 1921 PD SLN Raid Planning - Zunker
Post by Jonathan_S   » Tue Dec 29, 2015 1:21 am

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kzt wrote:The key to making anything like this work is getting the fight to where you have a positive correlation of forces (to steal an old Soviet phrase). So you need to somehow surprise them, as a long range closing battle just won't work. The obvious approach is to hyper jump on top of them, but there are others. It's really hard to stay highly alert for weeks on end when nothing interesting happens.

And I think ive said before that a likely counter-tactic to pounces from hyper are to keep most of your force dispersed at over 16 million km from the junction; in randomly assigned low power/stealth patrol arcs. It increases that chances that a large suicidal thrust through the wormhole will succeed (or at least have survivors) but it makes a fully successful pounce much harder.

If only a couple units at a time are within a minute's missile flight time of the terminus lane it's a lot harder to guess where to emerge to duck under the guns of the rest of the force.
Plus against truly overwhelming force you've got the option to just slink off under stealth. And against less overwhelming forces you can concentrate your forces again before attack, and as long as you attack from within 18 million km or so there little chance the enemy can manage to hyper out during your missile's flight time; even after you gave them enough time to bring their generators back to full readiness.
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Re: Late 1921 PD SLN Raid Planning - Zunker
Post by kzt   » Tue Dec 29, 2015 2:32 am

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Jonathan_S wrote:And I think ive said before that a likely counter-tactic to pounces from hyper are to keep most of your force dispersed at over 16 million km from the junction; in randomly assigned low power/stealth patrol arcs. It increases that chances that a large suicidal thrust through the wormhole will succeed (or at least have survivors) but it makes a fully successful pounce much harder.

You can deal with that too. It's been shown that they keep ships in the open posted near the WH. And if you have all your other ships 16 million KMs away, they are clearly not doing much in the way of providing mutual support for their exposed ship.

The SLN doesn't need to kill every ship around a given the WH without cost, though that would be nice. They just need to be able to kill individual ships at a favorable rate. And as vessels lighter than 8 million ton SDs have a fairly rapid hypergenerator cycle time compared to the 4 minutes of a 8MT SD, I suspect it's doable.
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Re: Late 1921 PD SLN Raid Planning - Zunker
Post by Daryl   » Tue Dec 29, 2015 7:28 am

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Theemile, your comment
"Personally, I believe the SLN would try massed transit assaults, under the mistaken assumption that the first wave should weaken the defenses, so the 2nd wave may have a larger chance of success, or the 3rd, or the 4th, or...."

assumes that the SLN naval personnel were prepared to do mass kamikaze attacks, with millions dying in each wave until they overwhelmed the defenders. Would you volunteer for the first wave?
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Re: Late 1921 PD SLN Raid Planning - Zunker
Post by JeffEngel   » Tue Dec 29, 2015 8:21 am

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Daryl wrote:Theemile, your comment
"Personally, I believe the SLN would try massed transit assaults, under the mistaken assumption that the first wave should weaken the defenses, so the 2nd wave may have a larger chance of success, or the 3rd, or the 4th, or...."

assumes that the SLN naval personnel were prepared to do mass kamikaze attacks, with millions dying in each wave until they overwhelmed the defenders. Would you volunteer for the first wave?

SLN doctrine has always been about applying massive numbers to a problem, since they've got massive numbers. That hasn't been primarily about wormhole assaults, but as a way of thinking, it's plausible that the planners would go for that kind of approach.

That said, those plans will run into problems when the officers responsible for carrying them out - or even just doing the ordering, in some cases - consider the casualty implications. Attrition through massive numerical superiority may reduce casualties, when it does mean massive superiority locally and in that battle. It's not so applicable when you're taking unanswered blows without getting anything in (typical RMN-SLN encounters) or feeding your numbers a bit at a time through under exceptional disadvantages (any wormhole assault).

The fact that SLN doctrine and SLN willingness to apply it may diverge is another aspect of the SLN just not being ready for a war.

I think Tsang had the wildly optimistic assumption that the 20% or so of possible remaining Junction defenses still there and operable would be - contrary to all training or doctrine on the Manticoran end - so shocked to see SLN wallers coming through that they wouldn't fire before her wallers would be firing on them, demanding their surrender, and/or out of their range. She was figuring she wasn't conducting an actual wormhole assault so much as a surprise transit that would awe the defenders into becoming spectators.

It's not less stupid by any means - it's just different or additional stupidity. A better way to put it is that it's the result of coming from a culture that's had several hundred years of peace and the assumption that serious warfare isn't something that happens to the Solarian League - it's a throwback limited to Verge neobarbarians, and the mighty League just has to show up to make them roll over. Sure, there have been a couple freak anomalies out in Talbott, but the frothing madwoman Gold Peak isn't here and this is the Manticoran home system, so they've got to be terrified of the SLN showing up.
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Re: Late 1921 PD SLN Raid Planning - Zunker
Post by Jonathan_S   » Tue Dec 29, 2015 9:49 am

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kzt wrote:
Jonathan_S wrote:And I think ive said before that a likely counter-tactic to pounces from hyper are to keep most of your force dispersed at over 16 million km from the junction; in randomly assigned low power/stealth patrol arcs. It increases that chances that a large suicidal thrust through the wormhole will succeed (or at least have survivors) but it makes a fully successful pounce much harder.

You can deal with that too. It's been shown that they keep ships in the open posted near the WH. And if you have all your other ships 16 million KMs away, they are clearly not doing much in the way of providing mutual support for their exposed ship.

The SLN doesn't need to kill every ship around a given the WH without cost, though that would be nice. They just need to be able to kill individual ships at a favorable rate. And as vessels lighter than 8 million ton SDs have a fairly rapid hypergenerator cycle time compared to the 4 minutes of a 8MT SD, I suspect it's doable.
Yes, there are tradeoffs. You have a lower risk of having your entire force pounced by a raid, at the increased risk that the ship(s) closest to the wormhole might get jumped in isolation. Though at 16 million km you're still deep within the range of any towed MDMs you have, and marginally within range of onboard DDMs.

For that matter if you've a CLAC along you could make the active on-wormhole picket a flight of, say, 8-10 LACs. Few enough that losing them would be painful but less than most of your full up starships, yet enough to have a non-trivial missile defense capability (and the best able to run away temporarily from a pounce)


But still dispersion does weaken your effectiveness somewhat against small to medium raids while giving you a better chance of most of your force surviving an overwhelming one.
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Re: Late 1921 PD SLN Raid Planning - Zunker
Post by zuluwiz   » Tue Dec 29, 2015 4:11 pm

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On a related note, would any of these Sollie commanders be doing any talking to the defenders? If so, how difficult would it be to put Gold Peak's image on screen instead of the actual commander's? We know it's possible, but imagine the thinking the Sollie commander would be doing at that point? :lol:
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Re: Late 1921 PD SLN Raid Planning - Zunker
Post by Brigade XO   » Tue Dec 29, 2015 7:35 pm

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The Zunker-Idaho wormhole is a "bridge". A conduit between two points that shortens trips.

From Idaho, it is a hyperspace journey to Manticore and then the access to the Manticore Junction. From Zunker it is whatever distances to various systems for trade and onto other trade routes. The Z-I bridge shortens the distances mostly (from what is in the book) from Manticoure to things beyond Zunker.

We have not been shown what is now stationed at Idaho and more importantly the Idaho end of the wormhole. It is going to be at least something that can control (as in destroy) anything like SLN ships comming THROUGH the wormhole. It has two actual missions, act as the killing plug for unauthorized traffic and guard against a through hyperspace assault to take the Idaho end from Idaho/Manticore control.

Manticore with Lacoon II has shut both Idaho and Zunker to SL flagged traffic. That is the economic hit. The second piece of that is a RMN squadron now holding the Zunker end of the wormhole and that changes the military equation on both sides.

For Manticore, it means that an SLN force trying to approch Manticor from the relative direction of Zunker would rather use the wormhole and cut X lightyears of travel off through hyperspace in order to attack Manticore. What it does also mean is that, as long as the RMN squadron holds the Zuker end, RMN/GA forces can use this as a route to get to at least a Verge area of or "near" the SL without using the Manticore-Beowulf piece of the Junction.
Manticore is in the process of clearing access routes at the SL and the OFS controlled area. Remember, they have three via the Junction - Beowulf, Lynx and Hennessy (and Basilisk if they want a long trip). Now they hold the Idaho-Zunker bridge and that lovely chain of bridges or two wormhole systems that ended up in actual SL territory where the squadron of BC's took the wormhole away from the SL astro control.

As it stands now, we don't really know where the SL/SLN knows where the military situation stands out there with the Lacoon II wormholes. Sure, the local systems and probably the close OFS/FF commanders know, but how long did it take for the reports to get back to the Mandarins and SLN command? Every wormhole they loose access to is one more place where they are not going to be able to use to deploy any of the commerce raiders or use to position assaults against targets closer to Manticore and Haven.
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Re: Late 1921 PD SLN Raid Planning - Zunker
Post by JeffEngel   » Tue Dec 29, 2015 9:39 pm

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Brigade XO wrote:As it stands now, we don't really know where the SL/SLN knows where the military situation stands out there with the Lacoon II wormholes. Sure, the local systems and probably the close OFS/FF commanders know, but how long did it take for the reports to get back to the Mandarins and SLN command? Every wormhole they loose access to is one more place where they are not going to be able to use to deploy any of the commerce raiders or use to position assaults against targets closer to Manticore and Haven.

Kingsford's FF commerce raiders, or their orders, may arrive out in the Shell and Verge and find FF/OFS leaders shrieking about Old Chicago being out of their minds - with orders to use wormhole bridges and junctions the League can't use, and attack others that the locals know aren't subject to seizure with what that Verge commodore has.

So you'll have some Verge commanders trying to obey orders and losing their forces; some looking for confirmation based on the existing state of affairs that they can update Old Chicago on with the next dispatch boat (while keeping any new FF forces right at hand pending news) - and therefore being paralyzed commands; and some few others working out de facto agreements with Manticore until they get sane words back from Old Chicago - and therefore being effectively Maya Lite, breaking away from the League a quiet bit at a time.

The ones trying and losing or sitting and waiting may well get replaced or their minds changed by OFS, transtellars, or arriving GA fleets. The "Maya Lite" option - possibly gradual defection by initiative and sensible exercise of an officer's authority when communication with HQ is so slow - may be the no-brainer for us, but we know what the GA has so much better than FF flag officers, and the League has never had to have a tradition of officers on remote stations exercising the foreign relations responsibility the RMN has practiced for centuries. The League's foreign policy, after all, has been straightforward but never publicly articulated tradition that Frontier Fleet hasn't had to think about much and OFS locally can fill in the details as need be - until the Battle of Monica changed things.

So there may be fairly few FF flag officers out there who are willing to start slipping gently out of the League immediately. But they're not either going to be effective instruments of a well-informed, centrally directed policy.
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Re: Late 1921 PD SLN Raid Planning - Zunker
Post by Louis R   » Wed Dec 30, 2015 12:18 pm

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A nice, well-articulated plan. One that suffers only from that most common of Solly failings: the inherent assumption that your opponent is a drooling imbecile, incapable of either anticipating your actions or adopting any of the many counters available for them and their near kin. And unable to calmly execute their plans while yours are hindered by a significant percentage of your personnel puking their guts out instead of doing their jobs. Including, if you're really unlucky, you.

Of course, it would help if you knew that the Manty commander can exercise effective control of pods on the terminus from as much as 25,000,000km out. [If he's paid careful attention to the placement of his RDs, he probably wouldn't even need them to go active before pulling the trigger.] That's not info that's going to be available from the anecdotal accounts that are the sum total of the 'after action reports' coming in - and at least one of them actually suggests that their light units _don't_ have control over weapons at long range even if they can talk to you. IOW, you're still floundering around with no real options better than offering up your head and seeing if it's handed back to you. Which is the one advantage of this approach: if you are handed your head, there's still an excellent chance of someone getting out with real sensor data so that your plans and intentions can be compared to the actual outcome.


MuonNeutrino wrote:(I haven't read the rest of the posts in this thread in order to avoid picking up any ideas from anyone else, so if I repeat someone else's suggestions it was coincidence. I also do not have my copy of ART here, so I can't go back and re-read the account of the skirmish at Zunker. Also, I'm assuming Theemile meant 'late 1922', not 1921, as Zunker and the battle of Spindle didn't happen until 1922)

As far as I see it, if I do have full access to O'Cleary's after action report, an officer with an actual brain (which I am assuming I have) can fairly easily see that the Manties' main advantages lie in the extended range of their missiles, the extremely high closing speeds those ranges permit, their strong penetration and defensive EW, and their investments in fire control to throw very large salvos. I can't do very much about the last two of those (though at least they won't come as complete surprises this time), but I can do a lot to minimize the advantages of the first two.

The crux of my battle plan (at least for the assault on the Zunker end of the terminus) is that I know where the terminus is, and we're assuming the resonance zone is only 3 million KM wide. That means that I can drop out of hyper very close to it, which completely changes the balance of the battle. Let's say we bring along a decent wall of battle with screen (let's say 48 SDs - 6 squadrons - plus a roughly equivalent number of lighter units). I'd drop out of hyper 1 million KM outside of the resonance zone (i.e. allowance for shitty solarian astrogation), heading towards it with the maximum velocity (~14,000 km/s) I can bring along in a crash translation and accelerating at max. My goal is simply to charge straight forward and start shooting as quickly as I can from the shortest range possible, in an attempt to 'get under the guns' of the manties and negate the advantages of their extended range capabilities. I am also assuming that I have access to the same Cataphract-Bs for my SDs' internal tubes and pods of Cataphract-Cs as Filareta's force had for the attack on Manticore.

On the defensive side, at spindle Crandall's force of 71 SDs and 77 escorts stopped ~1000 shipkillers out of a salvo of ~9000 attack birds (plus presumably a proportionate amount of the ~3000 EW birds) traveling at a closing velocity of 0.73c. If I am assuming that the 3 'large CA' (Sag-Cs) can fire proportionally as large of salvos, I'm looking at ~3000 missile salvos, and perhaps I'll guess at another thousand from the 'CLs' (Rolands). Just with raw numbers, that'd suggest I need a force four times as large as Crandall's to have adequate missile defense, but that's ignoring the differences in the tactical situation here.

Namely, the short range limits the closing velocity that the manty missiles can generate. Even in sprint mode, a MK-23 that travels (say) 4 million KM only has a final velocity of 0.29c, which is about the same as the final velocity of a standard single-drive missile in endurance mode (AKA a velocity my missile defense is already designed to cope with). So, my missile defense won't be nearly as overstrained - I'll have more than twice as much time to shoot at them as they cross my defense envelope, and my defensive fire-control software will be much more capable of handling the situation. Even ignoring the tracking difference, just having twice as much time to shoot at them argues for being able to stop twice as many missiles.

Let's also say that I will push my screen out farther in front of my wall than usual. At spindle, the launch went straight for the superdreadnaughts. So, pushing out the screen forces a bad choice on the manties - either having their missiles running a much longer gauntlet of defensive fire (and activating their EW earlier) than usual, or wasting precious time shooting the screen out of the way before going after the SDs. (And they don't have very much of that time.)

Between the additional time for defensive fire, the better ability of defensive fire control to cope, more effective screening dispositions, and the manties' capabilities not coming as a surprise, I'm guessing that my missile defense will be at least three or four times as effective, meaning that even a force slightly smaller than Crandall's will be able to come close to handling the salvos the manties can throw. (This is partly the rationale for my chosen force size - it's roughly the minimum number of ships that I think would be necessary to defend itself.)

On the offensive side, this time I can actually shoot back. The range of a Cataphract is ~8.5 million KM in sprint mode, and single-drive missiles can reach 1.7 million KM in sprint mode and ~7.5 million KM in endurance mode. If I drop out of hyper 1 million KM outside the resonance zone heading towards it with the maximum velocity I can bring in a crash translation, with Cataphracts I've got missile flight times of ~80 seconds (or ~110 seconds with standard missiles) on anything within 4 million KM. Even RMN ships on alert will need at least a little bit of time to react and begin firing, while I will be at battle stations and have RD launch commands locked in on translation to find my targets. I can have a variety of fire plans pre-calculated for different target locations and arrangements, so I can probably begin firing at least as quickly as the defenders, if not moreso, and the Manties will almost certainly be within Cataphract range of the terminus (if not single-drive missile range).

At that point, while the RMN missiles, fire control (and so salvo size per ship), point defense, and penetration and defensive EW are better, my wall has a hell of a lot more missiles and raw point defense firepower. In this situation the manties are in deep trouble - even from internal tubes alone my SDs are firing almost 1500 shipkillers per salvo, plus maybe half as many missiles from my screen, plus my pod alpha strike. Manty missile defense is good, but I highly doubt it's good enough for 3 Sag-Cs and 4 Rolands to stand off that kind of firepower. It's essentially a shootout at point blank range, and even the manties will only have time for a few salvos before my missiles start arriving. I'll take hits and probably lose a few ships, but the manties are toast.

The second half, the assault on Idaho through the terminus, is a much trickier prospect, mostly because of the low ceiling on a mass transit. Basically I can put about 12.5 SDs through in one go (or, more likely, 10 SDs plus a couple squadrons of BCs and CLs), which isn't a lot of metal to confront RMN ships, especially because I'll have to maneuver clear of the terminus before I can raise my wedges and sidewalls, launch RDs, or fire CMs or shipkillers (which RFC has said can take up to a couple minutes depending on the terminus). If any RMN ships are within single-drive missile range of the terminus when I transit and are quick enough firing (or if the terminus is covered by mines), then any assault is doomed.

If I have explicit orders to try anyway, honestly I can't see any other option than to just throw the heaviest possible mass transit through and hope for the best. If the manties are stupid enough to not have mined the terminus, and if their mobile forces are far enough away from it that I can maneuver clear before their missiles arrive, and if they're not so far away that they're out of Cataphract range, then I can probably take them out with a maximum strength Cataphract-C pod salvo, but likely at the cost of most of my assault force since it will no longer have the critical mass of missile defense to let it stand off the manties return fire. If all of that somehow goes to plan, then one of the surviving transiting units can come back through after the 4 hour destabilization and let me know to send through more SDs to actually hold the other side. If nothing comes back, well, I can at least blockade this side and prevent the manties from using the bridge.
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