pnakasone wrote:On a practical note why would any commander fire a salvo of missiles at some one who can escape to hyper before they can be hit? Outside of the Hyper limit the question is can your missiles hit them before they can jump to hyper?
Let me think... are the defending ships, in this case some fairly light RMN units, going to try to hit targets with missiles before they get within energy range? I would think so! If you didn't the energy weapons on SLN SD's would easily kill the RMN units. But around a wormhole terminus there is very little to restrict the target of your missiles to jump into hyper once you fired your missiles.
So,... one day 20 SLN SD's come toward your position, you fire a bunch of missiles at them, they jump. Next day the SLN does the same thing. Then again, then again, then again. How many times can you fire missiles at the attacking ships, who jump after you fire, before you run out of missiles to keep them at bay? If you let them close to energy range, your dead.
Some way, through either manoeuvre or the use of a weapon, you have to be able to get at them, and destroy them, before they jump. But how? And with out exposing yourself to their weapons. The only tool in the current armoury that would help at all, that I can think of, is mines. If you had time you could build one of those forts, but Lacoon-2 will not give the RMN forces the time to build forts.
Or there is the option of setting a whole bunch of Apollo pods on most likely approaches, but if the pods were not within range of the ships, when they transition out of hyper and before the ships could become prepared to jump again, the pods would be useless. It needs to be an energy weapon that they can't see. Something that can wait and strike immediately once the enemy has come into range of it, a mine.