SharkHunter wrote:One more tactical thought... And yes, we're talking about a book long after it was sent to the publisher, so the plot is "as was" and we could just call it the plot-hammer. Anyway, my question is:
Why was 3rd Fleet's micro-jump predictable?
Putting myself in Kuzak's shoes, there's no reason for her to micro-jump to where Tourville expected, in fact, as the battle geometry appears in my head (which admittedly could be wrong), where she comes in seems like a tactically inferior position even before 5th fleet shows up. Given that the hyper limit is a 3 dimensional set of arcs, I can see an optimal position... but as a tactician, I'd avoid that area in space like the plague, and come in on another part of one of the arcs. Chin jumps in to find an empty mousetrap; from that different spot on the arc, 3rd Fleet is defending from missiles in only one plane, making her LAC defenses much more effective.
The location 3rd fleet jumped to maximized her ability to counter 2nd fleet. She could have changed that location several million kilometers in any direction without changing the tactical situation for either side too much, but if she'd come in somewhere else entirely she wouldn't have been able to pin 2nd fleet against the Sphinx orbital defenses or could have given 2nd fleet a chance to reach hyper without being intercepted at all. Basically Haven had set up the entire fleet encounter with the intention of drawing her to that specific location by offering 2nd fleet's survivors as a combination bait and continued threat.
And of course for 5th fleet it didn't matter. They were reacting to 3rd fleet, so they could have jumped in anywhere they needed to in order to react to 3rd fleet's location.
ThinksMarkedly wrote:I'd imagine that warships in a time of war already have their hulls covered with pods as much as they can. There's no point in rolling pods from internal storage until those on the hull are nearly exhausted, not to mention there's not much hull left to limpet to. Even if you didn't have enough Apollo pods: in a battle, you don't want to shoot yourself dry, so I'd fill the ship or the hull with older pods to fire after exhausting the Apollo birds.
It appears that routinely carrying heavy external pod loads became standard practice
after the Battle of Manticore. Home Fleet had a large store of pods available but only for their prepod SDs; 3rd and 8th apparently didn't have any at all. It's one of those things that makes perfect sense in hindsight, of course - not solely for number-of-pods reasons but to get off those first few massive max-fire-control salvos that rolling pods doesn't always allow time for.
In this case specifically, though, number of pods would have mattered as much as the alpha strike capability would. Assuming McKeon had four ships (there's textev for both three and four, that's AAC editing for ya) and was carrying the latest in asymmetric flatpack pods, he'd have had just under 4800 Apollo pods. At Lovat, 8th fleet was using 144 pods per SD kill (and still wasn't getting full kills all the time, they took 11 salvos of 288 to kill 16 SDs, or 198 pods per kill). At Manticore, KcKeon was launching 96 pod salvos and getting still getting some full kills as well as mission kills. At best, by firing all his ships dry he could have taken out 48 SDs, either half of 5th fleet or a third of 2nd fleet's survivors. More likely he'd have gotten 25-30 kills and another 15 or so mission kills. A heavy external Apollo pod load (if they had that many to spare) could have added another 600 or so pods per ship and up to 24 additional kills. Obviously having external pod loads on 3rd fleet ships could have added a whole lot more. But the important note is that McKeon couldn't have gotten 3rd fleet out alive even if he'd had all his pods launched in the time available, but he could have taken more of them with him.
Jonathan_S wrote:His fire control is designed around controlling salvos of at least 24 pods (quad stacked salvo) but seems to also be able to handle a large number of salvos (at least 45) one behind the next in flight -- all under FTL control.
Apollo ships can control 300+ pods at a time. Most engagements seem to revolve around double or quad broadsides since 24 or 48 second intervals between salvos is easier to manage - a balance between size of salvos and rate of salvos. Technically, an Apollo SD could fire itself dry with 4 max-fire-control salvos if it really wanted to.