Jonathan_S wrote:I generally conceed to your points. But I think it's fair to think that if a force is sent through hyper to retake a captured wormhole that the one place you can count on them eventually moving towards is that terminus.
So if you park yourself nearby then sooner or later the enemy will bring themselves into your attack range.
If you're the MAN commodore or admiral, would you park the MAlign's most powerful warships and most heavily guarded state secret (the spider drive) in sphere two light-seconds in radius, and everyone knows you're there?
You know the relief force is going to advance on the terminus and will need to sit on it to retake it. The problem is that the relief force is going to saturate that region with RDs and active sensors, so it's going to find your pre-positioned graser torpedoes and Lenny Dets. And by the time they've swept the terminus of danger and are ready to sit on it, they'll be expanding the sphere they've cleared of danger. So those graser torpedoes must have been at least a million km away and will need to
turn on their spider drives while the relief force is nearby. Remember: the spike of the spider coming up is currently the most detectable aspect of the drive.
Yes, Graser torps do have very low accel. I thought it was on the order of the spider ship's acceleration - so around 150 gees; way below any warship's. (The torps don't have to worry so much about accel affecting their internals; but they aren't big enough to mount the number of spider projectors needed for higher accel). But if the enemy is coming to you then you can fire your torps right down their throats (or depending on range right up their kilts after they flip over to slow).
That was indeed the conclusion, though I take it with a grain of salt. RFC will figure something out to explain why they have an acceleration in the range of 1000 to 2000 G.
And if their vector is almost entirely towards you then you can use the torps low accel just to overcome whatever slight lateral vector the enemy has - deploying them more like a mobile minefield that the enemy will run themselves into. And unlike a minefield these can undetectably repossition so all can achieve that perfect down the throat shot where sidewalls aren't a factor. Even if the approaching force has buckler walls up those only provide cover from fire within a few degrees of dead ahead. Climbing or diving a bit off their plane of advance allows you to fire past the rim of the buckler into the poorly armored dorsal or ventral surface of the ship.
I don't think a graser torpedo at that range is undetectable. From 40,000 km, the range at which it can penetrate an SD sidewall and armour, it must be detectable. Not even Ghost Riders can get much closer than this. The graser torp is most deadly if fired way in advance so it can achieve a high velocity and come in ballistically, before firing. If it's repositioning, it's going to be found by the Ghost Riders and LACs.
The kilt and throat angles aren't wide enough to allow for random chance firing. And if I were the Manty admiral commanding the relief force, knowing the MAlign is out there with stealth units and GTs, I'd come in with sternwalls up, so you're still decelerating towards the terminus. And constantly evading, yawing, pitching, and rolling.
(But this does presume that graser torps are actually hard enough to detect that you can sneak them through a RD / LAC screen. Even detecting them within moments of firing might let the ships bring up their 2nd stage full bow wall; would radically blunt the effectiveness of the torps grasers)
Indeed.