Subject:
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Re: Combat strategies and tactics in space. Was: Jormungand Carrier Strike Craft
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Newsgroups:
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lugnet.space
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Date:
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Wed, 20 Oct 2004 14:40:57 GMT
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Viewed:
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1440 times
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In space, it would be almost impossible to predict where a fleet could drop to
sublight. In Wing Commander, the movie with Freddie Prinz Jr. and Matthew
Lilliard, if the good guys hadn't captured the ConComm and taken the jump
coordinates then the Earth fleet wouldn't have arrived until after the bad guys
had exited.
Attacking a picketing fleet who is waiting for you is not the best option when
your target objective is lightly protected. Fighting a battle you don't have to
to achieve an objective is stupid and wasteful. If you can reach the target with
FTL and then put the target between you and the picket fleet then you achieve
your goal while giving yourself an escape route. Even with a charging FTL jump,
an escape would be possible. Innacuracy goes away with good planning. Should the
target be a fixed non-moving object like a planet, then precise coordinates
could be given and the FTL jump pre-navigated and pre-planned. A properly
planned Hit and Run is, by far, the most effective tactic in all of warfare.
Should the target be the Picket fleet then the most logical course of action
would be to come out behind them and shoot them in the back or above and shoot
them from above. Remember space is a 3d battlefield not 2d like on earth. In
space, you can be attacked from any direction.
During the time it would take for the heat weapon to overcome the
superconductive armor, the defending vessel could have fired several high-end
rapid-fire kinetic weapons, like mass drivers or rail guns, and disabled or
destroyed the opposing vessel. Heat you can defend against for some time but
pure kinetic energy is unstoppable, assuming no shields of course.
I'd love to read about the physics of your .space force, so if you ever get the
time to do it email it to me, remove the NOSPAM of course.
\\//,DedmanWalkin
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