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Light bulb Captured Solly fleet

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Re: Light bulb Captured Solly fleet
Post by MAD-4A   » Mon Feb 02, 2015 3:42 pm

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Vince wrote:First, it would use only the SLN SDs that were captured by Manticore at the Battle of Manticore (Filareta), as the ones captured by Manticore at the Battle of Spindle (Crandall) would take to long to reposition. (I'm thinking of just the ones that surrendered without taking any damage at all, IIRC there were about 60 that fell into this category.)

Second, the ex-SLN SDs would be on absolute minimal crew levels, with only just enough personnel to raise the wedge and navigate the ship (reposition in orbit along a threat axis, and turn the wedge to face that axis) to prevent a (either errant or deliberately targeted) missile from smacking the planet Beowulf. The ships would not be expected to fight--that mission goes to the Beowulf System Defense Forces SDs.

Third, it would be strictly a temporary measure, from now until either Mycroft is up and running, or the plebiscite goes through and the Grand Alliance can put modern SDPs in orbit around Beowulf, whichever comes first. After that, dispose of the ex-SLN SDs properly by using them either for target practice, or let the Beowulf breakers strip them for parts and reclaim what can't be used or salvaged for raw materials.
Certainly the damaged ones would be first to the breakers (no point repairing them) but I still say you’re all missing something: There is a store about 2 hikers, best friends. They’re hiking through the woods. They come upon a large meadow. Across the meadow is a humongous grizzly bear, rabid, frothing at the mouth, and charging strait at them. One hiker sets down on a stump, pulls out a pair of running shoes and begins yanking off his hiking boots. His friend looks down at him and says “what are you doing? You can’t outrun that thing”. His friend finishes putting on his shoes, jumps up and says “I don’t have to. I just have to outrun you.” The Soly SDs don’t have to be good enough to fight Manty ships, just good enough to fight Soly ships. If you get enough of a crew to man 1 SD to serviceable/combat levels and 3 others with minimum skeleton levels (maneuver, comm. & Small craft. With someone able to fire an occasional “practice” missile), form them into a “squadron”. They would have the full outward appearance of a fully operational SD division. A few of these sailing around the TB Cluster would discourage FF incursions with their BCs. Yes, if a real BF force shows up, RUN! But if a division of FF BCs shows up, 1 SD (even a Nevada) can handle them, especially if equipped with 2-4 Mk16 pods. The rest of the time, Soly intel would be saying “Multiple SD divisions patrolling the cluster, look for easier targets!!!” At least till new Nikes and MK23s can replace them.
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Re: Light bulb Captured Solly fleet
Post by Spacekiwi   » Mon Feb 02, 2015 3:55 pm

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But then you are removing crew from Manty/Haven/Grayson ships, and due to the higher personnel requirements of the SLN, you would be better off putting the crew into GA battlecruisers, allowing you to fully man more battlecruisers for less personnel, with the crusiers still having more firepower overall, and per squadron. Plus, DW has stated that they are pretty useless weapons platforms, suggesting he doesnt plan to use them as weapons. Plus the temporary aspect would take longer thn anticipated, as crew would have to be trained for the sd's, and learning the uses and limitations and differences of solly tech as compared to GA tech.




MAD-4A wrote:
Vince wrote:First, it would use only the SLN SDs that were captured by Manticore at the Battle of Manticore (Filareta), as the ones captured by Manticore at the Battle of Spindle (Crandall) would take to long to reposition. (I'm thinking of just the ones that surrendered without taking any damage at all, IIRC there were about 60 that fell into this category.)

Second, the ex-SLN SDs would be on absolute minimal crew levels, with only just enough personnel to raise the wedge and navigate the ship (reposition in orbit along a threat axis, and turn the wedge to face that axis) to prevent a (either errant or deliberately targeted) missile from smacking the planet Beowulf. The ships would not be expected to fight--that mission goes to the Beowulf System Defense Forces SDs.

Third, it would be strictly a temporary measure, from now until either Mycroft is up and running, or the plebiscite goes through and the Grand Alliance can put modern SDPs in orbit around Beowulf, whichever comes first. After that, dispose of the ex-SLN SDs properly by using them either for target practice, or let the Beowulf breakers strip them for parts and reclaim what can't be used or salvaged for raw materials.
Certainly the damaged ones would be first to the breakers (no point repairing them) but I still say you’re all missing something: There is a store about 2 hikers, best friends. They’re hiking through the woods. They come upon a large meadow. Across the meadow is a humongous grizzly bear, rabid, frothing at the mouth, and charging strait at them. One hiker sets down on a stump, pulls out a pair of running shoes and begins yanking off his hiking boots. His friend looks down at him and says “what are you doing? You can’t outrun that thing”. His friend finishes putting on his shoes, jumps up and says “I don’t have to. I just have to outrun you.” The Soly SDs don’t have to be good enough to fight Manty ships, just good enough to fight Soly ships. If you get enough of a crew to man 1 SD to serviceable/combat levels and 3 others with minimum skeleton levels (maneuver, comm. & Small craft. With someone able to fire an occasional “practice” missile), form them into a “squadron”. They would have the full outward appearance of a fully operational SD division. A few of these sailing around the TB Cluster would discourage FF incursions with their BCs. Yes, if a real BF force shows up, RUN! But if a division of FF BCs shows up, 1 SD (even a Nevada) can handle them, especially if equipped with 2-4 Mk16 pods. The rest of the time, Soly intel would be saying “Multiple SD divisions patrolling the cluster, look for easier targets!!!” At least till new Nikes and MK23s can replace them.
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Re: Light bulb Captured Solly fleet
Post by Weird Harold   » Mon Feb 02, 2015 4:08 pm

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SWM wrote:Those absolute minimum crew levels would be even higher than the number we hypothesized for stationkeeping an SLN SD. You would still need the minimum number of trained people, plus trainers and trainees. And I seem to remember we settled on a higher number, around 1000-2000.


Sounds about right, although it could be even higher.

Figure one or two trainees for every necessary crew position, so it could be as high as 3,000.

I can't see any particular reason for maneuver training with SLN tech, though. Pretty much everywhere that would need "basic spacer training" has system defense LAC squadrons with Manticoran Tech simulators and training cadre by now. Part of those LAC squadrons' mission is recruiting and remedial training of indigenous spacers.
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Re: Light bulb Captured Solly fleet
Post by fallsfromtrees   » Tue Feb 03, 2015 12:11 am

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Weird Harold wrote:
SWM wrote:Those absolute minimum crew levels would be even higher than the number we hypothesized for stationkeeping an SLN SD. You would still need the minimum number of trained people, plus trainers and trainees. And I seem to remember we settled on a higher number, around 1000-2000.


Sounds about right, although it could be even higher.

Figure one or two trainees for every necessary crew position, so it could be as high as 3,000.

I can't see any particular reason for maneuver training with SLN tech, though. Pretty much everywhere that would need "basic spacer training" has system defense LAC squadrons with Manticoran Tech simulators and training cadre by now. Part of those LAC squadrons' mission is recruiting and remedial training of indigenous spacers.

So now you've got 60,000-120,000 crewmen (your minimal crewing requirements) sitting in ships that are now little better than sitting ducks - Perhaps the crews might be less than enthusiastic about being missile fodder.
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Re: Light bulb Captured Solly fleet
Post by stewart   » Tue Feb 03, 2015 2:01 am

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fallsfromtrees wrote:"Weird Harold"]"SWM"]Those absolute minimum crew levels would be even higher than the number we hypothesized for stationkeeping an SLN SD. You would still need the minimum number of trained people, plus trainers and trainees. And I seem to remember we settled on a higher number, around 1000-2000.


Sounds about right, although it could be even higher.

Figure one or two trainees for every necessary crew position, so it could be as high as 3,000.

I can't see any particular reason for maneuver training with SLN tech, though. Pretty much everywhere that would need "basic spacer training" has system defense LAC squadrons with Manticoran Tech simulators and training cadre by now. Part of those LAC squadrons' mission is recruiting and remedial training of indigenous spacers.[/quote]
So now you've got 60,000-120,000 crewmen (your minimal crewing requirements) sitting in ships that are now little better than sitting ducks - Perhaps the crews might be less than enthusiastic about being missile fodder.[/quote]


---------------

Keep in mind the old term for CVE's (WWII Escort Carriers for the younger in the thread)
CVE = Cumbustible, Vulnerable, Expendable.

I think the x-SLN SD's meet at least 2 of 3

Scrap 'em.

-- Stewart
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Re: Light bulb Captured Solly fleet
Post by kzt   » Tue Feb 03, 2015 2:58 am

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That's the stated concept, but given the space constraints, limited crew redundancy and berthing I'm not sure that makes any sense. It's like deciding to train soldiers by putting a couple of civilians in a Brad along with a squad and figuring they will pick up this whole army thing OTJ. There is a reason why every competent military runs basic training programs, usually followed by more extensive job training.
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Re: Light bulb Captured Solly fleet
Post by Brigade XO   » Tue Feb 03, 2015 7:56 pm

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Lets see about crew.

Need a captain, a bridge crew, tactical crew times at least 3 (three 8 hour ships. These people need how to fight the ship, do at least there manuvering and station keeping.

Minimum 3x the number of people to operate and mantain each power plant (fusion reactor) of what is onboard that you are going to run. Don't recall if a Solly SD has more than two or if you think you are going to need both/all

3x the number of people (again for 3 shifts) to operate sufficent environmental support.

Enough cooks, mess attendence and prep people and any other nessiary personnel to maintain food production for crew based on total number involved plus extra capacity for guests and visiting people such as shuttle crews.

Enough security staff to maintain order, provide guards to things that need to be guarded. etc. This is a large ship and along with any inter-crew challanges and visiting people you are going to provide security guards for things like weapons systems, magazines, reactors etc.

Enough maintenance and technical people to keep the systems you need running and fix at least minor problems. It would be really bad to have to leave the ship in a hurry and discover that the escape/life pod you were in wasn't actualy working and its thruster fuel tanks etc was "less than full". Same goes for the enviornmental system. Then there are all those weapons and the weaons handling systems that need to be maintained, tested, stored. Shame if the missle feed systems don't function when you need them. How about regular testing of those little things like bulkhead hatches that are supposed to seal if you rig the ship for fighting like taking the air out of compartments (and open/close any gas/liquid lines, Commuications & power conduits etc. Then there is the matter of people who can understand and modify the various systems computers and software to keep everyting running or fix things before you have to SCRAM a reactor to keep from having it go BOOM

You are going to be running a minor city plus hosting some sort of administration staff for the things this Station is supposed to be doing along with being a semi-mobile fort for the planet. Almost everything you are going to be operating doing is going to need 3 shifts starting with what would be the bridge crew for the ship part through admin and operations for the "station" activities.

People to operate and to maintain whatever ships boats were assigned and things like shuttles that are either assigned or expected to need service/fixing after they arrive on business.

Needing all the people to keep it running even if you don't actualy intend it to go anywhere (remember that part about using the wege as part of the defences) and the vast lack of automation relative to SEM ships makes the SLN SDs personnel sponges. Something you don't need if you have a shortage of trained (space qualified) people.

Just a thought
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Re: Light bulb Captured Solly fleet
Post by fallsfromtrees   » Wed Feb 04, 2015 12:10 am

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Brigade XO wrote:Lets see about crew.

Need a captain, a bridge crew, tactical crew times at least 3 (three 8 hour ships. These people need how to fight the ship, do at least there manuvering and station keeping.

Minimum 3x the number of people to operate and mantain each power plant (fusion reactor) of what is onboard that you are going to run. Don't recall if a Solly SD has more than two or if you think you are going to need both/all

3x the number of people (again for 3 shifts) to operate sufficent environmental support.

Enough cooks, mess attendence and prep people and any other nessiary personnel to maintain food production for crew based on total number involved plus extra capacity for guests and visiting people such as shuttle crews.

Enough security staff to maintain order, provide guards to things that need to be guarded. etc. This is a large ship and along with any inter-crew challanges and visiting people you are going to provide security guards for things like weapons systems, magazines, reactors etc.

Enough maintenance and technical people to keep the systems you need running and fix at least minor problems. It would be really bad to have to leave the ship in a hurry and discover that the escape/life pod you were in wasn't actualy working and its thruster fuel tanks etc was "less than full". Same goes for the enviornmental system. Then there are all those weapons and the weaons handling systems that need to be maintained, tested, stored. Shame if the missle feed systems don't function when you need them. How about regular testing of those little things like bulkhead hatches that are supposed to seal if you rig the ship for fighting like taking the air out of compartments (and open/close any gas/liquid lines, Commuications & power conduits etc. Then there is the matter of people who can understand and modify the various systems computers and software to keep everyting running or fix things before you have to SCRAM a reactor to keep from having it go BOOM

You are going to be running a minor city plus hosting some sort of administration staff for the things this Station is supposed to be doing along with being a semi-mobile fort for the planet. Almost everything you are going to be operating doing is going to need 3 shifts starting with what would be the bridge crew for the ship part through admin and operations for the "station" activities.

People to operate and to maintain whatever ships boats were assigned and things like shuttles that are either assigned or expected to need service/fixing after they arrive on business.

Needing all the people to keep it running even if you don't actualy intend it to go anywhere (remember that part about using the wege as part of the defences) and the vast lack of automation relative to SEM ships makes the SLN SDs personnel sponges. Something you don't need if you have a shortage of trained (space qualified) people.

Just a thought

Plus some extra people to cover for the guy who tripped over his won two feet (or were riding potato sacks), broke a leg, and is in sick bay -
========================

The only problem with quotes on the internet is that you can't authenticate them -- Abraham Lincoln
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Re: Light bulb Captured Solly fleet
Post by stewart   » Wed Feb 04, 2015 9:53 pm

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fallsfromtrees wrote:"Brigade XO"]Lets see about crew.

Need a captain, a bridge crew, tactical crew times at least 3 (three 8 hour ships. These people need how to fight the ship, do at least there manuvering and station keeping.

Minimum 3x the number of people to operate and mantain each power plant (fusion reactor) of what is onboard that you are going to run. Don't recall if a Solly SD has more than two or if you think you are going to need both/all

3x the number of people (again for 3 shifts) to operate sufficent environmental support.

Enough cooks, mess attendence and prep people and any other nessiary personnel to maintain food production for crew based on total number involved plus extra capacity for guests and visiting people such as shuttle crews.

Enough security staff to maintain order, provide guards to things that need to be guarded. etc. This is a large ship and along with any inter-crew challanges and visiting people you are going to provide security guards for things like weapons systems, magazines, reactors etc.

Enough maintenance and technical people to keep the systems you need running and fix at least minor problems. It would be really bad to have to leave the ship in a hurry and discover that the escape/life pod you were in wasn't actualy working and its thruster fuel tanks etc was "less than full". Same goes for the enviornmental system. Then there are all those weapons and the weaons handling systems that need to be maintained, tested, stored. Shame if the missle feed systems don't function when you need them. How about regular testing of those little things like bulkhead hatches that are supposed to seal if you rig the ship for fighting like taking the air out of compartments (and open/close any gas/liquid lines, Commuications & power conduits etc. Then there is the matter of people who can understand and modify the various systems computers and software to keep everyting running or fix things before you have to SCRAM a reactor to keep from having it go BOOM

You are going to be running a minor city plus hosting some sort of administration staff for the things this Station is supposed to be doing along with being a semi-mobile fort for the planet. Almost everything you are going to be operating doing is going to need 3 shifts starting with what would be the bridge crew for the ship part through admin and operations for the "station" activities.

People to operate and to maintain whatever ships boats were assigned and things like shuttles that are either assigned or expected to need service/fixing after they arrive on business.

Needing all the people to keep it running even if you don't actualy intend it to go anywhere (remember that part about using the wege as part of the defences) and the vast lack of automation relative to SEM ships makes the SLN SDs personnel sponges. Something you don't need if you have a shortage of trained (space qualified) people.

Just a thought

Plus some extra people to cover for the guy who tripped over his won two feet (or were riding potato sacks), broke a leg, and is in sick bay -[/quote]


---------------

So, to summarize --

The SLN SD's are
1) obsolete as offensive weapons platforms
2) not maneuverable enough to be defensive weapons platforms
3) ineffective (or likely so) as a system "scarecrow"
4) too manpower intensive (no pun intended) as a "mini-space station"
5) inadequate as a physical trainer (Virtual Reality Simulator would be more effective)
6) cost-prohibitive for conversion to a "kamakazi" platform
7) poor choice for conversion to transport or other roles
8) too slow to keep up with the GA fleet "train"
9) Onboard missiles and fire control incompatible with majority of GA hardware (Beowulf "might" be compatible as SL member)
10) Inappropriate to transfer to non-GA star nations due to Warlord problems
11) Too manpower intensive (again, no pun intended, see above) to transfer to smaller GA allies
12) No available parts or logistic support for repairs.

I think that's about it.
After DRMO has taken off any re-usable parts, I see metal / alloy reclamation.

-- Stewart
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Re: Light bulb Captured Solly fleet
Post by SharkHunter   » Thu Feb 05, 2015 2:49 am

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Given that we've already agreed they are floating space junk but since the thread isn't dying and we're still trying to find a use for them...

Could they be used JUST as CM missile carriers, using the logic we were thinking of on another thread, though it would take the ability to launch tube based but longer ranged canister style missiles like we were discussing on another thread (with three to four Vipers apiece). It'd still be a rough go to get crew sizes down to mostly an "in-system" automatable usage like some giant AI/drone, but (think: Beowulf defense) it would cause a huge freak out if all of the captured SLN SD's were used as a defensive countermissile force say several million KM in front of the BSDF who could shoot past them with DDms, etc.

That would give the CM's what, a 10MM KM range in front of a more stationary fleet of defenders? before the close in CMs even had to bother. And if you lose all the Solarian SD's, gee, they didn't cost much.
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