NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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TF Windrose (torp cappers)
   
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16 Oct @ 5:10am
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TF Windrose (torp cappers)

Description
-- Corporate Network, Rhino Security Consulting
-- …
-- You have 1 message.
-- MESSAGE FROM: Roscetti, Hector

Commander,

As promised, I’ve relayed your warnings about increased enemy activity in your sector to the Board and the Strategic Analysis Division. For now, they are blocking the project of a full-scale deployment, but I’ve received a private word from de la Mothe that they are considering sending the Windrose to your aid.

If this happens to be true, these eight FTDY corvettes would allow you to drastically increase your battlegroup’s control range. Use them to investigate enemy movements more thoroughly, and, with some luck, you even might be able to cripple some of their capital ships. But be careful, Military Deployment Division strongly advises against using Windrose as a frontline formation. If you detect enemy forces – first evaluate the situation, and then either commit to a hit-and-run tactics or withdraw until reinforcements arrive.

I’ll inform you on any further updates from the Board and the SAD.

Stay safe out there.

- H. Roscetti, RSC Military Deployment Division
_______________________________

ROLE: Area Control, Ambush, Flanking Maneuvers

DIFFICULTY: Moderate-to-Hard

DESCRIPTION:

Task Force “Windrose” is a unit of 8 Sprinter-class corvettes which are split into 4 similar detachments. Each detachment consists of 1 corvette carrying EW countermeasures (Blanket jammer) and 1 corvette carrying 2 Defender PDCs. Each corvette is armed with 6 SGT-363 Verdict-CAR – size 3 command-guided torpedoes with an ARAD backup seeker. All corvettes are equipped with chaffs.

Each detachment is meant to be operated separately from the rest of the fleet.

TACTICAL GUIDELINE:

During the deployment stage, position each detachment in the closest vicinity to its respective cap point (optionally leave 1 detachment in reserve).
Once the battle is started, order each detachment to move to cap points. For commander’s convenience, each detachment is linked to hotkeys from “1” to “4”.

For each detachment moving to cap a point, use following algorithm:
- If you spot an enemy capper attempting to deny you a cap point, deploy a Blanket jammer against the target;
- Using Shift-RMB, order a launch of 2 torpedoes from both ships of the detachment. Usually, salvo of 4 S3 torpedoes is adequate enough to destroy a shuttle or severely cripple a tugboat;
- If there are more targets near the cap point – feel free to launch more salvos of 4 S3s at them as well (while disrupting enemy PD fire using a Blanket jammer). Remember, torpedo is not wasted in vain if it hits something.
- If you are being fired on with missiles – deploy chaff and then, optionally, jam missiles with a Blanket or enact EMCON;
- Your ships are very susceptible to 100mm fire – you might want to use complex evasive maneuvers to try and avoid that;
- Once the point is captured (or capping became impossible due to enemy resistance) – withdraw the detachment immediately and hide it behind a nearest asteroid.

Once every detachment has enacted described algorithm, you’d be having a situation with all caps (exept the enemy home cap) under your team’s control. From now on, feel free to use your detachments as you see fit. Although, it is recommended to hold them in the vicinity of cap points so that you would be able to deny recapping to the enemy. If enemy tries recapping – simply perform an ambush using the algorithm that is described above.

Alternatively, if you feel that enemy cappers are unable to challenge your battlespace control, you may proceed to free hunt for enemy capital ships, prioritizing those already crippled by friendly forces and/or those that do not have adequate missile defence (e.g. carriers, container CLNs).

Good hunting, and Fair winds!