Feedback on Laser Strafer

I put a 50% reduced size, Advanced Spinal Laser (38cm effective bore) on a FAC with max boosted (300% at my current tech level) engines and 4 layers of armor. The theory of operation is to dive at the enemy, fire at 50km where the lasers do full damage (37 points, which is enough to go through 10 layers of armor and then do internal damage), and then, if the enemy is still alive, retreat to allow the lasers to recharge. That takes just over an hour using the lowest capacitor tech available, which makes the weapon super cheap (15 BP). Could make it recharge faster, up to about 10 minute recharge, at increased weapon cost. Intent is for these ships to be moderately disposable.

First trial using own 30kton cruiser showed that 10 of these FACs could rush in to 50k km range with only losing one ship, fire, and get through shields and put a few big holes in armor, but it took a second round of fire to destroy the cruiser. 10 FACs is less than 50% the cost of the cruiser, so could attack with 20 (which would be cost parity, but only 2/3 the tonnage) and get a kill on the first attack run. That ignores cost of getting these to the fight, so need to either use as a local garrison or pay for a carrier. The FACs would also be more succeptible to missiles due to not carrying Missile Jammers, although they are pretty fast and have 4 layers of armor, so not a total soap bubble. Also, missile fire control (MFC) are super cost/size efficient as long as you’re shooting at close-in targets, so missile-ships can afford to be able to handle many, many targets at once by including a ton of cheap small MFC.

One thing I’ve taken away from this experiment is to put at least one or two more DFCs on my cruiser designs in the future. May also consider adding a few box launchers with anti-fighter missiles that can reattack until they hit, and a dedicated fighter/FAC active sensor.

Looking for feedback on the FAC.

Firefall class Torpedo Boat 1,000 tons 15 Crew 319.2 BP TCS 20 TH 336 EM 0
16809 km/s Armour 4-8 Shields 0-0 HTK 6 Sensors 1/1/0/0 DCR 0-0 PPV 6
Maint Life 1.33 Years MSP 200 AFR 200% IFR 2.8% 1YR 121 5YR 1,816 Max Repair 168 MSP
Septimus Control Rating 1
Intended Deployment Time: 3 days CDE 40% Morale Check Required

Engine-M7.7-0350t-0336p (1) Power 336 Fuel Use 931.59% Signature 336 Exp 30%
Fuel Capacity 44,000 Litres Range 0.85 billion km (14 hours at full power)

Laser, 38cm, 01h, 1800km (1) Range 256,000km TS 16,809 km/s Power 37-0.05 ROF 3700
DFC Mk4.5.1.2.S-0256km-10km/s (1) Range 256,000 km TS 10,000 km/s ECCM-2
Powerplant, Mk6, 001p, 0007t (1) Total Power Output 0.3 Exp 5%

AS-JS (1) GPS 8 Range 4m km RES 5 ECCM-2
TH-JS (1) Sensitivity 1.1 Detect 1000: 8.3m km
EM-JS (1) Sensitivity 1.1 Detect 1000: 8.3m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a FAC for auto-assignment purposes

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I use a bit similar concept, yet it’s more task-oriented, then class-oriented, up to the point that I’m not even sure how to classify the concept. In my current campaign I call them Destroyers, yet it’s not exactly what I’d call a proper Destroyer. In my previous campaign these were called Interceptors, despite the custom of naming Interceptors rather fast short-range fighters, while these my girls are a bit big even to call them FACs, have bridges and so on.

Basically, what I do is build a minimal-necessary combatant around of the best available spinal particle lance, shielded by the best available shield generator and mounted on the best available max power engine. It has minimal necessary fuel tanks to run down introoders or make a rapid responce redeployment to the neighboring system, and nearly minimal set of sensors. It’s not a seeker-hunter, it’s job is to sit at station and wait for a target to come in range of the surface sensors array, and then run it down. If there’s a big invading force, it can sit on ambush behind the planetary defence batteries and wait for neighboring sisterships to arrive and attack in pack, if the enemy is too fat.

When I see the enemies are not much more advanced then I am (like in the current campaign), I make these a bit more like decent destroyers - with 1 or 2 weeks of fuel, 1 or 2 small auxiliary guns, a bit larger sensors and 3 to 6 months crew autonomy, and even some armour. This way I’m more comfortable about being able to greet big large unexpected guests properly.
When the enemies are way more advanced - I cut out really ALL components unnecessary for the main task. Armour, sensors except of the minimal targetting radar, sometimes it’s just hours of fuel and autonomy for a 3k ton ship - which feels weird, yet works when you need every bit of speed to get the main task done.

I don’t mind the cost of weapons and fire controls, because the primary cost generator is engine anyway, weapons and fire controls are no more then 25% in my designs.

The general idea is to not let the enemy make more then 1 salvo at the max range, get it on the shield and respond with full damage armour-piercing killing shot. Works great with raiders and swarms, more then enough to run down any surveyours. With other guests you’d rather need some bigger designs, though a proper net of refuelling stations may help to call rapid responce rally large enough for a proper feast.

Another reason why I do like these instead of FAC/corvette squadrons and bigger proper combatants is that with the fleet of proper combatants my fleets tend to be too Captain-heavy. That is, I build a necessary number of station defence and early-warning patrol craft, some cruisers to cover my exploration squads, and then the majority of the battle fleet is capital ships (battleships or carriers), and oooops, I need more Captains then there are properly expierienced Commanders to promote. To let officers rise properly for a large capital fleet you need a lot of smaller combat ships or at least a lot of exec and tac positions, yet AUX and CIC in Aurora are fixed size and too large to be mounted on light combatants. So, with heavy FACs as the primary colonial defence fleet I’d have a lot of expierienced Lieutenant-Commanders (when Lieutenants run the fighters, police cutters and unarmed craft), yet then it’s a gap with too few cruisers and larger radar/AM escort ships, and I don’t feel good letting my big great battleships be commanded by yesterday juniour officers who never commanded anything bigger then a FAC.

With these destroyers as a primary colonial and route defence it’s enough Commander-rank ships with decent roles and tasks, and they are effective and efficient when stations placed an supplied properly.

These will have some utility for kiting slower beam-armed combatants, but using them in the way you described will attrite them badly against missiles/shields/groups of ships.

Generally when planning to send disposable swarms into point blank range I’d recommend gauss fighters. As you noted, what tends to happen with big spinal guns if they don’t kill is awkwardly sitting there taking fire while recharging. If the group wipes, big lasers don’t do a great job setting up for round 2 the way sandblasting does. Gauss (or 10/12cm lasers) also gives you the option of using them as PD while closing the gap.

These will do fine popping two types of spoilers at range though.

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