What's your naval doctrine like?

General ship design philosophy/organization.

As an example, for me I really like particle beams since I really like the idea of hull-spanning railguns (like MACs on UNSC ships). So I try to fit at least one particle beam in every ship in my fleet. My main damage comes from missiles though. I also tend to dedicate a decent portion of my tonnage towards possibly excessive speed and range (I like to be able to pick my engagements)

I have three branches of the navy: ‘bluewater’, ‘brownwater’, and stealth. (Technically I’ve also got the merchant marine and the marine corps, but there’s not really much to talk about with those)

My ships also tend to be on the larger side. For my “bluewater” navy (ships whose purpose is to exert force beyond my borders) I’ve got frigates (21k tons), destroyers (30k tons), cruisers (60k tons), battlecruisers (80k tons), and carriers (100k tons).

I try to give every ship class in the fleet its own defined role. Frigates are meant to be general support and are split into two classes.

Combat frigates carry a small amount of offensive missiles, a particle lance, and go heavy on defensive missiles and point defense to provide a defensive umbrella for the entire fleet.

Jump Frigates carry the fleet’s jump drives and sensor capabilities, forgoing all offensive armament and maintaining only a minimum amount of gauss PD.

For destroyers, their main job is to kill enemy ships. They have some gauss PD to deal with any missiles that break through the defensive umbrella of the fleet, but otherwise carry only offensive missiles and a particle lance.

Cruisers are meant to be capable of carrying out multiple roles in order to be able to operate semi-independently (they do not have their own jump drives), as the lead ship of a small task force, or as a part of a much larger fleet. They boast an impressive amount of offensive missiles (about twice as much as a destroyer), defensive missiles, and a particle lance. They also have the second largest sensors in the fleet (the largest sensors are on the jump frigates) and contain the fleet’s E-War capabilities. Unfortunately, there have also been serious compromises with their armor and shielding to pack so much into the design, resulting in only a modest improvement in a cruiser’s damage soaking capabilities compared to a destroyer.

Battlecruisers are meant to be brawlers. They carry only a minimum amount of gauss PD and their offensive armament consists only of a particle lance and many particle beams. They are meant to take hits and keep fighting, boasting the most impressive shielding and armor of any ship in the fleet. (I mostly build them to satisfy my big gun monkey brain). I build battlecruisers in place of battleships because I place more emphasis on speed.

Carriers fulfill the role you’d expect. They extend the engagement range far beyond the reach of most missiles (I tend to aim for ~500M km for a two-way sortie). There’s not really much to comment on there. Their parasite craft serve general support roles from AWACS to augmenting fleet PD to boarding with a complement of marines.

“The Bluewater fleet is the largest and most prestigious command. They are the face of the empire and an extension of its authority. All who wear its uniforms are handpicked from the best and brightest of the empire as its representatives in the wider galaxy. When called upon they will deliver the most devastating blow to any who dares to threaten the nation’s peace. Though… they spend most of their time in port because fuel and maintenance on their pristine vessels gets rather expensive.” - Defense Secretary William.

For a “brownwater” navy (defense and power projection in inhabited systems) I have 12k ton corvettes and 1k ton assault shuttles.

The assault shuttles are just missile boats meant to leave their planetary station, fling however many missiles I could cram onto them, and immediately fly back into port. They’re a cheap stopgap measure for systems that don’t necessarily have the resources or importance to warrant proper ships.

Corvettes boast a missile strike on par with destroyers, but can only fire a single volley on account of mounting box launchers. They carry a particle lance in case they have to extend the length of an engagement (which ideally should not happen) or to take care of targets that do not warrant the expenditure of munitions.

“The brownwater fleet is not a prestigious command, but it is vital for the function and safety of the empire at large. When civilian ships are in trouble it is not the fellows of the bluewater navy with their freshly ironed and pristine dress uniforms that come to their aid, but the men and women of the brownwater navy, covered in grime from their decades old rustbucket.” - Coast Guard Commandant, VADM Tomoe.

For my stealth fleet I use 6k ton stealth corvettes. There are two variants (A and J)

The A variant has a cloaking device (duh), a reduced signature engine, and carries as many size 10 missiles (Torpedoes) as I can cram in with box launchers. The engine is meant to be more efficient than fast (to reduce signature and extend deployment range), the sole purpose of these ships is to travel to a system of interest and fling their devastating payload into high value targets of opportunity before slinking away.

The J variant is built to be almost identical to the A variant with several key differences. Much of its payload has been stripped to fit in a jump drive to facilitate inter-system transit for the stealth squadron alongside a small hangar carrying a specialized stealth AWACS fighter designed to be as small, efficient, and hard to detect as possible so as to provide sensor coverage for the squadron without revealing the location of the corvettes (so they can ideally fire their payload without revealing themselves). The J-variant is meant to be the commanding vessel of the squadron.

Stealth vessels are built for the criminally insane. They boast no defensive capabilities. No method of escape if detected. Wholly devoid of creature comforts for the crew who sleep anywhere with enough horizontal space to cram their bodies in. Any and all who sign up for the stealth fleet do so knowing that their ship will probably be destroyed, and they will probably be left to suffocate and starve on their woefully insufficient lifepods lightyears from home without even the dignity of their families being informed for the reason of their demise.

“They say the best food is served onboard the stealth corvettes to make up for the grim nature of their work, but I can assure you from first hand experience that is false. No one, not even the Captain enjoys much better than nutrient paste no matter how fine the silverware it is served upon. Anyone sane enough to care for the quality of their meals would never have made it through selection. There isn’t enough room for a galley on those tin coffins anyways.” - Commander, Stealth Operations Command - RADM Riker.

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I like to play on a “suppressed Galaxy” scenario, that is: no normal NPRs, yet all the spoilers are adjusted as much more numerous and more advanced then my empire. Therefore, I need every bit of combat capabilities, with some roleplay limitations (limited strategic intel, no unquestionable beleave in any tech system, experimental designs are a part of design cycle, and so on).

In this environment, the current doctrine based on a mix of fast beam combatants (Strike Force battleships, Frontier Patrol cruisers and System Defence Forces destroyers) and the Reserve Fleet of alpha-strike missile FAC flotillas and fighter-interceptor wings based on the Carrier Fleet and orbital hanger stations, with an escort of outdated beam combatants.

To maximize combat capabilities, I do limit endurance. My battleships have just 1 to 3 months of Intended Deployment Time with just weeks of fuel autonomy. Every move of these fleets must be carefully calculated. Auxiliary Fleet of tankers, supply ships and tugs moves with them in every operation, having their own escorts. The Settled Space has a dense net of supply planetary bases and deep space stations to allow quick redeployments of low-endurance ships. Carrier Fleet is much more long-legged, it has as a general rule about a year of іntended deployment and enough fuel to move through the Known Space without slowing down for refuelling, yet it’s own speed is not great anyway.

Battleships are designed as squadron ships, that is - they have limited sensor sets, despite their 40 to 120 K tonnage (in the current run, the newest Austerlitz/Jutland superdreadnought class are just under 100Kton). There’s always a dedicated sub-class of flag battleships - these do have max-size sensors, and also tractor beams to tow damaged ones, cargo shuttles to resupply the most exhausted ones, and jump drives to lead their battle squadrons through unstabilized JPs regardless of local enviroment hostility.

Cruisers are the most autonomous ones, at leat regarding the crew deployment time - the minimal is 18 months, most have 2 years. Their fuel tanks are still limited - no more then 2 weeks at full power. Even guarding survey squadrons, they do have tankers sitting at the nearest JP, so no more combat-irrelevant volume when the enemies are so fast and dangerous.

Primary surveyour classes are also fast and limited in their endurance, or else they’d be dead. There are dedicated outer-belts-explorers, which are small and slow, yet efficient - these do survive mostly on their low profiles and low density of threats in their operational space.

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Dwarven Military doctrine is organized around the defense of jump points with high-tonnage ships that mount powerful plasma weapons. Dwarven warships are never under 10kt in size, and thus the navy has a very strong quality over quantity doctrine. Warships are master-crafted assets of incredible power that operate for a very long time, some of our designs are 70+ years old.

The armadas of each great house consist of a number of relatively smaller “plasma carracks” that are lightly armored but heavily armed, anchored by battleships and dreadnoughts that mount long ranged kinetic weapons to bombard incoming ships and screen for missiles. A human would consider these ships to be absurdly over-armored and overshielded.

Dwarves have little use for missiles, only the very large God-Killer Battlecruisers arm missiles, and then only for strategic control over border systems.

Dwarvenkind’s entire society is structured around its space navy and army. The royal family, which controls every military shipyard of any size, thus controls the ability to grant ships to the great houses, and repair them. The Great houses exist to have delegated authority to command and maintain these ships.

Shield dwarves, those fit to carry shields, serve as the lowest-level officers aboard ships. They obtain the right to carry shields by graduating from one of dwarvenkind’s many military academies

skippers, those fit to pilot ships, hold a place of particular honor

axe-dwarves, those fit to carry axes, obtain this role by pleasing the thanes of the great houses. This position is roughly equivalent to a commodore in a human navy, they command the largest and most impressive ships.

Thanes and High Thanes are the lowest senior officers. They are appointed by the great houses to command their naval assets. They are rarely nobility, but have the authority to distribute gifts of precious metal and gems from the houses for honorable service (this is what all dwarves work for, at the end of the day). Thanes pledge service to a great house and never leave that service

The royal house of Luftar has a senior counsel of strategists (almost always nobility) and champions, which are even more senior ranks that concern themselves primarily with the supply and mining fleets.

The king himself commands everything, through his Spacemaster, nominally the highest rank in the dwarven navy, but in practice (and increasingly in this age of Strife) the great houses operate with a high degree of autonomy.

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Do you do this for commercial shipping as well? I was running the idea of running a fractured Empire where each arm does not reciprocate the other. Think the rivalry between the Imperial Japanese Navy & Army. It could lead to some very interesting scenarios where each noble house fleet goes off to do what they are best equipped to do, like a great house setting up mining colonies with their terraformers, colony ships, and defense focused ships.

This gives me the idea of doing an exodus of humanity campaign where three different civillian fleets escape a destroyed Terra and they each do their own thing, making three sister empires that trade among one another… Would be super fun to do that actually. I’m not sure if i want to go as far as making several Empires to deal with three research queues though. Maybe they share tech.

The United Terran Empire Space Command, or UTESC for short, has a doctrine based around two core pillars; the first one being the defense of it’s many colonies spread around space, and the other being power projection over space.

To achieve this it separates the forces of Space Military Command (SPAMCOM) into Patrol Fleets and Battlefleets, as well as a Solar Reserve and Training Force. Currently there are two Battlefleets and two Patrol fleets, though there are designs to both create two more battlefleets and one Patrol Fleet and to expand the existing fleets.

Patrol Battlefleets consist mostly of small ship designs such as Frigates and Corvettes and small logistical hubs, usually a Wagon class Military Logistical Station alongside it’s given deep space radars and sensor buoys.

Nowadays the 10kt Ascraeus Corvette is the workhorse of the garrison forces, it is designed for extreme speed and a short week of endurance in deep space, while packing a strong punch with a Joyeuse class Particle Lance, as well as 150mm railguns. The Admiralty promised one Ascraeus to garrison each settled system in Imperial space, though some worlds need to be patrolled by older frigates such as the Falkirk and Neo-Zürich classes.

Ascraeus class Corvette      10,000 tons       173 Crew       9,877 BP       TCS 200    TH 8,800    EM 0
44000 km/s      Armour 15-41       Shields 0-0       HTK 42      Sensors 24/0/0/0      DCR 2-2      PPV 30
Maint Life 0.13 Years     MSP 1,358    AFR 364%    IFR 5.1%    1YR 10,166    5YR 152,491    Max Repair 4,400 MSP
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 7 days    CDE 75%    Morale Check Required    

ENG G5-N-S5k-P8.8k/220-PH0.454 "Justicar" (1)    Power 8800    Fuel Use 45.40%    Signature 8800    Exp 22%
Fuel Capacity 702,300 Litres    Range 27.8 billion km (7 days at full power)

LNC G4-S900-STR64-ROF100/10/200-MR625k "Joyeuse" (1)    Range 600,000km     TS 44,000 km/s     Power 200-10    ROF 100       
RAIL G2-S300-STR3/4-ROF5/9/9-MR240k "Gladius" (2x4)    Range 240,000km     TS 44,000 km/s     Power 9-9     ROF 5       
BFC 3G-S200-MR600/4-TS40/4-SINGLE (3)     Range 600,000 km   TS 40,000 km/s    ECCM-0    
POW G2-S46-O28/30.7/100% (1)     Total Power Output 28.2    Exp 50%

ASS G4-N-S200-R1k/134.2m-SM320 (1)     GPS 4800     Range 134.2m km    RES 20
PST G4-C-50-R38.7 (1)     Sensitivity 24     Detect 1000:  38.7m km

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

Each Patrol Fleet also has a Frigate Wolfpack Squadron for aggressive operations within their areas of operation. Frigates have a month worth of endurance and much higher staying power due to their Point Defence and higher armor.

The 20kt Cologne class Frigate is the main unit for PD and Direct Weapon engagements. It is fast, relatively cheap, durable and if structured into squadrons of three ships absolutely deadly. These are often called “Wolfpacks.”

Cologne class Frigate      20,000 tons       486 Crew       15,501.6 BP       TCS 400    TH 17,600    EM 0
44000 km/s      Armour 21-65       Shields 0-0       HTK 90      Sensors 0/0/0/0      DCR 8-4      PPV 78.87
Maint Life 0.21 Years     MSP 4,238    AFR 366%    IFR 5.1%    1YR 19,745    5YR 296,180    Max Repair 8,800 MSP
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 1 months    CDE 75%    Morale Check Required    

ENG G5-N-S10k-P17.6k/220-PH0.321 "Gunboat" (1)    Power 17600    Fuel Use 32.10%    Signature 17600    Exp 22%
Fuel Capacity 1,001,200 Litres    Range 28.1 billion km (7 days at full power)

LNC G4-S900-STR64-ROF100/10/200-MR625k "Joyeuse" (1)    Range 600,000km     TS 44,000 km/s     Power 200-10    ROF 100       
RAIL G2-S300-STR3/4-ROF5/9/9-MR240k "Gladius" (2x4)    Range 240,000km     TS 44,000 km/s     Power 9-9     ROF 5       
TRT-S2444-QUAD-TS100K-ARM8-GAU G1-S300-ROF5/6/100%-MR60k "Hammer" (1x24)    Range 60,000km     TS 100000 km/s     Power 0-0    ROF 5       
BFC 3G-S200-MR600/4-TS40/4-SINGLE (1)     Range 600,000 km   TS 40,000 km/s    ECCM-0    
BFC 3G-S80-MR120k/0.8-TS40k/4-SINGLE-ECCM1 (1)     Range 120,000 km   TS 40,000 km/s    ECCM-1    
BFC 3G-S320-MR480/4-TS40/4 (1)     Range 480,000 km   TS 40,000 km/s    ECCM-0    
POW G2-S46-O28/30.7/100% (1)     Total Power Output 28.2    Exp 50%

ASS G4-C-S50-R1k/67.1m-SM320 (1)     GPS 1200     Range 67.1m km    RES 20
ASS G4-N-S100-R50/34.9m/3.146m-SM320 (1)     GPS 120     Range 35m km    MCR 3.1m km    RES 1

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

Though these ships have endurance for a month, they need a dedicated fleet tanker to extend their operations that far. Another possible use for the Cologne is as escort for larger ships, and also as deep space raiders if followed by a Tharsis class Frigate Leader. The Tharsis gives up on offensive power to instead serve as an effective command ship, granting Wolfpacks the ability to both jump but also serve as scouts due to it’s stronger radars.

Tharsis class Frigate Leader      20,000 tons       470 Crew       13,581.7 BP       TCS 400    TH 17,600    EM 0
44000 km/s    JR 5-750      Armour 21-65       Shields 0-0       HTK 85      Sensors 48/0/0/0      DCR 9-4      PPV 60.87
Maint Life 0.22 Years     MSP 4,010    AFR 339%    IFR 4.7%    1YR 17,948    5YR 269,216    Max Repair 8,800 MSP
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 1 months    CDE 75%    Morale Check Required    

JUM G3-N-S525/20K38.1-SS5-JP750 "Adamantis Drive"     Max Ship Size 20000 tons    Distance 750k km     Squadron Size 5
ENG G5-N-S10k-P17.6k/220-PH0.321 "Gunboat" (1)    Power 17600    Fuel Use 32.10%    Signature 17600    Exp 22%
Fuel Capacity 1,000,800 Litres    Range 28.1 billion km (7 days at full power)

RAIL G2-S300-STR3/4-ROF5/9/9-MR240k "Gladius" (2x4)    Range 240,000km     TS 44,000 km/s     Power 9-9     ROF 5       
TRT-S2444-QUAD-TS100K-ARM8-GAU G1-S300-ROF5/6/100%-MR60k "Hammer" (1x24)    Range 60,000km     TS 100000 km/s     Power 0-0    ROF 5       
BFC 3G-S80-MR120k/0.8-TS40k/4-SINGLE-ECCM1 (1)     Range 120,000 km   TS 40,000 km/s    ECCM-1    
BFC 3G-S320-MR480/4-TS40/4 (1)     Range 480,000 km   TS 40,000 km/s    ECCM-0    
POW G2-S46-O28/30.7/100% (1)     Total Power Output 28.2    Exp 50%

ASS G4-N-S400-R50/69.9m/6.293m-SM320 (1)     GPS 480     Range 69.9m km    MCR 6.3m km    RES 1
ASS G4-N-S200-R1k/134.2m-SM320 (1)     GPS 4800     Range 134.2m km    RES 20
PST G4-N-100-R54.77 (1)     Sensitivity 48     Detect 1000:  54.8m km

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

Currently the admiralty is also experimenting with a stronger more durable frigate that can act as a cruiser in a frontline. This has lead to the Erebus class Heavy Frigate. Some even call these “pocket cruisers.”

Erebus class Heavy Frigate      25,000 tons       596 Crew       18,954 BP       TCS 500    TH 17,600    EM 0
35200 km/s      Armour 22-76       Shields 0-0       HTK 146      Sensors 0/0/0/0      DCR 9-3      PPV 150.74
Maint Life 0.19 Years     MSP 4,430    AFR 535%    IFR 7.4%    1YR 23,500    5YR 352,494    Max Repair 8,800 MSP
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 1 months    CDE 75%    Morale Check Required    

ENG G5-N-S10k-P17.6k/220-PH0.321 "Gunboat" (1)    Power 17600    Fuel Use 32.10%    Signature 17600    Exp 22%
Fuel Capacity 1,006,000 Litres    Range 22.6 billion km (7 days at full power)

LNC G4-S900-STR64-ROF100/10/200-MR625k "Joyeuse" (1)    Range 600,000km     TS 35,200 km/s     Power 200-10    ROF 100       
RAIL G2-S550-STR12/4-ROF20/936-MR960k "Excalibur" (1x4)    Range 600,000km     TS 35,200 km/s     Power 36-9     ROF 20       
RAIL G2-S300-STR3/4-ROF5/9/9-MR240k "Gladius" (4x4)    Range 240,000km     TS 35,200 km/s     Power 9-9     ROF 5       
TRT-S2444-QUAD-TS100K-ARM8-GAU G1-S300-ROF5/6/100%-MR60k "Hammer" (2x24)    Range 60,000km     TS 100000 km/s     Power 0-0    ROF 5       
BFC 3G-S200-MR600/4-TS40/4-SINGLE (2)     Range 600,000 km   TS 40,000 km/s    ECCM-0    
BFC 3G-S80-MR120k/0.8-TS40k/4-SINGLE-ECCM1 (2)     Range 120,000 km   TS 40,000 km/s    ECCM-1    
BFC 3G-S320-MR480/4-TS40/4 (2)     Range 480,000 km   TS 40,000 km/s    ECCM-0    
POW G1-S115-O55/24.27 (1)     Total Power Output 55.8    Exp 5%

ASS G4-C-S50-R1k/67.1m-SM320 (1)     GPS 1200     Range 67.1m km    RES 20
ASS G4-N-S100-R50/34.9m/3.146m-SM320 (1)     GPS 120     Range 35m km    MCR 3.1m km    RES 1

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

These give up on speed to instead deliver the same weapon suite as a Light Cruiser, in fact, both ships have the same exact armament.

Finally, above the frigates, the Cruisers of the UTESC serve the role of high endurance missions such as deep space patrols, early engagement of hostiles, and at times exploration. The 40kt Danzig class Light Cruiser is the main ship there, and it also carries basic boarding pods and a small hangar for specialized craft for their given mission. The Danzigs can be paired with a Phoenix class Cruiser Leader to become jump-capable as well.

Danzig class Light Cruiser      40,000 tons       1,246 Crew       25,484.4 BP       TCS 800    TH 30,400    EM 0
38000 km/s      Armour 22-104       Shields 0-0       HTK 180      Sensors 0/0/0/0      DCR 25-6      PPV 150.74
Maint Life 0.22 Years     MSP 9,954    AFR 512%    IFR 7.1%    1YR 45,488    5YR 682,317    Max Repair 15,200 MSP
Hangar Deck Capacity 500 tons     Troop Capacity 250 tons     Boarding Capable    
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 3 months    Flight Crew Berths 10    CDE 75%    Morale Check Required    

ENG G5-N-S20k-P30.4k/190-PH0.157 "Sovereign" (1)    Power 30400    Fuel Use 15.74%    Signature 30400    Exp 19%
Fuel Capacity 2,885,500 Litres    Range 82.5 billion km (25 days at full power)

LNC G4-S900-STR64-ROF100/10/200-MR625k "Joyeuse" (1)    Range 600,000km     TS 38,000 km/s     Power 200-10    ROF 100       
RAIL G2-S550-STR12/4-ROF20/936-MR960k "Excalibur" (1x4)    Range 600,000km     TS 38,000 km/s     Power 36-9     ROF 20       
RAIL G2-S300-STR3/4-ROF5/9/9-MR240k "Gladius" (4x4)    Range 240,000km     TS 38,000 km/s     Power 9-9     ROF 5       
TRT-S2444-QUAD-TS100K-ARM8-GAU G1-S300-ROF5/6/100%-MR60k "Hammer" (2x24)    Range 60,000km     TS 100000 km/s     Power 0-0    ROF 5       
BFC 3G-S200-MR600/4-TS40/4-SINGLE (2)     Range 600,000 km   TS 40,000 km/s    ECCM-0    
BFC 3G-S80-MR120k/0.8-TS40k/4-SINGLE-ECCM1 (2)     Range 120,000 km   TS 40,000 km/s    ECCM-1    
BFC 3G-S320-MR480/4-TS40/4 (1)     Range 480,000 km   TS 40,000 km/s    ECCM-0    
POW G1-S115-O55/24.27 (1)     Total Power Output 55.8    Exp 5%

ASS G4-N-S100-R50/34.9m/3.146m-SM320 (1)     GPS 120     Range 35m km    MCR 3.1m km    RES 1
ASS G4-N-S200-R1k/134.2m-SM320 (1)     GPS 4800     Range 134.2m km    RES 20

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

The light cruisers are just as effective when it comes to PD, and also have a Excalibur class 400mm Railgun for Direct Fire engagements and heavy orbital bombardment.

The 50kt Hellas class Cruiser is closer to the functionality of a battleship than a real cruiser, it sports a massive array of 10 Excalibur railguns to dish out extreme anti-ship fire or for orbital bombardment.

For power projection and as a base for orbital gunships the navy employs the 50kt Britannia class Assault Carrier, an extremely fast carrier capable of servicing a vast array of specialized craft such as Fast Boarding Craft, Orbital Gunships, or Fast Attack Craft. The UTESC’s main FAC is the 2kt Osprey, it relies on it’s speed to survive and packs a punch with the same Joyeuse class lance that most ships possess.

Britannia class Assault Carrier      50,000 tons       1,280 Crew       20,959.5 BP       TCS 1,000    TH 30,400    EM 0
30400 km/s      Armour 11-120       Shields 0-0       HTK 159      Sensors 168/160/0/0      DCR 62-12      PPV 0
Maint Life 0.21 Years     MSP 8,501    AFR 616%    IFR 8.6%    1YR 40,246    5YR 603,690    Max Repair 15,200 MSP
Hangar Deck Capacity 20,000 tons     
Captain    Control Rating 4   BRG   AUX   ENG   PFC   
Intended Deployment Time: 3 months    Flight Crew Berths 400    CDE 75%    Morale Check Required    

ENG G5-N-S20k-P30.4k/190-PH0.157 "Sovereign" (1)    Power 30400    Fuel Use 15.74%    Signature 30400    Exp 19%
Fuel Capacity 1,001,000 Litres    Range 22.9 billion km (8 days at full power)

ASS G4-N-S500-R1k/212.2m-SM320 (1)     GPS 12000     Range 212.2m km    RES 20
ASS G4-N-S400-R50/69.9m/6.293m-SM320 (1)     GPS 480     Range 69.9m km    MCR 6.3m km    RES 1
PSEM G4-N-250-R100 (1)     Sensitivity 160     Detect 1000:  100m km
PST G4-N-350-R102 (1)     Sensitivity 168     Detect 1000:  102.5m km
ELINT Module (1)     Sensitivity 14     Detect 1000:  29.6m km

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

Osprey class Fast Attack Craft      2,000 tons       17 Crew       3,626.8 BP       TCS 40    TH 1,632    EM 0
40802 km/s      Armour 3-14       Shields 0-0       HTK 14      Sensors 0/0/0/0      DCR 0-0      PPV 18
Maint Life 0.03 Years     MSP 113    AFR 320%    IFR 4.4%    1YR 3,955    5YR 59,319    Max Repair 2,112.9 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 0.3 days    CDE 75%    Morale Check Required    

ENG G5-N-S680-P1632/300-PH2.673 "Joust" (1)    Power 1632    Fuel Use 267.34%    Signature 1632    Exp 30%
Fuel Capacity 30,400 Litres    Range 1.02 billion km (6 hours at full power)

LNC G4-S900-STR64-ROF100/10/200-MR625k "Joyeuse" (1)    Range 600,000km     TS 40,802 km/s     Power 200-10    ROF 100       
BFC 3G-S200-MR600/4-TS40/4-SINGLE (1)     Range 600,000 km   TS 40,000 km/s    ECCM-0    
POW G1-S24-O10/22/100% (1)     Total Power Output 10.3    Exp 50%

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

The greatest challenge facing the Ospreys is surviving missile strikes, though the fast Cologne Wolfpacks should be the ones in the vanguard to prevent their destruction.

One of the capabilities SPAMCOM is missing is for long ranged missile combat, and to turn this around the UTESC has procured two new ship classes: the 20kt Kraken Mare class Missile Frigate and the first capital ship in the Space Command, the 100kt Sol Invictus class Arsenal Ship.

Sol Invictus class Arsenal Ship      100,000 tons       1,820 Crew       44,386.6 BP       TCS 2,000    TH 60,800    EM 0
30400 km/s      Armour 18-191       Shields 0-0       HTK 387      Sensors 168/160/0/0      DCR 80-8      PPV 363.48
Maint Life 0.13 Years     MSP 13,870    AFR 1600%    IFR 22.2%    1YR 110,239    5YR 1,653,590    Max Repair 15,200 MSP
Hangar Deck Capacity 2,000 tons     Magazine 8,240 / 0    
Captain    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 1 months    Flight Crew Berths 40    CDE 75%    Morale Check Required    

ENG G5-N-S20k-P30.4k/190-PH0.157 "Sovereign" (2)    Power 60800    Fuel Use 15.74%    Signature 30400    Exp 19%
Fuel Capacity 4,366,000 Litres    Range 49.9 billion km (19 days at full power)

TRT-S2444-QUAD-TS100K-ARM8-GAU G1-S300-ROF5/6/100%-MR60k "Hammer" (4x24)    Range 60,000km     TS 100000 km/s     Power 0-0    ROF 5       
BFC 3G-S80-MR120k/0.8-TS40k/4-SINGLE-ECCM1 (4)     Range 120,000 km   TS 40,000 km/s    ECCM-1    

MSL G1-S30-MS1-ROF20/0.6 (40)     Missile Size: 1    ROF 20
MSL G1-S120-MS6-ROF150/0.4 (60)     Missile Size: 6    ROF 150
MFC G1-S25-R1000-RNG95 (10)     Range 94.9m km    RES 20   ECCM-1
MFC G1-S100-R50-RNG6.3/AM (8)     Range 69.9m km    RES 1   ECCM-1
MIS G1-AS-S6-WH16-SPD113k-R96.8m/14-H18.1 "Warhawk" (1101)    Speed 113,333 km/s    Range 97m km    WH 16    Size 6    TH: 18,133 / 36,267 / 72,533
MIS G1-AMM-S1-WH1-SPD146k-R6.3m/43s-H23.4 "Sling" (1634)    Speed 146,400 km/s    Range 6.4m km    WH 1    Size 1    TH: 23,424 / 46,848 / 93,696

ASS G4-N-S500-R1k/212.2m-SM320 (1)     GPS 12000     Range 212.2m km    RES 20
ASS G4-N-S400-R50/69.9m/6.293m-SM320 (1)     GPS 480     Range 69.9m km    MCR 6.3m km    RES 1
PSEM G4-N-250-R100 (1)     Sensitivity 160     Detect 1000:  100m km
PST G4-N-350-R102 (1)     Sensitivity 168     Detect 1000:  102.5m km

Electronic Warfare Jammers:   Sensor 3    Fire Control 2    Missile 3    

Missile to hit values are target speeds in km/s for 100% / 50% / 25% chance to hit

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

The Sol Invictus is designed to be a mobile missile firing platform that can conduct the whole of a battlefleet’s missile engagement, it has no Direct Fire capability and needs to be escorted by frigates, though the planned Kraken Mare is a more humble approach to this, it gives up on direct fire weapons to act as specialized missile ships.

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My Naval Doctrine tends to be divided into a ‘Blue-Water’ versus ‘Brown-Water’ approach.

My ‘Brown Water’ side our my system defenses assets. Those assets generally tend to be comprised of the following:

Fast-Laser Fighters (250-400KT)
Box Launcher Bombers (500-1000KT) (Size/2 Launchers)
Fast-Gauss or Rail Gunships (2000KT)
Command Frigate (5000KT)

The Command Frigate usually has minimal weapons and there as a sensor platform in case the system defenders have to engage away from the Colony. Generally though, this package is meant to operate in concert with Surface Batteries - I tend to build the largest laser/rail cannons my technology allows. On important colonies, I will also build Orbital Fortresses which primarily have size 5 and 10 missile launchers and huge magazines.

In combat, my Orbital Fortress will usually initiate a missile duel on the inbound craft and the fighters/gunships will add an extra layer of defense if the enemy has missiles as well. If the missile duel goes badly for the enemy and they start to withdraw, I’ll unleash the bombers on them. Ifthey continue to proceed into the engagement envelope, then the surface batteries will go to work and the fighters/bombers will be committed at this point.

My ‘Blue-Water’ side are my mobile elements and they tend to be heavier. I build mobile Task Forces of five ships centered around my carriers. A typical TF will have the following:

1 Fleet Carrier (50,000KT) with a complement of Fast-Laser Fighters

2 Missle Destroyers (15,000-25,000KT) size 5 missles, varied loadout

1 Escort (20,000-30,000KT) large magazines, AAM centric.

1 Heavy Cruiser (35,0000KT) heavy armor/shields, Large Lasers

In a fight, the main offensive weapon are the missile destroyers designed to engage at a distance. The carrier will usually hang back with the fighters providing an additional layer of defense if it is a missile duel but if it is going to be beam combat, they will usually accompany the cruiser who will move to engage under the cover of the missile destroyers. The Escort is there to cover the other units with AAM protection if the enemy has missiles - the carrier and missile destroyers will also some limited AAM launch capability but really it is the Escort that is the star in serious missile duels. I give the Escort some light laser batteries to provide second line defense for the carrier if the destroyers, fighters, and cruiser are off in a beam dual.

The TFs are the base fleet organizations and they are usually sufficient for raiders and single engagements. I sometimes depending on the situation might bulk out an TF with more units but generally I tend to have my TFs operate together than add more ships.

Nice discussion. I really enjoy reading about all your different doctrines and approaches.

On my side, I’m still learning a lot, but I tend to prefer ships designed for specific roles rather than all-round designs. I usually don’t mix missiles and beam weapons on the same ship, except in some cases where beam weapons are used purely for point defence, with very short range.

For long deployments, I rely on tankers and supply ships, and when necessary I also deploy support stations with Recreational Hubs and Maintenance Facilities to keep the fleet operational far from the core systems.

Here’s also a little preview of the fleet overview I’m working on. I’m planning to use this chart in a future AAR update to explain in more detail the naval doctrine adopted by the Axis Empire, and how the different ship classes, weapons, shields and armor fit into it.

and the fighters!

Stations and supply ships

If you wanna take a look more about the doctrine, I just update the Axis Campaign AAR :slight_smile:

https://aurora4x.com/t/chronicles-of-the-axis-empire/390/21#p-6220-axis-naval-doctrine-1

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I try to match the doctrine to the nation I play in any particular campaign.

For the USSR, it’s the cold-war style all-around design doctrine with focus on railguns, missiles, efficient FTL drives and engines at the complete expense of energy weapons, all ships have both offensive and defensive capabilities. Each ship is capable of independent operations if needed, however any combat deployment always happens in formations, with smallest being brigade of 3-6 ships.

Formations larger than Brigade will be formed into a “Operational Group” around a flagship. Some are permanent from which temporary Groups can be detached to perform a specific task or mission (patrol, forward interception, minelaying etc)

Ships classified as destroyers and upwards have shuttles as mandatory for S&R duties, scouting & early warning missions. Sometimes it’s big-guns centric (TurretTool used for railgun turrets), sometimes missile focused.

No purebred aircraft carriers, but “aviation cruisers” since missiles are less logistical burden. Exceptions in designs are made depending on situation (current very fast spoilers forced allocation of fighter bays into certain capital ships)

Where aviation exists, they exists to fill the gap between ground-to-space artillery and deep-space navy. All high-value mining sites and populated colonies are defended at the bare minimum by ground-based railgun artillery.

More in-depth details of the current ship designs in this thread

Naval strength and positioning always reflects the strategic situation, which will be displayed below.

27th of October, 2158:

Soviet Space Navy - Military arm structure:

Soviet Space Fleet
1st Guards Operational Group (Sol)

Flagship: Moskva class Battleship: Smolensk
8 x MiG-111 Fighter
1 x Ka-230N Dropship

1st Battleship Brigade

Murmansk class Battleship:
Guards Murmansk
2 x Ka-230N Dropship

Leningrad Mod.153 class Battleship:
Kharkov
Leningrad
4 x Ka-230N Dropship

Moskva Mod.142 class Battleship:
Moskva
8 x MiG-111 Fighter
1 x Ka-230N Dropship

2nd Heavy Missile Brigade

Kirov Mod.152 class Missile Cruiser:
Oktyabrskaya Revolutsiya
Pyotr Velikiy
4 x Ka-230M Dropship

1st Cruiser Brigade

Chapayev A class Light Cruiser:
Zheleznyakov
1 x Ka-230N Dropship

Chapayev Mod.116 class Light Cruiser:
Frunze
1 x Ka-230N Dropship

Groznyy Mod.153 class Light Cruiser:
Admiral Ushakov
Ural
2 x Ka-230M Dropship

2nd Cruiser Brigade

Groznyy Mod.153 class Light Cruiser:
Admiral Golovko
Groznyy
Varyag

2nd Missile Brigade

Gnevny Mod.153 class Destroyer:
Besposhchadny
Boyky
Gnevny
Gordy
4 x Ka-243 Dropship

3rd Missile Brigade

Gnevny Mod.153 class Destroyer:
Gremyashchy
Gromky
Grozny
Grozyashchy
Sokrushitelny
5 x Ka-243 Dropship

5th Missile Brigade

Gnevny Mod.153 class Destroyer:
Reshitelnyy
Rezvy
Smetlivy
Steregushchy
Stremitelny
5 x Ka-243 Dropship

4th Combat Brigade (Stationed at DX Cancri)

Riga Mod.142 class Frigate:
Gornostay
Olén
Pantera
Ryś

5th Combat Brigade

Riga Mod.142 class Frigate:
Puma
Sarych
Volk
Yaguar

6th Combat Brigade

Petya class Frigate:
Berkut
Sokol
Grif
Kondor

7th Combat Brigade

Petya class Frigate:
Krechet
Orlan
Barsuk
Kunitsa

8th Combat Brigade

Petya class Frigate:
Korsak
Norka
Grizon
Voron

9th Combat Brigade

Petya class Frigate:
Aist
Giena
Pelikan
Pingvin

10th Combat Brigade

Petya class Frigate:
Bizon
Gepard
Zubr
SKR-001

2nd Operational Group (84 Cancri)

Leningrad Mod.153 class Battleship:
Kursk (flagship)
Vladivostok
4 x Ka-230N Dropship

3rd Cruiser Brigade

Chapayev Mod.116 class Light Cruiser:
Abakan
Alazeya
Chkalov
3 x Ka-230N Dropship

4th Missile Brigade

Gnevny class Destroyer:
Dzerzhinsky
Fidonisy
Gadzhibey
Gadzhibey
4 x Ka-229 Dropship

1st Combat Brigade

Riga A class Frigate:
Bars
Leopard
Rosomakha
Sobol

2nd Combat Brigade

Riga Mod.142 class Frigate:
Kobchik
Lós
Lún
Tur

3rd Combat Brigade

Riga B class Frigate:
Filin
Kuguar
Yenot

3rd Operational Group (Sol - Detached from 1Gv.OG for minelaying operation)
1st Heavy Missile Brigade

Kirov Mod.152 class Missile Cruiser:
Kirov (flagship)
Kalinin
4 x Ka-230M Dropship

1st Missile Brigade

Chapayev A class Light Cruiser:
Kuybyshev
1 x Ka-230N Dropship

Gnevny Mod.153 class Destroyer:
Bditelny
Bezuprechny
Bodry
Bystry
4 x Ka-229 Dropship

Assault Transport Brigade
1st Landing Ship Division

Krokodil class Troop Transport:
Polnocny
Yuri Olefirenko
4 x IL-107M dropship
8 x IL-107 dropship

2nd Landing Ship Division

Projekt 161073 class Troop Transport:
BDK-007
BDK-008
BDK-009
Kondopoga
Olenegorsky Gornyak
10 x IL-107B
12 X IL-107M
8 x IL-107M1

3rd Landing Ship Division

Projekt 161073M class Troop Transport:
BDK-010
BDK-011
BDK-012
BDK-013
BDK-014
BDK-015
18 x IL-107B

Auxiliary Group
1st Fleet Auxiliary Brigade (Sol)
1st Auxiliary Carrier Division

Saturn class Auxiliary Carrier:
Jupiter
Luytens
Neptune
Saturn

1st Collier Division

Projekt 15141 class Support Vessel:
Beloye
Bokon

1st Supply Division

Projekt 15059 Mod.064 class Support Vessel:
Atlantik
Chornoye more

2nd Tanker Division

Altay class Tanker:
Izhora
Yel’nya

3rd Tanker Division

Altay class Tanker:
Ilim
Prut
Yergorlik

Salvager Division

KRV class Salvager:
KRV 001
KRV 002
KRV 003
KRV 004

2nd Fleet Auxiliary Brigade (84 Cancri)
1st Tanker Division

T class Tanker:
T 004
T 005
T 006

2nd Collier Division

Projekt 15141 class Support Vessel:
VTR-003
VTR-004

2nd Supply Division

Projekt 15061 class Support Vessel:
Achchyon
Akush
Arakhley
Astrodym

3rd Supply Division

Projekt 15061 Mod.141 class Support Vessel:
Baikal
Bakhmatovskoye

2nd Tug Division

GR class Tug:
GR 001
GR 002
GR 003

Reconnaissance Group
Space Survey Regiment
1st Recon Battalion

Gagarin class Scout Cruiser:
Andriyan Nikolayev
German Titov
Pavel Popovich
Yuri Gagarin

Projekt 15143 class Tanker:
Belenkoye
Fizik Kovalev

Projekt 15061 Mod.141 class Support Vessel:
Baunt
Bauzhansor

2nd Recon Battalion

Gagarin class Scout Cruiser:
Boris Yegorov
Konstantin Feoktistov
Valery Bykovsky
Vladimir Komarov

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@Marski how did you copy your fleet organization from Aurora and post it like you did above? Thanks

You can only copy&paste the fleet text from “miscellaneous” tab, I copied ship classes and names, everything else I wrote and arranged manually using the tools of this site.

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