I want to start with just a few points.
First, I agree almost entirely with glitterboy2098 and taalismn, I think all of these are great points and many of them were in line with my own when I started this thread.
Second, this kind of discussion you really have to look at the universe as it is set up and see how things might work. This is hard enough in our own world where military analysts are constantly getting it wrong in both doctrine and equipment. The best example of this is the War of the Admirals and the gutting of the US Navy before Korea. Actually
The Templin Institute has a great video on
Planetary Invasion and Orbital Bombardment , as well as vids on sci-fi space fleets and tank forces and other concepts that led to this thread.
In many sci-fi universes drop pods would be useless.
In Star Gate the use of ring platforms, Asgard beaming technology, and the gates themselves make something like this almost pointless except for maybe deploying ring transporters.
In Star Trek, with speed of light weapons fired over stellar distances with near perfect accuracy drop pods would be nothing more than induvial coffins even if the existence of transporters didn't make such things completely redundant.
In the Honnor Harrington Universe ground wars are almost completely non-existent. Planetary government and militaries, under what is called the Deneb Accords, are even expected to surrender when an enemy gains control of the orbital space around a planet to prevent mass casualty events on planetary population.
But Phase World is not like any of these settings. It is much more in line with settings like Star Wars, Roughnecks and Halo where such pods or other methods of planetary assault are, if not common, occurring enough to warrant large numbers of land vehicles and assault shuttles. In fact, if I had to place Phase World on a sci-fi spectrum I think I would put it right between Star Wars and Halo.
Since we have only the most shallow description of how technology works in Phase World so ultimately anything not directly in the books is just a matter of personal preference and as I said earlier my preference is for anything that opens up new paths for adventure.
Blue_Lion wrote:1 the cheaper short range pods.* No not really if you clear a path of attackers and shoot the drop pods at the planet with a gravity catapult they would require minimal propulsion and basic shields to take a hit or two.
Any object moving in a near straight line can be easily hit in space, even at extreme range, any pod with enough sensors, shields, engines and especially life support to accomplish this is basically just a fighter.
If you clear a path so effectively that you can just put someone in a coffin and launch him at a planet from an hour or more away you might as well just use a shuttle.
Blue_Lion wrote:If you where launching from a shuttle you would need to spend money on drop pod launching system adding more to the cost of the shuttles that are easier to kill than your transport.
It depends on how you think the shuttles are laid out. When I looked at modern military cargo aircraft I decided that most assault shuttles would have rails on the floor an ceiling that would lineup with standard cargo cans and sleds (a creation of mine that is the width and length of a can but is not enclosed and is mainly used for moving vehicles). The pods are loaded in racks of 4(? if I remember correctly).
Now this is based on a lot of assumptions. I assume large interstellar troop transports are lightly armed and meant to be at the rear. I do have what I refer to as "Marine Expeditionary Deployment & Support Ships" that are what you kind of describe. They are Cruiser to Battlecruiser in size, have enough defenses and shields to hang in the wall of battle (operating much like oversized frigates). These ships have banks of deployment tubes for drop pods and even have the oversized pods I mentioned for IFVs and other vehicles. They even have weapons specifically designed to provide orbital fire support for planet bound units. The problem is these are highly specialized units that are largely useless outside of major planetary assaults so I view the shuttle method as more common.
Blue_Lion wrote:2 keeping your transports out of the danger zone - If gain space control before you bring them in this is not an issue. The risk of defenders jumping in ships would be greater to transports kept in the area they can jump in. New forces would start at the same safe zone and move in. Last time I checked the penalty was to jump in not out. (the risk is that if you aproach closer you can hit the planet) That means your transports could move inside the no entry zone and use translight to escape before the new force can attack them. Phase world book pg 152."CG-drives, like phase drives, have to be disengaged when approaching a planet." The risk is crashing into a planet. As long as you are not in a atmosphere you should not crash into it when you jump away. "If a P-drive is not disengaged before a ship is between 10 and 20 thousand miles ( 1 6,000 to 32,000 km) away from a planet, there is a 70% chance that the ship will plunge into the planet's atmosphere." Again it is addressing approaching a planet they never state a minimal distance to leave a planet.
This was unclear in the earlier books. I know many of the early authors assumed it but we know now it works coming and going.
DB 13: Fleets of the Three Galaxies, Pg. 42 wrote:Interdiction Field Generator: The true power of the Araneae class, and the thing that makes these ships among the most feared in the Galaxies, is the high-output Gravimetric Interdiction Field Generator. The Araneae can generate a mobile, super-heavy gravity field much like a planet’s gravity well.
The Interdiction Field prohibits the use of FTL drives within its area of effect, and can even pull an enemy ship out of FTL travel! With this field, an Araneae can “lock down” a fleet of sub-capital and capital ships in preparation for a strike from its fleet, or set ambushes for pirates or fleeing enemies.
The down side of the Interdiction Field is that it is extremely energy intensive, and draws power from all ship’s systems during times when it is operational.
Range: The Interdiction Field creates a 60 mile (96 km) sphere of influence, with the ship itself at the center. All FTL drive spacecraft within the 60 mile (96 km) diameter of influence cannot engage FTL drives.
However even in the original book the description of the actual CG drive was leaned heavily to the idea that an FTL drive simply couldn't work in a gravity well.
DB 13: Fleets of the Three Galaxies, Pg. 42 wrote: CG-drives, like phase drives, have to
be disengaged when approaching a planet. The safest distance a ship can travel at Faster Than Light (FTL) speeds is 10,000 miles ( 1 6,000 km) away from a planet (twice that is safer)
This would indicate that a gravity well simply prevents FTL in both directions (which is a common limitation in sci-fi) so any ship that travels down the well must travel up it to jump to FTL. Now I am making a lot of assumptions but the tactics here, just like you are, but I see no upside for large ships to move inside a gravity well under combat conditions unless they are a frontline combat ship or they absolutely have to.
Now you could assume one way or the other from the original book but now with Fleets it is clear that a gravity well prevents FTL travel in both directions.
Blue_Lion wrote:3 -keep attack shuttles out of atmosphere -so wait your point is to not use attack shuttles as what they are? They are heavily armed and shielded to breach plantary defenses it is kind of their whole role.
No. I assume that like modern military aircraft, like the C-130 for instance, it can be used for a wide variety of roles. Landing in a hot zone sure. Boarding a space station sure. Deploying satellites, drones or mines, why not. Lifting troops to an established beachhead. And of course, dropping all varieties of paratroopers.
Blue_Lion wrote:Given that phase world has sensors that can detect incoming fleet, the attackers may not have initiative the defenders actually have more time to set up and prepare for the 1st action of combat. The defenders deploy smart missiles cruise missile systems at the area where the attackers ships should be dropping out of trans-light or approaching. Thus having weapons in place to attack as soon as you are in range. Basically the defenders are in a holding action until the attackers are in range. A planetary defense almost always would have spent more time preparing for an attack than the attacker spent planing it.
Assuming a 10 light-year radius and let's say 3 light-years per hour for the fleet (which is generous I have most military vessels at 4 LPH minimum) attackers would have 3 hours and a few minutes from first detection to dropping out at the FTL limit of the planet.
If we assume an attack force drops out at minimum (10,000 miles) and moves at Mach 8, generous but we might assume that you want a consolidated force, call it 2 more hours. Also keep in mind that this starts out at a galactic scale so it's not like being on a planet where real-time satellite imagery will let you see an enemy loading his ships and steaming towards your shores.
This means you have 5 hours, at most, to scramble a reserve, recall troops on shore leave, cease reloading / refueling operations on ships in port and start deploying your defenses and this assumes that you hit the button the second you detect the fleet inbound without issuing a challenge and waiting for a response. Remember the books say specially that you can detect ships at FTL it does not say identify (which for systems like radar it clearly says range for both detection and identification) so unless you scramble the defenses every time a trading convoy approaches that is more likely to be 4 hours. We also have no idea how long it takes a ship in port to get under power and maneuver but generally speaking I would assume the larger the ship the longer it takes. 4 or 5 hours to counter an attack plan that had to be in prep for a month at least but more likely several months or maybe even years.
Now I actually agree with your basic assumption but in my games I assume a lot that is not in the books. I assume that planets use the gravity well as a defense with defense in-depth as far out as maybe 5,000 miles, orbital defense platforms and fighter bases, orbiting missile pods and weapon satellites, a ready force (size depends on population and wealth of the system), planet based orbit-denial weapons (generally giant cruiser to battleship grade lasers), and even planet based force fields to protect sensitive installations.
But, even with all those assumptions as the attacker how and where you deploy your forces is up to you.
- You can, of course, go hell bent for leather straight at the main planet to try and defeat the defenses before they are fully online. Killing ships and fighters as they are deployed hoping to prevent the defenders from consolidating and rushing the ready units into combat alone. May or may not work.
- You can leave your main force outside the gravity well of the main planet to pin the defending force there while you send a small force of battleships or battlecruisers or even just cruisers to wreck the system industrial infrastructure. If the defenders want to stop them they have to come out form any fixed defenses and take on the main force first and the attackers can disengage and leave anytime they want.
The aggressor's options are limited only by resources and imagination. The defender is limited by time, resources and a need to protect as much of the system as they can.
Blue_Lion wrote:WWII paratrooper operations had high losses, they where almost suicide missions. Not something that works on its own.
In WWII so where bomber missions over Europe and navy and marine dive-bombers in the Pacific were in a similar situation. The simple fact is that every person in anything smaller that a cruiser is going to have a bad day in a major fleet action. Fighter pilots will be in the same hot water as Marines in drop pods, maybe worse as they are expected to attack, rearm, repeat. Marines just have to jump once.
Blue_Lion wrote:Your part about admirals attacking entrenched planets, the admirls job is to control the space. It is the general of the marines/planetary that will take the planet.
I am going strictly by the description of ranks in Fleets (page 38). The Marine ranks stop at general which is the equivalent to a captain in the fleet. The fleet rank of Captain-General is described as having "ultimate authority" over fleet and marines on there ship. Since there are no marine ranks equal to admirals I am assuming that they have similar authority as it seems odd to get it at that rank and then loose it as you go up. The TGE, as well as the other powers, seem to have no separation of fleet and marines so it would certainly apply to them.
Now in my version of Phase World I do have a very distinct Fleet with admirals and Marines with generals of equivalent rank, but I am just going by the book.
Blue_Lion wrote:Dropping your troops peace mettle from shuttles while the first wave gets their quicker it could be wiped out before the shuttles can fly back 10,000 miles to pick up the next wave of troops and fly back. - Your best chance of success in establishing and holding a beach head is over whelming numbers in the 1st drop. For surgical strikes and commando raids smaller shuttles would be good but for your full on planetary invasion it would be to slow.
I can see your point here, but this means waiting for the orbital area to be cleared enough for large transports to come in that goes back to how you view these ships and if you need to take facilities on the ground to aid in your space battle. I make that assumption, so this is why I have drop pods.
However, if you think about it, drop pods allow your shuttles to have a much faster turnaround. If your shuttles are all loaded with a first waive in drop pods (troops, power armor, even armored vehicels) and they deploy those pods outside the atmosphere they can avoid the time required to enter the atmosphere, fight through defenses, land, unload, return to orbit, and then fly back to the transport. If the shuttles fly out, drop pods, return, reload with standard forces and then go to the planet for a landing or even a low altitude drop this allows you to put a greater number of troops faster. Also, the closer the shuttles get to the planet the more you lose so you will have more hulls for the second round if you use the pods.
To me the real problem you hint at here is unit cohesion and effectiveness. Most military units lose effectiveness at around 10% loses from what I understand and it is easy to imagine that units coming in in pods could suffer 10% to total annihilation on entry with any survivors being scattered. To me this means that drop troops, like Halo's ODST's, have to masters of cobbling together units from whoever they encounter. This would require non-com and junior officers of these units to lean much more towards improvisation than most units but in a game setting like Phase World this would be more fun.
Blue_Lion wrote:Taking out aircraft with lasers and gravity weapons would be hard, do to RUEs penalty to hit a moving target. Missiles do not appear to have the same penalty so you could use them but aircraft can have anti missile systems causing your early volies to miss. Depending things like terraine and equipment you might only get 1-2 shots at the attacking aircraft, and it at you. So who ever scores the first hit wins, and that favors the aircraft.
"Quantity has a quality all its own."
Much like ship based point defense systems planet based ones would simply have a low hit ratio but with unlimited ammo they will pick apart an atmospheric fighter group as just as fast (or slow) as there space based counterparts. Ground vehicles can also be more heavily armed, armored, and force fielded. It's a simple matter of weight. In our real word you are absolutely right but the technology of Phase World (and even Rifts generally) favors ground vehicles. Seriously, how frightening would an A-10 be if every tank had speed of light weapons and energy fields.
Like I said this is all a matter of conjecture because the tech is ill defined and we can't really see how it play out because it is a TTRPG but I really like what's been posted about this.