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Published: 2019-10-03 20:00:08 +0000 UTC; Views: 2973; Favourites: 74; Downloads: 0
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A destroyer of the Akurian military.Destroyers are fast warships armed almost entirely with missiles. They typically have very few guns and no large DEWs. Typically a destroyer will carry mostly anti ship missiles and less long range defense missiles.
In theory a destroyer mostly equipped with defensive missiles makes an excellent anti small craft ship. But the light protection systems of most small ships, including destroyers makes them vulnerable to a strike craft carried long range anti ship missile. As such strike craft would not need to expose themselves to the destroyers long range missiles for very long. Compounding this problem is the fact that with so few guns, destroyers are not very good at missile defense themselves. However if a destroyer is accompanying a more heavily protected ship, such as the larger cruisers, battlecruisers or battleships, then they become much more useful in the defensive role, as strike craft need more powerful but shorter ranged weapons to deal with them. But a good strike craft commander will try and eliminate lightly protected escorts first before attempting to take on the more heavily protected ships. So these ships are rarely used in the escort role, usually only being used to escort cruisers or carriers that are too fast for fleet escorts.
With this consideration, destroyers are considered to be more optimal in the offensive role, quickly getting into a firing position, dumping massed volleys of anti ship missiles at key targets, then running away. They are not meant to get into mid range or close range slugfights, especially if larger ships are involved, as their missiles lack the penetration to deal with heavily armored warships.
Of the ship types in its tonnage range, destroyers are often the most expensive, due to the need to carry a long range fire control sensor array. Anti ship missiles themselves are also more costly than gun rounds, as such the procurement and operating costs of a destroyer is anywhere from 25 to 75% greater than a similar tonnage fleet escort. But their high speed and the ability to carry more missiles than many cruisers is very useful to the fleet.
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Comments: 16
Legogamer19 [2020-02-27 17:28:38 +0000 UTC]
Your DDs would be murder on even well protected convoys and supply ships. Even if someone is dumb enough to put super battleships on escort duty, the destroyers just focus their fire on the supply ships, which usually have poor armor, missile defense, and ECM at best. Unless of course they are specially designed and built military supply ships, but even then their defenses are usually inferior to mainline warships. Even giant super freighters the size of a super battleship would get blown out of space by something that wouldnβt even scratch the paint of a battleship. They could hop in, dump their missiles out at the freighters, and pull out before any serious return fire from the convoy escorts arrives.
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Ryuukei8569 In reply to Legogamer19 [2020-02-28 01:32:27 +0000 UTC]
Only time you might see battleships on convoy protection is if an enemy is using battlecruisers or capital ship sized raiders for the job. Otherwise battleships are more likely to raid a convoy rather than protect one.
Either way, convoys are usually protected by a combination of escort carriers, defense and escort monitors, and fleet escorts or the larger CPV's. Escort monitors and escort carriers can be the biggest problem for a raiding destroyer. The fighters from an escort carrier can easily shoot down missile swarms, and if it has strike craft, it can counter strike. Escort monitors are a type of monitor with a protection system very skewed towards missile protection and an obscene amount of defensive weapons for its size.
Destroyers/arsenal ships and carriers especially share a mutual hatred for one another, as both are optimized for long range fighting, and have the ability to kill the other at range if they are not careful. In fact destroyer vs carrier duels can be kind of a game of rocket tag.
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Legogamer19 In reply to Ryuukei8569 [2020-02-28 04:18:43 +0000 UTC]
I can easily see the crews of destroyers/arsenal ships/LACs getting into fights with carrier crews on shore leave, given their mutual hatred.
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Ryuukei8569 In reply to Legogamer19 [2020-02-28 11:59:18 +0000 UTC]
En, not really, hatred is only for the enemy ones, but destroyers and carriers of the same space force are often working together in the same task group, so no unusual problem with crews of the same fleet.
Although this rivalry will show up in semi comedy webcomic warships doing warship things.
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Legogamer19 [2020-02-26 05:11:18 +0000 UTC]
One thought would be to mount the biggest lance gun you could possibly fit. Mount it spinally, build the ship around it if you need to. The idea would be for this ship to either drift or dash in towards a heavy, fire the lance gun, which would likely overwhelm the shield and do at least decent damage against the armor. Since your lance shells seem to be guided to some degree, perhaps go for a short range detonation. Such a detonation will likely significantly reduce sensor resolution at worst, and blind the sensors and knock out quite a few point defense stations. While the heavy is reeling from the hit, with their sensors and missile defense degraded, send a heavy salvo of ship killers to deliver the punch needed. The advantage of this is it keeps the DD out of range of the lance guns that can hit it, and gives it the chance to hurt enemy heavies badly. Ships of this type could likely rip monitors to pieces, and a squadron of these type of ships operating using wolf pack tactics could likely take down even heavy battleships, though titans and super titans would likely still be far out of reach.
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Ryuukei8569 In reply to Legogamer19 [2020-02-27 14:41:07 +0000 UTC]
eh my combat doesnt work quite like that.
While sensors generally cannot be hardened against direct hits, they are blast resistant, plus with the fact that shockwaves do not transmit through space. It generally takes direct hits to knock sensors out.
Now ships with massively oversized guns do exist, they are called demolishers. However it's worth remembering, with ship design, there are no free lunches, there are always tradeoffs with every design. You cannot stick massive huge guns on a small ship without penalty, and typically the penalty is the loss of all secondary guns and missiles, making these ships extremely vulnerable to swarm attacks. Such ships also do have to be armored, at least from the front, otherwise they will die quickly. Also I dont really care for fixed spinal guns, such guns will either still be fitted into a type of turret mounting or a case mate mount.
Destroyers generally dont have much business getting into missile fights with battleships. Battleships can shoot heavy long range missiles back, and while a battleships protection can no sell a long range missile, unarmored destroyers tend to go blooey if hit by a large missile while unshielded. If a squadron of demolishers is going to take on a heavy, their backup is typically either fighter cover or an escort configured ship, or a monitor.
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Legogamer19 In reply to Ryuukei8569 [2020-05-18 04:37:02 +0000 UTC]
I take it demolishers are meant primarily to crack particularly stubborn orbital forts and the like, given that the forts canβt really move and are usually pretty dang big.
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Ryuukei8569 In reply to Legogamer19 [2020-05-19 14:13:46 +0000 UTC]
Eh Static immobile military bases are not really a thing in my setting so much. Most "Starbases", are quite capable of moving on their own power, having a full array of sublight engines. Now they are usually a lot slower than typical warships, often slower than even monitors, but they are still capable of independently maneuvering, and they need to because if they where completely immobile, than they can be bombarded by DEW's from extremely long ranges, and most other weapons would be able to hit a space station form much longer ranges than they ordinarily would be if it was capable of maneuvering. However a baseship as they are usually called, typically does not have independent FTL capability. Actual space stations are never used for military defensive roles, again due to aforementioned long range bombardments.
The main exception to this is megastrutures which are on continental scale or larger. They can carry planetary scale force fields which cannot be penetrated by normal weapons, and that is where one role of a Demolisher comes in. Though only the largest of the Demolisher types carry the weapon a Demolisher equipped with a 2000 cm gun and a highly specialized round known as a planet breaker can push through planetary force fields. Planet Breaker rounds if charged to full power can even outright destroy a planet, however they require a long time to charge to full power, and the gun cannot be used while charging a planet breaker. Plus Planet breaker rounds even at 2000 cm scale, the warhead takes up the entire internal volume of the round, so the round is unguided, thus making it useless in ship to ship combat, since at the ranges fought, only guided rounds are really useful. Plus planet breaker rounds are amazingly expensive, with a single shot costing as much as a battleship.
However the role of most demolishers is kinda similar to real world tank destroyers. They are ships carrying a few very oversized guns specialized for killing heavily armored targets, and nothing else really. carrying such oversized guns usually means sacrificing the ability to carry secondary weapons and missiles. As a result even the largest and most heavily protected Demolisher type is still quite vulnerable to a Swarm attack from Strike craft or smaller ships. Also they are usually specialized in dealing with one target at a time, so they usually have very good frontal protection, but crap side armor and are vulnerable to flanking.
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Legogamer19 In reply to Ryuukei8569 [2020-05-20 19:12:30 +0000 UTC]
Well, they are specialists. And specialists are only called in when their speciality is needed, and they are usually well protected because they are so rare.
A thought might be to have task forces built specifically, and possibly permanently, around a demolisher, with the task forcesβ job to protect the demolisher at all costs. Possibly made up of some escort and battle monitors, since the demolisher canβt be too fast, along with a good bit of heavy mobile firepower, and all the other trimmings that would normally make up a task force tasked with covering a high value target with poor defense capabilities. The task force would help lessen the danger towards the demolisher, and let it focus on its primary mission. The permanent part would be to ensure that the demolisher wouldnβt be left vulnerable if a flag officer were to pull units out of the escort to bolster their own forces. Of course, this would only apply during times where the demolisher was deployed. During peace time, the demolisher would likely remain in one of the home/defense fleets, or possibly in reserve, since there is not likely for there to be much use for a demolisher during peace time
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Legogamer19 In reply to Ryuukei8569 [2020-02-27 17:13:18 +0000 UTC]
True. The idea I had in my mind was that your lance gun shells had explosive warheads that could be command or proximity detonated. Plus the fact that sensor systems are vulnerable to soft kill (aka proximity detonation and the like), due to the fact that they send and receive energy to function, thus by blasting them with a large amount of energy from close range would blind them.Β
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Ryuukei8569 In reply to Legogamer19 [2020-02-28 01:07:44 +0000 UTC]
Space is a very poor medium to transmit blast and shock effects through however. While this technique works in atmosphere, in space it doesnt really work.
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Legogamer19 In reply to Ryuukei8569 [2020-02-28 04:07:38 +0000 UTC]
More along the lines of the EM and radiation likely produced by the warhead. Thatβs the killer, not the shockwave, which requires a medium to function, but the radiation produced by the blast. As most sensor systems detect/emit some form of radiation, blasting them with extremely high levels of that radiation would blind them, at least to some degree until they adjusted or filters could be activated.
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Ryuukei8569 In reply to Legogamer19 [2020-02-28 11:55:29 +0000 UTC]
Not a problem with most military sensor designs in my setting.
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Legogamer19 In reply to Ryuukei8569 [2020-02-28 14:28:13 +0000 UTC]
Good flash/overload protection? Or just phenomenal reset times?
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