SeaQueen
Posts: 1451
Joined: 4/14/2007 From: Washington D.C. Status: offline
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The submarines in a carrier strike group don't help you much versus ASBMs, so they don't count. Neither do the fighters. If anything, their operational radius determines where you need to put the aircraft carriers in order for them to be relevant. Therefore they might help you determine what the goal is for a scenario. There are a few things to play with in a ballistic missile defense scenario for a carrier strike group. First, is how far out can you detect the incoming missiles? SM-3s can fly a long way in the game so somehow, to take full advantage of their enormous range, you need to figure out how to detect them a long way out. Longer detection range means more opportunities to take a shot. Second, is your inventory. When you're deciding what to put on the ships, you have to balance a lot of different things. SM-3s are only useful against targets in space, so a missile slot used for them makes you stronger against ASBMs, but weaker against ASCMs. Other standard missile incarnations make you stronger against ASCMs but maybe aren't as good against ASBMs. ESSM is good against ASCMS and aircraft but useless against ASBMs. TLAMs enable your ship to strike targets on land, but don't protect it against anything except perhaps in so far as they can destroy things which might attack you. TLAMs, though, should be thought of as basically offensive weapons. Furthermore there's an ASW threat. VLS slots are also taken up with VLA. Regardless, I only have so many ships with so many slots. Thirdly ASBMs are only as effective as the scouting that passes them targets. What are some ways for the player in a scenario to frustrate the enemy sensors while still protecting itself? A good scenario will balance higher level command's desire to attack the enemy with TLAMs and strike aircraft from the CSG, with the need to defend it against ASBMs, ASCMs, strike aircraft and submarines. That balance manifests itself in the ship's inventory and the scenario ought to invite people to tweak the ship's VLS load in an attempt to determine what the best balance between the different requirements. If I load everything up with TLAMs and nothing else, I'll probably be able to damage the land targets in the scenario, but I'll be a sitting duck against everything else. What is the best mix? Even if I'm loaded with the "best" mix, I still only have so many defensive missiles. How long can I hold stay in striking distance for my aircraft before my missiles are exhausted and I have to withdraw? It'll also give the player leeway to experiment with different options for frustrating the systems which will allow ASBMs to strike in the first place. So... the issue as I see it is not whether not the CSG can defend itself against one raid, but against multiple raids over a long period of time, as the enemy develops a firing solution against it, fires off a raid, assesses whether the raid was effective, fires off another raid, all the while forcing the CSG to expend defensive missiles, making it weaker and weaker. Can the CSG get within striking distance and stay there for a long enough period of time while being forced to protect itself against successive raids with finite resources? That's a good scenario, in my mind.
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