time to commit the carriers and their broods. Past time to throw the Peeps back onto the defensive once more.

And this time, we finish the bastards, he thought grimly. As the commander of the Nineteenth Strike Wing, he'd been part of the audience when Admiral Truman's staff briefed them on Operation Buttercup. He still thought that was an idiotic codename — it sounded like the name someone might bestow on a pet pig — but he'd been awed by the sheer scale of Admiral Caparelli's brainchild.

Buttercup was going to virtually double the total number of hyper-capable hulls assigned to Admiral White Haven's Eighth Fleet. That was impressive enough, given how hard Tremaine knew the Admiralty had been forced to scratch and scrape to built White Haven's original order of battle. But Eighth Fleet's actual combat power was about to go up exponentially, not arithmetically. In addition to Truman's seventeen LAC carriers, with six more scheduled to follow within two months, it was about to receive twenty-four more of the new Harrington/Medusa —class SD(P)s. That would give White Haven thirty-one, and he would be the first admiral allowed to use their full capabilities in an offensive operation. With hordes of LACs to cover their flanks and sweep up lighter units and cripples, those ships were going to mow a swath right through any Peep force stupid enough to get in their way.

Tremaine cocked his chair back, watching the beads ahead of Hydra's vanish through the Junction to Trevor's Star with metronomic precision.

It was funny, really, how important missiles had become for capital ships even as LACs turned into energy- range combatants. It was a reversal of all classic doctrine, for the inability of an old-fashioned LAC to squeeze in and power a weapon like the massive graser the Shrike-B was wrapped around had left the designers no option but to rely on missiles. They hadn't been very good missiles, but they'd been the only armament a ship that size could hope to carry, and the theory had been that even crappy weapons were better than none.

Dreadnoughts and superdreadnoughts, on the other hand, had (with a few experimental exceptions) always emphasized energy-heavy armaments and skimped on missiles. Partly that was because a unit locked into the formation of a wall of battle had a very limited firing arc. Its sensors and fire control could see only a relatively small slice of any enemy formation at a time... and the same was true for the seekers in its missiles. Worse, each missile broadside's impeller wedges blinded the sensors of its mother ship or any follow-on missiles, at least until they were far enough out to clear the range.

The width of a missile wedge meant that even with the massive grav-drivers missile tubes incorporated, the tubes themselves had to be fairly widely spaced. Otherwise, wedge fratricide would have killed a ship's own broadside. That limited the total number of tubes in a broadside, because there was only so much hull length in which to spread the tubes. Designers had tried for centuries to come up with a way around that, but they'd failed. Staggered launches had seemed like the best bet for many years, but wedge interference with fire control sensors was the spacegoing equivalent of the blinding walls of gunsmoke old wet-navy ships had spewed out. The delay between launches had to be long enough for the missiles already out of the tubes to clear the range... and that would have made the intervals between launches so long that it became virtually impossible to achieve the sort of time-on-target fire that saturated an opposing capital ship's active defenses. Rather than a constant dribble of missiles coming in on the target in twos and threes, designers had opted for the maximum number of tubes they could cram in, allowing for mutual wedge interference, in order to throw salvos which would at least be dense enough to give point defense a challenge.

For lighter combatants, who fired lower numbers of missiles and whose ability to maneuver was not restricted by the need to maintain rigid position in a wall of battle, missiles became a much more attractive weapon. Their firing arcs were wider, and they could maneuver as radically as they wished to clear those arcs faster once a broadside was away. Not only that, their shorter absolute hull length, coupled with the lower number of tubes they had the mass to mount anyway, meant their missiles spread much more rapidly relative to their firing arcs and made tubes with higher cycle times practical, thus increasing their effective rate of fire even more.

And, of course, there was another reason capital ships had been missile light. Any ship of the wall was extremely hard to kill with missiles. ECM, decoys, and jammers made any ship harder to hit, and ships of the wall could produce more of all of them than anything else in space. Countermissiles, laser clusters, and even broadside energy weapons, could kill incoming missiles short of threat range, and ships of the wall mounted more point defense launchers, laser clusters, and energy mounts than anything else in space. Sidewalls bent and attenuated energy attacks of all types, including the lethal 'porcupines' of X-ray lasers generated by bomb-pumped laser heads, and ships of the wall had heavier sidewalls and better particle and radiation shielding than anything else in space. If all else failed, armor could still limit and restrict the damage of anything which actually managed to hit a ship... and ships of the wall had heavier, more massive armor (and sheer hull size to absorb damage) than anything else in space. And when you put a couple of squadrons of them into a wall, with interlocking point defense and sensor nets, with screening units on their flanks to add to the antimissile fire (and run away and hide as the range dropped to that of the energy weapons), any single missile broadside which could have been mounted by any SD — even one of the Andermani's Seydlitz —class — could never hope to take out an opposing superdreadnought.

Not that missiles hadn't always been important. They were the long-ranged sparring tool an admiral used to feel out his enemy's EW and defensive dispositions. And no admiral in his right mind fought one-to-one duels between the units of his wall and those of his opponent's. An entire division or squadron of his ships would lock their sights on a single unit in the enemy wall and throw every missile they had at it, hoping, usually with at least some success, to saturate the defenses locally and get a few hits through. Besides, there was always the chance of a 'golden bee-bee.' Scotty Tremaine had no idea what a 'bee-bee' was (or used to be, at any rate), but every tac officer knew what the ancient term meant. Even the mightiest superdreadnought might simply find itself fatally unlucky when the laser came in from the laser head. Loss of beta or alpha nodes was the most common 'freak' hit, but there were others, and there had even been extremely rare cases in which a dreadnought or superdreadnought actually blew up after no more than a couple of hits. No sane strategist would dream of relying on such a one-in- a-million occurrence, but it had been known to happen, so it was always worthwhile to throw a few missiles at an opposing wall as you closed.

But the real killer of ships of the wall had always been the short-ranged energy duel... which was why, prior to the present war, so very few ships of the wall had been killed over the last few centuries. To really finish off an enemy fleet, your wall had to close through his missile envelope and get to shipboard energy range. No countermissile could stop a capital ship graser or laser. No laser cluster could kill it, and at any range under four hundred thousand kilometers, no sidewall could deflect it. And no other weapon in the universe could match the sheer, armor-smashing, hull-crushing destructiveness of a ship of the wall's energy batteries.

And that was why no reasonably intelligent admiral hung around, if he could help it, while a more powerful wall closed with his. And as it happened, he usually could help it. Every admiral knew when to break off and run, and by turning his wall up on its side relative to its attacker, he could completely neutralize his enemies' energy weapons while he ran for it. Which meant it was all up to the missiles once more, and that the advantage shifted decisively to the evader. Indeed, it was the fact that admirals did know when to run which had made the slaughter of Fourth Yeltsin so shocking to the naval community when Lady Harrington's SDs managed to close to energy range of Peep battleships.

But that had been a special case. Against an adversary who knew he faced ships of the wall — which the Peeps hadn't known at Fourth Yeltsin — the trick had been to pick a target the other side simply had to defend. If you could find one in whose defense he would be compelled to stand and fight, he was effectively pinned while you waded into his fire, closed with him, and finished him off with point-blank energy fire. The problem was that those sorts of targets were hard to find, especially in a war against something as big as the People's Republic of Haven. Which explained why naval warfare had been one long, weary attritional contest for so long.

But the missile pods changed that. By definition, pod missiles launched from some point outside their mother ships' wedges, and their salvos never blinded the sensors or cut the telemetry links of the launching ships' fire control. That allowed a vastly higher number of missiles to be put into space simultaneously, and the hollow- cored SD(P)s could go right on launching them in enormous numbers. The sheer volume of fire they could sustain was guaranteed to swamp any old-fashioned wall's defenses, and any electronic warfare

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