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FLEET TYPES 101

By Commander Dave B.


In fiction you will find examples of different fleets clashing. As with the wet navy, these are often put together from what is available and capable of doing the job. Here are my suggestions as to compositions of fleets for specific jobs. Some Nations may not use certain types of fleet, you may define a different type. The exact nature of your forces is up to you, but it would helpful if you come up with a rationale.
FLEET TYPES






Scout
a squadron of scouts backed by 1 or 2 light cruisers and a converted merchant supply ship. Intelligence gathering force designed to sit in a "neutral" sector and monitor traffic. They can engage in light commerce raiding. Cost approx. 1,000 and may be used to land small special forces strike teams.

Escort
a force designed to protect merchantmen. This can be a mass of Escort ships (count the merchantmen as capital and cruisers) or even one large capital ship with a single escort. Cost approx. 1,250

Patrol
a force designed to project power over a fairly wide area, capable of pirate suppression (or reverse!) but not quite ships of the line. Usually a battlecruiser or light carrier with a strong destroyer escort. Cost approx. 1,500

Blockade
similar to a patrol force but may include a small Capital unit. Cost approx.1,500

Blockade Runner
designed to punch through the above to deliver supplies or troops to the blockaded planet. Usually a fast force of cruisers and destroyers, but may contain a heavy Capital unit used to plug the hole. Cost approx. 1,500

Strike
a fast reaction force designed to deliver a reasonable force of Capital and Cruiser ships to any point. Cost approx. 1,750

Battle
A heavy force, formed of Capital ships of the line backed by heavy cruisers. Cost approx. 2,000.

Assault
a large force designed to deliver an assault force to the planetary surface. Cost approx. 2,000 in ships only. Troops should be added as a separate cost.

In peace time fleets will usually be lighter units with capital ships mothballed.

During a shooting war destroyers may be a priority over smaller escorts and light cruisers. You may call your fleet a squadron, force, wing, horn, unit or whoop. The points are suggestions for a short club game, giving a couple of hours play at maximum.