What was the rest of NATO's analysis of the Falklands War like? What did the Soviets think of it all?

The Falklands War was a somewhat unusual conflict in that it was a modern peer vs peer war involving air, sea and land battles. It featured the first sinking of a warship by a nuclear submarine, and also saw the large scale deployment of anti ship missiles.

The conflict resulted in a decisive British victory, but could easily have gone the other way. To quote Lord Craig, at the time an Air Vice Marshall, "six better fuses and we'd have lost". The war highlighted a serious deficiency in the Royal Navy's air defence capabilities against fast low flying threats.

The British military learnt a number of lessons the hard way during the war, but what did other NATO members analysis look like? I've seen several texts quote the US Navy as having thought a military retaking of the islands by the British was impossible, but no source given. Does anyone have it?

Did the Falklands War impact the decision making of other NATO members? Especially with regards to the defence of warships against anti ship missiles. Did the Soviet Union take note of the weaknesses exposed?

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u/Potato271 — 10 days ago

What do combat ranges look like in your scifi setting?

So space is big. Really, mindbogglingly big. Even the moon, our nearest neighbour, is more than 300,000 km away. The sun is eight and a half light minutes distant, which comes out to more than 150 million kilometres. And we're one of the inner planets. Once you start talking about the outer planets, then the ranges grow massively: Neptune's orbital radius is 4.5 billion kilometres.

So what does that mean for space combat? Well, it can mean nothing if you choose to ignore it. Simply avoiding hard numbers is a pretty good rule of thumb most of the time, since one of your readers will almost certainly just happen to be an astrophysicist or something and catch any mistake you make with the maths. But I'm writing military sci fi, and combat scenes don't feel quite right without a bridge officer shouting out ranges and time on target.

The key thing I'm trying to nail is the feeling of combat in my setting, the Atlas Expanse. I want it to be something like WW2 era naval combat. Travel from system to system takes days, and detection range of other ships is relatively short, necessitating the deployment of destroyer flotillas (or strike craft) to scout and locate the enemy. The basic numbers are

  1. Detection range against a ship actively using ECM to hide is on the order of 5 light minutes. This is small on the scale of a solar system (Neptune orbit is about four light hours). Solar Systems in my setting are equivalent in scale to something like a small ocean: finding another fleet is certainly doable, but it's equally possible for two fleets not scouting properly to completely miss each other even in the same system.

  2. Combat ranges are shorter. 3 light minutes is extreme combat range. Missiles are the chief weapon: even a light speed weapon takes minutes to arrive, so only a guided projectile has any hope of hitting an actively manoeuvring target. First rate navies in the Atlas Expanse use missiles that can achieve speeds approaching c. Missiles are the equivalent of a WW2 battleship's main guns: the primary, long range weapon. Bigger ships have bigger missiles, and correspondingly longer ranges.

  3. Anything less than about 30 light seconds is inside gun range. Here, non guided weapons like lasers have at least a reasonable chance of hitting a target and doing real damage. Ship mounted energy weapons are a lot more powerful than any missile launched, getting inside 'knife fight range' guarantees that a lot of damage will be dealt, possibly to both sides. Energy weapons are this setting's equivalent to torpedoes. Relatively short range, but deadly: even a small ship can be lethal to a capital ship if it gets inside its energy range.

The result: space combat is typically conducted at long range, between 2 and 3 light minutes, with capital ships throwing missile salvos at each other at close to the speed of light. Battleships and battlecruisers, with the biggest and most powerful missiles, have an inherent advantage of range as well as lethality and survivability, and so first line navies measure strength almost purely by capital ship count.

However, fleets need smaller ships for scouting and screening. You need to find the enemy. And you need to make sure he doesn't sneak a destroyer with a spinally mounted laser close enough to kill your very big, very expensive battleship. (And you need to make sure your paranoia about stealthy destroyers doesn't cause you to shoot at a flotilla of completely harmless mining ships and almost start a full scale war with a neutral nation in a redux of the Dogger Bank Incident).

So, what do you think? What does space combat look like in your setting? And what sort of ranges are combat taking place at?

u/Potato271 — 2 months ago

Is it just me, or is the combat in the Manticore Ascendant series way cooler than the main timeline?

So I just finished reading the short story version of a Call to Arms, and I must say, everything is refreshingly primitive compared to the main story. Technology in the 16th century PD is unbelievably primitive compared to the 20th; even a pre Alliance Grayson ship would be the most advanced warship in the galaxy if transported back four hundred years. The limitations of the technology, and the fact that everyone is still in the discovery stage of combat doctrine is really interesting, like the pre-dreadnought era of seagoing warships.

As a basic rundown, ships typically only mount a few missile tubes (HMS Casey, which the protagonist is on for most of the story) is a light cruiser, and only has 4. Missile combat range is only about 1 million kilometres, whereas even Havenite single drive missiles have a range better than 6 million kilometres at the start of the main series. Countermissiles are much less effective, and large enough that mounting countermissile tubes requires you to sacrifice anti ship tubes.

The enemy fleet thus has an interesting setup where its battlecruisers have only offensive missiles, and rely entirely on the light cruisers for countermissiles. In addition, point defense isn't done by lasers, but by autocannon shotguns, which spam a huge amount of shrapnel into space to try and kill the incoming missile (which is, of course, a contact nuke). Ships typically only carry a few. Lasers are so massive that Casey can only mount them spinally: broadside weapons are restricted to plasma torpedoes.

On the whole, I feel like this makes combat more involved. Like in On Basilisk Station, or even The Honor of the Queen, combat is more about accurately guiding in a small number of shots rather than spamming huge pod launched missile salvos to saturate defenses. Combined with the heterogenous, almost random weapon loadout, ships feel much more alive than in the main series.

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u/Potato271 — 2 months ago

Has anyone else read Let's Go To Prague?

It's one of the short stories from The Service of the Sword and it is... something alright. It's written by John Ringo, which already sets off alarm bells in my head. For those who are unfamiliar, Ringo is the author of the Legacy of the Aldenata series, and is right wing enough to make Weber look like a socialist. He (along with Tom Kratman, an absolute nutter) is responsible for the book Watch on the Rhine, in which humanity uses resurrection technology to bring back the Waffen SS to help fight off an alien invasion (ignoring the fact that: in the end, the Nazis lost that war, and that the SS weren't even the main strength of the German military). It's wehrabooism at its finest.

Let's Go To Prague is technically well written, and does have some interesting ideas, including an inside look at the horrors of the People's Republic regime on its vassal worlds, but it has a lot of bits that make me deeply uneasy. The story opens with the protagonists, two Manticoran secret agents, deciding to go to the Havenite world of Prague on holiday. To do this, they blackmail their quartermaster with pictures (potentially faked) of him committing bestiality. Which just seems like intentionally shocking for the sake of it, and not meeting the general tone of the Honorverse setting.

Now what is Prague like? Well it was settled by old fashioned neo-Nazis who believed in the superiority of the Aryan race. While Ringo acknowledges that fascism isn't a reasonable form of government, and states that a sensible democratic government was quickly installed via revolution, the planet's inhabitants are still the descendents of those neo-Nazis, which means very, very white, and Ringo states that it has one of the best looking planetary populations in the explored galaxy. I don't think I need to say why this is problematic.

And why do our protagonists head to a Havenite planet for a holiday in the first place? Well for the cheap and beautiful hookers of course! They utilise ONI resources to set up covers as State Sec agents, and intend to take advantage of the planet's low standards of living to have a lot of cheap sex (with the cost of a hooker on Prague stated to be about an hour of a SS officer's wages). Ah yes, our protagonists are the worst of sex tourists, especially considering the potential for abuse of (perceived) power associated with their use of State Sec covers. Now I get that protagonists don't necessarily need to be good people, but this set of protagonists simply does not sit well with me.

On the whole, I really enjoy the short story collections, and how different authors take on the Honorverse (I really, really enjoyed Promised Land, which covers the escape of a number of Masadan women from their repressive, totalitarian homes), but Let's Go To Prague left a distinctly sour taste in my mouth. I disagree with most of Weber's libertarian views, and his seeming belief in the superiority of monarchies, but reading the Honorverse books I always got the impression that he was a fundamentally decent person, and his social views align more closely with mine on most issues. I do not get feeling that from John Ringo. Let's Go To Prague disturbs me, and not for the plot, but for what it seems to say about its author.

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u/Potato271 — 2 months ago

How did naval warfare change from the 16th to 18th centuries?

Naval warfare has undergone several seismic shifts in the last two hundred years. The 19th century saw the arrival of the ironclad, the exploding shell, and steam propulsion, instantly rendering wooden sailing ships obsolete. The 20th century introduced torpedoes, submarines, aircraft carriers and the guided missile, which together saw the death of the big gun battleship as the leading capital ship. But changes before that seem far more gradual, at least after the cannon became widespread.

Look at a picture of an 18th or early 19th century ship of the line, and compare to a 16th century galleon, or even a 14th century carrack, and they appear fairly similar, at least on a surface level. Of course, there is one notable difference: ships got steadily more massive over the years, and HMS Victory (which isn't even a particularly large first rate) displaced three and a half thousand tonnes, compared to the measly 1000 tonnes of the Triumph, the largest warship built by Elizabethan England. Correspondingly, the number of guns also went up: Triumph carried only 42 guns, while Victory carried (and still carries I suppose) 102, which is roughly proportional to displacement I guess.

So I guess my question is, what changed over those two hundred years? Was it just changes in shipbuilding techniques and designs that allowed for much larger ships with more guns? Or were there more fundamental changes that are less visible? How would a galleon line up against an 18th century ship of similar tonnage (probably a 5th rate frigate)? Would they be broadly similar in capabilities, or would the frigate hold advantages due to advancing technology?

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u/Potato271 — 2 months ago

The Great Houses of Camora

Figure 1: The emblems of the Great Houses of Camora. Centre - House Ionius. Inner ring, clockwise from top - Houses Kyros, Maleos and Vyran. Outer ring, clockwise from top right - Houses Vetonis, Etoril, Teryn, Amars, Quiseys and Xios

The Camoran Imperium spans hundreds of worlds, and counts a population measured in trillions. It is, by an order of magnitude, the largest star nation in the Atlas Expanse, measuring well over five hundred light years across at its greatest extent. Its noble houses are legion, beyond counting. But only ten can claim the Title of being a Great House. The other houses rise and fall in stature, but the Ten (with one exception) have endured for a thousand years, since the first rockets left the Throneworld for the stars. The modern Imperium is highly feudal, a holdover from the days in which it took years to cross the Imperium by hyperdrive. While a modern starship can make the same journey in a matter of months, the Imperium is highly conservative by nature and the fundamental nature of government has not yet caught up with the advances in technology.

The central government, which is headed by the Emperor and ruled by the Imperial Senate, directly governs only the Imperial Core, the roughly 100 light year radius sphere centred on the Camora System itself. The rest of the Imperium's vast territory is ruled by one of the six Outer Houses (depicted here in the outer ring). The actual authority of the Emperor over his theoretical vassals has waxed and waned with the centuries, from 'first among equals' to 'absolute despot'. As of 2472, Emperor Ionius IX is locked in a power struggle with his Great Houses as he attempts to reassert central authority and drag Camora back away from the abyss of infighting and corruption that has consumed it since the end of the Golden Age. Assisting him in his effort are the three Inner Houses (shown in the inner ring), who control the Imperial Senate.

The Imperial Senate has three Chambers. the Lords Spiritual, Militant and Judicial in order of seniority. The Lords Spiritual are made up of the most senior members of the Imperial Clergy, and the head of the Faith, the Archon, is the overall head of government. House Kyros has traditionally dominated the 1st Chamber. The Lords Militant are selected from the Lords Admiral of the Imperial Navy as well as those of the Great House Fleets. As the most loyal of the Great Houses to the Emperor, House Maleos has long held the honour of providing the greatest number of these lords, including the current Lord High Admiral. Lowest, but probably most important of the Chambers, the Lords Judicial deal with the day to day administration of the Imperium. Prime Minister Atros Vyran may not have the status of his counterparts in the other chambers, but the Imperium would very quickly grind to a halt without him.

Infighting is the default state of the Imperium. The Inner Houses look down on the Outer Houses for what they perceive as provincialism, and the fact that the Outer Houses have no choice but to interact with the various 'lesser' vassal races ruled by the Imperium. The Outer Houses, by contrast, view the Inner Houses as puppets of the Emperor with no real domains of their own. The Inner Houses fight each other over influence over the government. The Outer Houses fight each other over territory. And all of the Great Houses fight each other over honour, perceived insults, and simple contrariness. Conflicts between Houses include political sabotage, assassination, and minor skirmishes that have on occasion erupted into full scale wars.

tl;dr the Camoran Imperium is made up of ten Great Houses that constantly fight each other. They are split between the Imperial House, the three Inner Houses that govern the Imperium, and the six Outer Houses that rule the outer territories.

u/Potato271 — 2 months ago

ISV Dauntless - DD 251

A product of the post Korinthian War Future Fighting Ship Programme, the Defiant Class destroyers first commissioned in 2454, and are the first truly modern ships operated by the Interstellar Alliance Navy. Built from the ground up around a subspace based FTL sensor system, and incorporating technologies obtained via trade and reverse engineering, the Defiant is among the most capable escort ships in the Atlas Expanse, a monumental achievement for a navy that was still using radar and chemically propelled missiles just a few years prior.

The Defiant builds upon the bloody lessons that humanity learnt over the course of the war. Unlike her predecessors, the pre war Valiant and war era Resolute, the Defiant utilises externally mounted pod launched counter-missiles, rather than firing interceptors from internal tubes. This significantly simplifies the logistics of reloading, as more pods can simply be clamped to the exterior hull, and also massively improves the ability of a Defiant to engage many incoming missiles at once: a counter-missile pod can launch all 24 of its carried interceptors in a single salvo, while a missile tube can only fire one at a time.

Offensively, the Defiant carries two completely new weapons systems. The Type L Mass Driver fitted to the ship's bow is little different to the gravitic drivers utilised for over a century, but its projectile, the Artemis Industries Silver Arrow, is a quantum leap in capabilities. Fitted with a subspace ansible communications link, and an inertial manipulation system, the Silver Arrow is capable of in flight course corrections, making it a guided projectile, able to accurately engage targets at distances up to a light minute under combat conditions.

The Halberd Anti-Ship Missile was originally designed for cruiser sized ships, but innovative design has allowed the Defiant to launch them from specially designed missile bays. A standard mission load sees 24 Halberds carried in each bay, each of which is capable of ruining an enemy ship's day if it hits. The Halberd is fitted with an ion pulse drive much like a starship's, which is capable of accelerating the missile to a significant fraction of light speed over standard engagement ranges. Fitted with electronic countermeasures, and a limited shield penetration ability, the Halberd enables the Defiant to pose a serious threat to much larger ships.

Although highly succesful, the Defiant has been in service for almost 20 years as of 2472, and is slowly being replaced by the Dauntless Class, named after the Defiant class ship captained, and lost, by then Commander Mark Valery at the Battle of Trinity Station. The remaining Defiants are scheduled to be retired no later than 2481.

u/Potato271 — 3 months ago

New player, just reached Tier VI, just got some questions

Hi! So I started playing this week, and I'm having a lot of fun, but I feel like I don't understand the game that well, so I just had a few questions. For background information, I'm playing British ships, mostly Renown, Warspite, and Leander (I bought Warspite because it's my favourite historical ship irl).

  1. When to use HE vs AP? So my understanding is that HE is the 'safe' option. It does decent damage, and starts fires. AP on the other hand gives you the opportunity to do more serious damage with citadel hits, but can fail completely if it hits armor that's too thick, or overpenetrate if armor's too thin. So for Renown and Warspite, when should I be using one or the other? So far I've been using AP against cruisers and broadside on battleships, and HE otherwise.

  2. How do I deal with submarines? Pretty much every game has one, and I just played a random battle with three on each side and they're really frustrating, just popping up and torpedoing me. Obviously if they surface I can just shoot them, but what can I do while they're underwater? I have depth charges on my battleships but how do I actually use them? Is it just a case of waiting for them to be revealed and dropping on them?

  3. On a semi related note, how to deal with aircraft? I see carriers in about half of games I guess, but what is the counterplay? Should I be sticking with other ships to maximise AA? Is there some sort of strat for avoiding just getting murdered by bombers?

I've not played subs or carriers at all so far, would it be worth unlocking some just to play and see how they work?

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u/Potato271 — 3 months ago

Interstellar Alliance Navy - 7th Fleet - Organisation of Forces

Figure 1: A graphic showing the breakdown of the forces composing the 7th Fleet of the Interstellar Alliance Navy. Depicted, Battle Squadron 14, CO VADM Lucas Rodriguez, equipped with Marathon class battlecruisers; Cruiser Squadron 18, CO RADM Mark Valery, equipped with Warrior class heavy cruisers; Destroyer Squadrons 24 and 31, CO CDRE Anna Foraker and CDRE Ivan Pasalic respectively, equipped with Dauntless and Defiant class destroyers.

N.B. 7th Fleet typically has two Everest class Fast Support Vessels and a Yangtze class mobile repair yard attached to it. However, logistics ships are not shown, as they remain formally part of 10th Fleet (Logistics Command) even when assigned to operational commands. Similarly, the stealth corvettes of the Office of Naval Intelligence remain formally assigned to 0th Fleet (NavInt Section II) and are only partially subordinate to CO 7th Fleet.

u/Potato271 — 3 months ago

Does anyone have win percentage statistics for eco/force buy vs full buy?

So something I've been wondering for a while is, when is it worth force buying twice vs saving and then full buying. Now presumably full buy vs full buy evens out to a 50% win rate across sides and maps, but what actually are your odds with a reduced buy?

Obviously this is a slightly more nuanced question, but say you have $2-3000 per player, it's 12-10 in your favour. You only need to win one round. Are you better off saving and sacrificing the first round to get a 50-50 in the second, or is it worth forcing twice and hoping to win one of two rounds at reduced odds?

If force vs full buy was 30-70 odds than the odds of winning at least one of two force buy rounds is 51%, so more or less the same. If it's 20-80 you're better off saving then buying. If it's 40-60 you should force in this scenario.

So does anyone have any stats? I'd be interested in the odds for full save vs full buy, eco vs full buy, and force buy vs full buy.

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u/Potato271 — 3 months ago

Interstellar Alliance Navy - 7th Fleet - Ships of the Fleet

Figure 1: Ships of the Interstellar Alliance 7th Fleet. From top to bottom, going left to right: Marathon class battlecruiser ISV Dreadnought, of Battle Squadron 14; Everest class fast fleet supply ship ISV Kilimanjaro, of Auxiliary Flotilla 11; Warrior class cruiser ISV Temeraire, of Cruiser Squadron 18; Shrike class stealth corvette ISV Talon, of NavInt Section 4.1; the Astra class frigate ISV Orion, of Destroyer Squadron 22, and the Defiant class destroyer ISV Dauntless, of Destroyer Squadron 35.

Context: the setting is the Atlas Expanse, a volume of space roughly 1000 light years across which contains Sol. The Interstellar Alliance, formed following the conclusion of the Earth-Mars Civil War, encompasses thirty two star systems and a dozen inhabited worlds. The Alliance's rimward neighbour and ally is the Kingdom of Tarsia, which rules four star systems and is a constituent member of the Sylari League.

Once a shining example of interstellar cooperation, over the last few centuries, the Sylari League has become increasingly corrupt and ineffective. With the Sylari League Navy increasingly forgoing its responsibilities in favour of running a protection racket in the League's core systems, piracy runs rampant across Sylari space, and tensions (and even real shooting wars) between League members have become commonplace.

Relations between the Interstellar Alliance and the Kingdom of Tarsia date back to the Korinthian War, in which the Alliance Navy found itself massively outmatched by the Korinthian Federation Navy, and was forced to rely on imported Sylari technology to close the gap. Realising how desperate humanity was, the Sylari defense contractors charged massively inflated prices, with the sole exception being the Tarsian Royal Shipyards, which provided a number of badly needed FTL sensor sets at production cost.

Cooperation between the the Alliance and the Kingdom post war have been strengthened by a number of diplomatic treaties, as well as a series of joint naval patrols and battles fought side by side. Since 2464, the Alliance has forward deployed one of its battle fleets to the Tarsian system of Rocrest, to assist in the defense of the system's Hyperlane Nexus, allowing the Tarsian Royal Navy to keep its capital ships concentrated in defense of the Home System.

As of 2472, that duty falls to the 7th fleet, under the command of Rear Admiral Mark Valery. Its primary combat component is the 14th Battle Squadron, which fields eight Marathon class battlecruisers. In support are the 18th Cruiser Squadron, under the command of Commodore Anna Foraker, which fields eight Warrior class heavy cruisers. The 22nd and 35th Destroyer squadrons, under the command of Captains John Zhou and Alexandra Rodriguez respectively provide eight Astra class frigates and eight Defiant class destroyers. Also attached are the supply ships of the Fleet Auxiliary's 11th Support Flotilla, and reconnaissance ships attached to Naval Intelligence’s Section 4.1.

Note: I made this in draw.io for a series of stories I'm writing because I have negative drawing skills. As a result the ships are very simple looking, but I'm pretty happy with how they came out. My previous post got removed for no context so I'm hoping I've added enough this time.

As an aside, I really enjoy creating 'non-fiction' articles for my universe. I imagine this graphic would be part of a Jane's Fighting Ships type publication.

u/Potato271 — 3 months ago

ISV Dauntless - a simple diagram of a warship

So I'm writing a series of sci fi short stories, and while I've had a good idea of how my ships look right from the start, I'm an awful artist so I haven't been able to get my ideas down on the page. But recently I thought, why not just put them together with geometric shapes? They're mostly fairly blocky anyway, so it actually works pretty well. Very simple, but still better than what I could draw with my exceptionally limited art skills and I'm quite happy with it. The diagram was made in draw.io, and the emblem comes from Armoria (which is fantastic for designing flags and crests).

This specific ship is the ISV Dauntless, of the Interstellar Alliance 8th Fleet, under the command of Captain Mark Valery, and is the setting of most of my first set of stories. The design philosophy of Alliance (human) ships in this setting is basically just WW1/2 warships, but in space, so it's got big gun turrets. Basically, I've just come up with one overarching design principle for each of the factions to simplify the designing process. The visual design of this ship in particular is somewhat inspired by the Zumwalt class destroyers.

u/Potato271 — 3 months ago

Nomad Gateways

So you know how you normally can’t use gateways of enemy systems during wars? You can now. Nomads tend to spam build gateways once they have the tech, and as long as you aren’t at war with the nomad you can use their gateways, even in hostile territory.

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u/Potato271 — 4 months ago

Origin Idea: Star Kingdom of Manticore (Honor Harrington)

So I was rereading David Weber's Honor Harrington series lately, and it occurred to me that the Star Kingdom of Manticore is a half decent idea for an origin.

For those who haven't read the series, Manticore is, for most of the series, a single system nation holding off the massive imperialist power of the People's Republic of Haven. They hold control of a wormhole junction, which allows instantaneous travel to six (later seven) locations across the galaxy. A huge portion of interstellar trade passes through the junction, and the taxes make Manticore really, really rich for a nation of its size. In addition, Manticore has an advanced tech base, and a strong naval tradition.

So the origin would be pretty straightforward. Your starting system is the Manticore Binary System, with two distant stars. You have three inhabited worlds: Manticore and Sphinx orbiting Manticore A, and Gryphon orbiting Manticore B. Your starting population is slightly low (all three planets put together have a combined population of only about 3 billion in the books), but spread out over three planets and will grow quickly.

The Manticore System has a wormhole like the Strange Wormhole from the Starlit Citadel origin, only it's the central wormhole, allowing access to seven other systems spread across the galaxy. You would start with the wormhole stabilisation tech so you would initially explore outwards through the wormholes. You would have an increased influence cost to claim systems through regular hyperlanes, but a reduced cost for systems connected to Manticore through the wormhole, in order to incentivise expanding through the junction.

For authority type, it's slightly complicated. Manticore is a constitutional monarch based on Napoleonic Era Britain, so the Queen has real power, but the Houses of Lords and Commons do too. Of the regular authority types, I think Oligarchy is the best fit: there's definitely a class system which disproportionately places power in a few noble houses, but the regular people have power too, so it's not a dictatorship.

Suggested civics would be Distinguished Admiralty and Master Crafters personally, although something science related would also fit.

Actually though, I would be tempted to go MegaCorp. Before the later books, Manticore is very much a 'tall' empire, with only a few systems and only three inhabited worlds. Its power comes from its merchant marine, and its control of the biggest intergalactic trade routes. It also has a powerful and efficient export industry, and operates a financial market out of the Wormhole station.

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u/Potato271 — 4 months ago

The (footballing) lessons we've learned this year

Obviously this season has (rightly) been completely overshadowed by spygate, but I do think we've learned quite a few other lessons that are worth talking about, and now I've had enough time to think about it after the season's end I've collated a few. This will be quite a long post so feel free to skim the section headings and just read the bits you're interested in.

  1. Dogma is dangerous

We've seen several times now that system managers only work when things work in their favour. As soon as things start going wrong a dogmatic manager falls to pieces. We saw it with Martin attempting to play tiki taka in the prem. We saw it with Juric refusing to adapt to players unsuited for his pressing system. And we saw it with Still's direct system when we had no-one up top to hold up the ball. Whether or not Tonda stays (and I think he shouldn't. Even discounting the actual spying, the allegations of workplace bullying have soured me on him), we need a manager who can adapt. That's more important than any amount of 'football philosophy' in my opinion,

  1. A solid keeper is vital

Regardless of all the shit stuff that has happened this season, no-one can deny the effect Peretz has had on our defense. I've been Bazunu's biggest defender for some time now, but I think I have to call it. We cannot go into next season with him as our number 1 (and no I don't want McCarthy there either). If we don't hold on to Peretz we need a keeper who is a solid shot stopper, and who can command his box. Our backline really lacks leadership so having a keeper who's not afraid to organise his defense really makes a difference.

We don't need a 'modern' keeper, we need someone who will stop the ball going in the back of the net.

  1. Age is not just a number

Ok, it's been clear since the takeover that Sports Republic want to buy young talent, develop them, and flip them for profit like Livramento or Lavia, in the Brighton/Brentford mold. But what they've clearly forgotten is that those teams have a solid experienced spine. Look at Brighton with Dunk/Gross/Welbeck. We need solid players to build a team around. We can't just chuck money at wonderkids and expect it to work.

And even from a player flipping point of view, look at Scienza! He's 27 and been our best player and will likely move on for a hefty profit. I'd argue that we should be looking more at players in their prime, with one or two young players for the future. We can't just rely totally on youth.

  1. Hold up play >> Goalscoring

Larin has been a revelation. Stewart has been incredible when fit to the point that Still looked decent. This season has made it clear that we need a target man up top who can provide an outlet for long balls/crosses, hold up play, and just generally menace the opposition back line. If we can hold on to Larin, fantastic. If we can't, we need a similar profile. Goalscoring ability is secondary in my opinion: we've spread the goals out quite well this season, we just need a focal point. Hell, if Still had had Larin instead of Downes he might have done ok.

  1. We need risk takers

Finn Azaz has taken some flack for losing the ball stupidly, but that's what happens when you have a creative midfielder. De Bruyne often lead the league for possessions lost, nothing ventured, nothing gained. Azaz is the first really solid creative midfielder we've had since Tadic, last time in the championship we had very little creativity through the middle: only Stu Armstrong really progressed the ball, and that was mostly through carries rather than passing or quick flicks.

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u/Potato271 — 5 months ago

Looking for a post apocalyptic hover ship battling game from 2017 ish

Looking for a game I used to love. You built a sort of hovership then played a series of levels where you battled other hoverships using different kinds of weapons. It was turn based I think? And set in a post apocalyptic deserty environment.

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u/Potato271 — 5 months ago