Hyperspeed Ambush: Difference between revisions

no edit summary
No edit summary
 
(5 intermediate revisions by 3 users not shown)
Line 10:
{{examples}}
 
== [[Anime]] and [[Manga]] ==
* ''[[Macross Frontier]]'': The Macross Quarter skewers an enemy ship with its main gun as it comes out of Fold Space {{spoiler|[[Gunship Rescue|narrowly rescuing]] Battle Frontier from destruction.}}
 
== [[Film]] ==
* In the 2009 ''[[Star Trek (Filmfilm)|Star Trek]]'' film, we get to see {{spoiler|the ''Enterprise''}} pull one of these in the film's climax, {{spoiler|using [[Beam Spam]] to counter the Romulans' [[Macross Missile Massacre]] in a [[Gunship Rescue]] moment.}}
** And inverted earlier in the movie, {{spoiler|where the fleet is ambushed by the ''Narada'' and destroyed. The ''Enterprise'' only survives because they were [[Late to Thethe Party]].}}
* In ''[[Star Wars]] [[Return of the Jedi]]'', the Rebel Fleet ran afoul of such an attack launched by {{spoiler|a very sizable Imperial fleet}} when they tried to attack the Death Star II.
{{quote| '''Admiral Ackbar:''' [[Memetic Mutation|It's a trap!]]}}
** And inverted in ''[[The Empire Strikes Back]]'': The Imperial Fleet loses the element of surprise by jumping out of hyperspace too close to the Rebel base on Hoth, causing them to be detected immediately rather than being able to sneak up on the Rebels.
 
Line 24:
* Used by [[Magnificent Bastard|Grand Admiral Thrawn]] in [[The Thrawn Trilogy]] ([[Timothy Zahn]]'s most famous [[Star Wars Expanded Universe]] novels). Said technique involved precise placement of interdiction ships to pull his ships out of hyperspace at a specific point. It worked well.
** At another point in this series, Han Solo used a ''hyperspace microjump'' to position the Millennium Falcon exactly where it needed to be against an enemy force.
* A strategy that comes up from time to time in ''[[Honor Harrington (Literature)|Honor Harrington]]'', though mostly only when the characters are near a Wormhole Terminus. Since Wormhole Terminii located near populated systems tend to be extensively surveyed and plotted, any ambush through them requires overwhelming force, as one can usually find fleets of warships, arrays of massive space fortresses, and remotely-launched missile pods waiting for any unwelcome visitors in hopes of making their visit a short and [[Stuff Blowing Up|spectacular]] one.<br />One notable example is the Royal Manticoran Navy's successful assault on the Havenite forces at Trevor's Star. They first launched a conventional attack with a fleet dropping in from hyperspace, and once that battle had enough time to develop fully, another fleet jumped in directly from the Manticoran system via the wormhole that connected the two star systems to strike the Havenite forces from behind.<br />The main problem is that every transit destabilizes the Wormholes for a time, based on the transferred mass. With one ship, there is a very short cycle until the next one comes through. Sending the maximum mass in one transit (for a Manticorian Terminii about thirty Superdreadnoughts) will make further use impossible for ''hours''. Which means no retreat if something goes wrong and makes tactics as used above very risky. And sending your ships in one after another would just give the other side a chance for some target practice.
* [[Gordon R. Dickson]]'s [[Childe Cycle]], Donal Graeme stages a daring raid against an enemy planet in Dorsai!. He uses multiple swift hyperspace jumps to simulate a huge armada attacking his enemy, even though it drives him and his crew to the edge of collapse, with each jump leaving them more and more in pain and disorientation.
* In David Drake's ''[[RCN (Literature)|RCNSeries]]'' series Daniel Leary, frequently uses FTL in unexpected ways to take enemies by surprise.
* While short-range hyperjumps are possible in Elizabeth Moon's ''[[VattasVatta's War]]'' universe, it is a technique generally limited only to some of the better equipped space navies; most civilian and commercial-grade equipment just isn't designed for that sort of thing. That said, limitations in sensors and communication (limited to light-speed within a star-system, given that the FTL communications arrays are space stations unto themselves) preclude this strategy from being used. {{spoiler|Until someone develops a FTL communications rig that can easily fit aboard a starship.}}
 
== [[Live Action Television]] ==
* A common strategy on ''[[Babylon Five|Babylon 5]]'', thanks to many larger ships being capable of producing their own jump points into and out of [[Subspace or Hyperspace|Hyperspace]]. Since ships in hyperspace can not detect anything in real space, and vice versa, this requires the attacker knowing where and when the target will be in a particular location ahead of time. Most battles of this sort tend to be [[Curb Stomp Battle|very short]]. [[Inverted]] about half the time, with ships lying in wait just outside a [[Cool Gate|jump gate]] where they are not expected, allowing them to rip an incoming ship apart as soon as it exits the gate.
** The Narn in particular are prone to being victims of this, either at the hands of the Centauri or the Shadows, partially because they are the first major race <ref> other than the Vorlons and the Minbari, both of whom want to prevent the Shadows from ''knowing'' that they know they are returning</ref> to spend any major effort investigating the Shadows, and partially because they get baited into a war with the Centauri, who are significantly more advanced technologically.
** The Narn ''do'' get to repay the favor to the Shadows, when one of the few remaining Narn cruisers, the ''G'Tok'', arrives [[Big Damn Heroes|just in time]] to nail a Shadow [[Fan Nickname|Battlecrab]] with [[Frickin' Laser Beams]] before it could attack the [[Cool Starship|White Star]]. Even better, they bring [[The Cavalry]] right behind them in the form of a fleet of ships from assorted races, forcing the Shadows to retreat in the first time since... really ever that anyone alive could remember.
** The Minbari are masters of this tactic as well. Their expansive experience in hyperspace travel (they have been traveling amongst the stars for over a thousand years) means they can plot a jump from hyperspace into a ''much'' more precise area than the other races can. On at least one occasion, they capitalize on this to open a jump point in the middle of an [[We Will Use Wiki Words in Thethe Future|EarthForce]] fleet of ships, ripping half of them apart before the Minbari ship even exited hyperspace.
** The Shadows take this even further, given that they can "shift" between Truespace and Hyperspace without the tell-tale of opening a jump point, denying their victims even those few seconds of warning.
* ''[[Battlestar Galactica]]:'' [[The Battlestar]] Pegasus got the jump on a squadron of Cylon Base Stars when they were focused on attacking the Galactica. Indeed, the first moment that even the audience knows anything of the sort is going on is when the first of the Cylon ships is suddenly pummeled by [[More Dakka|a massive amount of incoming fire]] from offscreen before we see the Pegasus sail into view.
Line 40:
*** Speaking of New Caprica, Adama jumps the Galactica past the Cylon fleet during the evacuation and into the atmosphere, launches a couple Vipers to cover the civilian's [[Hyperspeed Escape]], then jumps back into space just before hitting the ground.
* ''[[Star Trek]] [[The Next Generation]]'' featured a variation in the form of the "Picard Maneuver", where a ship (typically already engaged in battle) would use its warp drive to make a very short trip to another part of the battlefield. If done properly, this allowed a starship commander to allow his ship to appear in two places simultaneously, because the sensor return from the ship's previous location had not yet gotten back to the enemy ship. This tactic was notably of limited use, only being effective against enemies who did not possess subspace sensors.
* A common tactic of the titular character of [[Tracker (TV)|Tracker]]
** He can only do it once per day, though.
 
Line 50:
** {{spoiler|It does so again to the second ''Normandy'', succeeding in abducting most of the crew after it uses a virus to [[Sitting Duck|disable the]] ''[[Sitting Duck|Normandy]]''.}}
** In ''[[Mass Effect 3]]'', according to the Codex, the Turian fleet managed to effect one of these against {{spoiler|The Reaper fleet}} during the invasion of their home system. They waited for the enemy to finish jumping into their system, then did an FTL hop into the middle of the enemy formation, inflicting heavy casualties early in the battle. Soon after, the enemy performed an FTL hop themselves to place themselves near the homeworld, forcing the Turians to fight them on their own terms.
* In ''[[Star Control]] II'', the [[Fun Withwith Acronyms|VUX]] ships are [[Mighty Glacier|MightyGlaciers]]. They can't move fast but have a powerful laser that can take care of most ships in a few seconds. They compensate for the speed disadvantage by slowing down enemy ships with gravity mines and warping into battle right on top of the enemy.
* ''[[Homeworld (Video Game)|Homeworld]]'', in all its incarnations, makes this a plot point and a game mechanic at once. In the story, hyperspace cores and drives are used as a blitzkrieg weapon on more than one occasion. The tables have been turned against hyperspacing fleets just as much, provided a ship has a gravity well generator installed to interfere with the hyperspacing equipment. The same ideas stretch onto actual gameplay, although in much smaller scales than those found in the plot, for balance reasons.
 
== [[Web Comics]] ==
* In ''[[Schlock Mercenary (Webcomic)|Schlock Mercenary]]'', when [[Private Military Contractors|the Toughs']] teraport drive was still the only one in the galaxy, they would use this strategy to great effect against enemies who thought they'd be forced to use a [[Cool Gate|wormgate]] instead. Various methods of preventing Teraport usage were developed later.
** The Toughs' "Terapedoes", Teraport-equipped warheads, would take this [[Up to Eleven]] by transporting ''inside'' an enemy's warship, before giving [[Crosses the Line Twice|a friendly verbal countdown to detonation]] just so that the enemy would have time to realize what was about to happen.
* ''[[UnwindersUnwinder's Tall Comics]]'': In an in-universe novel by Gary P. Rastov, Krohn attempts to pull off a hyperspace ambush--butambush—but the solar system he's attacking has a fifty-second warning of his fleet's arrival. More than enough time for their Lightning Foundries to produce another fleet capable of reducing Krohn's to its component atoms.
 
{{reflist}}
Line 62:
[[Category:Speculative Fiction Tropes]]
[[Category:Faster Than Light Index]]
[[Category:Hyperspeed Ambush{{PAGENAME}}]]