>>635204
>Marco Cannon
LOL
Anyways, talking about Imperial Navy & 40K, in the 1d4chan wiki article (https://1d4chan.org/wiki/Imperial_Navy) it explains well how does naval combat & strategy works in 40:
>The big problem that the Imperial Navy has is that it's the only organised navy in the galaxy that's trying to defend its massive amounts of space. To do this takes vast numbers of ships but rather thinly spread out. Given the problems of warp travel it's also extremely hard to reinforce friendly fleets under attack.
>The foes of the navy come essentially in two flavours; raiders who might just manage to scrape together a few converted transports (building even escort-sized ships is a huge undertaking, akin to building damn near the entire American Navy combined from iron ore and making it fly) which take an escort squadron to murder, and huge organized invasion fleets that take a whole fleet to fight.
>These combine together to mean that outside of fleet bases and important strategic worlds there is nowhere in the Imperium that is actually well-defended. At best a fleet has to be formed and sent out and they could arrive months later. >Travel takes a lot of time, and out in the void it can be extremely hard to know what you are actually fighting against, especially since the enemy tend to kill anyone who tries to look at them. So when there's a large enemy force that you absolutely must fight (not fighting is much preferable) you don't just band together whoever was within shouting distance of the flagship and go murdering, you pull together every single vessel in the sector and hope to the Emperor it's enough to do the job.
>So if you ever wondered why the Navy doesn't get more action, now you know. By the time the big, awesome ships get on the scene the invasion already probably finished and the bad guys moved on. Then you nuke the shit out of them from orbit or drop millions of poor bastards into the meat grinder. Far better idea all round. It's the reason that the enemy, even nutters like Chaos, don't fight in the void without reason. On the ground it's just a scrap, and maybe you win or maybe you don't. If you lose in the void then your campaign on the surface is dead. No reinforcements, no support and a massive constant orbital bombardment to kill everyone left.
>That tends to mean fleets hover around and not fighting, one ensuring the other can't directly interfere with the surface war. This is actually an excellent and realistic explanation for why there is significant ground warfare in 40k. Also, ground-based defenses, mobile theater-shields, etc. are common. So, attacking a planet worth anything is like attacking a planet-sized Death Star without the super-weapon. Your ground forces taking out shields and anti-space batteries is critical to achieving anything. But, by that point, most of the enemy is dead and the survivors have either moved to the next defended region or got so stuck-in with your dudes that you can't shoot without killing your own army.
>So, the navies of the galaxy ultimately get pushed down into either raiders, escorts against raiders, raider-hunters, or babysitting and logistical duty for groundpounders.
So in resume, because the Warp & the way to travel to it, it takes time & preparation for the fleet to go to its destiny, so there cant be fast responses to enemy attacks. So because of that, planets defenses are made to truly stand the enemy enough, in case they dont destroy the enemy. So once the fleet arrives, it can be engaged (That, or the enemy forces on the planet, exhausted from the siege). Ships are really big, because if you are going to send a ship to an enemy that may or not leaved the planet, or that got reinforcements, might as well send a bunch of 4-5 km long ships, instead of a dozen of >1 km ships, besides, that way you can put a lot of supplies & land forces onto them already to recover/supply the planet.