Core Fleet/Navy elements - benchmark design paradigms

Chas

Mongoose
Howdy, just, as in a few minutes ago, got the download and beginning to look through it. For those folks already up to speed, given a default tech level of 12, what are the core combat elements of a navy looking like? I'm wondering about the balance between tenders and jump capable ships, and the general combat roles of different ship weights. Is this rule set pretty much following the previous concepts of having heavy ships of the lines, battle cruisers from 100,000 tons and up? Light and heavy cruisers separating around 50K? And so forth. Is there a place for 400,000 ton dreadnoughts? At what ship weight do spinal mounts start becoming feasible? Just trying to get a feel for how this rule set may have changed from previous and would appreciate a couple of fundamental pointers to start digging around with.

Are the rules attempting such breakdowns? Curious as to the intended design direction here...

Edit: drop tanks - no drop tanks yet? Maybe I could draft something up here?

Thanks!
 
Chas said:
Are the rules attempting such breakdowns? Curious as to the intended design direction here...

That hasn't really changed from the existing High Guard.

Chas said:
Edit: drop tanks - no drop tanks yet? Maybe I could draft something up here?

Drop Tanks are in 04 - Spacecraft Options.
 
Chas said:
For those folks already up to speed, given a default tech level of 12, what are the core combat elements of a navy looking like?

I am kinda curious about this myself :)

You see, there is a disconnect between what is possible in the rules and what actually appears in a setting. We can simply say there are no 9G ships in the Third Imperium, for example, because there aren't any, regardless of whether it is possible or not in the rules.

However, I would be interested in hearing what 'optimum' designs people come up with and how that looks on a spread of battleships, carriers, tenders, etc.
 
I am trying to do some test builds...will have to wait for a more definite set to work with though.

so far the real change looks like it will be in the cost of energy based warships over missiles/torpedo/rail gun warships....the extra power drain will require energy weapon heavy ships to be a good bit more expensive.
 
msprange said:
You see, there is a disconnect between what is possible in the rules and what actually appears in a setting. We can simply say there are no 9G ships in the Third Imperium, for example, because there aren't any, regardless of whether it is possible or not in the rules.

Really curious about this Matt - previously, as has been indicated, it was 6G non-small craft maximum, and 16G small craft maximum. I'm super interested (as I think are others), if we are moving away from that - specifically from a Third Imperium perspective.

However, I would be interested in hearing what 'optimum' designs people come up with and how that looks on a spread of battleships, carriers, tenders, etc.

I'm all over that as well when we finish design rules. One thing I can guarantee you now however, is that due to the importance of thrust (dodging, tactical maneuvering, strategic maneuvering, etc) - every combat ship will have Thrust 9G. From SDB and Corvette to Carrier and Battleship. No reason not to with the current gentle slope of engine size. The return on the investment is maaaaagnificent.
 
Nerhesi said:
Really curious about this Matt - previously, as has been indicated, it was 6G non-small craft maximum, and 16G small craft maximum. I'm super interested (as I think are others), if we are moving away from that - specifically from a Third Imperium perspective.

No plans on our side yet, but that will be in the hands of the PTB.

Nerhesi said:
I'm all over that as well when we finish design rules. One thing I can guarantee you now however, is that due to the importance of thrust (dodging, tactical maneuvering, strategic maneuvering, etc) - every combat ship will have Thrust 9G. From SDB and Corvette to Carrier and Battleship. No reason not to with the current gentle slope of engine size. The return on the investment is maaaaagnificent.

Maybe.

However, ship builders in the early 20th Century had a similar idea with the Battlecruiser, and that did not work out so well.

We won't really know the effect of this (and computers are going to be able to counter so of these effects, wait for the new chapter - probably coming next week) until all of you chaps dive in and start building fleets.
 
Sorry - what's the PTB stand for?

And if we're not moving away from the 6/16G maximums... how come we can build 9G ships and can't build 16G smallcraft! :(
 
Starting to get an initial handle on things for the fleet paradigms and will carry on this discussion from the battle cruiser thread.

http://forum.mongoosepublishing.com/viewtopic.php?f=149&t=117138

Related to that we also need to have a look at the tender/battle rider balance. As a general rule the tenders are able to lift a little under 50% of their stated weight, if you’ve got a gutted ship doing this as their primary task. That is, if you’ve got a 100,000 ton tender, it’s going to be able to get around 150,000 tons to do a jump 4, i.e. you’ve something under 50,000 tons of ships and hanger/linkage method to play with. This will vary a bit depending on how you manage the maneuver drive output etc, and the ratio you can lift decreases as the ship sizes decrease, but that is not relevant to the discussion I want to have.

Now looking at the battle riders/gunboats (which would also apply to system ships), you can just, barely, squeeze a poor spinal mount into a 5,000 ton ship, where the critical -6 to hit from another spinal mount comes into play. A good place to be and perhaps has a specific niche, but this is very tight, your more general build depending on what you want is likely to be in the 6 to 8k ton range. Looking at a 7k build your firepower is pretty much equivalent to a heavy cruiser, in a single battle rider.

Using a 7k rider, if we look at the total jump 4 tender + battle rider sizes vs the equivalent jump 4 capital ships, as a weight for weight comparison of available weaponry we get 4 battle riders vs 100,000 ton battle cruiser, or 3 battle riders vs a 75,000 ton heavy cruiser. Broadly speaking, you might have to drop to 6.5 ktons or whatever, but the direction of the conversation is valid.
Which could leave you rubbing your hands going great! 4 spinal weapons to 1, there’s only one way that battle is going to end up!!!

However battle riders have real issues. They leave

Hull points
And
Hardpoints

Back in the tender.

The 100k ton battle cruiser has approximately 22,000 hull points. The 7kton battle rider about 1500. Multiply that by 4 riders and that’s 6000 hull points vs 22000 hull points. So those spinal weapons hit and damage ratios need study.

But there’s more to it yet. I did up this, the Orc 5000 t battle rider, which I enjoyed right out of the box. This sits at the 5k point and is torpedo bay defined, with a small high thrust motor to give it a little extra something.

D07sgde.png


Now this is a nasty nasty build, which is highly relevant across all tech levels (I’ve got a related ship to this I’ll put up in a dedicated thread that I like very much). With a 50kt tender you can comfortably make 4 Orcas in a 75k ton total ship build. Now these 4 Orcas release 480 torpedos each in a salvo, the 4 combined are 1920 torpedos a turn, you are getting from an equivalent ship weight of 75 ktons and it’s being conservative, we could squeeze in more torps from that build. Yep, that’s 2000 very high yield plasma torpedoes descending upon you. Make your peace with your maker because you are shortly going to be collector particles.

If you put the 5k orca up against the 7k battle rider, the 5k orca wins easily in the percentage game, having both -6 and added evasion from the thrust drive vs the spinal mount.

Now let’s go back to the 2K rider, the Werewolf I put up in the high thrust thread. That too is bad news for the 7k rider build as the spinal mount cannot hit it at all, its thrust is so much higher it can evade and aid shooting and the 7 k rider has its bay weapons with a -2 to hit at 2000 ton craft on top of that.

So what’s happening here, the 7 k rider is vulnerable to the 5k rider, which is vulnerable to the 2k rider (or would be if weapon types, the torpedo, didn’t come into play). What is the logical follow on?

The fighter!

And there’s bingo. The fighter is simply a small battle rider. And an effective fighter, that isn’t made useless by the rules, is key. As long as a fighter can do meaningful damage to high armor battle riders, battle riders are always going to suffer against fighter screens. The 7k ton spinal mount vs. ton for ton 700 heavy fighters? No contest.

That’s a critical point. Fighters need to be part of the bigger picture.

***

While the discussion above hasn’t been too concerned with weapon balances there is particular elephant in the room that needs special attention:

THE NUCLEAR MISSILE

We can see above with the orca torpedo based build what happens when we get salvos that are far higher in relative strike power than the 1 shot/hardpoint paradigm.

Even if we aren’t considering salvos, what we have in large capital ships are hard points to burn. The battle cruiser easily has 2-3 hundred triple missile turrets looking for a target.

The triple turret nuclear missile is well capable of dealing significant damage through Armor 15.
Which means the nuclear missile is a long long way from being only useful by lower technologies, certainly not out dated at TL15 as inferred by their fluff.

Screens as written, as a one off point defense are never going to play a part of capping nuclear missiles.

For now all missiles will remain nuclear by default, unless there’s another specialized use case.
Which brings us back to the battle rider discussion. As we’ve noted, the riders have left their hard points back on their tender. They have no point defenses against missiles. When they get into a scrap with a capital ship these waves of smart missile attacks on riders with their low hull values are certain doom. Even the battle riders could be successful, where there spinal mounts have smashed a heavy cruiser, but the masses of missiles do for the battle riders after the cruiser has broken up.

As long as turret weapons can do reasonable damage to battle riders, they will struggle, the hardpoints they leave behind in the tender are never made up.

You also then need to throw in the traditional issues with tenders. The problems of not being able to run away or being cut off from the tender.

The conclusion is that the traditional concept battle rider and tender, as the massive dispersed tender hauling in a small squadron of riders, is not a viable fleet element in itself. Perhaps a limited niche for something like the orca which has a big bang, or some specialized high thrust usage, or depending on final weapon values they might be something to bring a particular platform to war in a mixed arms batron, but that would be a limited application, not a fleet standard ship. In previous editions if fighters were useless and turret weapons unable or barely able to pass through the highest armor values it was a different scenario.

There may be usage of battle carriers depending on the final weapon rules break down as a daughter craft. A second spinal weapon that detaches from the first. But that will need a significant fire power advantage in the spinal mount vs bays ton for ton to justify it which isn’t there now.

The question also is, where do you want the balance to be? I think if you upped hull points, and then also upped the hitting power of spinal mounts by a bigger chunk, crimped the nuclear missiles a bit (but not completely), battle riders would then be a horses for courses option. You take them knowing the risk fighters could pose to them, but accepting that risk for the gains in firepower against capital ships. If you could lose 2 for taking out a cruiser, that would be a winning strategy.

***

Screens

A suggestion for nuclear dampers: make these work without any gunner role (we really don’t need another dice roll in combat!). You either have enough of them to cover the ship and they work all the time, or you don’t have them. You can control their size and effectiveness by tech level. So that by TL15 every ship can afford to carry them, just like sensors, and they automatically reduce the nuclear affect. Scaled so you don’t destroy the missile paradigm completely, but you do need to bring a bunch more to the fight.
 
Chas said:
A suggestion for nuclear dampers: make these work without any gunner role (we really don’t need another dice roll in combat!). You either have enough of them to cover the ship and they work all the time, or you don’t have them. You can control their size and effectiveness by tech level. So that by TL15 every ship can afford to carry them, just like sensors, and they automatically reduce the nuclear affect. Scaled so you don’t destroy the missile paradigm completely, but you do need to bring a bunch more to the fight.

Thank you for this!

I have been agonizing about screens, wanting to keep them as discrete units, but needing them scaled as they get mounted in greater numbers on larger ships.

This comment was the last piece of the puzzle!

(Basically, screens on small ships need a gunner, but larger ships with decent computers can make everything automatic - simultaneously making more powerful computers more useful too, Double Win!).
 
msprange said:
Chas said:
A suggestion for nuclear dampers: make these work without any gunner role (we really don’t need another dice roll in combat!). You either have enough of them to cover the ship and they work all the time, or you don’t have them. You can control their size and effectiveness by tech level. So that by TL15 every ship can afford to carry them, just like sensors, and they automatically reduce the nuclear affect. Scaled so you don’t destroy the missile paradigm completely, but you do need to bring a bunch more to the fight.

Thank you for this!

I have been agonizing about screens, wanting to keep them as discrete units, but needing them scaled as they get mounted in greater numbers on larger ships.

This comment was the last piece of the puzzle!

(Basically, screens on small ships need a gunner, but larger ships with decent computers can make everything automatic - simultaneously making more powerful computers more useful too, Double Win!).

Screen operation should be a passive action, limited to turning them on/off. Beyond that they should be more or less automated. I think the limitation on installing them on smaller ships is going to be cost.
 
For small ships, I think we want someone to shout out 'angle the deflector shields!' which does not really impact the game (and gives someone something to do). It is an issue for larger ships, but we now have a solution for that.
 
msprange said:
For small ships, I think we want someone to shout out 'angle the deflector shields!' which does not really impact the game (and gives someone something to do). It is an issue for larger ships, but we now have a solution for that.

Will every ship be issued a Princess co-pilot? :)

That sounds ok to me. Just please make sure the explanation for the justification of the difference between smaller and larger ships make sense. One way to tackle that would be to make it along the lines of the equipment itself. Capital ships require capital-sized emitters, thus making them too large for smaller ships. Thus to save on space and power certain economies and shortcuts are required to shoe-horn it into a smaller ship... thus the need to angle the deflectors.
 
Hey Matt - as long as that ridiculous rich Baron can equip his adventure class Huscarl Ship with the ridiculously expensive computer and have the screens on it be automated as well :)

Automated screens are a cool option however :)
 
You could say the screen requires a minimize size to stabilize, the equivalent of ship size x, and then say below that size you are limited to directly matching an antinode on the explosion location, which then becomes a gunner, or high powered computer plus special program, operation.
 
Further to Matt's stated intention to have spinal mounts take out a 75K ton capital ship in 2-3 hits I've been pondering the current builds in light of the current structure and where these fleet paradigms might end up.

Given as mentioned the lightest cruiser is likely going to be about 50K otherwise they'll be one hit wonders and that battle riders, whilst normally vulnerable to fighters and escorts, will have such a powerful output that it would be viable to invest in these in Batrons, say with a 100k ton tender and 2 x 100k ton fighter carriers as protection and small craft attack.

It's this final fighter balance which will be critical to how fleets pan out. There are several components to this, the effectiveness of screens vs nuclear missiles, the firmpoint balance damage output and the number of fighters that can be carried to a 100 ton hardpoint on a capital ship.

While looking at this I pottered about at the bottom end of viable capital ships. I was looking at what could stand in the line of battle courtesy of being small enough to avoid spinals, the frigates and destroyers. Ships that would have many other functions besides being purely fleet pitched battle superiority elements (unlike battle tenders and carriers) and vital to any Navy.

I was able to build an Imperial Navy 5000 ton frigate TL15 Jump 4, Maneuver 9, Armor 15 (which I'll get up here in the next day or so) as being what with current -6 on spinal hits size is the logical size for frigates (though I fudged the gunner crew thinking of barrage numbers of gunners).

Importantly I was NOT able to build the next ship size down in this maximum feature suite, using advantages limited at 3/component. The 2000 ton destroyer which can't be hit by spinals at all just does not work at Jump 4, Maneuver 9, Armor 15. It's a tough fit & barely works at Jump 3. I'll double check my numbers tomorrow in the light of day, but suspect they're not wrong.

So this 2000 ton looks like around the general bottom end for non-spinals at least in Imperial Navy Jump 4 terms, just like spinal cruisers are likely to give up the ghost around 40-50K. We'll be able to make a 2000 tonner, but it'll have compromises and a Jump 4 version genuinely crimped.

So current basic fleet elements I'm thinking are likely to break down as:
- Fighters and other small craft
- Escorts at 5000 tons
- Battle riders at various weights but key will be 7 or 8000 tons (we want to make sure the 5000 ton rider can't be built!)
- Cruisers from medium cruisers up
- Ships of the line plus the carriers and tenders
 
A lot of attention/love is given t the bog boys...but there are always the little guys around the fringes, and at the rear of a fleet...

would a reasonable breakdown of smaller vessels be something along the lines of I'm thinking of independent operations, vessels here as well as fleet vessels. these would be second line, or reserve/auxiliary ships in a fleet given small scale assignments to free up larger more combat capable (in direct, force on force engagement )vessels.

Scout/courier 100-400
sloop/patrol/fast attack 400-800
Corvette/raider 800-1000 tons
Frigate 1000-5000( with larger ones for fleet operations)
destroyer 8000-20000( a more multi-role version of an escort)

I know they use the term Escort for vessels that would be in the destroyer range, but I am thinking there might be a niche for destroyers as heavy patrol, and flotilla leaders in independent operations..which would require their own separate classifications.

Scout types
recon: go hear look around report back immediately
Observation: go here, set up housekeeping report back after specified time, or event.
combat: go hear, eliminate enemy scouts/shipping
Picket: move ahead of fleet, maintain perimeter around fleet to detect hostile threats.
courier: carry people, cargo, dispatches, from fleet, bases, forward deployed vessels.

Sloop:
general purpose multi-role auxiliary/reserve ship, jump capable. no standard mission..assigned as needed.
Patrol:
fixed, or random patrols established based on local needs...outer perimeter of fleet, scout hunting.
Fast attack: small high thrust, light defenses, ship. Armed with at least one bay weapon. Assigned in large to a fleet, or individual vessel/tender..would work like torpedo boats and missile boats..jump capable but limited range/endurance. could also be used as screening craft against fighters, and enemy fast attack

corvettes:
point defense, fast reaction to attack ships, fighters and smaller warships, work in groups, and hold on outer perimeter of a fleet to intercept and blunt fighter attacks, and enemy fast attacks. Armed with turrets and barbettes, maybe a single small bay weapons. armored to defend against turret and barbette weapons, but not capital ship grade firepower.

Raider:
long range corvette deployed to harass and confuse enemy lines of supply and communications..hunt scout/couriers, attack supply convoys, hunt enemy commercial shipping. when attached to a fleet they would go forward of the fleet and destroy enemy scouts. To slow, and confuse, enemy response to fleet movements.

I know these are not given much i the way of classification,or canonization..but it seems like a good add to the actual composition of a fleet.And a good time to address it.
 
hmm.. I have destroyers as being smaller than frigates, frigates being 5000 tons and up as non-spinal mounting ships below cruisers, while destroyers are in the 1000 to 4000 ton range, but that's just semantics. Checking out the glossary in the Introduction sheet and that has a fairly detailed layout and destroyer and frigate are interchangeable.

All of those groups you've put out there have their place wbnc. What I'm doing is looking at what actually works in the rules in this smaller craft range, and as jump 4 you can pretty much forget about the lot of them as optimized fighting vessels at TL 15 unless you're talking heavy frigates 5000k tons and above. And the 5001 ton to 30kton vessel as a non-spinal mount has real issues at a tactical level. Though there could be niches. More on this later, have to run :)
 
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