Found myself looking through the Fleet Combat bit of High Guard the other day, and thought:
1) There are a few things I'm not sure I follow about it
2) Ironically, a lot of the simplifications make many design features in 'canon' warships redundant
3) I'd really like to have a try running some 'proper' warship engagement scenarios with the assorted notables on the forum to see how it went. We've done over the years a few design & fight activities and they've usually been interesting to read. I've not seen any worked-through example with the newer edition. I have to admit I do like the 'Fleet Manoeuvre Chart'.
With regards to [1] I'm not sure I fully follow the rules on missile salvos in fleet combat. You 'lose' a number of missiles equal to the target's defence plus the amount of Salvo defence allocated to the salvo. Do you actually roll to hit after this or are surviving missiles assumed to hit automatically? I feel like I'm jumping between P.163 of the core book and P.89 of High Guard and I'm not entirely sure which bits to use - such as the 'multiply damage by surviving missiles' bit, for example. Equally, multiply the damage by 10 and then divide it by 10 again (which is what you do with most 'normal' missiles) feels a bit of a redundant exercise. Basically, I think a worked example of fleet combat - especially with missiles - might be useful.
There's also a secondary issue that the example doesn't seem to line up with the rules. P87 says:
"To determine the amount of Damage delivered by a weapon system, consult the Fleet Weapon Damage table, totalling the Damage all the weapons within the weapon system (so, if you have ten triple beam laser turrets, you would count that as a total of 30 beam lasers), then divide the total by 10, rounding down. The result is the Damage score for that weapon system."
Which is fine. Ten triple beam laser turrets = 30 beam lasers = 30 Damage = 3 damage in fleet scale. 3 damage, modified by the Attack Roll/Damage Modification table and a target's armour, would probably put about an S-type Scout on about 50% hit points - which doesn't feel dramatically 'wrong'.
The example, though, has the Impala - which carries 6 Beam Lasers - having a damage score of 6 and its particle guns having a damage score of 30. But its Hull and Armour are scaled down. I'm not sure if I'm missing something, but I assume - hope - that that's wrong. A few salvoes of a half-dozen beam lasers shouldn't be able to do much more than irritate an armoured 400 dTon Gazelle-class EC.
[2] is mostly about sandcasters. They really seem to get the short end of the stick in the system - lasers get to contribute to salvo defence and shoot up enemy ships at the same time, and since the simplified system only cares about the raw number of PD mounts there's no difference in effectiveness between pulse and beam lasers (but the former make much better ship-to-ship secondary weapons). By comparison, sandcasters appear to have no effect at all in a large scale engagement. Equally, there's no link between the number of weapons and potential casualties - a large particle bay, for example, causes 70 damage (7 once the 'divide by 10' is taken into account) - a lone fusion barbette does 2 damage, which would wipe out a squadron of 5 light fighters in a single shot if you managed to get a good enough attack roll.
[3] - essentially that's an open query; would people be interested in a mini-fleet-action run-through with fleets they've put together themselves? An easy start-point for a first game would be just using a picked-to-a-budget roster of 'generic' fleet ships out of one or more of the High Guard books, I guess.
1) There are a few things I'm not sure I follow about it
2) Ironically, a lot of the simplifications make many design features in 'canon' warships redundant
3) I'd really like to have a try running some 'proper' warship engagement scenarios with the assorted notables on the forum to see how it went. We've done over the years a few design & fight activities and they've usually been interesting to read. I've not seen any worked-through example with the newer edition. I have to admit I do like the 'Fleet Manoeuvre Chart'.
With regards to [1] I'm not sure I fully follow the rules on missile salvos in fleet combat. You 'lose' a number of missiles equal to the target's defence plus the amount of Salvo defence allocated to the salvo. Do you actually roll to hit after this or are surviving missiles assumed to hit automatically? I feel like I'm jumping between P.163 of the core book and P.89 of High Guard and I'm not entirely sure which bits to use - such as the 'multiply damage by surviving missiles' bit, for example. Equally, multiply the damage by 10 and then divide it by 10 again (which is what you do with most 'normal' missiles) feels a bit of a redundant exercise. Basically, I think a worked example of fleet combat - especially with missiles - might be useful.
There's also a secondary issue that the example doesn't seem to line up with the rules. P87 says:
"To determine the amount of Damage delivered by a weapon system, consult the Fleet Weapon Damage table, totalling the Damage all the weapons within the weapon system (so, if you have ten triple beam laser turrets, you would count that as a total of 30 beam lasers), then divide the total by 10, rounding down. The result is the Damage score for that weapon system."
Which is fine. Ten triple beam laser turrets = 30 beam lasers = 30 Damage = 3 damage in fleet scale. 3 damage, modified by the Attack Roll/Damage Modification table and a target's armour, would probably put about an S-type Scout on about 50% hit points - which doesn't feel dramatically 'wrong'.
The example, though, has the Impala - which carries 6 Beam Lasers - having a damage score of 6 and its particle guns having a damage score of 30. But its Hull and Armour are scaled down. I'm not sure if I'm missing something, but I assume - hope - that that's wrong. A few salvoes of a half-dozen beam lasers shouldn't be able to do much more than irritate an armoured 400 dTon Gazelle-class EC.
[2] is mostly about sandcasters. They really seem to get the short end of the stick in the system - lasers get to contribute to salvo defence and shoot up enemy ships at the same time, and since the simplified system only cares about the raw number of PD mounts there's no difference in effectiveness between pulse and beam lasers (but the former make much better ship-to-ship secondary weapons). By comparison, sandcasters appear to have no effect at all in a large scale engagement. Equally, there's no link between the number of weapons and potential casualties - a large particle bay, for example, causes 70 damage (7 once the 'divide by 10' is taken into account) - a lone fusion barbette does 2 damage, which would wipe out a squadron of 5 light fighters in a single shot if you managed to get a good enough attack roll.
[3] - essentially that's an open query; would people be interested in a mini-fleet-action run-through with fleets they've put together themselves? An easy start-point for a first game would be just using a picked-to-a-budget roster of 'generic' fleet ships out of one or more of the High Guard books, I guess.