AnotherDilbert
Emperor Mongoose
Condottiere said:Point defence and interceptor missiles are described in Traveller Companion.
What do they do, mechanically?
Condottiere said:Point defence and interceptor missiles are described in Traveller Companion.
Condottiere said:They're limited range to close and short, and for the same volume four and two times per standard, which also reflects in their potential damage.
Condottiere said:I recently found out that modern missiles aren't really fooled by flares anymore, and I believe chaff is created by matching the radar bandwidth and printing out the correct length of reflective material to create decoy echoes.
Do you mean they are smaller and hence take less storage space?
They still kill incoming missiles 1-for-1?
Essentially making them a countermissile launcher makes sense; if the countermissile is as heavy as the missile you use it against you can at best break even.Yes, to both; unless I missed something.
To start with I was just going to use them 'as written' to get my head round the system.I’ve been meaning to take a detailed look at fleet battles several times but never quite gotten around to it, so this is a perfect time for me!
The suggested setup of destroyer escorts and Gazelles vs 6x Halaheike sounds like a perfect start to me!
Sure the destroyers might be a bit weak, but they’re an official High Guard design and it could be interesting to see how they fare. Perhaps give them radiation shielding and a rematch if they take too much damage without it?
Indeed. My error, sorry. Standard-14s on the Aslan ships.A TL14 fleet should have TL14 missiles?
Hull 140? 176 × 8 / 10 = 140.8 rounded down to 140.locarno24 said:Group 1 - 8 x Gazelle-class EC
Thrust - 6
Hull - 144 (Behaves as Squadron)
Traits - None
Crew Rating - 2
Defence - 4
Salvo Defence - 64
Screen Defence - 0
Armour - 9%
Turrets - Bonus +4 - 4 Damage (Medium Range)
Barbettes - Bonus +4 - 12 Damage (Very Long Range, Radiation)
Hull should probably be 484 (= 1000 / 2.5 × 110% × 110%) per ship, so 484 × 2 / 10 = 96 for the squadron. The ship is Close Structure configuration and Reinforced hull strength.locarno24 said:Group 2 - 2 x Chrysanthemum-class DDE
Thrust - 6
Hull - 80 (Behaves as Squadron)
Traits - None
Crew Rating - 2
Defence - 5
Salvo Defence - 0
Screen Defence - 0
Armour - 3%
Barbettes - Bonus +4 - 11 Damage (Medium Range, Radiation) - 6 Damage (Very Long Range, Radiation)
Missiles - 12 Standard-15 Missiles (10 Damage)
Hull should probably be 96 again, for the same reason.locarno24 said:Group 2 - 2 x Fer-De-Lance-class DDE
Thrust - 6
Hull - 80 (Behaves as Squadron)
Traits - None
Crew Rating - 2
Defence - 5
Salvo Defence - 48
Screen Defence - 0
Armour - 0%
Turrets - Bonus +4 - 3 Damage (Medium Range)
Missiles - 24 Standard-15 Missiles (10 Damage)
locarno24 said:Ihatei Raiders
The Point Defence action specifically says turret. The fleet system specifically says per turret.locarno24 said:* The fleet combat Point Defence rules specifically say "per turret", which the light fighter doesn't have, so RAW, I think their salvo defence is 0. The Fighters chapter says they can use fixed mounts for point defence.
Killing fighters with missiles is difficult since Defence is subtracted from salvos for each fighter, so the 60 fighter squadron would have a Defence of 60 × 3 = 180 against all salvoes.locarno24 said:On the other hand, hurting fighters with stuff other than missiles is bloody difficult, so making the missile launcher the defacto antifighter weapon makes a certain degree of sense.
Sorry, I didn't see your post, but I noticed the problem too.locarno24 said:As it stands, since the Chrysanthemum has zero Salvo Defence, it's just going to be target practice for a hail of Standard-14s, with three salvos (which are thrown at 2-per-turn) coming within a hair of shattering both ships with no dice rolls required.
locarno24 said:On a related note - I notice a damaged squadron suffers a DM to its attacks, but I notice it doesn't lose salvo defence, which it probably should.
They're listed as Hull 400 in High Guard. Which I acknowledge doesn't necessarily mean the rules there aren't wrong, but I wasn't planning on double-checking all the maths in the sourcebooks....Hull should probably be 484 (= 1000 / 2.5 × 110% × 110%) per ship, so 484 × 2 / 10 = 96 for the squadron. The ship is Close Structure configuration and Reinforced hull strength.
OK, use the values in the book.locarno24 said:They're listed as Hull 400 in High Guard. Which I acknowledge doesn't necessarily mean the rules there aren't wrong, but I wasn't planning on double-checking all the maths in the sourcebooks....
OK.locarno24 said:Group 1 - 8 x Gazelle-class EC
Group 2 - 2 x Chrysantemum-class, 2 x Fer-de-Lance-class DDE
Group A - 6 x Halaheike-class Pocket Warships
Sorry, just noticed:locarno24 said:Group B - 60 x Light Fighters
Turrets - Bonus +3 - 12 Damage (Close Range)
Agreed.locarno24 said:So... I'd suggest that the engagement is likely to start at Distant range - with a dozen high TL ships, in a co-operating force, that it's unlikely the Ihatei can sneak up on the convoy
Agreed.locarno24 said:So nominally, all the imperial ships are parked on the 'origin point' and the Aslan are in C5D, overtaking from astern (the Imperial warships are all faster than the 3G Halaheike but they'll have a 2G advantage over the freighters). With no surprise on either side it can be assumed the fighters are already void-borne.
OK.locarno24 said:Initiative Order
20 - Group 2 (Imperial DDEs)
18 - Group B (Aslan Light Fighters)
16 - Group 1 (Imperial ECs)
8 - Group A (Aslan Pocket Warships)
AnotherDilbert said:OK.locarno24 said:Group 1 - 8 x Gazelle-class EC
Group 2 - 2 x Chrysantemum-class, 2 x Fer-de-Lance-class DDE
Group A - 6 x Halaheike-class Pocket Warships