AnotherDilbert
Emperor Mongoose
Quite.Simple change to make to so that Effect 6+ just gives you a Crit 1.
That is at least limited to Short range, so you have to make an effort to close in...Makes Called Shots deadly as hell though.
Quite.Simple change to make to so that Effect 6+ just gives you a Crit 1.
That is at least limited to Short range, so you have to make an effort to close in...Makes Called Shots deadly as hell though.
Agreed and LASERs will suffer more than missiles as they get the +1DM per missile to counteract it. But that is per surviving missile which if you fired at the same range as the Pulse LASER would allow at least one round of ECM and of course point defence.The Laser is range limited (I guess?).
The Laser suffers a negative DM at longer ranges.
Evasion and Evasive Action will take that down a notch.
True of either LASERS or Missiles so not a specific limitation of LASERs. Also you don't need that big a bay to crit a really big ship (say 50 times your size).Larger ships can't be critted by smaller bays.
So even more effective against missiles as they don't get to add the effect to the damage.Larger warships probably have military hulls and much more armour. 4D damage from either missiles or bays just isn't cutting it against Armour 25-30.
Most of the sub 10,000 DTon ships in HG have less that half a dozen armour points and the highest is less than the average roll of 4d6+6 (the effect you need before you even consider criticals). You need a Medium bay to get a crit on a 10,000+ DTon ship. By then the particle beam is doing 8D+ effect and an average roll is 34, so easily capable of penetrating 30 armour.In a naval setting (where bays are an option) standard missiles and laser bays are useless, nukes with 1DD damage are the major offensive option, often penetration even heavy armour (Armour 25-30 or so). A Small Particle bay has the range, but still struggles to penetrate with 6D damage.
Critical rolls are not limited to bays for smaller ships. You can get crits with a turret.12 standard high-tech missiles can be launched by civilians from a few fixed mounts @ 0 Dt cost, not at all comparable to even a small bay. Perfect for a Subbie?
Not sure what your point is here, you were the one bemoaning the fact that missile criticals spelled the end of capital ships. There are plenty of ways of killing a 400 Dton civilian ship.A Free Trader or Subbie with weak sensors and non-optimised crew isn't likely to stop all that many of such a salvo with EW and PD, so will almost automatically suffer a major crit. Not something easily recreated with a few laser turrets without optimised gunners and software support.
Pulse LASER bays are Long range. Most 6-10 KDt ships in HG seem to have less than 12 points armour. You setting may vary. Larger targets would require a larger bay so are not relevant to the example given.Agreed, at medium range, against a 6-10 kDt medium-armoured target. Larger targets just ignore the crit. Heavy armour bounces the attack.
Small missile salvoes can be destroyed in detail by sensor operators and point defence systems and large ships have plenty of them. I would see a pivot to lots of small ships with small bay weapons rather than the current small ships with dozens of turrets that require dozens of gunners and that will be largely ineffective against even a 2000+ Dton ship.Agreed, in a single vs. single ship action. Missile crits would mean many small missile boats launching many small missile salvoes. Naval doctrine would change.
Yes if the enemy ship(s) were more than 10,000 Dtons or had more than 20 points of armour attack would be foolish. In the end I setteld with a 200 Dton design* so that would be 1/50th the size and I think I'd allow the captain of the monitor to decline to engage without an accusation of cowardice in that case.Agreed, unless the target was a heavily armoured warship.
Can't comment never played it.That was basically HG'16...
I guess that is why they have so many Sensor Ops and point defence batteries. Not to mention smaller ships to harry and stop the little ships from getting in. I am thinking Anti-FIAC equivalent.Agreed, but missiles are much worse than bays.
A 500 Dt ship with fixed mount missile racks can crit a BB at extended range. A bunch of Subbies can devastate warfleets...
You only need to have the 5 hardpoints and 500 DTons for a Large Bay. I am sure you could fit that into a 1000 Dton non jump ship if you tried. You would only need a few gunnersWith a direct fire weapon you would need a Large bay and something like a 5000 Dt warship to carry it to crit BBs.
That would be an ecumenical matter.Either way, BBs are non-viable as warships...
Agreed. That was my suggestion in the update thread. I hope I can count on your support.Simple change to make to so that Effect 6+ just gives you a Crit 1. Makes Called Shots deadly as hell though.
I made a 125 ton ship (the Skeeter) delivered by a redesigned Antiama-Class Fleet Carrier. It could carry 400 of them, if I recall correctly. It was the smallest I could get a small bay weapon (modular for swapping out). There was quite a discussion here about how they would affect fleet combat, but I think they be danged effective as they can deliver criticals to ships up to 10,000 tons.True of either LASERS or Missiles so not a specific limitation of LASERs. Also you don't need that big a bay to crit a really big ship
So even more effective against missiles as they don't get to add the effect to the damage.
Most of the sub 10,000 DTon ships in HG have less that half a dozen armour points and the highest is less than the average roll of 4d6+6 (the effect you need before you even consider criticals). You need a Medium bay to get a crit on a 10,000+ DTon ship. By then the particle beam is doing 8D+ effect and an average roll is 34, so easily capable of penetrating 30 armour.
Critical rolls are not limited to bays for smaller ships. You can get crits with a turret.
Not sure what your point is here, you were the one bemoaning the fact that missile criticals spelled the end of capital ships. There are plenty of ways of killing a 400 Dton civilian ship.
Pulse LASER bays are Long range. Most 6-10 KDt ships in HG seem to have less than 12 points armour. You setting may vary. Larger targets would require a larger bay so are not relevant to the example given.
Small missile salvoes can be destroyed in detail by sensor operators and point defence systems and large ships have plenty of them. I would see a pivot to lots of small ships with small bay weapons rather than the current small ships with dozens of turrets that require dozens of gunners and that will be largely ineffective against even a 2000+ Dton ship.
Yes if the enemy ship(s) were more than 10,000 Dtons or had more than 20 points of armour attack would be foolish. In the end I setteld with a 200 Dton design* so that would be 1/50th the size and I think I'd allow the captain of the monitor to decline to engage without an accusation of cowardice in that case.
Can't comment never played it.
I guess that is why they have so many Sensor Ops and point defence batteries. Not to mention smaller ships to harry and stop the little ships from getting in. I am thinking Anti-FIAC equivalent.
You only need to have the 5 hardpoints and 500 DTons for a Large Bay. I am sure you could fit that into a 1000 Dton non jump ship if you tried. You would only need a few gunners
That would be an ecumenical matter.
* It has only one small Pulse LASER bay and came in at around MCr30 (including the thrust 6 small craft to take the crew off once the big ships start engaging the monitor in earnest. Hopefully total destruction could be averted for the 3 rounds it would take the escape boat to get away so the monitor isn't a guaranteed death sentence (though historically there have been such sacrificial picket ships)
Ha, normally I am the one who designs as low as you can go. 400 chances of a critical every turn would be interesting to say the leastI made a 125 ton ship (the Skeeter) delivered by a redesigned Antiama-Class Fleet Carrier. It could carry 400 of them, if I recall correctly. It was the smallest I could get a small bay weapon (modular for swapping out). There was quite a discussion here about how they would affect fleet combat, but I think they be danged effective as they can deliver criticals to ships up to 10,000 tons.
A Large Bay of 500 Dt vs a bunch of fixed mount missile racks of 0 Dt isn't a bit deal?True of either LASERS or Missiles so not a specific limitation of LASERs. Also you don't need that big a bay to crit a really big ship (say 50 times your size).
In a naval context with naval armour, we are presumably launching nukes @ 1DD, not civilian missiles.So even more effective against missiles as they don't get to add the effect to the damage.
Sure, they are junk, always has been. The originals were junk in CT too.Most of the sub 10,000 DTon ships in HG have less that half a dozen armour points ...
Normal approach battle starts at Distant Range, you have to out manoeuvre the enemy to get closer...... and the highest is less than the average roll of 4d6+6 (the effect you need before you even consider criticals). You need a Medium bay to get a crit on a 10,000+ DTon ship. By then the particle beam is doing 8D+ effect and an average roll is 34, so easily capable of penetrating 30 armour.
There are two different use cases: Small civilian ships and larger naval ships.Not sure what your point is here, you were the one bemoaning the fact that missile criticals spelled the end of capital ships. There are plenty of ways of killing a 400 Dton civilian ship.
Quite, but a GCr100 BB against 1000 Missile Subbies is 1000 incoming salvoes. Does the battleship have 1000 sensor operators? 1000 laser PD turrets?Small missile salvoes can be destroyed in detail by sensor operators and point defence systems and large ships have plenty of them. I would see a pivot to lots of small ships with small bay weapons rather than the current small ships with dozens of turrets that require dozens of gunners and that will be largely ineffective against even a 2000+ Dton ship.
Sure, unless you'd want some survivability with defences such as armour and large M-drives.You only need to have the 5 hardpoints and 500 DTons for a Large Bay. I am sure you could fit that into a 1000 Dton non jump ship if you tried. You would only need a few gunners![]()
Something like the Skeeter is probably good, but the problem is keeping the carrier alive... The ~300 Dt J-3 version is only double the cost, less than the carrier, and it has more Hull, so more survivable. A 500 Dt J-4 version is getting a bit pricey?I made a 125 ton ship (the Skeeter) delivered by a redesigned Antiama-Class Fleet Carrier. It could carry 400 of them, if I recall correctly. It was the smallest I could get a small bay weapon (modular for swapping out). There was quite a discussion here about how they would affect fleet combat, but I think they be danged effective as they can deliver criticals to ships up to 10,000 tons.
Horses for course, I am not discussing whether it is optimal, I am saying that criticals are broken.A Large Bay of 500 Dt vs a bunch of fixed mount missile racks of 0 Dt isn't a bit deal?
You may choose to presume that. You setting, your presumptions. The rules however are universal.In a naval context with naval armour, we are presumably launching nukes @ 1DD, not civilian missiles.
And the default assumption is that not all will get through.Missiles do damage per hitting missile, not per turret.
And they cost more per shot and they are more vulnerable to jamming and point defence etc.In general missiles do more damage.
They are however the exemplar and contradict your assumption that representative ships have 20-30 points of armour and generally use nuclear missiles.Sure, they are junk, always has been. The originals were junk in CT too.
Well, carriers exist to do exactly this, so I’d imagine they hang way back and have other protections. In the end, all I did was change the fighters to larger sunlight craft.Something like the Skeeter is probably good, but the problem is keeping the carrier alive... The ~300 Dt J-3 version is only double the cost, less than the carrier, and it has more Hull, so more survivable. A 500 Dt J-4 version is getting a bit pricey?
Without large warships to kill, even small bays are probably overkill, leaving Long Range Particle barbette or turrets as the default direct fire weapon. And missiles, of course...
Strangely I got the same impression about you... Just a breakdown of communications, I guess.I think you have become focussed on winning an argument rather than exploring the issue. I have no interest in defeating you in an argument as I don't know you from Adam and it proves nothing.
Agreed, the best I can show is a general assumption in the HG'16 beta program. Destroying large warships with crits was a topic of discussion, IIRC.I started out asking for a citation where it explicitly says Missiles cannot benefit from criticals as I had concerns.
Agreed.Having failed to provide that you decided to turn the argument into proving that missiles were just too powerful with criticals for that to be a sensible rule.
No, not really, just that missile salvoes inflicting auto crits would break the system even worse than crits from direct fire weapons.To show you it wasn't a missile only issue I posed the bay weapons but you then decided to change the argument to one about missiles being better than bays of LASERS.
No, small missile ships could defeat large warships WITH auto-crits, even easier than direct fire weapons could crit. The damage would be trivial in either case.Your current argument is that a lot of small ships with missiles can destroy big ships without needing criticals as they are so damn good and you would only be using nukes anyway.
And defensive system selection depends on what you think will be shooting at you.Weapon system selection depends on what you think you'll be shooting at.
Can you provide a specific example rather than hopping all over the place.No, small missile ships could defeat large warships WITH auto-crits, even easier than direct fire weapons could crit. The damage would be trivial in either case.
Lethal Bean | Dton | MCr | Notes | Power |
Hull (Buff Pl) | HP 120 | |||
LostTonnage | ||||
Arm (Crys) | ||||
M | T1 | |||
PP (TL12) | ||||
Fuel (Power) | ||||
Bridge | ||||
Computer | 10/Fib | |||
Sens | Mil | |||
Sml Bay | P LASER | |||
S/W | Fire Control/2 | |||
State Room (2) | ||||
Barracks (6) | ||||
Common | ||||
Docking Space | For Lifeboat | |||
Lifeboat (5Dton) | Custom Thrust 6 Seats 8 + Pilot | |||
Biosphere (5) | Feeds 10 | |||
Cargo | ||||
TOT |