Geir
Cosmic Mongoose
Some more or less random thoughts:
First: Please correct me if I'm wrong, here. Somebody keeps writing torpedoes as if they're close-in weapons, but every time I re-read the Highguard rules, it seems more like they're the equivalent of long-range (high endurance) missiles, so they're actually a great stand-off weapon (against bigger ships, anyway). The close-in weapon that seems to be the way these torpedoes are being written is actually the mass driver. Or am I missing something here?
Second: Seth's video on space combat implies that you can only perform EW on a salvo when it's at Close range, but I think the reading of the rules is pretty clear. You can perform EW to help another ship at Close range, but you can perform one EW action on any missile salvo every turn since it's launched. Right?
Third: Which brings up the way it seems to play out (mind you, at salvos of 6 or so max, since I'm not really doing a lot of capital battle simulation): At long and very-long range, the first salvo is more or less sacrificial. It can be EWed every turn as it comes in and will likely be attritted to something manageable or completely eliminated by the time it reaches its target. The problem is that the next salvo (assuming one is fired every turn) can't get attention unless you have multiple EW operators or Broad Spectrum EW (again not likely in smaller scale PoD style battles in any balanced campaign). So the next salvo and the one after that continue to get less EW attention until they overwhelm point defense. That's the way it looks to me. From that, it seems the best offensive missile strategy is to front-load that first salvo with anti-radiation missiles, making the defender's choice of action more difficult. If they know what's happening, they can ignore that first salvo and try to kill the follow-ons, hoping that point defense and hull points can diffuse that first salvo. Either way, I would think a first salvo of mostly or all anti-rads would be SOP in a military missile attack.
Fourth: Nukes. Nukes are bad. Radiation in general in Traveller, if played with RAW, is bad. But a nuke is still extremely underpowered, doing 6D, which is the same as a regular torpedo. It's likely you've seen the Beirut harbor explosion. That was at most 2kt equivalent, a tenth of Hiroshima. And nukes are hot (literally), so even though a near miss in vacuum won't do concussive damage, the energy is going to come out as radiant heat, which, with rules now saying you need heat shielding to reenter without grav power (not necessarily unrealistic, I admit), then that near miss is going to blister the hull really badly. In any 'realistic' scenario, a nuke should do DD damage, as in spinal DD. And that's why the Imperium has them banned, while other radiation weapons, like a particle accelerator, seem to be, if not acceptable, at least not pursued with the same vigor.
First: Please correct me if I'm wrong, here. Somebody keeps writing torpedoes as if they're close-in weapons, but every time I re-read the Highguard rules, it seems more like they're the equivalent of long-range (high endurance) missiles, so they're actually a great stand-off weapon (against bigger ships, anyway). The close-in weapon that seems to be the way these torpedoes are being written is actually the mass driver. Or am I missing something here?
Second: Seth's video on space combat implies that you can only perform EW on a salvo when it's at Close range, but I think the reading of the rules is pretty clear. You can perform EW to help another ship at Close range, but you can perform one EW action on any missile salvo every turn since it's launched. Right?
Third: Which brings up the way it seems to play out (mind you, at salvos of 6 or so max, since I'm not really doing a lot of capital battle simulation): At long and very-long range, the first salvo is more or less sacrificial. It can be EWed every turn as it comes in and will likely be attritted to something manageable or completely eliminated by the time it reaches its target. The problem is that the next salvo (assuming one is fired every turn) can't get attention unless you have multiple EW operators or Broad Spectrum EW (again not likely in smaller scale PoD style battles in any balanced campaign). So the next salvo and the one after that continue to get less EW attention until they overwhelm point defense. That's the way it looks to me. From that, it seems the best offensive missile strategy is to front-load that first salvo with anti-radiation missiles, making the defender's choice of action more difficult. If they know what's happening, they can ignore that first salvo and try to kill the follow-ons, hoping that point defense and hull points can diffuse that first salvo. Either way, I would think a first salvo of mostly or all anti-rads would be SOP in a military missile attack.
Fourth: Nukes. Nukes are bad. Radiation in general in Traveller, if played with RAW, is bad. But a nuke is still extremely underpowered, doing 6D, which is the same as a regular torpedo. It's likely you've seen the Beirut harbor explosion. That was at most 2kt equivalent, a tenth of Hiroshima. And nukes are hot (literally), so even though a near miss in vacuum won't do concussive damage, the energy is going to come out as radiant heat, which, with rules now saying you need heat shielding to reenter without grav power (not necessarily unrealistic, I admit), then that near miss is going to blister the hull really badly. In any 'realistic' scenario, a nuke should do DD damage, as in spinal DD. And that's why the Imperium has them banned, while other radiation weapons, like a particle accelerator, seem to be, if not acceptable, at least not pursued with the same vigor.