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Ok, What is the Role of a close Escort?

I would think the Cyclone Class patrol boat used by the navy is probably the best representative of a LBB2 escort.
The Cyclone is a short range littoral patrol craft? That would be more like an SDB?

A Gazelle is a long range deep-space capable ship, something like a long range deep-sea capable ship?
 
The latter is often overlooked, but put a big enough computer on and pay for the best programs, and coupled with extra power plant you can double laser fire, be very difficult to hit, have hit advantage and effectively gain long range fire.
This brings up an interesting question.

Simply, is the computer DM in HG representative of the computers contribution to the process?

It's pretty much a "game changer", and very powerful DM. But, to be blunt, does the computer an battelship is carrying really give it that much of an edge over the computer of a, say, Escort ship?

Seems a bit overpowered.
 
Simply, is the computer DM in HG representative of the computers contribution to the process?
It's so important that it's an implicit TL bonus. Any well-designed warship will have the maximum computer available, even heavy fighters.

So, a TL-15 ship (m/9) will have a DM+1 when shooting at a TL-14 ship (m/8), and the TL-14 ship get a DM-1. That is a huge advantage.

Hence, it's not about the size of the ship...
 
The Gazelle can't exist is a pure Bk2 universe. Bk2 has no PA barbettes...
I was unclear. I was distinguishing between LBB5 first and second editions for the Gazelle, not between LBB2 and LBB5 (either edition).
 
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It's a LBB5 ship. In LBB5 combat the computer is paramount, the difference between a m/9 and a m/5 is a warship vs. a helpless victim.

Let's say we have a m/5 and are fighting a ship with a m/9: A factor 3 missile hits on a roll of 5+ +6[agility] +1[size] +9[target comp] - 5[ship's comp] = 16+, can't hit, can't inflict damage.

The enemy shoots an identical battery and hits on a roll of 5+ +6[agility] +1[size] +5[target comp] - 9[ship's comp] = 8+, can hit.

One ship will win without taking any damage against a squadron of the cheaper ship type, was the computer worth it even if it's a third of the cost of the ship?



In LBB5 it's a paperweight. It can't hit a barn from the inside, and it can't inflict Crew hits even on unarmoured ships.
It’s not economically realistic or viable and can’t take serious hits especially with LBB5 critical hits. Anybody putting a 400 ton vessel against anything even slightly larger has just created a majorly expensive coffin.
 
Kilemall is of course correct. A Zho with a good computer and a missile bay can hit and the result is an orgy of size crits.

But we can counter that with a bit of armour, size 4 plus armour 10 will prevent size crits from factor 9 batteries. So we must have armour 10...
 
Fortunately the extra armour makes the ship safe from computer radiation damage from nukes, so we can dispense with the fib computer, freeing up almost enough space for the armour.

The result is a better and cheaper ship! Thanks, kilemall.

Just for Spinward Flow I rounded the power plant up to 40 EP for a rating of 10. It now has an EP in reserve for another laser or something.

It now has no extra space for passengers, no medical low berth, and less cargo. Very cramped...

Code:
CE-4146A92-A30000-25003-0        MCr 406         400 Dton
bearing     3     11  2                           Crew=10
batteries   3     11  2                             TL=15
                         Cargo=4 Fuel=200 EP=40 Agility=6

Dual Occupancy                                        4       507
                                     USP    #      Dton      Cost
Hull, Streamlined   Custom             4            400      
Configuration       Needle/Wedge       1                       48
Scoops              Streamlined                                 0
Armour              10                 A             44        57
                                                             
Jump Drive                             4    1        20        80
Manoeuvre D         M                  6    1        23        48
Power Plant                           10    1        40       120
Fuel, #J, #weeks    J-4, 4 weeks            4        40      
Purifier                                    1         3         0
                                                             
Bridge                                      1        20         2
Computer            m/9                9    1        13       140
                                                             
Staterooms                                  4        16         2
Staterooms, Half                            6        12         2
                                                             
Cargo                                                 4      
Demountable Tanks   J-4                     1       160         0
                                                             
Triple Turret       Missile            3    2         2         5
Mixed Turret        Full                    1         1      
  Weapon            Pulse              2    1                   1
  Weapon            Sand               3    2                   1
Mixed Turret        Full                    1         2      
  Weapon            Fusion             5    1                   2
  Weapon            Sand               3    1                   0
                                                             
Nominal Cost        MCr 507,04           Sum:         4       507
Class Cost          MCr 106,48          Valid        ≥0        ≥0
Ship Cost           MCr 405,63                                
                                                             
                                                             
Crew &               High     0        Crew          Bridge     2
Passengers            Mid     0          10       Engineers     3
                      Low     0                     Gunners     4
                 Extra SR     0      Frozen         Service     1
               # Frozen W     0           0          Flight     0
                  Marines     0                     Marines     0

It's now fairly pointless to fire bays at it, it would only disable a missile turret or so. It would take 12 weapon hits to disable it, taking 13 nuke hits, the result of firing 78 missile bays at it. After all that it would lose its weapons (that could be repaired) and some fuel.

More worryingly there is a 1/36 chance of a M-drive hit, a single point of armour more would prevent that...
 
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Iteration 4:

Armour 11 (adds MCr 10 for a single point of armour).
Remove power reserve.
Rebalance the armament to three triple missile and a mixed double fusion/sandcaster turret. Saves a laser, hence an EP, and increases offensive punch. The sandcasters were useless against bays (basically the only thing that can hit it) anyway.

Code:
CE-4146992-B30000-05003-0        MCr 410         400 Dton
bearing     1      1  3                           Crew=10
batteries   1      1  3                             TL=15
                         Cargo=4 Fuel=198 EP=38 Agility=6

Dual Occupancy                                        4       512
                                     USP    #      Dton      Cost
Hull, Streamlined   Custom             4            400        
Configuration       Needle/Wedge       1                       48
Scoops              Streamlined                                 0
Armour              11                 B             48        67
                                                               
Jump Drive                             4    1        20        80
Manoeuvre D         M                  6    1        23        48
Power Plant                            9    1        38       114
Fuel, #J, #weeks    J-4, 4 weeks            4        38        
Purifier                                    1         3         0
                                                               
Bridge                                      1        20         2
Computer            m/9                9    1        13       140
                                                               
Staterooms                                  4        16         2
Staterooms, Half                            6        12         2
                                                               
Cargo                                                 4        
Demountable Tanks   J-4                     1       160         0
                                                               
Triple Turret       Missile            3    3         3         7
Mixed Turret        Full                    1         2        
  Weapon            Fusion             5    1                   2
  Weapon            Sand               3    1                   0
                                                               
Nominal Cost        MCr 512,29           Sum:         4       512
Class Cost          MCr 107,58          Valid        ≥0        ≥0
Ship Cost           MCr 409,83                                  
                                                               
                                                               
Crew &               High     0        Crew          Bridge     2
Passengers            Mid     0          10       Engineers     3
                      Low     0                     Gunners     4
                 Extra SR     0      Frozen         Service     1
               # Frozen W     0           0          Flight     0
                  Marines     0                     Marines     0

It takes 11 weapon hits to shell it, requiring on average 13.6 nuke hits, so firing 82 bays at it. Let's hope the enemy has something more exiting to fire at...
 
Since we have already quite a lot of armour, why not go full hog with max armour?

I can't find anything non-essential to remove, so sadly I have to make the ship larger to fit more stuff.

520 Dt, Armour 15, MCr 550 (the armour is now the most expensive component)
An extra missile turret.
Free space down to 2 Dt...

Code:
CE-5146892-F30000-05003-0        MCr 546         520 Dton
bearing     1      1  4                           Crew=12
batteries   1      1  4                             TL=15
                     Cargo=2 Fuel=253,2 EP=45,2 Agility=6

Dual Occupancy                                        3       682
                                     USP    #      Dton      Cost
Hull, Streamlined   Custom             5            520         
Configuration       Needle/Wedge       1                       62
Scoops              Streamlined                                 1
Armour              15                 F             83       150
                                                                
Jump Drive                             4    1        26       104
Manoeuvre D         T                  6    1        35        72
Power Plant                            8    1        45       136
Fuel, #J, #weeks    J-4, 4 weeks            4        45         
Purifier                                    1         4         0
                                                                
Bridge                                      1        20         3
Computer            m/9                9    1        13       140
                                                                
Staterooms                                  4        16         2
Staterooms, Half                            8        16         2
                                                                
Cargo                                                 3         
Demountable Tanks   J-4                     1       208         0
                                                                
Triple Turret       Missile            3    4         4         9
Mixed Turret        Full                    1         2         
  Weapon            Fusion             5    1                   2
  Weapon            Sand               3    1                   0
                                                                
Nominal Cost        MCr 682,38           Sum:         3       682
Class Cost          MCr 143,30          Valid        ≥0        ≥0
Ship Cost           MCr 545,90                                   
                                                                
                                                                
Crew &               High     0        Crew          Bridge     2
Passengers            Mid     0          12       Engineers     4
                      Low     0                     Gunners     5
                 Extra SR     0      Frozen         Service     1
               # Frozen W     0           0          Flight     0
                  Marines     0                     Marines     0

It takes 12 weapon damage to shell it, requiring 36 nuke hits, so firing 216 Zho missile bays...

Basically it takes a particle spinal to destroy it. Not bad for 500 Dt...
 
Since we have already quite a lot of armour, why not go full hog with max armour?

I can't find anything non-essential to remove, so sadly I have to make the ship larger to fit more stuff.

520 Dt, Armour 15, MCr 550 (the armour is now the most expensive component)
An extra missile turret.
Free space down to 2 Dt...

Code:
CE-5146892-F30000-05003-0        MCr 546         520 Dton
bearing     1      1  4                           Crew=12
batteries   1      1  4                             TL=15
                     Cargo=2 Fuel=253,2 EP=45,2 Agility=6

Dual Occupancy                                        3       682
                                     USP    #      Dton      Cost
Hull, Streamlined   Custom             5            520        
Configuration       Needle/Wedge       1                       62
Scoops              Streamlined                                 1
Armour              15                 F             83       150
                                                               
Jump Drive                             4    1        26       104
Manoeuvre D         T                  6    1        35        72
Power Plant                            8    1        45       136
Fuel, #J, #weeks    J-4, 4 weeks            4        45        
Purifier                                    1         4         0
                                                               
Bridge                                      1        20         3
Computer            m/9                9    1        13       140
                                                               
Staterooms                                  4        16         2
Staterooms, Half                            8        16         2
                                                               
Cargo                                                 3        
Demountable Tanks   J-4                     1       208         0
                                                               
Triple Turret       Missile            3    4         4         9
Mixed Turret        Full                    1         2        
  Weapon            Fusion             5    1                   2
  Weapon            Sand               3    1                   0
                                                               
Nominal Cost        MCr 682,38           Sum:         3       682
Class Cost          MCr 143,30          Valid        ≥0        ≥0
Ship Cost           MCr 545,90                                  
                                                               
                                                               
Crew &               High     0        Crew          Bridge     2
Passengers            Mid     0          12       Engineers     4
                      Low     0                     Gunners     5
                 Extra SR     0      Frozen         Service     1
               # Frozen W     0           0          Flight     0
                  Marines     0                     Marines     0

It takes 12 weapon damage to shell it, requiring 36 nuke hits, so firing 216 Zho missile bays...

Basically it takes a particle spinal to destroy it. Not bad for 500 Dt...
Well that’s another LBB5 oversight, the indestructible small ship that absorbs capital damage because the build rules goes straight percentage and does not deal in volume vs surface effects.

Glad I could help prod the creation of the only rational design to actually perform a fleet level function. Expensive as heck, but maybe justifiable for wartime when crew training and ship replacement is at a premium.

Of course it is the halving of the armor volume use at TL15 that makes this work.

Oh, a black globe version while we are busy ruining the naval budget.
 
Of course it is the halving of the armor volume use at TL15 that makes this work.
Bonded Superdense armor is TL=14-15.
It's the TL=15 fusion power plant that is the real limiting factor on tonnage.

Although ... you might be able to get away with TL=14 for that 520 ton design if you increase the displacement up to 600 tons and drop the armor factor back down to Armor: 14. Of course, doing that would give you 2 more turrets (and gunners) to play with and account for ...
CE-5146892-F30000-05003-0 MCr 546 520 Dton
bearing 1 1 4 Crew=12
batteries 1 1 4 TL=15
3 missile batteries, not 4.
 
Glad I could help prod the creation of the only rational design to actually perform a fleet level function. Expensive as heck, but maybe justifiable for wartime when crew training and ship replacement is at a premium.
Expensive, yes, but less so than a GCr 2 missile-bay-armed frigate.

It allows us to be in four times as many places for the same budget...

Compared to a MCr 300 Gazelle, that is basically a door-stop in combat power, it's not very expensive.
 
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Well that’s another LBB5 oversight, the indestructible small ship that absorbs capital damage because the build rules goes straight percentage and does not deal in volume vs surface effects.
That is a staple of LBB5 combat and always has been: the 1000 Dt rock rider with a single bay and max armour. It can basically only be killed by spinals, cfr. Eurisko.
 
That is a staple of LBB5 combat and always has been: the 1000 Dt rock rider with a single bay and max armour. It can basically only be killed by spinals, cfr. Eurisko.
I designed those the first day I started making ships. Wasn’t the rock one but everything else.
 
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This brings up an interesting question.

Simply, is the computer DM in HG representative of the computers contribution to the process?

It's pretty much a "game changer", and very powerful DM. But, to be blunt, does the computer an battelship is carrying really give it that much of an edge over the computer of a, say, Escort ship?

Seems a bit overpowered.
I think it's pretty close.

Now keep in mind a battleship in CT terms is something like 3000-5000 tons. Say it's 3000 tons and 10 triple lasers, 10 triple missiles and 10 triple sandcasters, that's enough firepower to lay on 30 laser hits, 30 missiles with a potential of 3-180 hits, and lay on a sand shield that no laser or missile can get through. More missile hits if you use the supplement to up warheads, neutralize ECM or do kinetic impacts.

The advanced evasion programs can readily get you to -5DM, the to-hit Predict program can get you +4 and Gunner Interact adds Gunnery skill for likely typical +6 (which +1 or more total DM increases range to hit from 500,000km to 900,000 km), ECM kills a slew of missiles that are not improved, and double-fire/return fire can TRIPLE output, not to mention allow for anti-missile fire. Plus that often overlooked program, Select Fire, which allows for disabling specific systems.

Different combat systems with nominally the same hardware and differing software costs, but by and large I could see justifying the HG difference.
 
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