Thanks BMonnery, great post!
But before I make commets / questions, I would like to get one thing clear. Isn't there a mistake in in-system speeds?
Ship travelling warp 1 covers the distance of 1 AU (149597870691 meters, about 150 million kilometers) per day, which means 6,2 million kilometers per hour and about 100000 thousand kilometers per minute.
According to Star Cruiser rules ship is traveling twice its stutterwarp effieancy in hexes, per minute. That makes our example ship's speed 2 hex/min.
One hex being 2 light seconds, ship's speed should be 4 ls/min, which equals 1,2 million kilometers per minute. Which is more than 10 times the actual speed.
Am I right? Or is there something that I've missed?
Originally posted by BMonnery:
The ranges of sensors are:
Grav: 150AU, but provides no location data
DSS: 1AU for a planet, no information given for ships, but we can assume it approximately 1 light minute since:
Black Globe Range is 30 hexes (1 light minute), at this range ships can detect each other, but have no other data (excepting speed)
Do planets etc. block black globe detection directly behind them? That would open some interesting tactics to close the distance to target.
Tactical Sensors can, in extremis, detect and locate a target 31 hexes away (range-16 active vs the lateral profile of a Kafer Alpha).
This provides a real concentration vs dispersion problem for a commander. See
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That's one thing I don't like in Star Cruiser. IMHO it would be "better" that some kind of skill roll is needed for detection. Hmm, is there a different turn lenght for large scale fleet operations..?
It's worth noting, that a semi-official GDW rule stated remote objects could only be controlled 4 hexes away. It changes things slightly.
Hmm, I haven't heard of this, although I've been aware of problems of remote controling over long distances. This really makes things more interesting, since ships have to make "missile runs" and hang around long enough to get their missiles to targets. I think this explains the high opinions of Kennedys class.
For SC ships to work together, some work needs to be done. The ranges are two great for radio communications (unless ships are willing to place very significant %'s of power into transmitters and have massive pylons ruining their stealth to receive them, and have a large electronic signature). The comms are tight beamed only. This means that to share tactical data every ship need to be tracking every other ship with a comms dish and a comms station with comms crew. With only 1 comms station, ships can only talk to one other ship, only share sensor and target data with them etc.
The distance problem might get easier if 1 hex equals only 0,2 light minutes, as stated above in my calculations. Good point that ships can communicate with only one ship at time per comms station.
The obvious solution is the squadron flag, which is what the Battleships and Battlecruisers really are. A ship with a large array of comms station and a squadron command staff to co-ordinate missile strikes etc. Otherwise, strikes will fall at different times, allowing the target a point defence shot against each one rather than overloading the defences.
SC combat really differs from sub warfare in this, I admit. I think that ships need more comms stations and I would also like that there would be more sensors stations, for example sensor range/3.
It certainly is possible to hide in SC, assuming noone is using active sensors, but only if powered down, and that still has a very significant chance of detection. Giant emitters or debris may help (i.e. each hex counts as two for ranging).
The best places to hide may be in the vicinity of gas giants or stars. There are certainly mentions of ships launching ambushes powered down in such situations, although you only really get one free shot, with forward deployed missiles and mines.
Captains need big balls for that kind of hiding, since they are totally helpless during power down. This reminds me of movie U-96, where the Germans tried to go with current trough the Gibraltar Strait. But that's what I like in SC, the human factor.
As for what needs manning when interstellar. I suspect the ship only requires the Helmsman and Navigator on the bridge, probably with the Officer of the Watch. The poor engineering staff meanwhile are busy trying to keep the ship from falling apart.
However, the portion of time ships spend the fast side of the FTL shelf is minimal. An average warship makes the average journey across the interstellar gap in less than 2 days. Then there's the dangerous buisness of crossing the shelf either at a Gas Giant in the outer system for a discharge (risking ambush and running into Sentinel fields, since this kind of area denial is the whole point of that weapons system), or crossing the main shelf, unable to run outsystem because the drive needs flushing (and the drive engineers are trying to keep it stable), knowing that if intercepted they must fight.
I would add the bridge engineers to necessary crew, and at least near star systems sensors and comms operators too in case of incoming transmissions.
In my Kennedy example there would be Officer of the Watch (Ops, Nav of Comms officer), Quartermaster (one of the bridge Cheif Petty Officers), helmsman, 3 engineers led by Petty Officer, and one operator for comms and computer stations. In TAC there would be full sensors crew (only two, though) and TAC officer (Gunnery, Sensors or Remote Control officer). Engineering watch consist of third of the available engineering crew, led by Engineering Officer of the Watch (Chief Engineer and other Engineering Officers). That makes minimum crew of 19 on duty round the clock. That times three makes 57, plus CO, XO and Weps, plus medical crew of 4, plus 27 marines, which makes total crew of 91.
Finally for now, guns and submunitions probably fit the short range of torpedos and ASMs. However, the stutterwarp missile is a direct SLBM analogue. It's not of dissimilar size, delivers a nuclear warhead, and completely outranges close in weapons.
Except if 4 hex rule you mentioned is used.
- Jeddak