Now go back and look at how these changes affect combat outcomes - play the game the way it was intended..
Quoted for truth.
Now go back and look at how these changes affect combat outcomes - play the game the way it was intended..
To quote your not quite - not quite.Not quite. The setting states that following the losses of the 4th Frontier War the Imperium is switching TO battleships. And a century is a very long time to maintain a TL14 mentality. I wouldn't hesitate to call it an unbelievably long time.
The first generation of which are TL14/15 hybrids and then obsolete TL15 designs built to engage TL14 enemies.The lessons of the SRW and the 4FW are separated by two generations of ships.
Agility 6 is a must have, no question."[The Atlantic class] is not the equal of more modern vessels in the Imperium and neighboring regions. The slight disadvantage of 5G acceleration and agility 5 are telling in otherwise equal engagements, and make the class inferior enough to affect strategic judgements concerning its deployment." [FS8:32]
The lesson would seem to be that 5G acceleration and agility 5 is at a disadvantage against 6G acceleration and agility 6.
Though personally I would have gone with "We've decided to make a heavy cruiser class with factor T spinals instead of the factor N spinals the Atlantics carry".
(Or am I misinformed about the size needed to carry a factor T spinal? I've been told it is around 75,000T.)
A Zho TL14 100kt heavy cruiser with agility 6 and properly designed will give an Atlantic a tough fight.Incidentally, I wonder who those neighboring regions with the more modern vessels are and where the Atlantics have faced 'otherwise equal engagements'.
Ever checked the meson screens matrix?So factor S meson spinals don't inflict nearly as many (only one less, in fact) criticals as factor T spinals do? Battleships facing TL14 meson spinals have a significantly better chance of avoiding being one-shotted than cruisers facing the same spinals do?
Hans
No, it really doesn't.In a way it does.
Relative to the total size? No, it does not.If you build a 200kt BB less tonnage is needed allocated to the power plant to produce enough EPs to power everything and grant agility 6.
Not technically possible since you cannot armor a non-planetoid ship to the degree that it's totally immune against nuclear missiles (or PA spinals.)Taking no damage from anything less than a spinal meson sounds like a fairly tough ship.
Yes - it actually does. Try it.No, it really doesn't.
If you really think this you don't know HG design rules as well as you think you do.Relative to the total size? No, it does not.
Nuclear dampers make your nuclear missile a waste of time. The few that get through will get hit with my repulsers.Not technically possible since you cannot armor a non-planetoid ship to the degree that it's totally immune against nuclear missiles (or PA spinals.)
And in any case: A 30,000 ton Battle Rider which devotes the same percentage to protection as a 300,000 ton Dreadnought will be protected just as effectively. So will, except for some niche cases involving particle accelerator spinals, a 1000-ton missile boat - that is in fact the rationale between AMV's hamster and gerbil designs. In fact, due to their much smaller size, these will in toto be considerably more survivable than ships more than a hundred times their size except against high-factor particle accelerator spinal mounts.
This is entirely irrelevant since it applies to both large and small ships.Agility, on the other hand, can provide a negative To-Hit DM up to 6. Furthermore, the power plant "densities" at higher TL's make it easier to provide designs with protective agility. So, as sizes grow, ships can also grow more agile.
No, it does not.Size also allows more armor
Only ever relevant for very high factor PAs, and not at all for the cruiser vs. battleship discussion, nor for the battle rider vs. battleship one. A 30kton battle rider with heavy armor or a 75kton cruiser with very moderate armor is immune against all PA size criticals of matching TL.size prevents the automatic critical hits which result from battery size to ship size over matches.
Except for "ship vaporized", which has a 1/36 chance of occurring, no critical hit "kills" an enemy ship. Mission kills can be achieved by a number of means. The non-crit "Fuel tanks shattered" being the easiest probably.When you remember that critical hits are one of the primary ways ships in HG2 kill each other
As stated quite plainly in the designer notes, Chadwick worked off Brilliant Lances, and not High Guard, as a baseline, which is in any case obvious from the game itself, seeing how it does fully incorporate TNE's technological idiosyncrasies. And battleships are (relatively) more advantaged because of how TNE's design rules work, especially how armor and meson screens scale.As stated quite plainly in the designer notes, BR strips down HG2's
No, they won't, assuming we get a remotely equal budget.Nuclear dampers make your nuclear missile a waste of time. The few that get through will get hit with my repulsers.
This is incidental to the debate but yes, a jump-4, maneuver-6, maximum protection ship is for practical purposes impossible. So what? I've only known that for about 20 years.bridge 2%
maneuver6 17%
pp 9%
fuel 9%
jd4 5%
fuel 40%
armour15 16%
total for % based components = 98%
You don't. The mandatory crew requirements will reduce that below 1%.So I have 2% of ship tonnage remaining for weapons etc
This is irrelevant on a cruiser vs. battleship scale. The "fixed" power requirements are a) nuclear damper and b) the computer. Taking TL 14 as an example, these consume .138 PPns for a 50,000-ton cruiser vs. 0.0345 PPns (duh!) for a 200,000-ton battleship.Tobias - size does allow for more armour.
The bigger the ship the smaller % you have to allocate to power plant so the greater your armour % can be.
If the budget is the same than we end up with my 300kt BB vs 300 of your 1kt hamsters (you wont actually get 300 because you are paying for 300 model 9fib computers but I'll spot you them).No, they won't, assuming we get a remotely equal budget.
This is really pointless, because all it can result in is retreading an argument that has been revisited far too many times already. Just search for a thread using "hamster" or "gerbil" and read it.
So make it jump 3 - or use drop tanks.This is incidental to the debate but yes, a jump-4, maneuver-6, maximum protection ship is for practical purposes impossible. So what? I've only known that for about 20 years.
For a realistic proposal I'd go with jump 3 or drop tanks.You don't. The mandatory crew requirements will reduce that below 1%.
J-4, agility-6, max armor and screens ships are not feasible no matter what the TL is. The Sup9 designs, as you know, are all wrong.
You've overlooked something very simple, besides the fact that only 50% of your repulsors bear. Try and find out what. Or read the thread as I suggested. I have no intention of retreading it.If the budget is the same than we end up with my 300kt BB vs 300 of your 1kt hamsters (you wont actually get 300 because you are paying for 300 model 9fib computers but I'll spot you them).
How many nukes do you fire? 300
How many hit? 220ish
How many then penetrate my nuclear damper? 37
Shame I have 50 repulsor bays so none of your missiles cause any damage at all.
Lol, I love your modesty.This is irrelevant on a cruiser vs. battleship scale. The "fixed" power requirements are a) nuclear damper and b) the computer. Taking TL 14 as an example, these consume .138 PPns for a 50,000-ton cruiser vs. 0.0345 PPns (duh!) for a 200,000-ton battleship.
Generally speaking, as soon as these EP requirements drop considerably below a single power plant number, they become mere afterthoughts.
Now you will say that the larger size does allow the larger ship to mount a bigger spinal Meson gun, because it has absolute EP requirements which are quite high and will for many ships exceed a whole power plant number. True. But the question then becomes: Is a 200,000-ton ship armed with a factor T meson spinal more effective than three or four 50,000-ton ships armed with factor N meson spinals, or four or five 40,000-ton ships with factor J spinals? I'll let you decide...
... but the answer is no.
I was talking about the ones that bear - I actually install 100You've overlooked something very simple, besides the fact that only 50% of your repulsors bear. Try and find out what. Or read the thread as I suggested. I have no intention of retreading it.
No I didn't. Meson screen power requirements are proportional to tonnage.You missed another major pp expenditure - the meson screen.
As I've told in quite a number of other threads, the carnage of the Rebellion is not explained in terms of HG (or MT, for what's worth) combat rules (not talking now about designs) unless scuttling crippled ships is a common practice. And even if it is a common practice among military, it's harder to me to believe it to be also within the merchant marine, and Rebellion canon talks about heavy losses there too...
I guess the HG published in the compilation of the books 0-8 published by FFE is HG, if it is HG1 the rest of what I'll say here has no sense.
In page 44, under individuals, it's told that (ship's tactics level-1)/2 of the OC is added to the effective computer level, so augmenting it, not replacing it. Same happens with Pilot and Agility.
AFAIK, replacing them comes with MT, for gunnery and pilot skills* (ship's tactics is treated with the pool rules), not in HG.
*note: Pilot is only talked about in emergency agility and Spinal mount aiming, but the note as always when talking about it in emergency agility hints that it can also replace normal agility. The question then is, if your pilot skill is higher than emergency agility (so making the replacement worth), why to do it if it can also replace normal agility?
By the way which thread are you on about - can you link it?
Fascinating discussion.
Equally fasinating is what happens if you move away from the "it has to be Jump-4" mentality.
I've recently tried experimenting with TL 15 J-3 designs, and have been coming up with some highly intrigueing readouts.
I have an 18 Kton design with a J Meson gun, and I put 3 of them up against a 61 Kton design with an R Meson. They creamed it every time.
I then redesigned the 61 Ktonner and gave it a T Particle Accelerator ... and it made short work of the three 18 Ktonners.
It's like the man said .... it's HG and it plays out how it plays out. And it gives a wide variety of different outcomes across a range of different tech levels, which I for one like.![]()
Fascinating discussion.
Equally fasinating is what happens if you move away from the "it has to be Jump-4" mentality.
I've recently tried experimenting with TL 15 J-3 designs, and have been coming up with some highly intrigueing readouts.
I have an 18 Kton design with a J Meson gun, and I put 3 of them up against a 61 Kton design with an R Meson. They creamed it every time.
I then redesigned the 61 Ktonner and gave it a T Particle Accelerator ... and it made short work of the three 18 Ktonners.
It's like the man said .... it's HG and it plays out how it plays out. And it gives a wide variety of different outcomes across a range of different tech levels, which I for one like.![]()
I guess the 18 Kdton ships were not too heavily armored, or the T rated PA would not be too effective against them (3 rolls on both tables per hit, inflicting damage on a 6-), while a single hit from the J meson gun would probably disable the 61 Kdton ship...
Of course, the better accuracy of the PA, coupled with the lack of defenses agains it (meson screen) give an advantage otherwise...
My revamped Tigress design is based on tech 15 50K hull. It has type N meson gun I wonder how it would stand up to these designs. I see that the meduim size war ships point to a starting tech level 15. By this I mean it just not advance enough to put out the heavy duty ships.