According to a Q&A in TD,
I think you may have missed this part of my post.
Slight edit, just noticed your heavy fighter has 7 weapon factors to reduce, neediing 21 damaging hits to get 7 weapon-1 results. 21/16.7% = 125 missile-9 batteries required.
Ok, lets assume your 200ton gunboat has a mixed double turret holding a Fusion-5 and a sand-3 for 8 weapon factors plus a triple turret with laser-2, missile-2 and a second sand-3 adding another 5 factors (the second sand battery is destroyed in one hit) to reduce for a total of 13 weapon-1 hits needed. This 200ton gunship would need 36 damage rolls to get 13 weapon-1's, 36/28.8% gives 125 missile-9 batteries firing to strip this gunboat. Not much differant to your heavy fighter.
To put these 125 missile-9 batteries into context, the attacking fleet is chasing away a strong BB fleet. Each attacking 500kton Tigress carries 215 missile-9 batteries while the 200kton Plankwell & Kokirak carry 50 and 33 each. Plus of course escorts etc.
And of course you could field a squadron of sacrificial fighters/gunboats, but we would be getting well away from the original proposal that the rules are broken because a single fighter can stop a fleet of BB's. It would now be squadrons of very expensive and specialized fighters/gunboats can hold off a BB fleet.
PPS, second edit, your heavy fighter is a bit small & way to cheap. Its missing a MD or the PP stat. At 35 ton you will need a PP ((Computer 12EP + Laser 1EP)/.35 + 6 = PP44) taking up 15.4 ton and costing 46.2 MCr, add in the cost of the computer (13 ton & 140 MCr) we are already at 186 MCr and 28.4ton. Armour-15 occupies another 16% or 5.6ton and costs another 10MCr...
Then, following your numbers (wich, after what we've seen, I trust more than mine), you need about 125 50 ton bay's worth of nuclear misiles to disable one of those gunboats. So one those gunboats could hold on the line about two Koriraks or one Plankwell, and you still have some of them surviving...
I don't believe that may be true in real battle, that's why I believe some rule must be given to avoid that.
I can't argue with thatBTW: those 125 battery round would cost, according to MT rules (AFAIK there's no oficial cost for nuclear missiles in HG) MCr 3.75 each, for a total of more than MCr 450 to disable each gunboat... I guess some quartermaster would feel a pain in his chest...
That depends on how you as an Admiral handle your fleet on defence. Using a picket/skirmishing screen you should be able to maneouver your main force (in the HG reserve position) without hindrance. And in HG the Reserve can fall back as fast as the Enemy fleet comes forward. In addition the pickets have a chance to knock a point off a BB or two's spinal mounts, which would seriously annoy the attacking commander and give a slight advantage to your fleet when you do choose to engage.And I guess the enemy fleet won't be engaged by such small gunboats, just ignoring them and going for the reserve. After all, those fighters/gunboats are little more than a nuisance with no real threat to the BBs to push forward.
No problem, whenever I post I wait with baited breath for some bright spark to tell me I've made an error. & it happens fairly regularlyYou're right again. I forgot the EP used by the computer...
Sorry about that. It was more than 20 years since my last HG design (I am mostly MT player) and I guess I lost practice.
I probably shouldn't have used cannon ships as a example.
Use Eurisko's. It created a 1000-ton fighter for just such a trick (untouchable "fighter" holding the LoB so capital ships could escape).
I would put it more down to poor canon designs, most HG players will max out on 50-ton missile-9 bays as the secondary batteries for BB's & for a 200kTon BB that would be around 150+ bays. The rest are tertiary batteries, useful against small craft that make it past the escorts but mostly intended to slow down the rate of Spinal & Missile attrition.
I can't argue with that. But the cut-off has to be somewhere. I dabble occasionally with this and with infrastructure costs such as training academies for the various crew branches (making the player pay to reach the assumed skill level-2 or better) and ground & orbital facilities (eg: fighter bases and ground controlled orbital missile-9 bays).
My view on the lack of missile costs/payload space in HG is that it affects both sides equally and any change would also affect both sides equally.
That depends on how you as an Admiral handle your fleet on defence. Using a picket/skirmishing screen you should be able to maneouver your main force (in the HG reserve position) without hindrance. And in HG the Reserve can fall back as fast as the Enemy fleet comes forward. In addition the pickets have a chance to knock a point off a BB or two's spinal mounts, which would seriously annoy the attacking commander and give a slight advantage to your fleet when you do choose to engage.
The use of pickets/skirmishers in this way is well established in historical wargaming and RL military tactics.
So 3 Meson-N or better will get one hit & cause 6 criticals, reducing the Planetoids armor by 6 and will get a roll on the Radiation & Internal Explosion tables. A Vaporised, Crew-1 or PP Disabled result on the Critical table will occur (8 in 36 times * 6 rolls) 133% of the time, Crew-1 on the Radiation table (12 in 36 times) 33% of the time and Crew-1, Fuel tanks shattered, and nasty Criticals on the Internal Explosion table (7 in 36 times or 19.4% + Criticals 6 in 36 * 8 in 36 or 3.7%) 23.1%. The odds of a single damaging Meson-N hit on this ship enabling a breakthrough is 189%, or statistically pretty darn good.
We have a canonical useful lifespan, derived from TNE, of only abut 70-90 years, as wear value climes.
Accurate? As in corresponding more closely to real life starships?GURPS is far more accurate considering the materials and construction used at those TL's.
Accurate? As in corresponding more closely to real life starships?
The lifespan of 70 to 90 years mentioned by Wil seems to correspond pretty well with the service records of the Azhanti High Lightings. And unless there is some expense that takes the place of the bank payments after 40 years, fully paid up starships are incredible money-makers.
Hans
The Atlantics were produced from 1020 to 1050 (possibly the first ones were earlier than that, but the last one was produced in 1050. Most, probably all, must have been produced after the Solomani Rim War). Of 794 produced, approximately 500 remain in service by 1107 and they are "fast approaching obsolesence". That's one third of them retired in some way in about 80 years. Seems right on the mark for those 70-90 years. The Kokirraks, likewise a TL15 design, so at most a century old (probably less), they are "now being phased out of service". Once again, the timespan seems to fit.And the High Lightning class were on the go a lot. Because they were so useful for everyday work.
There must be something in jump that wears a hull down such that 80 years of jumping twice a month or so wears it out.
There are lots of TL 15 classes that will be parked waiting until the next conflict. Plankwells in lagrange points and reworked every 10 years, waiting for the transport full of reserves for the sixth frontier war.
We don't know how old the Tigress class is, but we do know that it is still being built; The Lioness, lost in the 5FW was replaced by the Lioness II in the GTU, so the existence of older classes that are still active is perfectly possible even if they have similar service lives as the ones we know about.According to Fighting Ships, older battleships of over 500,000 tons exist in the Imperial core. Unless the 3I Navy has stupid senior leadership, they must be TL15. That means unlike the Tigress class, they seldom jump. (Reserve ships?)
Nice theory. Any evidence to support it? Any evidence that all the ship classes we know details about service lives for are being worked harder than most? Any evidence that TNE's wear values provide results that are inconsistent with "reality"?Something in jump must wear out hulls if used bimonthly.
The less you jump. the longer you last.
Any Buffered Planetoid with extra armor will potentially be immune to missiles. Eurisko's Wasp class had Armour-18, at TL15 a similar Buffered Planetoid could have Armour-21 and is immune to surface & radiation damage from nukes & PA spinals. However that same TL15 Buffered Planetoid cannot be a small craft (the original proposition was that a single fighter could hold up a fleet) and must commit (35% + 16%) 51% of its volume to armor. I would expect even a carried ship of this nature would likely have a low agility making it relatively easy to hit with Meson weapons.
FWIW I can get a carried TL15 Rock, lightly armed 1900ton, Armour-21, Agility-0, Meson Screen-9, Buffered Planetoid for around 2000MCr.
An attacking fleets Meson spinals (say factor-N on average) would need 5+ to hit this Rock (assuming long range) hitting (30 in 36 times or 83.3%). Factor-9 screens (penetrates 21 in 36 times or 58.3%) and Configuration-9 (penetrates 26 in 36 times or 72.2%) = the Meson-N hitting & causing damage 35% of the time.
So 3 Meson-N or better will get one hit & cause 6 criticals, reducing the Planetoids armor by 6 and will get a roll on the Radiation & Internal Explosion tables. A Vaporised, Crew-1 or PP Disabled result on the Critical table will occur (8 in 36 times * 6 rolls) 133% of the time, Crew-1 on the Radiation table (12 in 36 times) 33% of the time and Crew-1, Fuel tanks shattered, and nasty Criticals on the Internal Explosion table (7 in 36 times or 19.4% + Criticals 6 in 36 * 8 in 36 or 3.7%) 23.1%. The odds of a single damaging Meson-N hit on this ship enabling a breakthrough is 189%, or statistically pretty darn good.
3 Meson-N spinals = breakthrough a single TL15 1900ton Rock.
You're wrong here. The correct way to calculate it is...
I just loaded up high guard shipyard and cranked out a 6 agility 1900 ton armour 21 buff planetoid with the meson screen-9 and computer 9, so let's recalculate that based on agility = 6
Accurate? As in corresponding more closely to real life starships?
The lifespan of 70 to 90 years mentioned by Wil seems to correspond pretty well with the service records of the Azhanti High Lightings. And unless there is some expense that takes the place of the bank payments after 40 years, fully paid up starships are incredible money-makers.
Hans
Meson Bays are problematic in HG, a factor-1 Meson Screen is enough to near automatically stop all Meson bays.
They may have been (probably were) relegated to secondary duties as more modern ships took their place, but ust because they weren't put in the front line doesn't mean they weren't used. They were mostly kept in service until 1048, fifty years after being superceded by TL15 designs. That's a long time to pay for the upkeep of obsolete ships. 16 were kept in service for another 30 years. I see no reason to suppose they're not representative, especially since such an assumption fits with every other (admittedly scanty) scrap of evidence we have on the subject.I guess Azhanti class is not representative, as they became obsolete due to Tech Level increase in the 3I. Those refitted with TL 15 components are still in use, some 100 years after their fist 'flight' (though some of this time may have been in mothball).