• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Mongoose changes the cruiser bias at TL15

Mongoose has a reason for the battleships and larger at TL-15. Their torpedo Barbettes at 5 tons for every two shots. 6D6 bomb pumped at -2 point defense.

I assume any battleship runs the finest fire control and the finest gunner.

9K tons gives you 300 torpedoes per round at a total of 12 shots. The down side is the armor is subtracted. Assuming a battleship with the finest fire control attacking a cruiser that is dodging, between armor and the sand casters that is a wash.

With the dice roll, assume 50% damage as the average for the barrage. That gives 150 hits at 6 per, or 900 points. This will almost disable a heavy cruiser, and will take anything smaller out of action with one round.

Any 15 armor battleship at 200k can run this level of torpedoes, at 300k tons you can run enough torps that you expect a heavy cruiser kill each round, and will remove the hull points from a similar battleship section every 4 rounds.

Please note this assumes a wash between attacker and defender in cruisers, and minus 4 for armor at the battleship size.

This is when the Tigress start makes sense, huge torpedo volleys in the 1,000 range deal out crazy damage and still allow sand and point defense to get the minus one or two on top of the minus 15 for the armor.
 
Last edited:
I kind of like that rationale.

Does this make huge battleships also important at lower TLs, for the same reason?
 
I would think for sure. Bomb pumped torps start at full damage at TL9. At TL11 you lose some fire control plus (down to FC3), but your armor deduction minus is capped at 11 even for a battleship.

TL11 is capped at J2, so with armor 11 a 500k battleship mounts one spinal and shoots 3,000 torps in a cloud with the rest of the hardpoints being point defense.

Assume an average result after the adjustments and roll of 25%. 750x6=a hull and structure kill on a section every round (ship knocked out).

It is also why there are carriers in OTL. A task force of fleet carriers jumps in, with 2,000 torpedo boats and 2,000 fighters for escort. Now you have cruiser killers or battleship cripplers swarming.
 
Nuclear dampers? Anti-missile energy weapon fire? Anti-missile missiles? Repulsers.

Does MgT HG include any of these as a counter to bomb pumped missiles/torpedoes?
 
Just played through a pirate attack on our little far-trader, mong did it well. I don't know how giant fleets will do as of yet though.
 
Nuclear dampers? Anti-missile energy weapon fire? Anti-missile missiles? Repulsers.

Does MgT HG include any of these as a counter to bomb pumped missiles/torpedoes?

Bomb pumped in Mongoose equals point defense minus two, no damper screening.

My proposed MgT rules for winning battles: All ships in fleet action dodge at all times. All armor at TL max.
 
Last edited:
Screens

Core Rules

Trigger Screens
Screens can be activated as long as the commander or one of the
gunners has the Gunner (screens) skill at Level 0 and the ship has
the required screen type (nuclear against nuclear missiles and
fusion guns; meson against meson guns). Screens reduce the
damage from the attack by 2d6+the operator’s Gunnery (screens)
skill. Nuclear dampers also negate radiation hits against crew from
nuclear missiles and fusion guns.


High Guard Rules

Screens: Screens apply only against attacks of the appropriate type
(nuclear dampers vs nuclear missiles or fusion beams, meson screens
against meson guns). Note that nuclear dampers are not effective
against bomb–pumped torpedoes as these detonate beyond the effect
of the damper. Screens offer two points of protection per screen.

Configuration: Certain ship configuration offer protection against
meson weapons as they are particularly compact, increasing the
likelihood of decay occurring outside the ship.

Dispersed Structure and buffered planetoid DM+4

Needle/wedge, cone and standard (cylinder) DM+2

Close structure, sphere and planetoid DM+0

Point Defence Lasers: Point defence lasers protect only against
incoming missile attacks. Roll 1d6 for the amount of protection
offered by lasers, modified as below. If the modified dice roll is zero
or less, the point defence laser protection modifier is zero.
 
Yep, that plus point defense minus 2 against bomb pumped lasers, minus 2 for dodging, and gunner skill and fire control plus, means you will have a battlewagon with a few spare computers all running the max FC software at that TL.

The biggest single factor remains armor even in barrage rules.
 
Back
Top