The Oz
SOC-14 1K
As part of my HG/FFW conversion project I have just completed an analysis of how weapons effectiveness in HG varies with tech level. In particular, I checked which weapons are best to use when shooting at an enemy of higher or lower TLs.
I can post the math if ya'll would like, but basically I determined how many shots would hit and penetrate for each of three weapon systems: spinal meson guns, spinal particle accelerators, and f-9 nuclear missile bays. Meson guns had to penetrate meson screens (only), spinal PAWs had to "penetrate" armor (that is, roll =low= enough on the Damage tables to be a valid hit), and nuclear missiles had to penetrate nuclear dampers (only). I only did one defense each to keep things simple (and to keep meson guns and nuclear missiles even with spinal PAWs, which only have one defense to penetrate) but this does mean that meson guns and nuclear missiles are somewhat overvalued since the other defenses against them are not counted.
I assumed that each ship for each TL had the best equipment (armor=TL, max meson screen, nuclear damper, computer), Agility-6 and was size Q+ (75,000 tons) and was firing at the best range for that weapon (Close range for meson guns, long range for missiles).
For spinal meson guns the results are the chance to hit and penetrate per shot (out of 1.00), while results for spinal PAWs are effective hits (good Surface Explosion damage rolls) per shot, and the nuclear missile results are how many effective hits out of 100 factor-9 missile battery shots. You could also read that as the percent chance for any one battery to hit and penetrate.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> TL15>TL14 TL14>TL15 Ratio
Meson 0.82 0.42 1.95
PAW 10.77 6.25 1.72
Msl 60.14 4.86 12.38
TL15>TL13 TL13>TL15 Ratio
Meson 0.92 0.17 5.27
PAW 13.72 5.12 2.68
Msl 91.70 1.17 78.54
TL15>TL12 TL12>TL15 Ratio
Meson 0.97 0.05 20.94
PAW 17.42 2.78 6.26
Msl 97.20 0.00 NA
TL14>TL13 TL13>TL14 Ratio
Meson 0.83 0.42 1.98
PAW 12.63 5.91 2.14
Msl 70.18 24.31 2.89
TL14>TL12 TL12>TL14 Ratio
Meson 0.92 0.17 5.27
PAW 16.51 5.44 3.04
Msl 91.70 11.59 7.91
TL13>TL12 TL12>TL13 Ratio
Meson 0.82 0.17 4.73
PAW 15.15 4.82 3.15
Msl 83.30 48.56 1.72</pre>[/QUOTE]</font>
However, things aren't quite as bad as they look from these numbers. I used these weapon effectiveness values in a Lanchester "N-squared Law" combat simulator. For those who don't know, that's a mathmatical combat simulator that assumes losses are proportional to the enemy's strength and weapon effectiveness. Basically, it takes the number of one side's ships and multiplies that by the effectiveness of the weapons on those ships, and uses that value to inflict losses on the other side. Both sides do this to each other simultaneously.
The effect of all this is to show that a numerical edge, even a small one, can overcome even a drastic deficiency in weapons effectiveness. In gaming this is often called the "Fuzzy Wuzzy" effect: sufficiently superior numbers can overcome superior fighting quality. My Lanchester N-squared simulator has calculated just how large "sufficiently superior numbers" have to be to overcome a superior TL in High Guard. Again, I can show the actual math if anyone's interested, but here's the results.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Superiority
Needed
TL14 vs. TL15 1.40
TL13 vs. TL15 2.33
TL12 vs. TL15 4.01
TL13 vs. TL14 1.41
TL12 vs. TL14 2.33
TL12 vs. TL13 2.20</pre>[/QUOTE]This calculation was done with just the effectiveness figures for spinal meson guns, to keep things simple. So a 1.4 superiority (14 to 10, for instance) is (barely) enough to overcome one TL (at TL13>14 and TL14>15) while overcoming two TLs needs 2.33. For TL12 forces to deal with TL15 requires more than a four-to-one superiority.
Note this superiority is not in number or tonnage of hulls, it's superiority in large spinal meson guns. This is the underlying reason for the battlerider over the battleship; with battleriders you get more large meson guns per ton than you do with battleships.
I can post the math if ya'll would like, but basically I determined how many shots would hit and penetrate for each of three weapon systems: spinal meson guns, spinal particle accelerators, and f-9 nuclear missile bays. Meson guns had to penetrate meson screens (only), spinal PAWs had to "penetrate" armor (that is, roll =low= enough on the Damage tables to be a valid hit), and nuclear missiles had to penetrate nuclear dampers (only). I only did one defense each to keep things simple (and to keep meson guns and nuclear missiles even with spinal PAWs, which only have one defense to penetrate) but this does mean that meson guns and nuclear missiles are somewhat overvalued since the other defenses against them are not counted.
I assumed that each ship for each TL had the best equipment (armor=TL, max meson screen, nuclear damper, computer), Agility-6 and was size Q+ (75,000 tons) and was firing at the best range for that weapon (Close range for meson guns, long range for missiles).
For spinal meson guns the results are the chance to hit and penetrate per shot (out of 1.00), while results for spinal PAWs are effective hits (good Surface Explosion damage rolls) per shot, and the nuclear missile results are how many effective hits out of 100 factor-9 missile battery shots. You could also read that as the percent chance for any one battery to hit and penetrate.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> TL15>TL14 TL14>TL15 Ratio
Meson 0.82 0.42 1.95
PAW 10.77 6.25 1.72
Msl 60.14 4.86 12.38
TL15>TL13 TL13>TL15 Ratio
Meson 0.92 0.17 5.27
PAW 13.72 5.12 2.68
Msl 91.70 1.17 78.54
TL15>TL12 TL12>TL15 Ratio
Meson 0.97 0.05 20.94
PAW 17.42 2.78 6.26
Msl 97.20 0.00 NA
TL14>TL13 TL13>TL14 Ratio
Meson 0.83 0.42 1.98
PAW 12.63 5.91 2.14
Msl 70.18 24.31 2.89
TL14>TL12 TL12>TL14 Ratio
Meson 0.92 0.17 5.27
PAW 16.51 5.44 3.04
Msl 91.70 11.59 7.91
TL13>TL12 TL12>TL13 Ratio
Meson 0.82 0.17 4.73
PAW 15.15 4.82 3.15
Msl 83.30 48.56 1.72</pre>[/QUOTE]</font>
- TL15>TL14 means a TL15 ship shooting at a TL14 ship.</font>
- Ratio is the higher TL's value divided by the lower TL's value for that weapon. It is a measure of how more effective the higher TL is using that weapon on the lower TL.</font>
- Meson is the best spinal meson gun available at that TL.</font>
- PAW is the best spinal particle accelerator available at that TL.</font>
- Msl is 100 factor-9 nuclear missile batteries.</font>
However, things aren't quite as bad as they look from these numbers. I used these weapon effectiveness values in a Lanchester "N-squared Law" combat simulator. For those who don't know, that's a mathmatical combat simulator that assumes losses are proportional to the enemy's strength and weapon effectiveness. Basically, it takes the number of one side's ships and multiplies that by the effectiveness of the weapons on those ships, and uses that value to inflict losses on the other side. Both sides do this to each other simultaneously.
The effect of all this is to show that a numerical edge, even a small one, can overcome even a drastic deficiency in weapons effectiveness. In gaming this is often called the "Fuzzy Wuzzy" effect: sufficiently superior numbers can overcome superior fighting quality. My Lanchester N-squared simulator has calculated just how large "sufficiently superior numbers" have to be to overcome a superior TL in High Guard. Again, I can show the actual math if anyone's interested, but here's the results.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Superiority
Needed
TL14 vs. TL15 1.40
TL13 vs. TL15 2.33
TL12 vs. TL15 4.01
TL13 vs. TL14 1.41
TL12 vs. TL14 2.33
TL12 vs. TL13 2.20</pre>[/QUOTE]This calculation was done with just the effectiveness figures for spinal meson guns, to keep things simple. So a 1.4 superiority (14 to 10, for instance) is (barely) enough to overcome one TL (at TL13>14 and TL14>15) while overcoming two TLs needs 2.33. For TL12 forces to deal with TL15 requires more than a four-to-one superiority.
Note this superiority is not in number or tonnage of hulls, it's superiority in large spinal meson guns. This is the underlying reason for the battlerider over the battleship; with battleriders you get more large meson guns per ton than you do with battleships.