That won't do. You need maximum or near-maximum armor and/or nuke dampers. Otherwise the larger spinal-armed ships can too easily reduce you by means of secondary missile batteries.The armor isn't GOOD, but it's there.
That won't do. You need maximum or near-maximum armor and/or nuke dampers. Otherwise the larger spinal-armed ships can too easily reduce you by means of secondary missile batteries.The armor isn't GOOD, but it's there.
The armor isn't GOOD, but it's there.
If I am allowed to reduce PP fuel to 3 weeks, I can either grab another 2AV, or up agility by 1 (for 10Td PP and 7.5Td Fuel, leaving 2.5 Td for an extra half stateroom, so the skipper gets a full stateroom.)
Okay we are working with an N gun (sorry misremembered) as its the most cost effective TL15 meson against a Size A agility 6 missile boat (which if hit, as you point out, disappears into an incandescent glow). Hits on 11 or better (1 in 18), penetrates the Fac-9 meson screen on 7, penetrates config-1 on 3. Gives a 4.726% chance of hitting (roughly 1 in 24). At short range the odds go up to 15.754% (roughly 1 in 6). However, the missile boats seriously out number the N guns and have a +1 to initiative and want to hold range at long, so 2/3rd of the battle is at long range.
It's a number-crunching exercise in pitting bizarre designs against each other. For me, it totally fails to evoke an impression of space battles.
Well, of course for these extremely large engagements, you'd have to have an extra level of abstraction. But the level of abstraction is not even high enough on the squadron level. As I've written elsewhere, a system that treats both 10-ton fighters and 500,000-ton superdreadnoughts on the same scale has a problem.I'm affraid any system is just a number-crunching exercice if numbers are high enough.
The only way I see to avoid that is by making a single roll for all the fleet (counting squadrons or fleets against squadrons or fleets) or to play in a board to allow for tactics to be implemented (but try if you dare fo confront 4000 MBs to 100 BRs on a board, or any fleet with 200 fighters, for what is worth).
Well, of course for these extremely large engagements, you'd have to have an extra level of abstraction. But the level of abstraction is not even high enough on the squadron level. As I've written elsewhere, a system that treats both 10-ton fighters and 500,000-ton superdreadnoughts on the same scale has a problem.
In addition to being overburdened with large numbers of batteries and a cumbersome system of cramming ships of widely varying sizes together, High Guard lacks both a true movement system (which was probably a conscious decision) and a proper resource allocation system. The gameplay portion has very little in the way of tactics.
A game in the vein of TNE's Battle Rider, but compatible with CT, would be just about right - preferably with the remaining clunkiness that resulted from BR's adaption from Brilliant Lances removed.
High Guard 2 has a nice enough design system.
I used to love MT's design system, but in the end I discovered that it mostly gave me higher numbers and more complexity without much to show for it. MT basically ported (most of) STRIKER's detail into the HG design system. I'd rather have it the other way 'round.It's just a matter of opinion, and so yours (or anyone else's, for what is worth) is as good or better than mine, but I prefer MT for ship design.
Anyway, combat system is nearly the same (just it includes movement and distances, so adding complexity and acceleration matters and sensors), with nearly all (if not all) the problems we talk about here.
Ship: Hamster
Class: Hamster
Type: Missile Ketch
Architect: Andrew Vallance
Tech Level: 15
USP
MK-A1369J2-E39000-33009-0 MCr 1,558.570 1.42 KTons
Bat Bear 1 11 1 Crew: 31
Bat 1 11 1 TL: 15
Cargo: 6.800 Crew Sections: 2 of 16 Fuel: 553.800 EP: 127.800 Agility: 6
Shipboard Security Detail: 1 Pulse Lasers Fuel Treatment: Fuel Scoops
Architects Fee: MCr 15.586 Cost in Quantity: MCr 1,246.856
Detailed Description
(High Guard Design)
HULL
1,420.000 tons standard, 19,880.000 cubic meters, Needle/Wedge Configuration
CREW
11 Officers, 20 Ratings
ENGINEERING
Jump-3, 6G Manuever, Power plant-9 127.800 EP, Agility 6
AVIONICS
Bridge, Model/9fib Computer
HARDPOINTS
1 50-ton bay, 3 Hardpoints
ARMAMENT
1 50-ton Missile Bay (Factor-9), 1 Triple Pulse Laser Turret
organised into 1 Battery (Factor-3), 1 Dual Plasma Gun Turret
organised into 1 Battery (Factor-3)
DEFENCES
1 Single Sandcaster Turret organised into 1 Battery (Factor-3),
Meson Screen (Factor-9), Armoured Hull (Factor-14)
CRAFT
None
FUEL
553.800 Tons Fuel (3 parsecs jump and 28 days endurance)
On Board Fuel Scoops, No Fuel Purification Plant
MISCELLANEOUS
18 Staterooms, 6.800 Tons Cargo
USER DEFINED COMPONENTS
None
COST
MCr 1,574.156 Singly (incl. Architects fees of MCr 15.586),
MCr 1,246.856 in Quantity
CONSTRUCTION TIME
126 Weeks Singly, 101 Weeks in Quantity
COMMENTS
They're agility 3 or 4.The fact of having no agility, aside from making them more vulnerable, also probably forfeits the +1 initiative for faster ships, so overcoming your +1 due to more ships than your enemy.
The hampster doesn't fit the specs of being jump 4. Plus no Damper on the hampster.
Also the pilot requirement would be significantly higher for the fleet of hampsters.
Ship: Gerbil
Class: Gerbil
Type: Missile Ketch
Architect: Andrew Vallance
Tech Level: 15
USP
MK-A746AJ2-039000-33009-0 MCr 1,116.750 1.3 KTons
Bat Bear 1 11 1 Crew: 31
Bat 1 11 1 TL: 15
Cargo: 16 Crew Sections: 2 of 16 Fuel: 650 EP: 130 Agility: 6 Shipboard
Security Detail: 1 Pulse Lasers
Architects Fee: MCr 11.167 Cost in Quantity: MCr 893.400
Detailed Description
(High Guard Design)
HULL
1,300.000 tons standard, 18,200.000 cubic meters, Dispersed
Structure Configuration
CREW
11 Officers, 20 Ratings
ENGINEERING
Jump-4, 6G Manuever, Power plant-10 130.000 EP, Agility 6
AVIONICS
Bridge, Model/9fib Computer
HARDPOINTS
1 50-ton bay, 3 Hardpoints
ARMAMENT
1 50-ton Missile Bay (Factor-9), 1 Triple Pulse Laser Turret
organised into 1 Battery (Factor-3), 1 Single Plasma Gun
Turret organised into 1 Battery (Factor-3)
DEFENCES
1 Single Sandcaster Turret organised into 1 Battery (Factor-3),
Meson Screen (Factor-9)
CRAFT
None
FUEL
650 Tons Fuel (4 parsecs jump and 28 days endurance)
No Fuel Scoops, No Fuel Purification Plant
MISCELLANEOUS
18 Staterooms, 16 Tons Cargo
USER DEFINED COMPONENTS
None
COST
MCr 1,127.917 Singly (incl. Architects fees of MCr 11.167),
MCr 893.400 in Quantity
CONSTRUCTION TIME
125 Weeks Singly, 100 Weeks in Quantity
COMMENTS
What happens if a gerbil fights other gerbils?
(Just attempting to measure general superiority vs built for a special case superiority.)
What happens if a gerbil fights other gerbils?
(Just attempting to measure general superiority vs built for a special case superiority.)
Hookey dookey
Behold the "mighty" hamster, tremble at my illogical glory.
Code:(...)ARMAMENT 1 50-ton Missile Bay (Factor-9), 1 Triple Pulse Laser Turret organised into 1 Battery (Factor-3), 1 Dual Plasma Gun Turret organised into 1 Battery (Factor-3) DEFENCES 1 Single Sandcaster Turret organised into 1 Battery (Factor-3), Meson Screen (Factor-9), Armoured Hull (Factor-14)
Now you may not like the fact that the missile wins (I don't), you may think this is broken and solely due to the fact that HG doesn't track missile space and cost requirements (I do). But it is HG as written.
ETA: BTW if I were running a game and a player presented me with the Hamster, yes I would ban the thing.
Well I'll be a monkey's uncle (...)
A single weapon-1 hit already reduces their chance to hit drastically, and that is exactly what you would be going for with secondary missile fire. At long range, this would drop a missile boat's chance to hit and penetrate from ~7% to ~2.3%.Riders missiles vs hamster. Hamster can take 12 hits,
In this case almost every hit by a secondary missile battery would immediately disable them. (Also, unstreamlined ships require you to have a support infrastructure in the form of tankers, which is likely to offset the cost savings.)I have a nagging suspicion that I can get better results by dropping the armour entirely and going over to config-7 but I've not tested it.
If this ship was to be used, I'd change the dual plasma gun turret by a single fusion gun one. That would give you a factor 5 battery where you have a factor 3 with the same tonnage, crew and energy needs, and even would save you MCr 1.
I believe this design to be worse than the hamster, as usually the same tender that carries the BRs will carry a significant fighter screen, and this design would be quite vulnerable to them (if we assume each tender to carry about 5 BRs and 200 fighters, you'll be facing 4000 fighters too).
Assuming them armed with fusion guns (factor 5) and computer 9, they'd hit you on a 10+ (16.7%), overcoming your sandcasters on a 1+ , so damaging you 16.7% times, most of them weapons or maneover hits, that will seriously downgrade you effectiveness (for factor 8 missiles, the possibility to overcome a factor 9 damper is halved, and if reduced to 7, it is just 1/6 of a factor 9).
Against them, you could face your factor 3 lasers and factor 5 fusion (if you changes as I suggested before, as I assume you could spare your 1 dton and 1 EP needed tor the conversion). Lasers will hit on a 13+ (assumed agility 6 and size 0), and fusion on a 12+ (if they are plasma guns, 13+), so you will mission kill (any hit will, as you'll roll 3 criticals if the fighters are unarmored) about 2.8% of your firing...
EDIT:Off course, fighters will only fire at short range, but so will they be fired (your lasers being useless against them), but guess who will have now the +1 for more ships