Um, is that irony or do you have a reference that says Imperial doctrine is J4?
I'd go so far as to suggest one answer to lots of spinals is exponentially more escorts around 1200-1800 tn, each carrying a missile-9 bay, firing nukes. Sure 'only' 6 in 36 nuke hits cause damage and every time one is hit by the spinal its toast, but the numbers will tell. And keep a spinal or three in reserve for the mopping up after your opponents spinals are whittled down a few pegs.
A quick search of Fighting Ships (S9) pg 15, the flavour text for the Destroyer Escort includes.
"Performance characteristics for this class make it capable of staying with most Imperial fleets (jump-4, 6-G acceleration), and thus this type of vessel can be found escorting most squadrons as well as more typical convoys."
Thats not a statement of doctrine though. If I find something more definitive, I'll post it.
The TL - 13 Heavy Cruiser is the first such desing do ahieve what the Imperial Navy considers minimum acceptable performance; J-4 and 4-Gs
True, but have you calculated the cost?
...snip...
So, you need more than 100 salvos to reduce one spinal by one factor, at MCr 3.75 per salvo... nearly MCr 400 per spinal reduction...
It's what I had to work with. I'm quite happy to accept corrected figures.
Well, that's good news. MCr315,000 is certain a much better price for a BatRon than 88,000. But it't's still 2.7 times less than seven Plankwells. Still, it sounds like it may begin to make sense.
Do they drop to J3 though? The three batleships from FS are all said to be J4. Apparently the Imperial planners don't agree with you that battleships can make do with jump-3.
The Voroshilef is J3, but then it's a TL13 design.
I agree that that certainly complicates discussions quite a lot!
Now how about the canonical jump-4 battleships? How do they stack up? Also, how does the J3 battleship stack up agianst the J3 heavy cruiser?
Hans
A quick search of Fighting Ships (S9) pg 15, the flavour text for the Destroyer Escort includes.
"Performance characteristics for this class make it capable of staying with most Imperial fleets (jump-4, 6-G acceleration), and thus this type of vessel can be found escorting most squadrons as well as more typical convoys."
Thats not a statement of doctrine though. If I find something more definitive, I'll post it.
Stuff in reserve can't be targetted in High Guard. Likely in 'real' combat, you would have flankers, etc making an end run for them. That is a disparity between HG and TU though.
Interesting, maybe, but hardly realistic. Assuming two fleets approach each other, they're going to see each other long enough in advance to deploy riders. In fact, they should be able to deploy riders and leave the tenders far, far behind the battle.Here's a puzzler for you. According to HG launch and recovery occur during the fleet allocation phase. Now can a tender drop its riders and fall back to reserve in the same turn? The rules are actually rather vague on this. I rule they can't, and if they can't it can make life interesting. Forces tenders to endure at least one round in the line, or deploy to the reserve delaying the arrive of the riders till the second round.
Interesting, maybe, but hardly realistic. Assuming two fleets approach each other, they're going to see each other long enough in advance to deploy riders. In fact, they should be able to deploy riders and leave the tenders far, far behind the battle.
BTW, I'm quite sceptical about the canonical extreme vulnerability of riders on the defensive against an actack by an overwhelming force. Oh, they're vulnerable, all right, but they're not an automatic loss. If the riders are mounted when the attackers arrive, the tenders can just jump out with them, same as if they were ships. If the riders are deployed, there may well be time for them to be recovered before the attacker get into firing range. If the attacker jumps into the system in actual range of the defenders, they'll lose a number of the ships that arrive early, the tenders will jump out, and the riders can scatter and head for the outer system for recovery.
If only the tender survives an attack, how much of the cost of the entire combo do the riders represent, on the average?
Hans
Here's a puzzler for you. According to HG launch and recovery occur during the fleet allocation phase. Now can a tender drop its riders and fall back to reserve in the same turn? The rules are actually rather vague on this. I rule they can't, and if they can't it can make life interesting. Forces tenders to endure at least one round in the line, or deploy to the reserve delaying the arrive of the riders till the second round.
...And unless you destroy everything in the line, you cannot target anything in the reserve.
So yes, if you have one 10 ton fighter in the line that you don't destroy, you can't touch the 100 500k tenders in the reserve.
It's a mechanical problem with High Guard and the thing that makes riders the king of the battlefield.
The second is the un-armed ship. Yep. Un-armed.
That's the difference between a roleplaying game and a wargame. If a rule is just plain silly, an RPG referee can just plain ignore it, but for a wargame (an unmoderated one, of course) the players have to agree to disregard it.No no no. No. Nope! ^_^ Within the letter of the rule, it starts out incapable of firing offensive weapons (not having them.) Within the spirit of the rule, the whole question is just plain silly.
That's the difference between a roleplaying game and a wargame. If a rule is just plain silly, an RPG referee can just plain ignore it, but for a wargame (an unmoderated one, of course) the players have to agree to disregard it.
Hans
By rule, the reserve area can now be targeted as breakthrough occurs unopposed.
What breakthrough? Space is 3D. If a ship is within the range of weapons it can be fired upon.