Spinward Flow
SOC-14 5K
It's easy, once you know how it's done.
It's easy, once you know how it's done.
The breakdown of his 1981 squadron were:If I have understood correctly, Lenat fielded slow heavily armoured rocks at TL-12 (Eurisko, JTAS #10) in ’81, and fast unarmoured ships at TL-13 in ’82.
I read several "after the fact accounts" that left me underwhelmed with the basic TCS tournament.In my view, the Eurisko-class ships were there mainly to soak up enemy fire.
More importantly, Agility 2 without the tanks.The breakdown of his 1981 squadron were:
- 75 Eurisko-class (agillity 1 with drop tanks), buffered planetoid hull, armor factor J;
I think it is also the main fire-power with many, many small missile batteries. It the enemy isn't all rocks, that's enough...In my view, the Eurisko-class ships were there mainly to soak up enemy fire.
Not for free armour, but for more armour, they still have maximum armour in addition to the planetoid base armour.I read several "after the fact accounts" that left me underwhelmed with the basic TCS tournament.
From a "battle plan" perspective, the idea seems to have been ...
- Planetoids for free armor to keep down cost and increase the number of ships in the fleet.
As missiles and spinals are the only effective weapons, lots of missile batteries are a given. Spinals are expensive with TL-12 power plants, but are the only weapons that can destroy enemy ships.
- swarms of missiles to overwhelm enemy defenses and take advantage of infinite ammo rules.
You wouldn't do it in a campaign, but in TCS it was technically correct.Up to this point, both the top two fleets were alike. One can argue whether drop tanks meets or breaks the LETTER/SPIRIT of the rules ... but I am inclined to allow multiple drop tanks as something that has no LOGICAL reason no fleet would ever do it or it violates some logic of reality.
It is not useless to be unhittable. The other fleet should have considered a fleet of high agility ships, and had a counter. Agility and armour are the main choices for defence, and at TL-12 mutually exclusive.The Second Place Fleet lacked the useless but unhittable ship to hide behind while the fleet repaired; ...
Agreed.So what was learned is that for a given budget, at TL 12:
- many ships with lots of missiles defeated few Dreadnaughts with large Spinal Mounts.
Agreed, but I would say riders have better operational flexibility. You can't kill tenders in the reserve, so the jump drive is indestructible. Any damaged riders are easily transported to a shipyard.
- Battle Riders beat Starships (at the cost of operational flexibility which is more "strategic" than "tactical").
Agreed, there are corner cases, but they are not so much flaws as threat-vectors to consider.
- TCS rules as written have exploitable flaws.
Thank you, I hadn't even noticed that the "fighters" lacked agility, and hence were useless...
- three Bee-class (agility 0), buffered planetoid hull, armor factor A;
Pretty sure real naval establishments follow the same logic.Probably just to spend the credits so the fleet matches the parameters.
If the computer is told to build a trillion credit fleet then it spends a trillion credits...
A ~50 Dt high-agility fighter would have been difficult to hit, and therefore useful in some situations. The Bee is just pointless?Probably just to spend the credits so the fleet matches the parameters.
All government entities does, if allowed. That is why zero-base budgeting was invented...Pretty sure real naval establishments follow the same logic.
And was remarkably successful, while still rather simple.The thing that has fascinated me the most about HG80 is the design intent to make differences at the TL breakpoints subtly alter the warship paradigm.
Yes, it's only an issue for turrets, bays are supposed to have internal magazines.TCS does highlight the glaring issues of the design and combat systems.
1. missiles - infinite with zero cost.
There needs to be a limit on the missiles carried and a cost overhead.
Sure we could add extra complexity, but do we really need it? KISS.2. no facing - agility and batteries bearing is a clunky way to abstract this but...
3. no tactical movement beyond line and reserve (even HG79 had a couple more options)
the game Double Star gives bonuses and penalties for various fleet formation.
What did HG'79 have? The only difference I can see is the difference in defender fire at short vs long range?3. no tactical movement beyond line and reserve (even HG79 had a couple more options)
Passing Through The Enemy Line-of-Battle: In some cases, forces may need to pass through an enemy force, for example, to move past a blockade. In order to pass through an enemy line-of-battle, the force must move to and remain at short range for a total of four consecutive firing rounds. If the consecutive time spent at short range is less than four rounds, then the attempt must be made again or abandoned.
This is a rules simplification (like infinite missiles) that diverges from reality.Agreed, but I would say riders have better operational flexibility. You can't kill tenders in the reserve, so the jump drive is indestructible. Any damaged riders are easily transported to a shipyard.
Only for TCS as an end unto itself.Agreed, there are corner cases, but they are not so much flaws as threat-vectors to consider.
That didn't hurt anything, why was that removed? At the very least it could inspire Referees to specific scenarios.This:
Passing Through The Enemy Line-of-Battle: In some cases, forces may need to pass through an enemy force, for example, to move past a blockade. In order to pass through an enemy line-of-battle, the force must move to and remain at short range for a total of four consecutive firing rounds. If the consecutive time spent at short range is less than four rounds, then the attempt must be made again or abandoned.
No, because, as already stated, it would not work for a campaign. I think it was a good call to ban them from tournaments, but there is no need to ban them anywhere else.Can you now honestly say that the Battle Doctrine of the Imperial Navy at TL 12 was to abandon dreadnaughts for smaller Battle-rider rocks with drop tanks ...
S9, p45, The planetoid "Empress Troyhune":
This design also illustrates some of the advantages possessed by battleriders versus battleships, although the cost advantages are largely eliminated when the cost of the fleet tender is included. Still, a squadron of eight 50,000-ton battleriders in a million-ton tender approximates in price two Tigress class dreadnaughts, yet possesses much greater firepower and survivability.
Only if the enemy allows it, and why would he? A few missile bays or PA spinals, and the screening craft goes down in a storm of crits.... and follow the tactic of hiding behind a few small fast ships in the reserve to effect repairs until luck favored your fleet?
Well, there was the distinction of short range vs long range for the line, and ships on the line could only break off by acceleration from long range. So the choice of long or short range became a tactical one in combat rounds 2+, because all engagements began at long range in round 1.3. no tactical movement beyond line and reserve (even HG79 had a couple more options)
This is something that LBB5.80 flubbed pretty badly in RAW.Yes, it's only an issue for turrets, bays are supposed to have internal magazines.
To keep it reasonably simple it would just be a fixed extra tonnage per missile launcher, or something like that.
Whut?A missile turret already costs three Dt (with gunner), another Dt or two wouldn't make all that much of a difference.
More like battle riders are capable of better concentration of firepower from the line of battle, but suffer from problems with being able to retreat by jumping. The complication is that the battle riders need to dock with their jump tender in order to retreat by jumping ... and doing that requires rendezvous maneuvering that is suicidal while (still) under fire.Battle-riders are of course canonical, as is the fact that they are more cost-effective
Ah, I see what you're saying (now).Hence 3t per missile turret as a single weapon battery.
Especially when the relevant detail(s) get omitted ... for brevity, no doubt.The devil is in the detail.