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Warships in a Small Ship Universe.

I recall being told how useless Escorts were contra Cruisers... but here in this SSU, we have much bigger problem because ships under 900tons when hit with a factor 9 weapon system get a critical hit to them, but those above 900 don't. So in this SSU no sane fleet designer would build any no military ship (a ship that seeks to survive against your biggest ship can throw at it) below 1000tons.

Ok fighters, etc... they have their functionality.. and if in numbers they can over whelm most 5000tons ships with severe limits to the numbers of batteries they can assign to point defense and retain their lethality toward other capital ships.

My Sunday was spent not only building a TL 13 SSU fleet but putting it to battle with similar level units up to and under the 6kton limit. And what was evident in combat was what start happening when you had at least 2 Factor 9 missile bays on a 2Kton+ ship... ships under 900tons were toast. Where as ships that were well armored above 1000tons were roughed up some, but not critically.

When at higher TL with a Factor 9 Meson guy, then those 1000+ ships are finally faced with a weapon that can cause a critical hit.. unless you have meson shields which reduces the chance of such a hit significantly with factor 9 or less weapons.

To be honest, the WWII analogy falls short given the kind of weapons and their official rules abilities. The world of 16-18inch ballistics was limited to the gunpowder ability of the time what could be thrown vs the armor that could be carried. The vast increase in ships sizes where do the amount of armor it had to survive the ordnance to be thrown at it. (Thus it usually took lucky hits to get one shot kills.) And yes most ships of the time were in fact killed by Torpedoes and bombs dropped right on target. Again the only the amount of armor a ship had on it could save it. But given the changes in lethality of ordinance on missiles and torpedoes armor no longer gives the advantage it used to give. And this is even more true given what we are about to be able to do with rail guns.

In the Traveller OTU, esp given CT HG book 5... you are limited are what you can produce at the TL you are at... and if you have enough RUs to do it. Now there might be cultural reasons also why you opt to do what you do.. but then other cultures or peoples won't have those same limits.

What I really liked about CT Traveller was how it really did limit the Refs hands.. he was not an omnipotent God... he was bound by rules just like the PC.. he just had better information.
 
What I really liked about CT Traveller was how it really did limit the Refs hands.. he was not an omnipotent God... he was bound by rules just like the PC.. he just had better information.

Huh?

Not following either side of that equation, either that CT is somehow more immune as a design system to 'ref abuse', and that other systems somehow empower the ref to do something he cannot do in CT.
 
I also have been strongly disagreeing with the idea you can call a dreadnought or even Cruisers in the OTU ships that are 5000tons. To call the 400 ton T class a Patrol Cruiser is very much a misnomer--in fact in the T5 literature its referred in the designs as a Corvette. What I presented above was my attempt to give a wholly another set of names for classes of ships, to distinguish them from what the OTU will envision them being much much larger in mass.

Really all that matters is that the players in the campaign are not confused by the names.

I think that abandoning the terminology for the purposes of the pocket empires would be rather helpful. Yes function does inform design and even size. This is why a dreadnought at 5-6Ktons is a contradiction in terms.

Why is calling the biggest warship in a setting a dreadnought a contradiction in terms? Do I have to call my 6,000 ton warship a frigate so bi ship universe supporters don't get confused?
 
I just spent the day trying to build a working fleet--addressing all the functions that a operational fleet in war would require. And in a small ship universe, you can't do a lot of needful things.

1. Move Fuel in mass to support areas where refueling will be limited. To leave your Tankers only at 6000 ton makes resupplying fleets hard..

The tankers are also resupplying smaller ships. Additionally, larger ships in a SSU are more likely to be capable of gas giant refueling on their own.

2. Moving Ground Troops. The most I have been able to fit on a 5000ton TL 13 jump 2 level troop is 1500 men.. and at best I could fit only 10-12 50 ton cutters on it. This is simply not enough to land that many forces.

...

Look a planetary assault would take up at least 20-30 Divisions (with aprox 20k of men in each) at the least. With the limit of 5000 tons transports of 1500 men you would need 267-400 transports alone. And if you then take in the 267-400 pilots needed for each transport.

It means high-population worlds simply are never invaded. They may be raided, their shipping may be attacked, but the world itself is never subject to an invasion force. Instead, you have to use covert agents to topple the government -- which, frankly, is far more interesting from an RPG perspective.
 
I am sorry but you can't really have a 10 ton fighter.. its one of those Book 2 problems (like Jump Torpedoes). I have spent a whole day using High Guard Ship yard and I could not get a 10 ton fighter.. not even a 1g and with .2 of a day of fuel for the powerplant and without a gun. The closest I could get was a 15 ton fighter...6g agility 6 but with missiles..

It is a Book 2 problem only in that you can't build small craft with Book 2 ;)

And yes, HGS seems to have a bug when it comes to building 10-ton ships.
 
You may be coming at this backwards. You can't necessarily use the Big Ship definitions straight in a Small Ship setting. Instead of asking "can a dreadnought work at only 6000 dtons?" the question may be "what is a dreadnought in a 6000 dton universe?"

This is, to an extent, behind the ship designs I posted. I actually did the 6,000-ton ship before any of the others over 2,000 tons, and the smaller ships got revised as I designed a ship at each convennient tonnage. In retrospect, I should have made the fleet carrier a 6,000 ton design instead of 5,000 tons since it makes a big difference in capability
 
MTU is very much a small ship universe.

It is based on cherry picking LBB2 rules from the 77 and 81 versions (mostly 81).

For warships I have stolen and adapted stuff from HG1 and HG2.

5t barbettes can be added to ships regardless of hardpoint limitation - but you have to have a power plant one letter higher than your maneuver drive and double fire is not permitted unless you have a power plant two letter higher than your maneuver drive.

10t bays, 50t bays and 100t bays - one per thousand tons of ship.

Nuclear dampers, meson screens, black globes and armour.
 
Hmmm, on the critical hit issue re: HG design-

Scaling up, max hull by TL computer limit vs. max spinal weapon, one gets this

TL Hull Weapon

5 6 -
7 A -
8 A A
9 D B
A K J
B P K
C R Q
D Y R

The spinal weapon never gets to critical against max hull sizes on the same TL, but does get criticals guaranteed 1 to 2 TLs down.
 
Thanks.. your post does clarified things. I went back and re-read Book 5 High Guard. Thus there is something amiss in the High Guard Shipyard... cause I was hitting a problem with anything smaller than 15tons. But with the online TCS website--I was making a rather well armored 10ton missile fighter...

Check.



But notice that the TCS website give the 3x missiles a factor 2.. where as above Aramis points out it should be factor 3. Odd.
Tech 13+ gives +1 factor for missiles.
 
I stand corrected.. yes TCN does allow it and Aramis's post below confirms its possible. There must be a bug in the High Guard Shipyard Program when you get under 15 tons things don't work.. it has to do with the power plant.

Send a bug report to the Andrea. It may be easily fixed.

Also the TCS online design program requires you to increase PowerPlant by one when using just missiles cause something other than the computer is eating a bit of EP somewhere.
I'm a wee bit confused by what you are saying here, I'll mention that it's a generic design with an excess 1 energy point, which allows for installing a laser weapon instead of/as well as missiles. But if you mean something different, please elaborate.

Regards missile battery rating, Aramis's design is TL13, therefore #3, mine is TL12, therefore #2.
 
Look a planetary assault would take up at least 20-30 Divisions (with aprox 20k of men in each) at the least.

See that the troops needed for a planetary assault will vary greatly, depending on the population of the planet and the área to be controlled (so als oon the concentration of the population).

In a low population planet where all is concentrated on a single town or two, a single battalion may sufice, on a medium population planet mostly dependent on cities, your numbers can be right.

And all of those numbers are modified by the TL difference, off course...

A worst case would be what is depicted in IE (but it's also the only canon detailed reference we have about a planetary invasion): the invasion of a high pop-high tech planet that is the home planet of a nearly fanatical race. According IE Imperial TOE, and counting each 20 battalions as a division, Imperium sent (among Marines, Imperial Army, Colonials and Mercs) about 202 División equivalents...
 
See that the troops needed for a planetary assault will vary greatly, depending on the population of the planet and the área to be controlled (so als oon the concentration of the population).

In a low population planet where all is concentrated on a single town or two, a single battalion may sufice, on a medium population planet mostly dependent on cities, your numbers can be right.

And all of those numbers are modified by the TL difference, off course...

A worst case would be what is depicted in IE (but it's also the only canon detailed reference we have about a planetary invasion): the invasion of a high pop-high tech planet that is the home planet of a nearly fanatical race. According IE Imperial TOE, and counting each 20 battalions as a division, Imperium sent (among Marines, Imperial Army, Colonials and Mercs) about 202 División equivalents...

I agree, my numbers where for the in between mean between the low and the high.
 
Send a bug report to the Andrea. It may be easily fixed.

I'm a wee bit confused by what you are saying here, I'll mention that it's a generic design with an excess 1 energy point, which allows for installing a laser weapon instead of/as well as missiles. But if you mean something different, please elaborate.

Regards missile battery rating, Aramis's design is TL13, therefore #3, mine is TL12, therefore #2.

Regarding email with a bug report--Tied to but I got a bounce back...

As for TCS designer.. when I have 6G and a 6PP, with missiles and factor 2 computer or even factor 1 computer your agility is a 5 not 6. Thus you need to inch up by 1 your Power Plant and then you get Agility 6.
 
Here are some of the ship designed I played with when I tried this SSU concept. They were designed with High Guard Shipyard and are .hgs files.
http://www.coldwarprovost.org.uk/tlg/downloads/small-fleet.zip.

I want to thank Redcap for putting them into a zip (something my netbook that I am working with seems unable to do) and hosting the file for me.

I thought it best to post the link with all of the ships rather than trying to post one by one as my cutting and pasting has been fraught with errors... :(
 
As for TCS designer.. when I have 6G and a 6PP, with missiles and factor 2 computer or even factor 1 computer your agility is a 5 not 6. Thus you need to inch up by 1 your Power Plant and then you get Agility 6.

Ahh, yep I've reproduced it and added it to my todo list :) ta.
 
I have been thinking, why would people use the terminology of battleship and dreadnoughts when talking about 5000 ton ships? Why not revert to the older pre-steal type of naval vessels.

Follow the old English navy tradition:

Primary
Ship of the Line >3000tons Fully Armored, Fully Loaded wpns
Brigantines 600-1000tons patrol and enforce. Carries cargo but
Sloops 400-600tons also FULLY ARMED.. AND ITS CARGO
Schooner 200-400tons HOLD could hold fighters and missile boats

These terms are certainly evocative and could add an interesting flavor! In my Traveller universe, I'd consider them for another application: the names of ships built during the Long Night, when big empires are relatively rare...

Regarding ship sizes and small ships, I think it's perfectly fine to have "5000 ton" battleships or whatever. I think it is logical ship sizes would grow over time, just as they do in the real world for wet navy ships (where today's destroyers are cruiser-sized).

Part of the culprit is probably the use of 14 cubic meter volume-based "tons" of hydrogen, which makes all ships sound small, coupled with the fact that Traveller ships are fat rather than long. The usual estimates suggest that you can multiply by about 5 tons to get a rough estimate of actual mass, so:

- 1200 d-tons = 6000 tons (a Kinunir is about the mass of a modern frigate)
- 2000 d-tons = 10,000 tons (about the same as an Arleigh Burke destroyer)
- 5000 d-tons = 25,000 tons (Kaiser-class battleship from World War I)
 
A better estimate is to multiply by ten to get a rough mass tonnage, or fifteen if a heavily armoured warship.
That's at least an order of magnitude more dense overall than any aircraft and most watercraft. IMO Striker, in particular, makes vehicles that are much too heavy for what they are.

Just my Cr0.02 worth.
 
We are not talking about aircraft or watercraft, we are discussing crystaliron and superdense hull material that is the equivalent of nearly a foot of hard steel; it is what you get if you look at the starships designed where mass is a factor - MT, TNE, T4.
 
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