From: Laserlight <laserlight@q...>
Date: Sat, 03 Jul 1999 10:01:49 -0400
Subject: Fw: Carriers and other updates
[quoted original message omitted]
From: Laserlight <laserlight@q...>
Date: Sat, 03 Jul 1999 10:01:49 -0400
Subject: Fw: Carriers and other updates
[quoted original message omitted]
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Sun, 4 Jul 1999 07:02:57 -0700
Subject: Re: Fw: Carriers and other updates
> CVA.html Mass factor seems to be off by a factor of 10. > CVL.html Same comment. > CVE.html These appear to be a more "wet navy" oriented carrier design, based upon the primary armament being the fighters. Though from sheer mass, the larger ones could probably take some punishment, they wouls appear not to be designed for the battle line. I've actually been tempted to see if a design like this would stand up, points wise, against a comperable force. Has anyone tried this?
From: Laserlight <laserlight@q...>
Date: Sun, 04 Jul 1999 13:20:48 -0400
Subject: Re: Fw: Carriers and other updates
Schoon said: > CVA.html > CVL.html I haven't tried it, but I would think it's logical for a Line of Battle ship not to devote space to fighters which could be devoted to weapons or defenses. Fighters are weapons, yes, but they have the advantage of being long range weapons. If you build a Frail or Weak carrier and keep it 100 MU away from enemy cruisers while your fighter wings, then you don't need the extra hull and armor--instead you need another hanger. My philosophy is that you ought to have an optimum range and a way to keep the fight happening at that range. If you build a ship that's a mix of, say, Beam 3's and Torps, you're either going to be wasting your beam's range advantage or you're going to be parked at 30" hoping your torps occasionally hit. Suboptimal solution. Obviously a carrier with Thrust 6 or so, a paper hull, and a horde of fighters, is not going to waste time wondering about what range to maintain.
From: Beth Fulton <beth.fulton@m...>
Date: Mon, 05 Jul 1999 09:53:26 +1000
Subject: Re: Fw: Carriers and other updates
G'day guys, I haven't tried an in isolation case of "flight deck only" carrier vs equal points, but in a more synthesised fleet they work very well. I have a carrier with a fragile hull and 14 hanger bays and little more and the system works well because its sits way way wwwwaaayyy back and never even gets shot at usually as the opposition is concentrating on what's in their face. Though I'll admit you've got to make sure it NEVER gets near the line of battle though as it will go down fast if it gets any decent attention. Cheers Beth
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Sun, 4 Jul 1999 21:26:23 -0700
Subject: Re: Fw: Carriers and other updates
> I haven't tried it, but I would think it's logical for a Line of Battle Agreed completely on "wasting" space for weapons whose long range punch comes completely from fighters. However, does this work on the tabletop - where generally your carrier must be on the table and evade rather than being safely tucked away "off the board."
From: Beth Fulton <beth.fulton@m...>
Date: Mon, 05 Jul 1999 16:30:51 +1000
Subject: Re: Fw: Carriers and other updates
G'day Schoon, > Agreed completely on "wasting" space for weapons whose long range punch Without knowing how big your tabletop area is, the answer is yes. Our tabletop is probably about 80" by 50" and on that sized area I have been able to get away with carriers which are fighter hangers with a few PDS for self defense. However, as I said before you need a good taskforce to go with them, something the oppostion can't just ignore in an effort to concentrate on your carrier. To give you some idea of what I mean, a fleet I've been using a bit lately basically looks like this: CVH - fighter base only (few PDS for self protection against MT missiles etc) this sits back near the table edge. Main battle line of 2 'ranks' SDN, BB, CH - this are the guys with the punch (weak hulls, low thrust, some armour, double screens, mainly one arc 3s, 4s, pulse torps and a few SMRs or MT missiles) 2xCE, CL - these guys stay between the enemy and the '2nd rank' (strong/super hulls, screen, ADFC, tonne of PDS, class 2s, pulse torps) Fast attack wing - these are my one shot wonders (DD or less in size) that sit back or off to the side until there's an opening then they sprint in dump their mines/missiles/submunition packs and then get the heck out of there, but as they have thrust 6 or 8 and there's usually a few of them about the opposition can't just ignore them either. This combo works well as long as you keep your wits about you and make sure you slide etc with the enemy so you always have a situation that looks like CVH BIG GUYS CEs OPPOSITION with your fast boats hanging around the edges and the fighters cooridinating their attacks with each other or missile strikes. Based on my experience, I don't think a 'wet navy' carrier would work if you were more inclined to have it closer to the action or had a VERY limited tabletop area which prevented you from having enough room to keep the carrier out of harms way as much as possible. Cheers Beth
From: JRebori682@a...
Date: Mon, 5 Jul 1999 10:43:40 EDT
Subject: Re: Fw: Carriers and other updates
In a message dated 7/4/99 11:30:50 PM Pacific Daylight Time, > beth.fulton@marine.csiro.au writes: > Based on my experience, I don't think a 'wet navy' carrier would work USN carriers stay well away from actual combat areas for exactly the same reasons. They are very vulnerable by themselves. As part of their defense some cruisers use their EW assets to appear to be the carrier and hopefully draw fire from it, if needed. Thrilling job, isn't that? Those of us who served on small patrol craft also spent a lot of time looking to sneak up on the oppositions carriers. We put a lot of effort into trying to find ways to sneak past the long range screen and get into missile range. Could a force of small DD or CL type ships be used the same way on the table? John Rebori, ET2 Discharged. Ex-USS Pegasus, PHM-1 :-)
From: Keith Watt <kwatt@a...>
Date: Mon, 05 Jul 1999 10:50:56 -0400
Subject: Re: Fw: Carriers and other updates
Beth, Schoon, and others - > Beth Fulton wrote: > I haven't tried an in isolation case of "flight deck only" carrier vs I used a fleet similar to this at GZG-ECC, to extremely good effect (though I have to admit, my real purpose was to demonstrate that fighters are WAY too cheap, but more on that in a bit). My fleet consisted of (if I remember right): 3 Misner Class Fleet Carriers (167 MASS, 724 points ea.) - 3 squadrons attack fighters - 3 squadrons standard fighters - reflex field - 3 PDFC - Thrust 4 3 Hawking Class Corvettes (14 MASS, 50 points ea.) - 4 PDFC - 1 ADFC - Thrust 4 4 Penrose Class PT Boats (11 MASS, 39 points ea.) - 1 single-arc pulse torpedo - 1 fire control - Thrust 4 The reflex field is a nasty surprise for anyone who manages to get close enough to the carriers to attack (by the time anyone gets close, the fighters are all launched and - since the carriers have no weapons - the field is up all the time). The corvettes serve to protect against enemy fighter and missile attacks (the battle group therefore has 24 PDF available at any one time). The PT boats are, as Beth recommends, to harass the enemy - a lucky shot can be very painful. The fighters are obviously the main punch, but the disadvantage here is that you really only have 6 attacks, since the odds of getting the fighters refueled before the battle ends are fairly small. This still beats SML's generally, though, I think... Due to the particular scenario restrictions we were playing under, it was important that I keep the carrier MASS under 200, but I did explore going with fragile hulls, as Beth did, in order to increase the number of bays. Beth's philosophy (correct me if I'm wrong Beth!) is that if the carriers ever get caught, they're dead. Period. Overall, I agree with that, but if you allow use of the reflex field (and I wouldn't, because of my hard-science bias), they actually have a good chance of giving back as good as they get. So being able to hang on in the fight while the fighters (if necessary) are recalled is a good thing. Added to this was the fact that in the sims that I ran (me against me), more fighters weren't really necessary - 108 fighters, half of them attack, will decimate any enemy task force of comparable point-size, even if they are fairly PDFC-heavy (as my target was). And this is my real beef with fighters - they are way too cheap for the power you get. Understand, I'm an ex-navy flyer, so I -love- the all-fighter carrier concept. Arming carriers with big guns seems exceptionally silly to me. But the only -really- good defense against massive air power is an equally-massive screen, and so FT becomes a fighter game (which it doesn't simulate well) instead of a battleship game. My answer is to make fighters cost the same as a comparably-design ship (no FTL, Thrust 6-8, and a single Class 1 beam), because this is effectively what you're getting. I have to say though, the sight of 100-plus fighters screaming toward the enemy was an awesome one.. <g> Just my thoughts...
From: ScottSaylo@a...
Date: Mon, 5 Jul 1999 11:05:35 EDT
Subject: Re: Fw: Carriers and other updates
> In a message dated 7/5/99 9:45:37 AM EST, JRebori682@AOL.COM writes: << John Rebori, ET2 Discharged. Ex-USS Pegasus, PHM-1 :-) > [quoted text omitted] You were actually ON the Pegasus hydrofoil - talk about the "wet" Navy. Oh, well the USN decided to let the Israelis have all the fun with their missile boat fleet. Of course, with all that speed the hydrofoils still have to use slow speed stalks to close on a target, because the "rooster-tail" of water streaming up by and behind the hydrofoil at speed makes a HUGE radar return. Wouldn't hydrofoils with the right emitters have made a handy-deandy decoy for the big vulnerable carriers!
From: Michael Brown <mwbrown@s...>
Date: Mon, 5 Jul 1999 09:10:16 -0700
Subject: RE: Fw: Carriers and other updates
Michael Brown Good stuff snipped 8< I have to say though, the sight of 100-plus fighters screaming toward the enemy was an awesome one.. <g> Just my thoughts... Keith 8< This might not work in a campaign setting. Just how many spares do you have, and how quickly can you get them in service?
From: JRebori682@a...
Date: Mon, 5 Jul 1999 12:48:29 EDT
Subject: Re: Fw: Carriers and other updates
In a message dated 7/5/99 8:06:55 AM Pacific Daylight Time, > ScottSaylo@aol.com writes: > You were actually ON the Pegasus hydrofoil - talk about the "wet" Navy. Oh, > well the USN decided to let the Israelis have all the fun with their water > streaming up by and behind the hydrofoil at speed makes a HUGE radar I can just see the look on the oppositions face as the CV they just targeted took off at over 40 knots! LOL Actually we thought of our tactics as more cat-like. Stalking prey slowly, or laying in wait. Then when we had a good target solution, going foilborne and attacking at speed. Something like a cheetah on the Discovery channel. But with a better average, if our exercises were any judge.
From: cgray <cgray@i...>
Date: Mon, 05 Jul 1999 12:01:08 -0700
Subject: RE: Fw: Carriers and other updates
> This might not work in a campaign setting. Just how many spares do you It doesnt take that long to build a fighter in WW2 the US was cranking them out squadrons at a time altho pilots is another story but if you are continually training them it shouldnt be too difficult
From: CartoGrafx@a...
Date: Mon, 5 Jul 1999 16:57:49 EDT
Subject: Re: Fw: Carriers and other updates
In a message dated 7/5/99 2:51:19 PM Eastern Daylight Time, > cgray@icehouse.net writes: << >This might not work in a campaign setting. Just how many spares do you have, > and how quickly can you get them in service? It doesnt take that long to build a fighter in WW2 the US was cranking them out squadrons at a time altho pilots is another story but if you are continually training them it shouldnt be too difficult >> Ummm..yeah..but we aren't talking WWII tech fighters here are we? Modern fighters take several months to build....and that's if all the subassemblies come in on time and in good shape...Mind you I like fighters...but you won't be cranking FT style fighters out in days like the US was doing in the big one.. David McElhannon
From: Robertson, Brendan <Brendan.Robertson@d...>
Date: Tue, 6 Jul 1999 11:16:19 +1000
Subject: RE: Carriers and other updates
I know for the La Fayette campaign I started playing, it became important that I brought a fleet train along to resupply all the SMLs & fighters, otherwise I would have no munitions left by the time I attacked La Fayette. I took 2 fleet auxiliary transports & loaded them down with spare SMLs & fighters. The loss of trained pilots was harder though. With no chance of resupply from outside the sector, everything had to be available. It was worked out that every squadron had 2-3 extra pilots to account for combat losses after rolling for every fighter lost. 1-3 = KIA, 4-5 = pilot recovered, 6 = pilot & fighter recovered. On a bad day, no-one would come back from a mission, whereas occasionally, 50% of the fighters might be recovered in a repairable condition. 'Neath Southern Skies - http://users.mcmedia.com.au/~denian/ Commodore Alfred K Hole - RNS Indy's Folly [CB] Captain Nicolette O'Teen - RNMS Golden Spear [CB] EBD Medusa > -----Original Message-----
From: cgray <cgray@i...>
Date: Mon, 05 Jul 1999 18:43:20 -0700
Subject: Re: Fw: Carriers and other updates
> It doesnt take that long to build a fighter in WW2 the US was cranking Modern > fighters take several months to build....and that's if all the I disagree because we are not atr war right now an example isd how they rushed the steath fighter into combat and we werent doing that at the start of WW2 either when war production gets going it can really go albeit for a few years anyway and WW2 fighter were high tech for them at the time so its all relative IMO
From: Roger Books <books@m...>
Date: Tue, 6 Jul 1999 11:37:14 -0400 (EDT)
Subject: Re: Fw: Carriers and other updates
Date: Mon, 5 Jul 1999 12:48:29 EDT From: JRebori682@aol.com Subject: Re: Fw: Carriers and other updates In a message dated 7/5/99 8:06:55 AM Pacific Daylight Time, > ScottSaylo@aol.com writes: > I can just see the look on the oppositions face as the CV they just You do know the official US line on carriers is "In excess of 30 knots". A rooster tail as high as the flight deck is pretty impressive. Of course, it does take a bit to get up to that speed.:)
From: Charles N. Choukalos <chuckc@b...>
Date: Tue, 06 Jul 1999 16:00:58 -0400
Subject: Re: Re: Fw: Carriers and other updates
Actually the paperhull carrier with lots o'fighters makes a lot o'sense... Plus its a great way to get your opponent to use a fleet with a nice balance of ships... aka not a couple monsterous ships and that's all. After all, you're paper thin carrier minus all of its fighters could be in serious trouble if a lone frigate or a couple of corvetes went after it;).... Chuck
From: JRebori682@a...
Date: Tue, 6 Jul 1999 19:51:44 EDT
Subject: Re: Fw: Carriers and other updates
In a message dated 7/6/99 8:38:38 AM Pacific Daylight Time, > books@mail.state.fl.us writes: > Date: Mon, 5 Jul 1999 12:48:29 EDT > > targeted took off at over 40 knots! LOL :) > Roger Books Yeah, Roger. I know it. We used to say Pegasus could go in "excess of 40 knots....more in excess than any one else in the fleet" And it took us about a minute from dead on the hull to full Military power. :-) Hey, we even wore seatbelts on watch!
From: Brian Bell <bkb@b...>
Date: Wed, 7 Jul 1999 21:04:38 -0400
Subject: RE: Fw: Carriers and other updates
As the one who ran that game, I agree, the 100 fighters were an AWSOME site. On a personal note, I too think that fighters have too low of a cost compaired to ships. If you compare the cost of a single fighter (not group) to the cost of a single Class-1 beam. Pro's for Fighter: Effective Range over 2x class-1 beam (18" move + 6" range) Same cost as class 1 beam. Immunity from threshold checks (once launched) Immunity from most weapons (class 2+ beams, torps, SML's, etc.) Attack before main ship weapons Same or heavier damage as class-1 beams (for Attack fighters) Attacks more concentrated than class-1 beams (usually a ship does not have 6 class-1 beams to fire) Does NOT reqire the use of a Fire Control System Cannot be the target of Needle Beam (once launched). Con's for Fighter:.5 mass more than class 1 beam (for hanger) Limited number of shots (6 turns endurance) Can be attacked by special weapons (PDAF, etc.) Always attacked before can fire (PDAF, etc.) Main ship on restricted movement 1st round employed (fighter launch). The comparison is MUCH worse when comparing it to a small ship. Pro's fighter group vs small ship (mass 9, md 6, ftl, average hull, 1xclass-1 beam, cost 30: Faster exceleration Greater maneuverability (can turn 180 deg. and move 18") 6 times the firepower. Can absorb twice the damage. Not subject to threshold checks for engine & core systems. Cannot be wiped out in one shot from one weapon (the small ship could be destroyed in 1 shot from a pulse torpedo, sml, or class 2+ beam at close range). [granted, with re-rolls it is possible for a single PDAF to destroy a fighter group, but very unlikely). --- Brian Bell bkb@beol.net <mailto:bkb@beol.net> http://members.xoom.com/rlyehable/ft --- [quoted original message omitted]
From: Robertson, Brendan <Brendan.Robertson@d...>
Date: Thu, 8 Jul 1999 11:57:52 +1000
Subject: RE: Fw: Carriers and other updates
Locally, we resolve fighter attacks after the ship has fired. This limits the single turn effect on alternating fire. Not that it helps much on the first turn against 100+ fighters. At Conquest'99, I fielded 12 fighter squadrons in a 2300 pt game (6 attack, 6 long range). Against the one fleet with no ADFC, they annihilated 1 capital per turn, but against the rest of the fleets with ADFC, I only got in 1-2 good attack runs before cumulative PDS fire reduced them below effective levels. If I had have attacked before the ships fired, my battleships would probably have survived the battles. 'Neath Southern Skies - http://users.mcmedia.com.au/~denian/ Commodore Alfred K Hole - RNS Indy's Folly [CB] Captain Nicolette O'Teen - RNMS Golden Spear [CB] EBD Medusa > -----Original Message-----
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Thu, 8 Jul 1999 17:58:05 +0200
Subject: Re: Fw: Carriers and other updates
Brian Bell forgot to include the supporting systems for the fighter bay > in his comparisions when he wrote: > On a personal note, I too think that fighters have too low of a cost > Pro's for Fighter: No, it isn't. Assuming a ship with 50% of the Mass devoted to hull and engines (a fairly slow, or weak-hulled, carrier), the fighter costs: 3 (cost of the fighter itself) + 3*1.5 (cost of 1/6 fighter bay) + 2*1.5 (cost of hull and engines) + 3 (cost of basic structure for 3 Mass of hull) = 13.5 pts. The Class-1, mounted on the same hull, costs 3 (cost of the Class-1 itself) + 2*1 (cost of hull and engines) + 2 (cost of basic structure for 2 Mass of hull) = 7 pts. According to my computer 7 =|= 13.5, so the fighter costs almost twice as much as the Class-1. > The comparison is MUCH worse when comparing it to a small ship. This comparision is off, for the same reason as above. Compare the fighter squadron with a ship with 9 Mass of *equipment* (weapons, FC, PDS) instead, since that's what the fighters correspond to. The NAC Ticonderogas or Tacomas are good comparisions to a single standard fighter group. Regards,