[GZG] [FT] Modern Naval?

14 posts · Aug 16 2006 to Aug 19 2006

From: damosan@c...

Date: Wed, 16 Aug 2006 08:09:43 -0400

Subject: [GZG] [FT] Modern Naval?

Hey All,

I'm toying around with hacking together a version of FT for use with Modern
Naval gaming. Has anyone done anything along these lines?

The trouble, as I see it, is to come up with a model for the BILLIONS of
various radars and sonars used by naval forces today. I want to keep things
cinematic but I also want to capture detection of opposing forces.

I've thought about using an opposed roll. Once detected the vessel stays
detected throughout the game.

OR there is the option of just BAGGING IT. Assume detection and game on.

Damo

From: Tom McCarthy <tmcarth@f...>

Date: Wed, 16 Aug 2006 09:15:35 -0400

Subject: RE: [GZG] [FT] Modern Naval?

Having worked just a bit in the area of naval sensors, I can't imagine trying
to simulate them for gaming purposes. Sorry, but I say define a sensor range
and game on.

> -----Original Message-----

From: Roger Books <books@m...>

Date: Wed, 16 Aug 2006 10:12:03 -0400

Subject: Re: [GZG] [FT] Modern Naval?

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lEveryone jumps from
FT to Naval. Wouldn't DS be a better base? It doesn't take that much modern
ordnance to get a mission kill on a ship.

Roger

> On 8/16/06, Damond Walker <damosan@gmail.com> wrote:

From: Doug Evans <devans@n...>

Date: Wed, 16 Aug 2006 09:21:39 -0500

Subject: Re: [GZG] [FT] Modern Naval?

Well, the cinematic movement is pretty ship-like over limited ranges;
could you bash DS gunnery and FT movement?

Also, I wondered if, aside from subs, electronics was more about targeting
than detection currently? Does ship size matter as much as I assume it does
for detection, and lock on? Back to 'ship classes'?

The_Beast

Roger wrote on 08/16/2006 09:12:03 AM:

> Everyone jumps from FT to Naval. Wouldn't DS be a better

From: Doug Evans <devans@n...>

Date: Wed, 16 Aug 2006 13:21:28 -0500

Subject: Re: [GZG] [FT] Modern Naval?

Sorry, folks, for contradicting myself, but this has sort of started a
conceptual itch.

Aside from the occasional suicide small craft, do the ranges suggested for
most 'modern' battles negate the fiddly maneuvering FT2 would model? DS2 might
just do the job then. Not that I'm anyone to speak to that.

Using FT2 would sort of bring the thing back full circle, though. Jon has
admitted that Ariel's SeaStrike was an inspiration for the ship displays.

The_Beast

Roger on 08/16/2006 09:12:03 AM:

> Everyone jumps from FT to Naval. Wouldn't DS be a better

From: Tom McCarthy <tmcarth@f...>

Date: Wed, 16 Aug 2006 15:34:59 -0400

Subject: RE: [GZG] [FT] Modern Naval?

Perhaps I'm buried too deeply in a small niche of the RL subject, but modern
naval seems to be about:

i) detecting the presence and identity of the enemy ship as early as possible
ii) detecting his actual intent to launch or the launch as soon as possible
iii) detect the incoming weapons with maximum 'time to go' (as early as
possible)
iv) responding with the best mix of anti-weapon weapons (CIWS,
anti-missile missiles) and countermeasures (jamming, chaff) to eliminate
the incoming weapon

As a subset of iv), you want to position yourself to be less visible to radar
but still bring your jammers and weapons to bear and move away from the path
your chaff seduces the missile to.

Oh, and guiding your anti-missile missile to the incoming weapon using
your radar may make you more attractive to the incoming weapon's
radar...

Note that little or none of this seems to talk about positioning yourself to
hit the enemy with ballistic weapons and shells or vice versa, which is a
great deal of what I think space navy battles and 20th century navy battles
were about.

From: damosan@c...

Date: Wed, 16 Aug 2006 16:29:35 -0400

Subject: Re: [GZG] [FT] Modern Naval?

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 8/16/06, Roger
> Books <roger.books@gmail.com> wrote:

Perhaps because stock FT is so close to a WW2 naval wargame? I guess the
concept I'm looking for would be a cinematic version of modern naval
wargaming -- not the realistic kind where one good missle hit will MK a
ship.

For that FT would work well I think. Then again DS would also work by
modeling ships as multi-segment vehicles...

Damo

From: damosan@c...

Date: Wed, 16 Aug 2006 16:34:33 -0400

Subject: Re: [GZG] [FT] Modern Naval?

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 8/16/06,
> McCarthy, Tom (xwave) <Tom.McCarthy@xwave.com> wrote:

So give surface search radars a range based on the horizon and air search
radars a much bigger value? That'd do the trick methinks.

Sonars would have a shorter range (right?) but I'd give them a CZ or three to
play with as well.

Damo

From: Laserlight <laserlight@q...>

Date: Wed, 16 Aug 2006 15:57:02 -0500 (CDT)

Subject: Re: Re: [GZG] [FT] Modern Naval?

> For that FT would work well I think. Then again DS would also

Use DS (or SG2), say "weapon" hits destroy a turret and "suspension"
hits reduce movement and / or damage steering.

From: damosan@c...

Date: Wed, 16 Aug 2006 19:54:33 -0400

Subject: Re: Re: [GZG] [FT] Modern Naval?

> On 8/16/06, Doug Evans <devans@nebraska.edu> wrote:

> Aside from the occasional suicide small craft, do the ranges suggested
DS2
> might just do the job then. Not that I'm anyone to speak to that.

Fiddly maneuvering has it's place in modern naval battles. Though the only
real purpose of such fiddly movement would be to unmask your batteries to
shoot down incoming missles.

From: damosan@c...

Date: Wed, 16 Aug 2006 19:56:38 -0400

Subject: Re: Re: Re: [GZG] [FT] Modern Naval?

> On 8/16/06, laserlight@verizon.net <laserlight@verizon.net> wrote:
hits reduce movement and / or damage steering.
> [quoted text omitted]

The DS approach would certainly work for coastal / riverine vessels
but I don't think they'd work for the blue water ships.

From: Ken Hall <khall39@y...>

Date: Fri, 18 Aug 2006 20:01:01 -0700 (PDT)

Subject: RE: [GZG] [FT] Modern Naval?

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l"McCarthy, Tom
(xwave)" <Tom.McCarthy@xwave.com> wrote: Perhaps I'm buried too deeply in a
small niche of the RL subject, but modern naval seems to be about:

i) detecting the presence and identity of the enemy ship as early as possible
ii) detecting his actual intent to launch or the launch as soon as possible
iii) detect the incoming weapons with maximum 'time to go' (as early as
possible)
iv) responding with the best mix of anti-weapon weapons (CIWS,
anti-missile missiles) and countermeasures (jamming, chaff) to eliminate
the incoming weapon

As a subset of iv), you want to position yourself to be less visible to radar
but still bring your jammers and weapons to bear and move away from the path
your chaff seduces the missile to.

Oh, and guiding your anti-missile missile to the incoming weapon using
your radar may make you more attractive to the incoming weapon's
radar...

Note that little or none of this seems to talk about positioning yourself to
hit the enemy with ballistic weapons and shells or vice versa, which is a
great deal of what I think space navy battles and 20th century navy battles
were about.

From: Laserlight <laserlight@q...>

Date: Fri, 18 Aug 2006 22:43:24 -0500 (CDT)

Subject: Re: RE: [GZG] [FT] Modern Naval?

"McCarthy, Tom (xwave)" said:...
> but modern naval seems to be about: <snip: missiles>

Might be a more realistic model, though. I'd like to see a FT background more
like the Traveller one in which missiles are the primaary long distance weapon
and beams are only for close range work.

From: Alan and Carmel Brain <aebrain@w...>

Date: Sat, 19 Aug 2006 20:25:18 +1000

Subject: Re: [GZG] [FT] Modern Naval?

> Ken Hall wrote:

--->8---
Good summary snipped
--->8---

But that's one-on-one. It gets more complex when you're dealing with
tactical situations a bit more complex than a Mano a Mano Gunfight.

Things like protection of Vital Area Centre, the great Intelligence game

where you keep some capabilities in reserve, the co-ordination of
assets, how optimising for an air threat makes you vulnerable to subs