From: John Atkinson <johnmatkinson@y...>
Date: Sat, 14 Jan 2006 14:03:30 +0100
Subject: [GZG] [LONG] Philosophy of shipbuilding
There has been much discussion of large ships vs. small ships, point cost and balance in combat. Now, this following discussion is bound to be wrong in details--I'm not a naval historian by any means. I just play one on the internet. The modern naval force mix is an artifact of the torpedo, aircraft, and (today) ship-killing SSM. It is not graven in stone, and actually makes little sense in the Full Thrust world. It used to be that ship were divided roughly into three categories. You had your line-of-battle ships that in the Napoleonic era were those top three rates of ship -- basically 64 guns and up. A fourth-rate ships (50-56) guns would be either used as a heavy frigate (all US frigates of the War of 1812 were of this rating, which is why the RN issued orders not to engage US frigates without a 2-1 numerical advantage). Frigates more typically carried 30-50 guns are were used as "cruisers" (a job description not a ship class). There were sixth-rate ships of 30 or less guns, but those weren't worth much save in commerce raiding. Then you had unrated ships, including Sloops-of-War (or a Corvette, 14-20 guns), Bomb vessels (8 guns, with mortars throwing exploding shells), Gun-brigs (10-14 guns), Cutters (4-14 guns), Gun-boats (1-4 guns), and other auxiliaries. Now, for a standup slugfest with another navy, only line of battleships were invited. A fleet would consist of a number of battleships of varying rates with a handful of smaller ships attached as couriers and scouts. At Trafalgar there were 27 line of battle ships--3 First Raters, 3 Second Raters, and 20 Third Raters. The fleet was supported by 4 36-gun frigates, and pair of auxillaries--the Pickle and the Enterprante of 10 and 8 guns respectively. Now, if I were to show up to a 3500 point Full Thrust game with 1 superdread, 1 dreadnought, and 5 battleships, and a destroyer people would cry 'munchkin'. And yet, at one time that was a reasonable force mix. What changed? The torpedo. Torpedos could sink even quite large ships in one or two hits, and they could be launched from a small ship. > From Wikipedia: *** On 16 January 1877, Turkish steamer Intibah became the first vessel to be sunk by torpedoes, launched from torpedo boats operating from the tender Velikiy Knyaz Konstantin under the command of Stepan Osipovich Makarov during the Russo-Turkish War of 1877-78. In another early use of the torpedo, Blanco Encalada was sunk by a torpedo from the gunboat Almirante Lynch, during the Chilean Civil War on April 23, 1891. By this time, the torpedo boat had gained recognition for its efficiency, and the first torpedo boat destroyers were built to counter it. Torpedoes were also used to equip gunboats making them torpedo gunboats, ships of around 1,000 tons displacment. *** The Grand Prince was designed to be a mothership to four torpedo boats. The average torpedo boat about 30 to 50 m in length, armed with up to three torpedo launchers and small guns and developed speed of 20 to 30 knots (37 to 56 km/h). These things were in every single navy's inventory in a brief period of time. Short construction times, high lethality, minimum manning requirements. That's what destroyers were invented for. They were invented to keep these little bastards away from the battleships. No one wanted to bet that the quickfiring 4-5" guns coming into use as secondary armament on the 'dreadnoughts' would save a ship that took over a year to build (The HMS Dreadnought used turrets originally intended for another ship, only spent four months on the ways, and still took a year and a day to enter service) and had a crew of over 700. Then the destroyers started carrying torpedos themselves, and since they could operate on the high seas where the torpedo boats couldn't, they had a role of their own. Cruisers zipped around the high seas looking for enemy warships for the battlefleet (but NOT engaging) and sinking such destroyers as they could find wandering by themselves. In the big fleet engagement that never happened, the destroyers were to have fought amongst themselves, any breaking free would have launched a torpedo attack on the enemy's battleline. But the real killing would have been done dreadnought-to-dreadnought, everything else was to have been a sideshow. Of course, because the German High Seas Fleet came down with galloping cowardice, that big engagement never happened. Aircraft further altered the equation, with escort ships acting as radar pickets (to detect incoming air strikes) and layers of anti-aircraft defense. The carrier came into prominence as a generator of aircraft sorties, and the battleship was deemed too vulnerable, especially as shipkilling was now nearly exclusively done by aircraft (carried only on huge specialty carriers) and ship to ship missles, which like the torpedos of the 19th and early 20th century, could be carried on practically anything. I understand the Norwegians at one time had or investigated purchasing truck-mounted Hellfires to use as coastal defenses. The Koma and Osa classes are direct descendants of those torpedo boats. But they are the main armament of major warships including so-called destroyers that are actually cruiser-sized. Full Thrust doesn't have torpedos. It doesn't have any one-shot, one-kill weapons. A salvo missle salvo will average 12.25 points of damage. 3.5 missles time 3.5 points of damage. 1 salvo fired at by 1 PDS would (asuming the PDS shoots down 2/3 of a missle on average) does 9.91 points of damage. Not shipkilling at all except for small ships. To kill my Kilikis Superdreadnougt (75 hull 26 armor, 9 PDS) would require 10 salvos that all hit at the same time and do average damage. Building a 1-shot SMR vessel might look like this: Mass factor 14 Hull Type: Average (Hull Integrity 4) Crew Factor 1 Armament: 1xSMR Sensors: Standard sensors, 1xFire Control Drive Systems: Main Drive rating 6, FTL Drive NPV: 48 Now, you could do this. You could even buy 17 of them for what it costs me to build a single superdread. It is rather an all-or-nothing scenario, because if the superdread survives, it wins. The missle boats might escape, but the superdread is going to show up at their main base and blow in into scrap, and without missles those things aren't worth a damn except as kamikazes. Now, it seems to be that I have reached one of two conclusions. Either the points cost for small ships is balanced relative to large ships (because of the threat of SMR boats like above) or there is no inherent need for small ships to show up at a playing table. I realize that the latter conclusion bothers some people who argue that navies will build small ships for a variety of reasons. And to that, I answer that they are correct. Navies, or at least successful navies, will not ask those small ships to do things they cannot do. Small ships cannot exchange volleys with dreadnoughts and only a damn fool expects them to without some sort of decisive advantage (20th century torpedos or whatever). The question is, what do you want to achieve in your game? Do you want to accept the rules as they are, and work out what the implications would be if those rules reflected reality? Or do you have some image in your mind of what starship combat "should" look like and you continually tweak the rules until you get that result? Because you can't stop people for looking for advantageous designs based on the rules as you use them. Just like the real military designers try to get the most firepower out of their equipment given the laws of physics, limits of current technology, logistical and strategic considerations, and political constraints. Adjusting the game balance (by raising points costs for larger ships and reducing it for smaller ships) means that people will be encouraged to find strategies to exploit the advantages of smaller ships. If it were adopted, expect to see a proliferation of designs such as that posted above. One suggestion I saw somewhere was to change the base cost of the size of ships to total mass squared, divided by 100. That would cut 12 points off the cost of that ship, and for the cost of a dreadnought (now 1204 points) I could buy 100 of the little buggers. Just for "realism" I could use them in waves of only 20? Wouldn't that be fun? Wheeeeeeeee! I give it two weeks before the list would be overwhelmed with stories of your opponents mounting pebble on flight bases to get the required 100 ship models. Do note that I havn't addressed the question of fighters, mostly because I don't think anyone is left who hasn't got some sort of 'solution' to the 'fighter question'. I'm going to ignore their existence until such time as Jon prints new and improved fighter rules, or the beta test rules are given more official blessing, or whatever. And even then, to understand them I'd have to play with them and I havn't got a chance to do that any time in the next year. What I'd like to see in this proposed discussion of victory conditions and scenario design is a discussion of ship preservation. There should be an incentive to have damaged ships break off and withdraw, and even for the entire task force to withdraw if things get pearshaped. Especially if your squadron is primarily capital ships, there has got to be a reason to preserve that investment. This isn't Honor Harrington here.