MechaZone 556 Campaign report #1

5 posts ยท May 3 1997 to May 5 1997

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Sat, 3 May 1997 03:57:12 -0400

Subject: MechaZone 556 Campaign report #1

If you're not interested in lengthy campaign/battle reports, press SKIP
now...

You're still with me? Ok, here goes.

These were the first clashes in my MZ556 campaign. You can find more info
on MechaZone at http://www.swob.dna.fi/rpg/mz223/

Some basics

The campaign area is the solar system. Theoretically all of it, but in
practice I don't expect anyone to go beyond Jupiter -- there's just
nothing out there.

There are currently four competing fleets, all with different goals. Some more
may enter play later on.

This is NOT a PBeM game! Sorry.

This is fairly vanilla FT/MT. I decided to leave in the FTL drives as
"dead weight", simply to allow people to use vanilla designs if they didn't
have the time to do their own. One nation (Norwegians) has a secret weapon in
cloaking systems, others have nothing special.

We use MT fighter (panzer) movement, and simultaneous fire. We do not allow
premeasuring anything. Fighters are allowed to attack missiles at PD odds,
interceptors getting their bonus.

Lots of aces around...

Strategic movement

The solar system would be pretty boring without moving planets, don't you
think? Ok, so I made a simple Newtonian strategic movement system, where

4 Thrust equals 1 g constant acceleration.

Notes: At these thrust levels, the gravity forces are minimal except very
close to the sun. Might have ignored them all the same. Ok, now that I've done
it, I can chuck in the occasional comet...

First try. No one wants to do movement by hand. None. Nada. Zip. Not a single
soul. And that's in a player base 50% technical students and 75% computer
experts. So much for the perceived simplicity of Newtonian movement.

Ok, so I made a small program for plotting out moves. Slightly better results:
Half the players use it, the other half give various excuses why they can't
use it and still refuse to do very basic math by hand. I end up entering rough
moves for them myself.

Strategic Moves

GUGES, Norwegian and AEUG fleets all approach Mars, from different directions.
PanMa gets a distress signal from a freighter on a
Mercury-Mars shipping lane, and sends a fast squadron to investigate.

Said squadron passes GUGES fleet, but evades.

PanMa sends out a striking force to intercept Norwegian fleet, about 30
million klicks away from Mars. GUGES assaults the other half in Mars orbit.
AEUG is still about 100 Mkm outsystem of Mars.

Note: PanMa had twice the fleet anyone else has, so this is not a major
problem -- yet. They also have to protect Mercury and shipping between
the two planets, which *should* result in splitting their fleet.

First Contacts

We play Norway - PanMa first. Norwegians decide to leave half their
fleet outside the battle, engaging with a light carrier force consisting of a
CVL, 3 CA, 1 CA (Strike), 3 CA (Cloak) and a dozen escorts (cloakers) or so.
All ships are Vanilla designs from the books, except the cloak ships, which as
secret weapons were designed by me.

PanMa has 2 BB, 1 CVL, 2 CA, 2 CE. All custom designed and extremely heavy for
their class. They're also painfully slow. The points are actually fairly even
because the cloak cruisers are so #%$&T#%"& expensive.

Turn 1: Norway's normal ships enter play. The cloak ships enter cloaked
to give a surprise edge -- no one else know they have the tech.

PanMa bluffs about a vast missile volley. The bluff actually works: His
missile boats are elsewhere, but this scares the Norwegian player into
entering the table too slow, which will prove to be a major mistake. The
Norwegian CVL deploys interceptors, which will prove to be unusable. A sound
defensive measure though.

PanMa, OTOH, has no designs to stay and fight and enters at max speed
allowed (10+thrust). He doesn't deploy panzers, because they'd be left
behind. I think something needs to be done about this.

Early gunnery duel gives PanMa 1 point of damage (count 'em: ONE). Meanwhile,
PanMa destroys a Norwegian escort.

Notes: This early gunnery duel shows painfully how undergunned the vanilla
designs are against custom ships. A vanilla CA can muster 1d beam attack at
long range, while the optimized CAs put out 5d (AND they have two screens to
the one in the vanilla). Luckily for the Norwegians, PanMa does not try to
maintain range. A gunnery duel would spell annihilation for the Norwegians.

Turn two: Forces close. Norway loses another escort. The cloaked force
uncloaks. The move hits the PanMa flank, but not rear. Norway loses another 2
escorts. But the pulse torps in the cloaked squadron tell their
grim tale -- one PanMa CA is sunk.

Notes: The Norwegian player had not had any opportunity to practice with
cloaked ships. He also entered the table too slow, giving the plodding PanMa
force too good shots. The cloaked escorts are too vulnerable to stand a
slugging match. They don't seem to be worth the points unless the player is
very experienced and can maneuver into enemy blind spots before uncloaking.
The one turn close range hit is not worth it if the enemy counterattack
annihilates you.

Turn 3: PanMa fleet blows past the Norwegians, who turn to pursue. Relatively
little fire results in just one Norwegian escort sunk.

Note: Norwegian player does not recloak. I think this will prove to be a

mistake.

Turn 4: Norway concentrates fire on one of the PanMa CEs. It is sunk, but the
counterattacks sink yet another cloak escort.

Note: PanMa formation is spread, and their greater range allows them to cover
each others' vulnerable rears.

Turn 5: Lacking good targets, the Norwegians cannot concentrate heavy fire
against anything. This results in no losses for PanMa (a CE is heavily
damaged, though), but Norway loses a CA and a cloak CA... bad.

Notes: The cloak cruisers can't stand a slugging match either. They should
have recloaked.

Turn 6: The PanMa CE is finished and telling damaged against the remaining CA
is inflicted. However, the return fire gets a bit lucky and

drops the remaining two cloak cruisers... very bad.

Notes: The Norwegian strike cruiser can't turn fast enough to bring its torps
to bear. While this saves it from counterattack, the more expensive cloak
cruisers eat space dust. Pointswise, this is bad.

Turn 7: The PanMa capitals hit FTL and escape. Norway finishes off the
crippled CA.

Aftermath: After the dust settles, it turns out the losses in mass are fairly
equal (all PanMa cruisers just happen to be Mass 36...), the Norwegian CVL
escaped unharmed while the PanMa capitals took some damage (not enough for
threshold rolls, though). But in points, Norwegians lost TWICE what PanMa
did...

In retrospect, while the Norwegian player failed to fully utilize his cloaking
devices, the minmaxed PanMa designs were just wayyyyy over the heads of any
vanilla ships. It's a good thing I gave the cloakers pulse torps, or the
superior PanMa shielding would have probably saved them any significant
damage.

The PanMa player was too cautious... he could have annihilated the Norwegian
fleet if he had stuck around... maybe at the cost of a wounded

BB.

Next up: PanMa vs. GUGES

The setup immediately tells me I should invent some sort of a mid-range,

abstract, pre-battle system. PanMa deploys his fleet across the board,
GUGES takes one corner. Looks like he's going to run for it.

The fleets are larger, numbering six capitals for PanMa, five for GUGES and
gobs of lesser ships. This will turn out the be inconsequential, however.

Turn 1: Yup, GUGES turns to run, immediately exiting table with half his

force. Some long range sniping costs PanMa a DDG. PanMa deployes his
interceptors, which will total 14 (yes, FOURTEEN) groups.

Turn 2: GUGES exits, PanMa missile boats turn to pursue. We think about it,
and missile boats look like lousy pursuit ships... something bad about them.

Turn 3: GUGES trap closes. His missile boats enter the opposite corner and get
a good flank shot at PanMa heavies before turning and exiting in

the other direction. 15 missiles begin their flight. PanMa returns fire and
kills the rearmost DDG.

Turn 4: No GUGES forces are left on the table. PanMa decides not to pursue,
foiling part of GUGES plans. The missile volley enters striking range of two
gigadreadnoughts (mass 100 monstrosities), one fleet carrier and some smaller
vessels. The interceptors move in.

The interceptors easily dispatch all the missiles. The battle is over, neither
side lost anything important but GUGES expended his missile volley. He is
still in Mars orbit, though.

Note: I feel a bit divided about this. The interceptors totally defused
the well-executed missile attack. OTOH, if they hadn't been allowed to
do
that, the attack would have gutted 1500-2000 points worth of capitals.
Considering that PanMa did have a huge force of interceptors just for this
purpose and that this kind of "drop missiles and run" battle is just the kind
I do not wish to see on my tabletop... I guess I'm satisfied with the result
even though placing 50 ships for a three turn "battle" is kind of dull. Maybe
this result will discourage others from trying cowardly missile tactics and
we'll see some real battles.

The PanMa fleet designs are perhaps overoptimised. They are very, very
powerful as long as they can work together in coherent groups, covering each
others' weaknesses. It remains to be seen whether the strategic
situation can divide their fleet into bite-sized chunks...

From: ericjw@c...

Date: Sat, 3 May 1997 16:06:03 -0400

Subject: RE: MechaZone 556 Campaign report #1

> You wrote:

> The PanMa fleet designs are perhaps overoptimised. They are very, very

How about posting some of these killer designs?

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Sun, 4 May 1997 01:59:14 -0400

Subject: RE: MechaZone 556 Campaign report #1

> On Sat, 3 May 1997 ericjw@cyberhighway.net wrote:

> How about posting some of these killer designs?

Well, I could, but the recipe is really simple for the cruisers and capitals:

Maximum Mass Minimal Thrust
Screen-2 for cruisers, 3 for Capitals
Max A-batts if gunship
Maybe a AA megabatt Max Bays and all interceptors if carrier

Their biggest weaknesses are

* slow speed -- they can't catch a faster foe
if he doesn't want to fight. Thus "let them bring the fight to us" attitude.

* Lousy maneuverability -- the need each others' interlocking fields of
fire for protection. One caught alone is a dead duck. The trick is to have
enough ships not to get caught alone, ever.

* Reliance on fighter screen -- if caught without the carriers, a
determined carrier force can pick them apart. Note that it will still take a
looooooooooooooong time. A normal fighter group can only deliver an average of
3 points of damage during their entire combat endurance
against a screen-3 ship. A M100 giganaught can eat quite a few of those
without even risking a threshold roll.

Now, these are actually really stupid designs. They are all maxed out on one
aspect and that's it. But it remains to be seen whether a more balanced fleet
can meet the challange. One taker already got a bloodied
nose -- his mistake was to think the vanilla ships were worth something.

The other two takers may have more of a fight in them.

From: B Lin <lin@r...>

Date: Sun, 4 May 1997 16:00:03 -0400

Subject: RE: MechaZone 556 Campaign report #1

> On Sun, 4 May 1997, Mikko Kurki-Suonio wrote:

> * Reliance on fighter screen -- if caught without the carriers, a

Have they tried the munchkin torpedo boat attack?  40+ PT boats will put
a dent in any fleet composed of ships bigger than an escort. Or with fighters,
a load of mixed attack and torpedo fighters will rapidly blow through shielded
vessels. Alternatively with their low thrust these ships seem to be begging
for Nova or Wavegun fire, perhaps a few cruisers mounting wave guns would be
effective, then thrust away and take another shot later...

Some ideas.

--Binhan

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Mon, 5 May 1997 03:01:40 -0400

Subject: RE: MechaZone 556 Campaign report #1

> On Sun, 4 May 1997, Binhan Lin wrote:

> Have they tried the munchkin torpedo boat attack? 40+ PT boats will

Remember, this is a campaign. You can't waltz off to buy new ships just
because you lost a battle. The time frame probably will not allow any
replacements at all, unless they come from newly allied nations drawn into the
war.

Even if someone did have this big a force of PT boats, I don't know... The 15
missile volley was a snack for the 14 interceptor groups. They could have
taken twice, maybe thrice that. Ofcourse you can swamp any defenses given
sufficiently overwhelming force, but will it be worth the

cost? Do you *have* what it would cost?

> Or with

A couple of problems:

You need a HUGE fighter force to get past the 14-20 interceptor groups.
Even an intact torp group does only about 10 points average damage. Attack
fighters don't fare too well either, their combat endurance gives

them only average 6 points total against Screen-3 ships.

Fighter defenses on really big ships seems to boil down to: Is worth it to
spend mass in defenses against attacks that are likely to cause insignificant
damage anyway?

> Alternatively with their low thrust these ships

These technologies are not allowed in the campaign.