From: edens@m... (Matt Edens)
Date: Mon, 12 Jul 1999 10:07:52 +0000
Subject: mines
I agree that straight FT2 mines are fairly weak when brought straight over to
FT2.5. They would appear to be useful as a prelayed field only, and I suspect
the minelayer system was included only for specific scenarios (a minelayer
interupted in its task).
I kind of like the idea of beefing up a mines a bit, but before we go hog wild
with this we should look at what we want mines to really do.
"A 2d6 mine IS beefed up, but it also has the capacity to obliterate anything
up to a Frigate in one blow. Do we want this?"
Personally I use a fair amount of mines. In our heavily tinkered with version
of the Tuffleyverse the NSL uses lots of fast frigates and destroyers mounting
SMR racks (roughly equivalent to WWI destroyers, very
hit and run). They tend to work in flottillas of 3-6, often with a
minelayer armed version mixed in as a covering ship. You go in, launch your
missiles then turn tail and run, dropping mines in your wake to discourage
pursuit.
As far as mine effectiveness goes, more modern "wet navy" ships are fairly
resistant to mines, but earlier this wasn't always the case. The Japanese lost
two battleships off Port Arthur to mines in 1904 while in the Dardanelles in
1915 a single Turkish minefield of 24 mines managed to sink 3 French and
British battleships (talk about cost effective). Sure, all
these ships lost were older pre-dreadnaught battleships with less
effective underwater protection than later Dreadnaughts (I can't recall any
actual Dreads being lost to a single mine, any one else?) but hey, it goes to
show that big ships aren't invincible. Of course, in real world you don't have
to totally destroy a ship (ie cross off all it's hull boxes) to render it
inneffective. All you've got to do is sink it.
-M