From: Jerry Han <jhan@w...>
Date: Thu, 23 Apr 1998 00:34:06 -0400
Subject: Re: Stopping the Swarm in Campaign Games...
> John Atkinson wrote: Small ships usually aren't FT capable; thus they can't project offensive power. Furthermore, they usually are limited in range, equipment, or some other factor that makes them cost-inefficient in games. (This ties in with the modern wet-navy idea, see below...) > >Modern wet-navies given a costal defence mission. Try crossing the Yes. However, costal defence is not the only mission navies have. Costal defence is only a small subset of the Sea Control mission, denying the use of the sea (or space) to the enemy. It's very hard to escort convoys long distances with small vessels; they just don't have the range and the equipment. The same problem occurs with Power Projection (the other main Navy mission); since the little ships don't have the endurance to get from here to there, how do you project power? Their combat endurance is pitiful as well; you better hope you got everybody, or you're toast, as you've got nothing left to throw. For example, the USN is betting that small ships will be extremely vulnerable to carrier-based aviation From The Sea doctrine depends critically on this premise. Unfortunately, this seems to be invalidated by the fact that the USN will not be using the stand-off range of their carrier aircraft, putting the carrier in harm's way. Or use subs, take out the harbour facilities for the boats before going after the boats themselves. Take out their means of resupply and repair (because small boats have extremely limited organic qualities of each), and then wait till they fall apart. On the flip side, the USN is going to send a fleet of small ships to project power half-way around the world; they'd never survive. The OHP FFGs are a perfect example of this; an example of the 'High-Low' philosophy of purchasing, they turned out to be too fragile for the hard use the USN puts them through, which is why they're retiring early when ships like USS Enterprise (33 years old, and due to serve until 2005 or something like that) are still serving. > >In FT, area weapons like the Wave Gun or Nova Cannon would be good Not abusive if done right. But definately goofy. (That's a small oversight in FTII; no real area affect weapons.) > >Loading your ships with PD would help. Fighters. Banzai Jamming (if Oh sorry. (8-) This doesn't really work in vanilla FTII, but you can kind of fake it with Sensor rules (i.e. make every ship you have look like a Capital, and then have the swarm decide what to shoot at...) Anyways... Banzi Jamming. What you do is use signature enhancers (radar transponders, FTII Weasel Boats, etc) to enhance your target footrpint. THEN (this is where the 'Banzai!' comes in), you put your ship along the threat axis. The incoming missiles (or whatever) being stupid, lock on to your tin can as opposed to the valuable target you're protecting. Then depending on what happens next, you either lure the missiles so their sensors can no longer find the target you're escorting, and turn off your signature enhancer, so you disappear. Or, you end up taking every missile that was intended for the target plus whatever they decided to fire at you to take out an escort. Ouch. (Essentially, you set yourself up as a more inviting target than what you're escorting, and sucker all the pain giving stuff on to you. Takes guts.) In the FTII case, since all they're doing is firing missiles, you nominate a poor destroyer as the Banzai Jammer. When they launch, you set up your destroyer in the way, turn on the jammer, and sucker most of the missiles on to it. You lose the destroyer, but they lose their offensive punch, and gotta run for it. Thus, if they salvo, you can sucker their missiles away. If they launch singly, your PD can handle it. In other words, you've got effective counter-moves to whatever they can put out. You win. (8-) Apologies for rambling... J.