GZG List archives -- January 2006

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Re: [GZG] [LONG] Philosophy of shipbuilding



Heh. Honor Harrington. It's true, Weber seems to take great enjoyment in slinging thousands of nuclear bomb-pumped laser devices around space, and I think it's only been just in the last book or two where even the slightest hint of worry about preserving limited resources in ships actually has gotten mentioned even once.

In my own gaming when I used to play this on a regular basis, we had a fairly free-form design system where you were allowed to bring basically anything you want within a certain point limit. Yes, this had a tendency to evolve into a state where somebody would have an enormous temptation to build a dreadstar with most or all of their point totals. There were, however, a few fairly serious missions where smaller craft not only were useful but were very powerful in the battles.

The first mission is the wonderful "banzai boat". Everybody knows what this guy's out there for. It's an itty bitty, completely expendible ship, often small enough that if you wanted you could probably stuff it in a spare hangar bay for giggles and not even bother carrying FTL on the thing, that was deployed in smallish swarms around larger capital ships in order to eat up salvo missiles. Because, yeah, if you threw enough salvo missiles at a large ship, it was usually going to die unless it was so stupidly maneuverable that you couldn't hit the thing, and in our games, if people bothered bringing large ships the min-maxing was usually in favor of heavier armaments capable of punching holes in a small moon rather than humongous amounts of drive space to keep it zipping between asteroids at will. Since banzai boats are cheaper than drive systems capable of moving a brown dwarf around dime sized corners, that's usually the solution I tended to use.

The second mission was as a needle beam striker. There is nothing a dreadstar fears more than to have a bunch of needle beams outflanking him (or worse, cloaking and sneaking up behind him) into a position where they can take down drives and screens and leave them looking like heavily armed metal asteroids floating through space. Hands down, the shortest Full Thrust games I've ever been a part of haven't involved my infamous fighter strikes, they've involved situations where my opponent threw a heavily armed dreadstar battleship at me with no fighters and no smaller escorts and the things had drives and/or screens functional for about four turns. The only thing that seperates a dreadstar from a more reasonably sized warship in this case is that it makes a much more expensive sitting duck when it's forced to surrender to the enemy.

There's other potential missions where I could visualize small craft being useful. Islamic Fed style suicide bombers with SMRs is one, although those don't pack as much sheer dread for a larger ship as needle strikers do. If a starfleet has the resources to waste on ships that have absolutely no real capability to defend dirtside targets from attack (a need which is simulated very nicely by forcing people to play on fixed tables) you've got the "Mongol horse archer" sort of ship with flimsy hulls, high class (i.e. long ranged) beams and ridiculously high thrust. If needle strikers got dangerous enough you could even justify bringing FT equivalents of destroyers for much the same reason as destroyers were invented in real life. I tend to use fighter strikes to serve this mission myself though, and it's one of the few reasons I would ever fathom for giving a dreadnought a small fighter complement if it's not going to bring an additional carrier escort as well to help those fighters actually be useful against another capital ship.

But yeah... if you don't have some strategic or tactical reason for using smaller ships, I don't happen to find it terribly "munchkin" to use primarily larger ones at all. And if the rules haven't given smaller ships a reason for existing, that's the fault of the rules set, not the players. As it is, Full Thrust _does_ give a few reasons why small ships would want to go near a dreadnought fleet, just that there aren't very many of them, so unless you've got a scenario (campaign or otherwise) where picket forces of smaller ships are a real asset, there's not really a whole lot of reason to bring them if you haven't armed them with something that makes them a real threat to larger ships. Even at that, it's perhaps an interesting scenario how a needle striker mission would balance together with a picket mission against other escort ships the same size, or whether the needle strikers would have to basically be left as flighty patrollers that run to report at the first sign of trouble if they ever went out on their own. Alas, it's a large set of theorizing that would require me to actually get new people to play with now that I've divorced my old FT buddy's sister. :P

E


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