GZG List archives -- January 2006

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Re: [GZG] John's Shipbuilding



John Atkinson wrote:

>>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.
>
>No, you couldn't: the missile boat in question originally cost 48 pts, so
>if you reduce that cost by 12 pts it still costs 36 pts. That gives you a
>mere 33 missile boats against the 1204-pt SDN, not the 100 John expected -
>and 33 missile boats are by no means impossible odds for a well-handled SDN.

A slip of the fingers--typing faster than I was thinking.

A mere 33. . .given that it takes 10 on-target salvos doing average
damage to completely destroy the dreadnought in question, I would
suggest that the odds are well more than 50/50 in favor of the missle
boats. At 17 to 1, the odds are much closer to even.

That's why I specified "a *well-handled* SDN", John ;-) You're either assuming that most of the missile boats will retain both sensors and missile racks long enough to launch successfully or that most of the salvoes launched will actually be on target. In my experience, the SDN player can do quite a lot to invalidate either or both of those assumptions.


Basically, this match-up hinges on how many missile boats the SDN can cripple before the boats get into missile launch range. By shaping its vector away from the missile boats the SDN can force the boats to come quite deep into the SDN's direct-fire weapons envelope before their missiles range on it, and if the velocities are high enough it can force them to spend several turns under fire before they can launch. Given the fragility of a missile boat - eg., on the design you posted even the first damage point inflicted has a 30% chance of neutering the boat by damaging either or both of the FCS and the SMR - and the amount of firepower that SDN can put out even at ranges >24mu, that is seriously bad news for the missile boats.

Of course, as Laserlight wrote the outcome of this battle depends heavily on the set-up. If the starting range and/or the initial velocities are too low, the SDN won't be able to shape its vector appropriately before the missile boats range on it - but if the SDN's captain has allowed 30+ unidentified ships to get that close without even beginning to do something about it, I'd say he deserves to lose his ship!

Which reinforces my original point---that there are no small boats
armed with heavy ship-killers in the Full Thrust rules as written.
The closest equivalent is SMRs and most people seem to be skeptical of
their effectiveness.  Hence serious fights will be primarily focused
on capitals rather than on small ships.

Basic premises are reasonably OK - though note that neither torpedoes nor SSMs/ASMs are necessarily single-hit-kill systems against today's warships! - but the conclusion you draw from them is not. In historical wet-navy conflicts the weapons carried by small ships were usually unable to even damage large battleships until the torpedoes and missiles came around; but in Full Thrust even a tiny B1 battery can damage a superdreadnought - and a lot of B1s can destroy an SDN with a hundred tiny cuts. This fact alone severely upsets comparisons between Full Thrust and historical wet-navy fleets.


What I'm driving at is this:  For any given points cost system, there
is one most efficient use of the points.  Either it will favor small
ships, or large ships, or there will be an artificial 'break point'
(like the old FT points just below the divides between escort/cruiser
and cruiser/capital) where the most effective point cost is.

Don't bet too much money on that. Yes, there'll always be *some* bias - but if the bias is small enough that player skill or even luck with the dice overshadows it, its effect on the game is minimal.


In addition the biases don't have favour either end of the scale; they can also favour the *middle* of the scale - eg., in the CPV case the "favoured" TMF range is roughly 80-150 (due to the interaction between the progressive hull costs and all the game mechanics that actively favour larger ships), and the bias against other sizes isn't very strong until you get up to TMF 350+.

In short, there's still plenty of use for your TMF 250-ish SDNs - it's just that you've built your mental image of the GZGverse campaign setting at least partially on the NPV points values which are heavily biased in favour of the largest possible ships, so it might take you a little while to adjust to paying costs closer to what your capitals are actually worth on the gaming table :-/

Regards,

Oerjan
oerjan.ariander@xxxxxxxxx

"Life is like a sewer.
 What you get out of it, depends on what you put into it."
-Hen3ry

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