You can't hold a world hiding from WarShips. You can't hold a world from the nuclear hell they can unleash on you, if you're scattered around in hidden fortifcations. Looking at WarShips as they exist currently (way, way too freaking big), the way orbital fire works within the setting, and the way battles are fought...yeah, there is a serious problem.
Yes, yes and yes.
The fact that there are a bunch of new designs doesn't tell you how fast they're being built. When you examine army sizes, attrition rates, etc, the numbers come out low. I'm very curious to see what army sizes and attrition look like after 3145.
::Sigh:: Have you read FM: 3145 or any of the 3145 TRO entries? Many of them go on to say whether or not a unit is being built at "breakneck speed," or "arming the new RAF."I'm only ask because it's explicitly stated in the Republic write up that the military industries behind the FORTRESS are on a build spree. (I should know—I wrote it.) So off the top of my head I can point to the expansion of the Wolf Touman and the RAF as examples of massive industrial expansion. With the other major factions it becomes slightly more blurred because of the fighting that has been going on for the last
fifteen years, but needless to say outside of combat losses, the fact that most factions have been able to sustain their numbers AFTER the supposed draw down suggests that production has ramped up enough to support the war effort.
If you're looking for hard numbers you won't find any, but part of the setting post-Blackout is the general idea that everybody is ramped up for war (some quicker than others.)
Because I agree about how BattleTech is 'Mech-centric. (Though I will note that WarShips do not break BattleTech any worse than it already was: regular artillery, in sufficient quantity at sufficient distance, is equally bad; and neither the rules nor the setting give any explanation for why it is not used in such a way.)
True, WarShips do not break BattleTech any worse because they're already broken.
As for artillery the setting has offered numerous examples, dating all the way back to the Field Manual series explaining exactly how and where artillery is deployed. Even the vaunted SLDF for all its might deployed artillery in relatively low concentrations per-Division. The setting has established that massed artillery, as it would be found along the Western Front, is not happening in the BTU. Plus, artillery isn't all that overpowering compared to the weapons a WarShip can bring to the tabletop.
So we won't see artillery in sufficient quantity at sufficient distance very often, and when we do it'll be for plot purposes. Game use of artillery isn't over-powering.
By "de-glorify" I meant reduce their effectiveness against 'Mechs and WarShips.
You mean either a retcon or a rules change.
Why can't we reduce the effectiveness of warship weapons vs 'Mechs?
Do you like it when CGL retcons? Most people don't. FASA established the power of naval weapons long, long ago. Reducing their effectiveness would mean rewriting almost all of BattleTech's published history. I'm not one for doing that, are you?
We can't just make arbitrary changes to how the universe worked. We can probably tweak rules and direct plot to help support some minor modifications, but changing or destroying anything major is out of the question. At that point your applying major modifications to either the aesthetic or setting. This is why I challenged you to find a way to keep ’Mechs king, not change or break the setting, while maintaining WarShips has a relevant table top unit. WarShips will remain a plot device as long as their necessary, but they'll do so within the established roles of WarShips in the BTU. That means leaving jump points, conducting orbital bombardment and fighting regular space battles.
That said, how then can you justify restricting WarShips to garrison jump points when all of BTU history says otherwise? You can't, without breaking major precedent and setting. Moreover, if we restrict WarShips to jump points enemy units will simply use pirate points. Then what? The WarShip stays at the jump point while the world is taken? Are they relevant if the factories that provide the goods for said logistics has been taken by the enemy? Not really.
Regardless, it's irrelevant insofar that handwavium or arbitrary changes like restricting WarShips to jump points and shipping lanes won't happen.
Why go through the motion of building a massive strategic weapon that can literally destroy whole worlds and virtually ensure your ground forces make landfall, and then just leave it at a jump point or escorting shipping?...
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Because your troops are worthless without the supplies carried by those ships and your shipping is more vulnerable than the troops on the ground. Because if you have warship superiority you probably have superior ground forces as well, and the jump points are where enemy reinforcements come from. Because if your "strategic" asset is suddenly needed at another planet or another system they need to get to a jump point anyways. In short? Jump points and shipping are more important, strategically, than most of the things you could achieve with orbital bombardment--and if that isn't always the case, we can certainly stack the game and setting to
make it true as often as possible.
Yeah, FASA's orbital bombardment rules are an issue, I'll grant you that. However, I'm still curious: do you think the ship sample described in TR:2750 precludes the widespread existence of much smaller KF-capable warships?
Smaller WarShips are a possible option, but you have to figure out a way to explain why BTU factions won't increase mass as time progresses. Sadly, since we've seen the whole width and breadth of WarShips tonnage up to the 2 million mark it's a hard sell to the setting to just arbitrarily say no new WarShips won't mass over 250,000 tons or XYZ tons after a given period of time. If the BTU keeps churning out "supporting characters" like new BA, Vehicles, DS, JS, etc., why wouldn't they start churning out newer and heavier WarShips as well?
Since you'll need a suitable setting explanation, we could say that maybe we broke Hyperspace? Well since hyperspace isn't mass specific that won't work...All the computers everywhere can't figure out how to calculate the mass for a K-F Drive for anything over 500,000 tons? Well that's not exactly plausible.
So at this point we're either stuck with WarShips that can mass up to the established 2.5 million tons or we don't have WarShips.
I see what you're saying, but it's a complicated issue that no amount of handwavium will fix. The solution to this problem with require a comprehensive combination of probable rule change, tech and some plot development...or not. In the end we may end not being able to "fix" WarShips and maintain the current setting. If that becomes the case then WarShips will likely disappear.
I will say this, players DON'T like WarShips more than infantry when it comes to sales. Aerospace products consistently sell low, despite a very vocal, yet minor portion of the overall BattleTech community (the same goes for faction specific products, like the Handbooks). However, that little factoid has no bearing on whether or not WarShips survive as a playable unit in BattleTech. It's just worth noting.