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Author Topic: (Thought Exercise) What if: no warships, sort of?  (Read 2698 times)

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Minerva12345

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #15 on: August 02, 2012, 08:41:25 AM »

I use nuclear weapons all the time in my BattleTech campaigns.

They are usually detonated in space and upper atmosphere to spoof enemy sensor and communications networks and protect movement in critical phases of planetary campaigns in Third Succession War campaigns.

Direct attack against enemy formations are usually avoided because of fear of retaliation. After all, a Warship packs few thousand warheads and it can really ruin everyone's day if its commander retaliates after a near miss. However, you can also assume that any regular army mech regiment has also few hundred warheads in its disposal.

In general all fights are fought under shadow of potential use of nuclear weapons and decisions about deterrence and weapon use policy are part and parcel of those decisions. Usually deterrence holds but both sides need to take it into account when considering their ground and aerospace combat formations and stance. They may also engage in some power flexing and demonstrations to show nuclear resolve in crisis.

Thus in my games the question is often how much of dual use weapon systems are dedicated and tasked to nuclear delivery (and thus out of conventional combat). Assuming modern robust armies you keep some 20% of nuclear capable weapon system loaded and ready for nuclear delivery if you assume there might be a reasonable chance for enemy nuclear strike. If you do not believe that enemy is going to use nuclear weapons at all or you believe it does not have such weapons perhaps just 5% of your nuclear capable weapon systems are kept loaded with nuclear weapons when campaign is being fought. This naturally means you keep those units in super ready status at all times.

Things really get fun when you assume enemy uses nuclear weapons from outset. Then you typically initiate you own nuclear strike first with all strength. This generally ruins everyone's day.

Big question is how do you do just tactical nuclear warfare. Main problem here was that generally use it or lose it leads to escalation and full blown strike as soon as possible. The only way where you can do tactical nuclear strikes that is a situation where one side is extremely strong and other side is very weak and strong has no wish to flatten out weaker side. This should make those local nuclear wars more of a realm of planetary uprisings and like... lots of possibilities there.
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Knightmare

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #16 on: August 02, 2012, 08:58:02 AM »

95% is a hefty total for a standard K-F Core. Doesn't leave much leftover for boom boom.

A WarShip is a big, ugly target in a big, black void.  Hitting it with a nuke eliminates it easily, costs considerably less than operating your own WarShip or throwing a fleet of DropShips at it, and doesn't harm the natural beauty of the world you're attempting to conquer.  It's a no brainer.

That's why nukes rock. They're the RPGs of AeroTech in the BattleTech universe. So what if you have a multi-million ton leviathan? I have a couple of Davy Crocketts that say that expensive, irreplaceable ship is little more than a radioactive satellite waiting to happen.

What I'm more curious about, is for the folks who are more agreeable to the "CGL killed my battleships and it's dumb!" crowd...how much did your play, prior to their reduction, involve WarShips? Has that number actually increased or decreased since (especially considering the greater product support for WarShips than at any point in BT's production history)? Why? And does the change of fleet styles (with the fewer WarShips taking on the role that SLDF battlecruisers once held) mean you will have less fleet action in your play or more?

This is a good question. From what I understand, aerospace-oriented products have not sold as well in comparison to BattleMech-oriented products. The same can be said for niche faction-specific publications. Even with the glut of new minis and era books that feature aerospace units heavily, I'm not sure it's making much of a difference. Ask IWM. I wonder how many WarShip Squadrons they've sold lately, or its percentage of total sales?

I think one of the reasons why some people get so emotionally hung up on WarShips is that (generally speaking) before the Jihad BattleMech regiments were far more likely to survive conflict intact. Sure you could whittle a regiment down a battalion or two, but as long as enough of the command remained intact it would (quickly) rebuild and survive to fight another day.

So the survivability of a BattleMech regiment is pretty high, and therefore it's overall longevity. A WarShip isn't so fortunate. WarShip clashes tend to have a low survivability rating simply because you can't destroy 25-50% of a WarShip and expect it to rebound quickly, or at all.

The same attachment we invest in a BattleMech Regiment is also invested into individual WarShips, but it sits more precariously perched between "Oh I want my ship to fight," and "Oh I hope it doesn't get destroyed" because of the lower survivability.

Scarcity makes the emotional investment even riskier.

       
Big question is how do you do just tactical nuclear warfare. Main problem here was that generally use it or lose it leads to escalation and full blown strike as soon as possible. The only way where you can do tactical nuclear strikes that is a situation where one side is extremely strong and other side is very weak and strong has no wish to flatten out weaker side. This should make those local nuclear wars more of a realm of planetary uprisings and like... lots of possibilities there.


Are you asking about using tac nukes in a campaign game setting (using game play rules), or just asking how to use them?
« Last Edit: August 02, 2012, 08:58:41 AM by Knightmare »
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Dread Moores

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #17 on: August 02, 2012, 09:31:25 AM »

I think one of the reasons why some people get so emotionally hung up on WarShips is that (generally speaking) before the Jihad BattleMech regiments were far more likely to survive conflict intact. Sure you could whittle a regiment down a battalion or two, but as long as enough of the command remained intact it would (quickly) rebuild and survive to fight another day.

So the survivability of a BattleMech regiment is pretty high, and therefore it's overall longevity. A WarShip isn't so fortunate. WarShip clashes tend to have a low survivability rating simply because you can't destroy 25-50% of a WarShip and expect it to rebound quickly, or at all.

The same attachment we invest in a BattleMech Regiment is also invested into individual WarShips, but it sits more precariously perched between "Oh I want my ship to fight," and "Oh I hope it doesn't get destroyed" because of the lower survivability.

Scarcity makes the emotional investment even riskier.

And this is why I'm asking how much aero/naval play folks have in their home campaigns. My own experiences with it have driven one point home relentlessly. Aero/naval conflicts are far more deadly, and rather unlikely to be able to salvage crew or material. As far back as Aerotech and as recent as TW, that hasn't changed at all in my play experience. So I'm confused how folks are suddenly finding WarShips to be too easily destroyed, or nuked too easily, etc. They have largely always been that way under actual gameplay, with or without the nukes of the Jihad. It isn't like a 'Mech battle where you say "Oh, I'm missing a right arm. Time to back out of here and fall back." That's not something that naval forces tend to do very well. So I'm wondering if other folks haven't found that to be true in actual play or if they are simply making personal choices without actual aero/naval play experience.
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Minerva12345

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #18 on: August 02, 2012, 11:22:38 AM »

Long time ago I lost about 25 to 50% of assets per ASF/aero battle when I was young and stupid. On after action analysis this is mostly due difficulty to break out and disengage before damage turns deadly. WarShip vulnerability was obvious even in days of old AeroTech when I married it to TRO:2750 (was it written without playtesting?) The Aero rules have been broken all the time (as I stated before in this thread). It has nothing to do with "emotional attachment", merely the fact that rules do not work like advertised in my old house books (and Star League book) that made WarShips come across as leviathans (which they proved not to be). When rules do not match setting, it is time to rewrite one thing or another. There is nothing bad in doing that as long as you are upfront and honest about it.

---

However, on bigger picture it is good to remember that casualties depend entirely how you play (and rules you use, I use extensively different kinds of "reality rules" to make it more like a modern warfare).

For example in my games the ASFs break and run whenever they might face enemy fighting with even chance. The counterexamples to this are far and between. You could say that their motto is: "We only go to massacres where we are serving the death cards." Getting a single hit from enemy weapon is excellent reason to break and run away. I have to say that I have never seen a dropship being destroyed in my current campaign. In the end it is all about keeping assets intact and avoiding own side casualties.

When I did some statistics of my battletech campaigns I can safely say that you have roughly 1% chance of getting killed (you lose your Mech/ASF) per mission-day in front line (or a sortie).

Is it realistic? Well, in real life you can expect to lose about 1 to 10% of your naval vessels per day in a sea battle with vast majority of assets having about 1-3% chance of getting killed (that 10% belongs to minesweepers). Tanks have a monthly loss rate of about 10%. Notice that tank systems are nominally "killed" and can be restored back into action whenever there is time.

I also went through some of my current RPG campaign statistics. In a recent major Mech battle between battalion on both sides there loser lost 1 mech as destroyed and left behind and had one almost destroyed. Loser also had about 10 Mechs so badly damaged that they were deemed out of action for rest of the fight. Winner lost about 20 mechs so badly damaged they could not be used for rest of the fight. This shows that you do not necessarily "lose" mechs nearly as much as you end up with mission kills that force your unit to sit back and fix damage for a week or two. Interestingly most of the badly damaged mechs came due single company versus platoon fight so without them perhaps 1/3 of the forced would have been engaged and somehow involved in a fight (most of the forces are always out of fight due one reason or another).

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CJvR

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #19 on: August 02, 2012, 11:57:56 AM »

I like the parasite combat dropship concept, but unfortunately the rules doesn't support it particularly well.

The design regs strongly favors the large WS battle carrier.

The cost regs really favors anything but combat DS.

This is annoying.
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Dread Moores

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #20 on: August 02, 2012, 12:14:39 PM »

The Aero rules have been broken all the time (as I stated before in this thread).

However, on bigger picture it is good to remember that casualties depend entirely how you play (and rules you use, I use extensively different kinds of "reality rules" to make it more like a modern warfare).

For example in my games the ASFs break and run whenever they might face enemy fighting with even chance. The counterexamples to this are far and between. You could say that their motto is: "We only go to massacres where we are serving the death cards." Getting a single hit from enemy weapon is excellent reason to break and run away. I have to say that I have never seen a dropship being destroyed in my current campaign. In the end it is all about keeping assets intact and avoiding own side casualties.

On the rules aspect, I think we'll probably just disagree. I find space-based (and even high altitude) naval combat to model things quite nicely. Admittedly, aerospace on ground maps has some issues. Honestly though, I don't know that I've ever found a game system that models such a diverse force mix very well. The speeds at which aerial units interact with ground units (on ground maps) is going to be a major issue with many systems. It's not great, but I think it works decently. (My own experiences here are more limited, so I don't necessarily have suggestions on what to fix.)

As for the style of play you use on your own home table, that's very different from canon naval warfare in BT. It's even very different from most ground warfare in BT. Fighting to the first wound wasn't something that commonplace except for perhaps some of the smaller conflicts of the 3rd Succession War. That's not a great majority of canon material supporting that style. My own extensive ground campaigns have very different casualty numbers from yours. That's not to imply anything wrong with your own style, simply that I haven't found mine to match it.

On a side note, I admit a little curiosity in how you portray your 3rd SW campaigns. WarShips and nukes involved? Interesting changes there.
« Last Edit: August 02, 2012, 12:14:50 PM by Dread Moores »
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lucho

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #21 on: August 02, 2012, 07:23:09 PM »

The Traveler universe utilized a concept called the "battle rider", where numerous combat vessels were transported through hyperspace by a single engine-dedicated FTL ship, essentially, a fleet of pocket warships on a JumpShip.  The advantage is somewhat obvious - the combat vessels do not need to be weighed down by a massive, encumbering jump drive while maneuvering for combat.  This allows them to dedicate more space to maneuvering thrusters, armor, and weaponry.
*snip*

This 8)  It always seemed to me that early on- Mechwarrior RPG v.1, TRO3025, etc.- FASA was working off of this model. My idea would be to take the paradigm to its logical conclusion, so to speak.

One question (and I'm only going from memory here, as I have rarely touched the large aerospace construction rules). Don't standard cores take up a hugely overwhelming majority of a ship's tonnage? Would these "combat JumpShips" even be very combat worthy?

The standard core takes up 95% of a vessel's mass, so their warload would be limited compared to canon warships. But this is part of the idea, to take the 'battlerider' concept to its logical conclusion (see MadCapellan's post). Even so, you could mount 4 SCL/1s, 4 AR10 launchers and 2,400t of ammo (say, 20 each of Killer Whale, White Shark, and Barracuda missiles) on a standard StarLord jumpship and still have two dropcollars left. Which could carry a paIr of hvy NPPC equipped droppers.

As far as 'nuketech' and the aerospace rules... I liked Battlespace, and I don't have a problem with the current rules (imperfect though they may be). I have a kneejerk reaction against nukes, but they are nevertheless part of the game. And to be honest, they aren't a big problem for warships. Why? Because when played correctly, most warships are capable fighter killers. I don't remember who, but it was done on the CBT board a round of MegaMek a game of a massive aeroregiment versus a single Aegis. The aegis absolutely murdered the asf, using StratOps rules. At one point it killed 27 asf in a mere four turns  :o

Something to think about
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Dread Moores

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #22 on: August 02, 2012, 07:33:58 PM »

The standard core takes up 95% of a vessel's mass, so their warload would be limited compared to canon warships. But this is part of the idea, to take the 'battlerider' concept to its logical conclusion (see MadCapellan's post). Even so, you could mount 4 SCL/1s, 4 AR10 launchers and 2,400t of ammo (say, 20 each of Killer Whale, White Shark, and Barracuda missiles) on a standard StarLord jumpship and still have two dropcollars left. Which could carry a paIr of hvy NPPC equipped droppers.

Wouldn't JumpShips have issues with maneuvering though? WarShips have the separate in-system movement drives, which is something JumpShips lack. Or are you talking about building something on WarShips scale/size, just simply no compact cores?

On the second point, yes, if you want WarShips (or non-ASF in general) to be quite a bit more balanced, StratOps rules really save the day there. Though capital fighter squadrons are still very scary.
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lucho

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #23 on: August 02, 2012, 08:13:16 PM »

Yes, Jumpships lack the mobility of warships and dropships. But they are not immobile: that stationkeeping drive puts out 0.1G thrust, which is still enough to get around (although not quickly). This keeps dropships important as combat vessels.

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Dread Moores

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #24 on: August 02, 2012, 09:19:09 PM »

Yeah, I just meant that they aren't mobile in a combat sense. I'm not sure what the value would be though, if they aren't mobile in normal naval combat.
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Knightmare

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #25 on: August 02, 2012, 09:26:04 PM »

On the second point, yes, if you want WarShips (or non-ASF in general) to be quite a bit more balanced, StratOps rules really save the day there. Though capital fighter squadrons are still very scary.

Yes, they can be. They can also be counter-balanced by using DropShips in squadrons, or using your own ASF squadrons. That said SO rules are great for creating some really fun aerospace scenarios.

In an effort to get back into the game at some point I just ordered a handful of micro-droppers and ASFs from IWM: Overlord, a couple of Unions, a Assault Triumph and a Interdictor PWS. Figured they'd make a nice addition for my WoB force.   
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lucho

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #26 on: August 02, 2012, 11:28:18 PM »

Yeah, I just meant that they aren't mobile in a combat sense. I'm not sure what the value would be though, if they aren't mobile in normal naval combat.

In part, it's that- the jumpship's low mobility shifts attention to the combat dropships. It's also partly that even jumpships should be able to defend themselves; the canon rules allow jumpships to mount Capital/SubCapital/conventional weaponry, but no canon examples take advantage of it. Some applications speak for themselves: what were the pirate vessels that took out the Cameron class SLS St.Joan? What would private security contractors during the Star League have used? I find it unlikely that the SLDF would allow true warships in private hands.
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Knightmare

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #27 on: August 03, 2012, 03:10:45 PM »

Some applications speak for themselves: what were the pirate vessels that took out the Cameron class SLS St.Joan? What would private security contractors during the Star League have used? I find it unlikely that the SLDF would allow true warships in private hands.

Converted merchant vessels could mean PWSs (like Jumbos with capital weapons) or even older pre-2400 JumpShip types (which are really closer to WarShips in construction) modified for combat. Either way, both have traditional transit-type drives.

Honestly, the SLDF had little to say or do with the internal workings of a member-state. If a member-state enjoyed a privately owned and operated company that used WarShips the SLDF was legally at a loss. The equipment didn't fall under any of the Council Edicts, so it couldn't be counted as part of a House's military, but if a member-state's laws allowed for possession of such equipment then a WarShip was just as legal to own as any automobile or firearm - assuming the law existed for ownership of such. 

It's actually an interesting loop hole, but not without some precedent. The RWR immediate springs to mind.
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MadCapellan

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #28 on: August 04, 2012, 08:48:12 AM »

Big question is how do you do just tactical nuclear warfare. Main problem here was that generally use it or lose it leads to escalation and full blown strike as soon as possible.

Battletech-wise, I have never found this to be the case from campaign experiences.  Let's say you have two BattleMech regiments going at it, and both have Arrow IV based nuclear weapon systems.  Both are deployed across the surface of an entire globe.  Neither side wants to destroy the valuable strategic targets (factories, mines, etc) that they are fighting to control.  This means the only time the use of nuclear weapons will be effective is if one side catches the other massing outside of an area of strategic value, within range of their artillery.  Deploying a nuclear warhead against anything less than a company sized 'Mech formation is going to be a waste, and they're going to have to be within the range of your artillery, which is generally a major mistake to begin with.

Aerospace Fighter deployed Alamos are significantly more dangerous, but it is unlikely that an Aerospace Fighter could be scrambled rapidly for a nuclear strike on massing BattleMechs on the field, and even less likely that the BattleMechs would not be made aware of the fighter(s) and disperse before they could arrive on target. 

Ironically, significant access to tactical nuclear weapons goes a long way to explaining small military sizes in Battletech.  A significantly larger force simply attracts nuclear attack.  A smaller force can avoid massing and rapidly strike at the enemy's nuclear delivery systems.
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lucho

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Re: (Thought Exercise) What if: no warships, sort of?
« Reply #29 on: August 18, 2012, 12:02:53 AM »

Ok, while i've got a few minutes- and a cold beer in hand- here's my idea for an AU (well, actually, an element of the AU I'm working on). Just to restate the basic idea:

Quote
Let's turn the clocks back a couple of eras. The venerable TRO:3025 made the incredible statement that the Overlord mech hauler was comparable to the Star League battlewagons. So let's go with that. There are no warships per se, just armed jumpships. In short:

1)There are no compact KF drives, only standard KF cores.

2)As written, the rules state that Jumpships can mount Capital and SubCapital weaponry, if tonnage is available. Let's change the rules: dropships can too (tonnage permitting).

3)Not a rule change, but a fluff change for consistency: SubCapital weaponry has existed since the Age of War.

The idea here is to incorporate the blackwater naval aspects without going full warship, which would threaten the mechwarrior's status. What do y'all think? More to come

here's the additions:
1) Subcompact drives have existed since the beginning. With a cost of only 5x the KF drive components (what compact drives cost in canon), they are affordable enough for the civilian sector. And would be ubiquitous during the colonization of the Human Sphere

3)Subcompact drives were rediscovered via the Helm Memory core, and have begun to reappear by the time of the clan invasion

So, This is it: no Mckennas, Black Lions, or Vincents; in this version, the SLDF  used whole aerowings of NAC/HNPPC-equipped dropships for orbital bombardment and other fun party tricks. This is my vision; I would argue that, with enough aerowings of these pocket warships, the succession wars would not be significantly different, but the clans would face higher attrition rates in Operation Revival. Fun all around :P
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