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Month Index: February, 1997
From: Michael Sandy <mehawk@????.org> Date: Sat, 1 Feb 1997 10:09:21 -0800 Subject: Re: Weapons modules
Ian Bowley pointed out a number of problems with the weapons module design, none of which prevent it from being used effectively, they just impose tactical limitations on the ship. It is designed for a patrol ship or a fleet battleship, where the object is disable an enemy ship before he gets close. If all 4 weapons mounts are loaded with Shou Rocket batteries, you could destroy a Beholder ship at a range of 3 hexes in one volley. You'd probably lose the weapons mounts to misfires, but the ability to take out a Tyrant ship at greater than 1 hex is _important_. Unlike an Elven Man O'War, a ship equiped this way _can_ land, as I said in the article, the modules can be dismounted (in Wildspace) and stored on the deck or in the hold. The _big_ problem with this ship is that it can't pursue into an atmosphere or a gravity well. It becomes the equivalent of a deep sea ship. It takes about 1 turn for the modules to be stored, and ship can't change course and most of the crew is busy during this time. There is a difference in naval theory for a ship operating away from a base and one operating in and out of the atmosphere. A ship whose task is to defend a base can load up on marines and close to ram and board, for a number of reasons: 1) Air supply 2) Even if the ship is wrecked as a result, the base can send rescue ships. 3) Better healing and repair facilities are available close to base 4) Bases can't maneuver to maintain distance, so you _have_ to take enemy ships out quicker. One of the reason why I thought Medium Ballistae would be a good weapon to put on the ship that the range was pretty high for something which could do hull point damage. I just couldn't see a Catapult getting a good vertical traverse designed for it either. Because it can do Hull Point damage, it can take out in one shot enemy flitters. If you have to roll the ship to fire on everything, your crew has to be very good to time the shot right. If they can track an enemy with their weapon, the task is a _lot_ easier, and going against fast flitters that can be _very_ important. As Ian pointed out, the connection between the weapon's modules and the ship is a potential weak point. Therefore, conservative designers reassured the Captains of the modified ships that the weapons could be quickly jettisoned if needed. The connection is deliberately weaker than the main support on the ship they connect to. The connection will break long before the ship is damaged. The weapons modules are great for modifying ships for a particular mission. It doubles their fire power, gives them defenses against small ships, and gives a 6 large weapon forward volley and a 5 large weapon rear volley. In wildspace, the encounters are often very mismatched, and one side will _not_ want to engage, or will want to engage on the best terms. In fleet actions, not having to turn your ship to fire your weapons is a great advantage. Large numbers of ships with these weapon could fly in close formation, maybe only moving at SR 1 or 2, and smash through looser formations. If you have a ship that is superior to your opponent in artillery, you will want to maintain the range. That may mean presenting your stern to an opponent, even an opponent who'd prefer to disengage entirely, so that he doesn't have the option of boarding or casting spells at you. So a ship that can fire all or her weapons forward and most to the rear is tacticly very useful. On the maneuverability question, you will probably lose some maneuverability when you install these weapons modules. If you give the modules their own rigging so that they can operate independantly in a pinch, you need a few more crew on the modules, but you maintain your maneuverability rating. One of the major problems with an artillery based ship is that a ship with SR of 6 or higher and a good Maneuver rating can close from beyond artillery range to ram before you can fire. Weapons which can track and fire independant of a ship's movement can do opportunity fire on closing ships, but it is a major tactical problem. And you don't even need a particularly potent Helmsman to get to SR 6. +1 SR for a successful Spelljammer NWP check, +1-2 from increase rating spell, +1 from the Astromundi potion of Increase Rating. Have an increase Maneuverability spell as well, and that slow Whale suddenly does a Blunt Ram for 90 Hullpoint/ 10 * 7 SR for _63_ Hullpoints of damage! A full volley of 4 Shou Rocket Batteries, assuming they all hit, is only 20d3, or 40 Hull Points. (Ignoring possible criticals). The faster the ships are, the better the payoff in favor of a ram based ship, in terms of Hull Point damage. The closing time is shorter with a shorter artillery engagement time, and the impact is much greater. With faster ships, you can only guarantee one volley of heavy weapons, if your opponent's intent is to close, and that assumes you spot him in time to turn the ship so your heavy weapons can fire. With outrigger weapons mounts with large firing fields you can put extremely dangerous weapons that would be too risky to mount on the deck. They are vulnerable to a shearing attack, so the crew of the weapon's mounts had better have good morale because they are on the most exposed part of the ship. If you can't afford to lose trained crew to boarding actions all the time, or you can't pack a large crew onboard, you have no choice but to go for artillery. In my opinion, as ships get faster and more maneuverable, the edge goes to ram and boarding based ships. If your tactics and missions call for keeping your distance you don't lose much by making your ship a better stand off fighter at the expense of vulnerability close in. I can easily see a Naval strategist, who belongs to a nation which prides itself on its artillery, would not want to switch to rams, and so would look for any innovations which would keep the fleets focus on artillery as the way to win naval battles. There are a couple of other ways of dealing with the weapons' mounts vulnerability to shearing. Design a ship which has an incredibly strong spar instead of the breakaway supports, have it braced by ropes, and have Permanent Illusions of weapons modules on its ends. When an enemy approaches to do a shearing ram, it will hit something a lot stronger than it expects! Alternately, the weapon's module crew could be trained to bail out and swing on ropes to get to the main hull, firing and jettisoning the module into the oncoming ship. Remember the Shou Rocket Battery ammo? This tactic could easily be discovered accidently as a ship which sheared off a weapons module accidently set off the ammo on the module. Thinking about it, if you were the Captain of a ship facing a ship equipped with weapons modules, would _you_ do a shearing attack on a platform with Rockets, Greek Fire Projectors, or exploding shot? The basic tactical equation that I'm using is as follows, 1) The more mobile of the two sides gets to choose the type of engagement, and even whether there is an engagement, between artillery duel, ram and board, or pursuit. 2) If you can't afford the mages or the Major helms to be superior in movement, you better have incentive for your opponent to avoid a missile engagement. An Elven Man O'War, for example, is not going to be able to find an approach angle where it can fire on you without you being able to fire on it. If you have any vulnerable points, an Elven ship will patiently maneuver, maneuver and maneuver, maybe making twenty passes on that one vulnerable side where it will have the largest artillery advantage. 3) In those circumstances where you are facing larger numbers, but not dramaticly greater speed, the rear firing weapons _might_ disable your opponents enabling you to get away, or defeat them in detail. 4) In those circumstances where you have _all_ the advantages, you can then choose the method of engagement that will cost the fewest lives or fewest magical one-shot devices, (depending on which you have more in stock of. :) A patrol ship with a large forward firing battery is not going to be worried much about a Tradesman with one rear facing heavy weapon thinking he can win a running fight. If you only have two or three forward facing weapons, he might think he has a chance, but against _6_? Another advantage of loading up on weapons, especially ones which cover a large area: Kobold Arrows and Fire Flitters. Michael Sandy
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