Topic: Fleet composition

My friend and I would like to create 'realistic' fleets. Not design the ships, they are done and are from the Star Trek ships I designed (in the files).
But we would like to make our fleet more realistic compared to what they could be. Currently, heavy ships are a lot better than their value in medium or small shipsz. Ie, for the same cost, a DN has more staying power than 3 or 4 DD which costs the same.
But the forme combines more protection, firepower and size than what the DD can. In the end, the Dn should always prevail.
So we (in fact, it was much more I) decided to design some lines in order to create balanced fleets. Not in game terms, though, because otherwise, we should take many heavy, some medium, and maybe one small just because we have some mere remaining points.
After same debate, we ended to the following:
Each ships has a category: Small are 0-200 CR, medium 201-400, big 401-600 and giant 600+. You cannot have more ships in a category than the number of ships in a previous category.
So, you can have a big, a medium and a small. Or a big, a medium and 2 smalls. But not 3 bigs, 1 medium and 0 small.

What do you think?

Marc

Re: Fleet composition

Depends on the fleet you're trying to emulate.

Re: Fleet composition

Our fleets are classic, with the biggest ships being DN or DN-sized carrier, the smallest being frigates. The cost of DN is usually on the 400-500 points range, whilst frigates cost about 150 points.

Marc

Re: Fleet composition

I'm always in favor of fleet-building rules (or even loose guidelines). It never feels right to see a "fleet" that consists of a single super-battleship and a couple destroyers to fill out the point cost.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Fleet composition

I actually agree with this philosophy.  Yesterday, I played a 1500 point game here in Jacksonville.  I had a CR450 BB, a CR251 CL, four CR151 DDs, and a couple of CR110 FFs.  My friend had a CR750 ship, two CR350 ships and three CR24 ships.  It was a fun, brutal slugfest, but I won.
:arrow: BTW, I will be in S.Fla. for a week and we are playing Starmada at Gaming Glenn's excellent gaming store Dragon's Lair in Davie on Tuesday @ 1pm.   8-)

Re: Fleet composition

cricket wrote:

I'm always in favor of fleet-building rules (or even loose guidelines). It never feels right to see a "fleet" that consists of a single super-battleship and a couple destroyers to fill out the point cost.

I always liked the B5Wars method of Common/Uncommon/Rare/etc... I don't know how you could implement something like that in a construction based game like Starmada, but I would be all in favor of it.
Cheers,
Erik
Edit: Admittedly, the B5Wars system wasn't based on just the ship's points value, but it does help control ridiculous force compositions.

Re: Fleet composition

maybe it could be donne on a fleet basis, ie, the designer says that this ship is rare, those are uncommon, etc, and decides about the limit on a fleet (no more than one rare, etc.).

Whatever, my frioend and I designed our own fleets, still from my Star Trek designs along the above lines (no more big ships compared to medium, no more medium compared to small) and we ended up with the same composition. For 1500, we have 3 destroyers (about 150 each), 2 medium/heavy cruisers (about 250 each) and a battlecruiser/dreadnought-like ship (about 500 points).
I took Kzinti with their heavy load of drones (Gid/Skr/Dx2/Acr) and fighters from a CVL, and he took a mix of Hellbore/Fusion with fighters ships.

1500 points looks a bit small for my taste, but it should be interesting, though.

Marc

Re: Fleet composition

madpax wrote:

maybe it could be donne on a fleet basis, ie, the designer says that this ship is rare, those are uncommon, etc, and decides about the limit on a fleet (no more than one rare, etc.).

Whatever, my frioend and I designed our own fleets, still from my Star Trek designs along the above lines (no more big ships compared to medium, no more medium compared to small) and we ended up with the same composition. For 1500, we have 3 destroyers (about 150 each), 2 medium/heavy cruisers (about 250 each) and a battlecruiser/dreadnought-like ship (about 500 points).
I took Kzinti with their heavy load of drones (Gid/Skr/Dx2/Acr) and fighters from a CVL, and he took a mix of Hellbore/Fusion with fighters ships.

1500 points looks a bit small for my taste, but it should be interesting, though.

Marc

I think any Starmada "Fleet limits" system would have to be based on points (the B5wars system was extremely subjective based in large part on the designer's fluff or intent for the ship).
Maybe something along the lines of tiered system based on a ship's value in proportion to the total fleet size (ie, if you are playing a smaller game than only one battleship will fit under the "cap" but if playing with a larger fleet point total you could include more). While I think your original post is a nice simple way to do it, and if it works for your games great, but I would personally like to see the breakdown be a little more "granular", with the ability to skip one category (my fleet isn't heavy on destroyers so I send some frigates and a light cruiser with my battleship) as long as the points work out. IIRC Bismark sortied with  Price Eugen (a heavy cruiser), 3 destroyers and some minesweepers, so there was a big gap between the heavies and the light vessels. Sorry to inject real world into the discussion...I should find a reference from Star Trek or something  wink
I think somebody with better math skills and patience than I have could whip up a scaled system to make forces less top-heavy. It would be a nice optional rule I think.

Cheers,
Erik

Re: Fleet composition

I think fleet design would be setting specific.  Thus, you'd have one fleet design system for B5, one for SFU, one for Starmada Universe (whatever you call it), etc.

If one were to import the campaign rules that were in the core/supplement set for Admiralty, you might be able to design such a thing by stating that a given force will have X composition per Y (in other words, if you have X unit on the fleet map, it will be composed of certain classes of vessels).

Re: Fleet composition

A fairly simple way of assuring a diverse fleet is to require that a ship use no more than half of the remaining Combat Rating. For instance, in a 1500 point fleet, you could have a 750 point Superdreadnought, a 370 point Heavy Cruiser, a 190 point Destroyer, and two 95 point Frigates.

Re: Fleet composition

I would have thought the best way to get a "realistic" fleet would be to emulate in some manner the forces that cause a real world fleet to be diverse. While mission requirements will cover some of that, the primary force that dictates your fleet not ending up composed of DN's and BB's is politics, time and resource availability (and partially your ability to move those resources around).

As a start point your ability to build ships is governed by yard capacity (the number slipways and the size of each slip), the number of yards and lead time to build things. Someone else on this board suggested measuring yard capacity in SU and that seems reasonable to me, although because I'm a bit of a perfectionist I'd go down to SU/slipway and allow each slipway to only build ship in a specific SU ranges. The total SU capacity is probably a function of overall resource availability and the breakdown of that into individual yard capacity is up to the user. Though would you really want all your yard capacity in one tempting spot?

Unless it's a specialist yard, I'd doubt you would have more than 30%-50% of each yards capacity allocated to slipways capable handling the largest designs - for example in a yard with 2500 SU of finished capacity you would probably only have two slips capable of handling ships of 500-700 SU and the rest a mix of 250-400 SU and smaller (though obviously at any given time the total finished SU under contruction cannot exceed that 2500 points). Assume a construction rate of something like 20 to 25 SU per month per slip (ie a 100 SU ship takes roughly 4 to 5 months to complete) and give each player 120 to 180 months of construction time.

Design-wise allow no more than say 2 designs of each class (FF, DD and so on) and perhaps only one of the large classes (carriers, BB, DN). Once the engagements have started allow each player one revised design at each smaller class and one revised design from the larger classes. Normal construction rates apply to new builds. If you choose to build on a war footing then you get a faster construction rate (say up to 35-odd SU/month/slip) for the older designs and maybe a liitle faster for the revised new designs (say somehwere in the 25-30 SU/month/slip range). For an extra wrinkle adapt the lemon-dice rules from Heavy Gear (especially if you go in for building at war footing rates - corners get cut to build faster...)

As a nice side bonus your campaign will now feature juicy logistics targets - afterall if your enemies cant build any more ships your life gets much easier. If you choose to build new yard capacity I'd say make it expensive, say every SU of new yard capacity ties up 2 SU of existing yard capacity while under construction and a whole new yard built from scratch would require you to build a mobile yard (10 SU/month in a single slip) or build at a colony (where you can say that the first 50 SU of capacity can be built from scratch, say at 5 SU/month) and thereafter extra space requires yard capacity in the normal manner. Yeas that does mean once you finally build that initial 50 SU yard at a colony (or wherever), it will be able to self-expand quite rapidly until you hit your ability to ship resources to it. This also makes cargo shipping enormously important to both the player and his opponents.

Hopefully thats clear and vaguely useful.

Re: Fleet composition

JohnRobert wrote:

A fairly simple way of assuring a diverse fleet is to require that a ship use no more than half of the remaining Combat Rating. For instance, in a 1500 point fleet, you could have a 750 point Superdreadnought, a 370 point Heavy Cruiser, a 190 point Destroyer, and two 95 point Frigates.

I like this, although I would set a lower limit as well -- e.g. each ship has to have a combat rating between 25% and 50% of the remaining fleet limit.

For example, start with 1000 points. Your first ship has to be between 250 and 500 points. If you choose a 400-point ship, your next ship has to have a CR between 150 and 300. If you choose a 200-point ship, your next ship has to fall between 100 and 200 (etc.)

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Fleet composition

All these are interesting, I looked up the Battle of Jutland and this was the list of the Royal Navy ships involved:
Total: 151 combat ships
28 battleships
9 battlecruisers
8 armoured cruisers
26 light cruisers
78 destroyers
1 minelayer
There were 37 DNs, 35 Cruisers, and 78 DDs.  It seems as if Britian's Grand Fleet followed the ratio:
For each DN, one cruiser & two DDs... 8-)  8-)

Re: Fleet composition

I think the whole idea of having to have certain ship elements in a space fleet is an archaic notion.  If you want to play a naval game, then play a naval game.

Air forces do not do this to such a degree. About the most they have is bombers and fighters to protect them, and even then the fighters are not with the bombers in one armada from start to finish. No medium bombers escort the large bombers and even smaller bombers escort those.

Space is another medium entirely. Space fleets may compose of other options and concepts. Perhaps it'll have both elements of naval and air forces, or perhaps not be related at all. Hopefully we'll never have to find out.

Re: Fleet composition

I agree with Gaming Glenn. 
If players really want to restrict themselves with a arbitrary house rule requiring a certain number of different smaller ships for each larger ship, go for it! 
Me personally, simetimes I take DNs & DDs and sometimes I take along my one CL with the fleet, its an elarged version of my DDs. 
But if someone tried to tell me that I Must bring this many cruisers and/or that many destroyers per DN or BB, or that for every CR XXX ship I have to bring so many CR YYY ships and/or so many CR ZZ ships, I would tell them to go...to go pick their own fleet Not mine :!:
Cheers

Re: Fleet composition

Which is why I suggest having a way of determining your available fleet units. While a navy may well want all of its units to be largely the same, the reality is that a facility to build naval units (expecially *big* units) is a serious investment in both materials and skilled personnel (and skilled personnel are usually the sticking point) and they take time to come online and build up. This naturally limits their ability to deliver a never ending stream of heavy units. What's a Navy to do? Wait 12 months for a slipway capable of handling a BB or CV, OR punch out 3 FF's or a pair of DD's and at least be able to get something into space that you can use for some kind of defense....  Once you have gone through this decision process you have the units to deploy as you will in any fleet composition you like (presumably informed by your strategic situation if relevant).

Depending on the socio-political structure (or maybe even the species if you go for non-humans) underpinning the navy some of these decision points can be adjusted, but the basic points remain valid. You need to be able to get the right people in the right numbers together in the right facility with the right resources to be able to build a naval unit. Which units you build are determined by a whole slew of factors such as your ability to keep the facilities supplied with resources and staff, how much time you have, how your general population feels about supporting a massive navy, external factors such as what your enemies are doing and how they are doing it.

Drawing an analogy to to an airforce is, I think, tempting but incorrect. For starters aircraft are fairly small and fragile (which is why the airforce buys in bulk) and although complex, building one is a very different engineering challenge to build a ship that is huge and can take multiple hits. In this respect modern ship building is the closest existing model for building large spaceships. Sure, the high-tech required for a ship negates some of the issues around building large structures, but then you are building something that is vastly more complex than a ship for a wet navy, so it balances out. Also, if a navy somehow had only one or two kinds of unit then those units would have to be capable of performing every task the navy requires and therefore unless the ship is truly enormous (and even then) it's unlikely to be able to do everything well. Even in combat related matters, your enemies will be trying to find tactics that will work against you and only having one or two designs makes that job quite  bit easier for them, because your available set of "good" tactical and strategic choices becomes very well defined and fairly inflexible.

The only way you might get anything an endless cookie cutter set of vessels is if your resources are so vast that you effectively have an unending (re)supply of units. In this scenario the only real challenge you would face is an equally vast opponent, sufficent combined oppoents that you cannot muster enough local superiority to crush each individual opponent or massive internal dissent that essentially break your forces in half.

Hmmm... another ramble. Hopefully useful though.

Re: Fleet composition

My 2 cents smile .  I don't particularly like fixed fleet restrictions (there are enough other games that restrict what you can take).  The only point I could see them at would be in a tournament setting and I would expect any tournament organizer to set such restrictions themselves.

Phroggelator: Looking at ship design from a standpoint of current wet navy building trends is only one way of looking at things.  What about a case where a single fixed volume system (a drive or power plant) necessitates larger ships?  Multiple science fiction universes work on such a system and it forces certain design considerations.  The best example would be David Weber's Mutineer's Moon series (+Armageddon Inheritance and Heirs of Empire) where moon size battle planetoids are the ship design of choice and smaller ships are used only as parasites on the larger ships or as in-system ships.  The system in question in this case is the core tap (power source) and faster then light drive (a variation on an old traveller stutter drive).

Another area or discussion would be organic or partially organic ships.  Would there be a ship yard requirement for a ship that grows itself?  In such a case wouldn't it be likely for one or two sizes or species of ship to be prevalent?

What about species whose societal structure necessitates larger ships?  Races like the Borg from Startrek or the K'kree from Traveller.

Re: Fleet composition

I think it deserves emphasis that fleet composition limits are essentially setting-specific.  If you're wanting something for "tournament play," then I think the rules balance themselves without the need for fleet limits.  For a lot of gameplay, limits on fleet composition depends entirely on the military you're simulating (be it real or fictional).

Re: Fleet composition

Duskland wrote:

My 2 cents smile .  I don't particularly like fixed fleet restrictions (there are enough other games that restrict what you can take).  The only point I could see them at would be in a tournament setting and I would expect any tournament organizer to set such restrictions themselves.

I'm not fond of arbitrary restrictions either (though I will concede that they are very quick). I'm suggesting a means of avoiding this by generating a pool of available units that the player can pick and choose from for a particular engagement - which units they choose to take is up to them but at least they will have faced a level of constraint on which units are available.

Duskland wrote:

Phroggelator: Looking at ship design from a standpoint of current wet navy building trends is only one way of looking at things.  What about a case where a single fixed volume system (a drive or power plant) necessitates larger ships?  Multiple science fiction universes work on such a system and it forces certain design considerations.  The best example would be David Weber's Mutineer's Moon series (+Armageddon Inheritance and Heirs of Empire) where moon size battle planetoids are the ship design of choice and smaller ships are used only as parasites on the larger ships or as in-system ships.  The system in question in this case is the core tap (power source) and faster then light drive (a variation on an old traveller stutter drive).

Another area or discussion would be organic or partially organic ships.  Would there be a ship yard requirement for a ship that grows itself?  In such a case wouldn't it be likely for one or two sizes or species of ship to be prevalent?

What about species whose societal structure necessitates larger ships?  Races like the Borg from Startrek or the K'kree from Traveller.

The wet navy viewpoint is indeed, just one way of looking at things. I picked it because of the likely wide familiarity with most people, however it's just a wrapper around the underlying constraints - resources and time. There are other potential constraints as well as you pointed out but none of them remove the need for resources and time.

Single fixed/minimum volume system? Sure, you'll have a few more big ships with the critical system, but then I'd expect that they would carry smaller ships to mitigate the risk of losing such a resource. Note, though that each ship still requires resources and time to build - big ships just take longer and consume more resources.

Moon-sized ships? An extreme case, but again you still have find the resources and time to build something that big - although I'd argue that anything smaller is essentially so far out of scale that they're irrelevant to something that size (I haven't read the books though). Still if everyone has to build at that scale to be effective then you can also scale the build times and resources (assuming small ships can be ignored).

Organic ships? They fact they self-assemble/grow in no way removes the resource or time requirements for them to be finished. It may be that in place of a yard the action takes place in a gigantic birthing suite or surgery assuming any such is required. As for species variability, if we assume the species in question is totally artificial and therefore completely outside anything resembling an ecosystem, there is no reason to limit designs available and the reasons why you might want a different species become the same as why you might build differing classes of ships. If *is* part of a ecosystem (ie. a found species modified or adapted if necessary), then your variability comes from choosing a species that can operate optimally in differing environments. Basically a species adapted for deep/interstellar space unlikely to be operating at it's peak when it's too close to a star for example. In any case they still require resources and time to be finished.

Re: Fleet composition

You still think in modern day surface navy terms (or maybe of 20-80 years ago). 

In the age of sail, all that really mattered was the ships of the line. Very few smaller ships were in the battle fleet. The Battle of Trafalgar saw the British fleet with 27 ships-of-the-line and 6 "other" ships (frigates and schooners) while the French/Spanish fleet had 33 ships-of-the-line and 7 "other" ships.

Resources and time do matter, but what is more important is mission goals. What purpose do those smaller ships have in a space fleet?  Scouting?  Technology has given us all sorts of long-range detection devices.  Anti-shiptype duties?  We'd have to know what shiptypes will be around to create the counter for it before we can answer that.

If you insist on applying 20th century naval doctrines on a game, play a naval game that covers the 20th century. Many of those are around including a variant of Starmada.  Don't put peanut butter in my chocolate.  :mrgreen:

I blame Mr. Cole for ruining Star Fleet Battles with his hammering of a U.S. Naval theme into the Federation fleet (among other things that made that game unwieldy).

Re: Fleet composition

I'm with Glen on this one, having a fleet with smaller ships like we have in our Navy seems utterly insane. It seems too easy to simply capsize them and instantly kill every single person on board.

Re: Fleet composition

GamingGlen wrote:

In the age of sail, all that really mattered was the ships of the line. Very few smaller ships were in the battle fleet. The Battle of Trafalgar saw the British fleet with 27 ships-of-the-line and 6 "other" ships (frigates and schooners) while the French/Spanish fleet had 33 ships-of-the-line and 7 "other" ships.

While it is true that only "Line-of-Battle" vessels were considered appropriate for fleet-sized actions, ships like frigates and brigs were more useful for a wider variety of missions. The British RN had lots of both (along with other "lesser" vessels), and employed them worldwide. Frigates were the cruisers of their day and while they couldn't stand in the line, they did see a lot of combat, and they did a lot of the other jobs that the ships of the line were poorly suited to do. During the Napoleonic era, most ships of the first 3 rates saw very little combat while the "other" ships took care of the day to day business. Give me a good frigate action any day over couple of 74's pounding it out broadside to broadside, but that's just my opinion.
Cheers,
Erik

Re: Fleet composition

FWIW, I don't believe anyone is (certainly I am not) advocating fleet composition "rules" that would prevent someone from populating his/her fleet with nothing but super-dreadnoughts. I think the discussion is more about providing "flavor" to some fleets...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Fleet composition

Yes Daniel, that's exactly so.
The different opinions are very interesting, though.

Marc

Re: Fleet composition

I realize that the fleet composition is mostly a fluff thing, but I've seen fluff make it into the rules in other games. I don't want that with this subject, or even mentioned in the rules as an option.  Listing the ships and some doctrines of a "sovereign power" as part of some universe is one thing, but perhaps make some alien race have some other doctrines so people don't get it in their heads that one way is how it has to be. 

I didn't say that only the ships of the line mattered. By all means, have various sizes of ships in your sovereign powers' arsenal (whether that's Earth Alliance, The Republic, Klingons, or the Glenians Space Fleet   8-) ).  Do not require me to have to put together a near fixed formation or task force composition for ship battles that just so happens to follow one century's naval doctrine out of the many centuries of naval warfare of one small planet.