Topic: Some thoughts on fleet organization

Building off of the guidelines in the rulebook (i.e. no more than 50% of the fleet's CR can be tied up in one ship), I wonder if it might not be interesting to have a "pyramid" structure:

Essentially, the assets available to each fleet are categorized into three levels: B, C, and D. For example, the Imperial Starmada might look like this:

B-level
Concordant
Indomitable

C-level
Belligerent
Majestic

D-level
Furious
Swiftsure
Valiant

The catch is that, for each ship taken from the B-level, there have to be at least two ships from the C-level. Likewise, each C-level ship requires two D-level ships.

For example, in order to have a Concordant in my fleet, I have to have at least two Belligerents and/or Majestics, and at least four Furious, Swiftsure, and/or Valiant-class ships.

Thoughts?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Some thoughts on fleet organization

I'm inclined to think any such thing should be emergent, not a rule. There should be a reason for bringing cannon fodder. In a campaign game, that reason may be the need to defend many systems...

Re: Some thoughts on fleet organization

I organize in a general pyramid structure already.  smile

Re: Some thoughts on fleet organization

I think an optional rule for players interested in more balanced, "realistic" scenarios would be excellent. You might even want to make it fleet-specific, as you have done here, for the official fleets and then some general ruling for scratch-built fleets. Perhaps based on hull size?

So, in a 1000 point scenario, purchasing is made in a certain order.
Purchasing two tier 3 escorts, allows the purchase of one tier two cruiser-sized vessel. Purchasing two tier 2 vessels allows the purchase of one tier 1 capital ship. Of course, this doesn't prevent a player from purchasing 8 tier 3, 2 tier 2, 1 tier 1 and having a swarm of escorts.

This will eventually lead to a PBEM tournament rules thread...

Re: Some thoughts on fleet organization

Maybe a rule that makes it a disvantage to build one big ship?

Re: Some thoughts on fleet organization

I just played a few games of AE at Origins and I can tell you that I DID build the fleets based on such a pyramid structure, but I did not set out to do it.  I basically wanted veryone to have about 1000 points of ships and had potentially 6 players (3 to a side). (escept for the imperials which seem to have been a little more random... hmm)

The points system just "lent" itself to that kind of structure as I put a cruiser here, a battle ship there and filled in with smaller ships.

That was actually pretty cool.

Here's the fleets I ran with
           

Fleet    Ship Name    Mission    CR
1 Imperial Starmada    Belligerent    Light Cruiser    209
1 Imperial Starmada    Concordant    Carrier    816
2 Imperial Starmada    Furious    Destroyer    108
3 Imperial Starmada    Indomitable    Battleship    411
1 Imperial Starmada    Majestic    Battle Cruiser    329
            
1 Arcturan Federation    Daitenshi    Battle Carrier    996
1 Arcturan Federation    Dokujin    Frigate    115
1 Arcturan Federation    Hayabusa    Destroyer    125
2 Arcturan Federation    Izangi    Missile Cruiser    452
1 Arcturan Federation    Kyouwa    Cruiser    226
1 Arcturan Federation    Raikou    Battleship    555
1 Arcturan Federation    Tetsukabe    Heavy Cruiser    345

1 Negali    Asrydan    Carrier    760
3 Negali    Baksudu    Escort    85
1 Negali    Hakuncji    Battleship    490
2 Negali    N'Eyhun    Destroyer    191
2 Negali    Svirse    Cruiser    337
2 Negali    Tabercji    Cruiser    344

1 Kalaedinese    Cekalyo    Cruiser    244
1 Kalaedinese    Jestilki    Carrier    712
2 Kalaedinese    Neltikka    Destroyer    90
3 Kalaedinese    Pedaeranor    Battleship    634
1 Kalaedinese    Takulyo    Destroyer    152

Re: Some thoughts on fleet organization

One rule that we've used is the Lemon Rule.

10% of your force composition is picked by your opponent; you pick 10% of his.

This tends to reduce over-optimized fleet building to some extent...

Re: Some thoughts on fleet organization

I like the idea of the pyramid style in fleet design, but I wouldn't make it mandatory (maybe for a tournament).  You could do it with both CR or Hull and make it work. 

If I was to run an open fleet tournament, I'd state that range 18 is the maximum range, there would be 6 certain scenarios and all designs must be made with all tech levels at 0. I also would state that fleets gain VP bonuses that followed a pyramid structure for final scoring.

The break points (randomly choosen).
1. Hull: 1-5 (CR 0 to 300)
2. Hull: 6-10 (CR 301 to 600)
3. Hull: 11-15 (CR 601 to 900)
4. Hull: 16+ (CR 900+)

-Bren

Re: Some thoughts on fleet organization

All of this structure is facinating, but is it necessary?
I note that the WW2 navies did not often follow this.  For example, in early 1941, the BB Bismark sortied with the CA Prinz Eugen, but had No CLs and no DDs.  The force Z that attemped to stop the Japanese landing on Malaya in Dec 1941 consisted of BB Prince of Wales, BC Repulse, and only 4 DDs:  No CAs, no CLs, and only 4 DDs... :shock:
The World War One navies did not follow this idea either! When the British Grand fleet sortied, its BBs outnumbered its cruisers, but there were twice as many DDs as BBs. Same situation for the German High Seas Fleet.  But yet, they somehow were able to sortie.
I suppose that if players want to make home rules restricting what each person can bring, that is their choice, but I would find that to be very stifling... :!:

Re: Some thoughts on fleet organization

BeowulfJB wrote:

All of this structure is facinating, but is it necessary?
I note that the WW2 navies did not often follow this.  For example, in early 1941, the BB Bismark sortied with the CA Prinz Eugen, but had No CLs and no DDs.  The force Z that attemped to stop the Japanese landing on Malaya in Dec 1941 consisted of BB Prince of Wales, BC Repulse, and only 4 DDs:  No CAs, no CLs, and only 4 DDs... :shock:
The World War One navies did not follow this idea either! When the British Grand fleet sortied, its BBs outnumbered its cruisers, but there were twice as many DDs as BBs. Same situation for the German High Seas Fleet.  But yet, they somehow were able to sortie.
I suppose that if players want to make home rules restricting what each person can bring, that is their choice, but I would find that to be very stifling... :!:

Well...two things really.  1) Your examples show that escorts were considered to be necessary in any event.  Smaller vessles served as the 'feelers' for the bigger ships in the absence of aircraft among other things. 
2) Since we're operating in the far future...WW references are moot anyhow if you want to play a quasi-realism card.  Economics will dictate that most engagements will be between escort level vessels...typically backed by cruisers when patrolling in strength.  (There's just too much volume of space to cover with the big boys and be cost effective- not to mention you end up shorting strategic targets of key defenses.) 
Decisive engagements will involve the capitol ships, of such nature as system defense/attack or key resources with a fixed location.  Cruisers will also end up serving as the rapid response force when their escort patrollers/scouts run into something nasty...and hopefully buy time for capitol strength to arrive if needed.  Based on the economical profile, unless an empire wishes to bankrupt itself, a pyramidal type TOE is almost a standard development.

Re: Some thoughts on fleet organization

Yes, that is true, but there is also something else. In WW1 and 2, yes, when the fleets sortied out it was something to take notice of, but what about the countless battles between escorts? The number of cruiser battles, convoy battles, light naval unit engagements and the like far outweigh the capital ship engagements that took place.

Maybe for a single scenario a pyramid structure is something that shouldn't be used, but in a campaign structure it should practically be mandatory. I know this is against what I like to see--large ships fighting it out with large guns in copious numbers, but I realise that the light ships are fighting too--and much more than my superdreadnoughts and battlecruisers.

Re: Some thoughts on fleet organization

In the couple of campaigns I've played economics made all the difference, that and fighters.

Aren't most hugemongously large ships a political move anyway?

I'll tell you this. I'd rather have 10x300 pt ships on the board than one 3000 point ship by far in a campaign.

Re: Some thoughts on fleet organization

Why do people insist on others playing with certain playstyles?

Why were there escorts in wet navy fleets?   To counter enemy strategies and tactics; for example DDs were meant to fight small torpedo boats and adapted later to counter submarines.  Does there need to be a DD-like escort in a space game?  If not, then why must I have one in my fleet?

Go back further: did fleets during the age of sail have such compositions?

Or go to futuristic settings:
1) Did Sheridan of B5 insist that his fleets have small, medium, and large White Stars?  2) Did Star Trek's Enterprise always operate in a fleet with a mix of different sized ships?

Why can't I use 100 30-point ships, or 10 300-point ships, or 1 3000-point ship?  Why must my fleet consist of, for example, 1 1000-point ship, 2 500-point ships, and 4 250-point ships?  Just because you have some outdated notion of fleet composition from your gravity-sucking mudball histories does not mean I have to do the same.

Re: Some thoughts on fleet organization

The Whitestar design was based on the three cardinal principles of warfare.  Technology, Economics (again), and Mission Role.
To answer your other question...I'll let history speak:

The evolution of destroyer escort design stems from 1939, when basic characteristics were established for ships that could be built rapidly and in large numbers without interfering with production of powerplants and armament for other types. A ~300-foot hull needed only 10–20 per cent of the horsepower of a modern destroyer to achieve 21–24 knots, sufficient for the task—steam or diesel power could be used. Five-inch guns were preferred but three-inch would do. Anti-aircraft defense evolved as in destroyers, from the ineffective 1.1-inch cannon to the standard 40mm and 20mm weapons. Torpedoes were initially carried in some classes in case of a surface threat, and of course the depth charges racks and projectors and hedgehogs plus sonar and radar that were essential to their mission.
   Over a 19-month period beginning in November 1941, the US Navy placed orders for 1005 destroyer escorts in six classes.

Re: Some thoughts on fleet organization

GamingGlen wrote:

  Why do people insist on others playing with certain playstyles?

If you could come up with a good answer for that one you could make millions……

GamingGlen wrote:

 
Why were there escorts in wet navy fleets?   To counter enemy strategies and tactics; for example DDs were meant to fight small torpedo boats and adapted later to counter submarines.  Does there need to be a DD-like escort in a space game?  If not, then why must I have one in my fleet?

DD's, like all ship classes, are ships designed to fit a role.  The size and capability of the DD has varied wildly by year and nationality.  All warships are a result of a compromise of a perceived need and the economic cost to build and maintain it.  If your game world doesn't support the need for a DD, then don't have one.  In my little corner of space gaming I have eliminated ‘fighters'.  They simply make no sense to me.  There is nothing gained by a deep space ‘fighter' that cannot be done better by a unmanned drone.  The drone can maneuver faster and harder and doesn't have to use up valuable volume on life support.   But that is another subject.

GamingGlen wrote:

 
Go back further: did fleets during the age of sail have such compositions?

Age of Sail warfare did indeed have compositions.  The modern term Cruiser can trace its origin to a term that referred to the frigate.  During the Age of Sail fleet compositions varied by country but ships had even more rigidly defined roles than some modern navies.

GamingGlen wrote:

 
Or go to futuristic settings:
1) Did Sheridan of B5 insist that his fleets have small, medium, and large White Stars?  2) Did Star Trek's Enterprise always operate in a fleet with a mix of different sized ships?

This line is actually irrelevant to the question of whether or not ship classes matter.  A science fiction story's ‘fleet' composition is based on the ‘speed of the plot'.  In B5 all the races that were actually shown in a ‘fleet' actions had multiple warship types.  The White Star argument is a cherry picked misdirection.  In the B5 universe (as defined by the TV series and movies) the White Stars are not a ‘fleet', instead they are fast scout class warships with a heavy punch operating on specialized missions for the Alliance.   For major operations they always combined with the various standing ‘fleets'.  And for Star Trek.  That show was so internally inconsistent and the writers were so clueless on ship class terminology that nothing ther can be taken as a guide.

GamingGlen wrote:

 
Why can't I use 100 30-point ships, or 10 300-point ships, or 1 3000-point ship?  Why must my fleet consist of, for example, 1 1000-point ship, 2 500-point ships, and 4 250-point ships?  Just because you have some outdated notion of fleet composition from your gravity-sucking mudball histories does not mean I have to do the same.

Kinda uncalled for and a little childish.  But you don't have to do anything in you world.  If you wish to have battles of 30 50-point ships on a side, or 100 30-point, it is up too you.  But the information the people referring to in an attempt to infuse a bit of realism is neither old nor moldy.  In fact current navies are composed of multiple ship classes filling specific roles.  The question I have is why someone who is so opposed to the idea of anyone trying to apply real world concepts to their games and demonstrates such a lack of knowledge in this area would post to this thread in the first place?

Re: Some thoughts on fleet organization

Be friendly, fellows.

Re: Some thoughts on fleet organization

I kinda like the pyramidal structure. . . perhaps not as strict as the one you propose though.  Maybe just something for the biggest units.

For every B level ship, you have to have three ships of C or below, or something like that.

Re: Some thoughts on fleet organization

I'll typically try to have 1-3 cruisers for each capitol ship and 2-4 escorts for each cruiser as points allow.

Re: Some thoughts on fleet organization

I don't any kind of force structure should ever be mandatory.
One of the selling points of Starmada is being able to design one 3000 point ship, or two 1500 point ships, or thirty 100 point ships, and theoretically have a balanced game. Force structure has never been restricted or mandated.
I believe any kind of restricted force structure should be on a scenario basis only.
Kevin

Re: Some thoughts on fleet organization

jimbeau wrote:

In the couple of campaigns I've played economics made all the difference, that and fighters.

Aren't most hugemongously large ships a political move anyway?

I'll tell you this. I'd rather have 10x300 pt ships on the board than one 3000 point ship by far in a campaign.

/shrugs

Thats your prerogative. Me, I prefer larger units. If you prefer smaller, thats fine.

Re: Some thoughts on fleet organization

cricket

I tend to pattern my fleet organization by the type/era I am mimicking. 

If my inspiration is the Age of Sail, I center the main fleet on a heavy but slow battle line supported by small fast “scouts” plus a healthy dose of mid-weight ships designed for independent cruising. 

If my inspiration is WW1 I use the Grand Fleet and High Seas Fleets as a guide.  Since the war will be decided by the heavy battleship they make up the core.  With the only other threat to the battleship being a fast attack by fast moving Torpedo (missile) Boats  I screen the battle line with numerous Torpedo Boat Destroyers.  Cruisers and Light Cruisers exist to scout out and locate the enemy line and survive long enough to notify the fleet.  And by the way, we have those new fangled Battle Cruisers.  Gunned like a battleship but armored like a cruiser.  Oddballs for accepted fleet tactics but they are fast fast fast.  We'll make them an independent unit supported by other fast units, say Torpedo Boat Destroyers and Light Cruisers. 

If my inspiration is the modern navy, then the fleet will consist of fewer ships.  But those ships will be highly specialized and deadly in their areas.  With a combined battle group being a very deadly force.

Though I don't really do much of anything based on WW2 forward.  While aircraft may have completely rewritten how wars are fought in the real world, gaming wise fighters really sucked the fun right out of things.  For me anyway. 

Following the original subject, there is nothing wrong your fleet composition guidelines.  And they can lead to a fun game which is the bottom line here.  When I build ships designs I don't usually try to be the most efficient, rather I try to build toward a concept.  History is littered with military equipment based on the perceptions of the period rather than the best and most efficient design. In the age of steam many warship designs were rendered obsolete almost as soon as they rolled out of the yards. 

If you really want and interesting game, try separate ship building and fleet make-up guidelines.  One for each player side.  Each based on a different theory of warfare.  In WW1 the theory was that the big gunned ship decided battles, later it was the aircraft carrier.   Be warned though, this can lead to really lopsided battles even if they are interesting and a whole lot of fun.

Re: Some thoughts on fleet organization

From a game play perspective, it's a good idea to limit the effectiveness of very small ships, just because of the reduced record keeping.

One of the things that killed battletech for us was dealing with the OmegaSwarm - the smallest mechs capable of running around with Large Lasers and 7/11 movement, and enough armor to handle a good LRM salvo on the way in.

Re: Some thoughts on fleet organization

GamingGlen wrote:

Why can't I use 100 30-point ships, or 10 300-point ships, or 1 3000-point ship?  Why must my fleet consist of, for example, 1 1000-point ship, 2 500-point ships, and 4 250-point ships?

Where, exactly, did I say you couldn't have whatever ships you wanted?

1) I was asking if it would be "interesting", not "this is how you have to play".

2) Even if I did propose a rule mandating a pyramidal structure, how many of my attempts to constrain Starmada over the years have actually stuck? Heck, if it was up to me, the largest available hull size would still be 10. wink

3) My intent was to discuss possible ways to build in a structure to player-designed fleets -- not to mandate a particular type of structure.

For example, note that I never said the more powerful ships had to be "on top" -- or that there had to be three levels. If you (the designer) decided that the fleet was a free-form amalgamation of whatever ships were available for a particular mission, then all the ships of that fleet would be on the "lowest" tier of the pyramid.

If you think about it, you'll find that my suggestion is more flexible than it might first appear.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Some thoughts on fleet organization

Ken_Burnside wrote:

From a game play perspective, it's a good idea to limit the effectiveness of very small ships, just because of the reduced record keeping.

Personally, I don't really accept that limitation.

Record keeping problems is a limit of the game system that needs to be overcome with a better game design, IMHO...streamlining the system record keeping is MUCH preferable to limiting the player's imagination.

YMMV, obviously.

In a discussion on this forum, someone was using singular HUGE ships with range 30 guns. One of the counters to those ships was essentially swarming him with smaller ships in large numbers that carried single large high-damage weapons.

Models reality much more effectively, seems to me....

Re: Some thoughts on fleet organization

That is true, to a certain point. But the game must try and strike a balance between being either a duelling game or a fleet action-level game.

As it is, its good enough for single ship to what you could call task-force level--a couple of capital ships plus escorts. If you try and streamline it too much, it becomes almost a slightly more involved version of the VBAM CSCR. If you try and detail it too much, it becomes fun for RPGers, not much fun for everyone else.

As I see it, the game is designed to handle a few combatants, small and large, as well as fighters.

But, how about we introduce a variant of the squadron rules in Hard Vacuum. In the later releases, they wrote up squadron rules that would allow smaller ships to keep their damage seperate, but their movement, firing and other actions the same. It might be difficult to implement, but for a fleet engagement it might make it easier. Small ships in fleet actions would tend to act in self-supporting squadrons, either as strike ships or as escorts...