Topic: 2201 Fleet

I've been designing ships for a near future campaign, where things have not progressed as far as we might hope due to the usual disasters - AI wars, global deluge, nuclear conflict and the like.

Basic parameters - rng limit 18, no screens etc only basic shields value, no dual mode weapons or "starship/fighter exclusive" ones, no teleporter/cloaking.  A "house rule" in operation is that carriers can deploy only 1/3 of capacity at setup, so launch tubes become more important.  Allowing most other options from the supplements to date.

Just a couple of ships below for now - interested in any comments on the designs.  The carrier hasn't yet been tested, but the Battlecruiser has proved its worth in several fights.

HMS Ark Royal, Audacious Class, Royal Navy  Fleet Carrier  (1647)
Hull: 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1               
Shields: [TL0] 3 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1               
Weapons : 1:[VW], 2:[V], 3:[V], 4:[V], 5:[W], 6:[W]
Weapons
Battery V:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[G]  [G]  [G]  [G] [AB] [AB] [AC] [AC] [BD] [BD]
Battery W:   Rabitt Multi-Guns  TL0,  1-2/3-4/5-6,  2/4+/1/1
[AC] [BD] [C] [C] [D] [D] [DF] [CE]
Carrier (1200) : Launch Tubes : Hyperdrive :
Armor Plating :
Launch:8   /   Recovery:2
Small Craft carried:
Fighter, Mk1:(500) # 6/Speed:10 /Attack:5+ /Defence:0 /Traits:,, /  Flights:10 9 8 7 6 5 4 3 2 1
Interceptor, Mk2:(88) # 6/Speed:12 /Attack:5+ /Defence:0 /Traits:Interceptor,, /  Flights:2 1
Fighter, Mk3:(80) # 3/Speed:9 /Attack:4+ /Defence:0 /Traits:Atmospheric,, /  Flights:2 1
Bomber, Mk1:(92) # 3/Speed:8 /Attack:3+ /Defence:0 /Traits:Piercing,Bomber,Increased DMG-2 /  Flights:2 1
Seeker, Mk1:(240) # 6/Speed:13 /Attack:3+ /Defence:0 /Traits:Bomber,Piercing,Increased DMG-2 /  Flights:8 7 6 5 4 3 2 1
Striker, MK1:(200) # 5/Speed:15 /Attack:3+ /Defence:0 /Traits:Area Effect,Increased IMP-3,Increased DMG-3 /  Flights:2 1


HMS Hood - 51, Admiral Class, Royal Navy  Battlecruiser  (394)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 1 1 1                     
Shields: [TL0] 4 4 4 3 2 1 1 1 1 1                     
Weapons : 1:[VX], 2:[VX], 3:[WX], 4:[W], 5:[X], 6:[X]
Weapons
Battery V:   Thin Lizzy Tactical Nuke  TL0,  1-6/7-12/13-18,  1/3+/2/3
No Range Modifiers, Double Damage, Slow Firing
[G]  [G]
Battery W:   Mauler Heavy Cannons  TL0,  1-3/4-6/7-9,  2/3+/2/2
No Range Modifiers, Continuing Damage
[G]  [G]
Battery X:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[G]  [G]  [G] [AB] [AB] [AB] [A] [B]
Hyperdrive :
Armor Plating : Countermeasures : Anti-Fighter Batteries (3) :

Re: 2201 Fleet

You made a ship that costs <1600 with level 0 tech and level 3 shields. You are a god amongst men my friend.
Battle Cruiser's arcs of fire seem a little narrow, it can't hit anything not in its front 120 arc.

Re: 2201 Fleet

PSYCO829 wrote:

You made a ship that costs <1600 with level 0 tech and level 3 shields. You are a god amongst men my friend.
Battle Cruiser's arcs of fire seem a little narrow, it can't hit anything not in its front 120 arc.

So far have not found the narrow arc of fire a problem - limits use to front on against larger ships, with escorts providing support for the other angles - makes manoeuvre critical.  The Nukes and Maulers have proved very effective but the trade off is the narrow fire arc.  I've found that either the engagement happens far enough back that the arc is not a problem, or a "sit and swivel" tactic works.  Also using the pivot rules.

Re: 2201 Fleet

Something I've not often seen mentioned is the question of fleet mix - and how ships work together.  For example the Battlecruiser above works with support ships that cover its weaknesses for fire arcs.  For example, with the carrier below (provides fighter cover and takes out smaller flanking ships) and the cruiser (wider fire arcs for the close in work) - the cruiser is quite expensive, mainly due to the Seekers carried, and thinking of scrapping these and using the space for greater conventional armament.

The "fleet" I've been using also has a number of destroyers and frigates and a light cruiser, as well as the below, supporting two battlecruisers - works out about 2000 points.  Interested in others thoughts on fleet composition, and how they react to the design and build of opponents.

Type: HMS Furious - R47, Furious Class, Royal Navy  Light Carrier  (611)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 1 1
Shields: [TL0] 3 3 3 2 1 1 1                       
Weapons : 1:[V], 2:[V], 3:[], 4:[], 5:[], 6:[]
Weapons
Battery V:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[AB]  [AB]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (440) : Launch Tubes : Hyperdrive :
Armor Plating :
Launch:4   /   Recovery:1
Small Craft carried:
Fighter, Mk1:(200) # 6/Speed:10 /Attack:5+ /Defence:0 /Traits:,, /  Flights:4 3 2 1
Interceptor, Mk2:(88) # 6/Speed:12 /Attack:5+ /Defence:0 /Traits:Interceptor,, /  Flights:2 1
Bomber, Mk1:(92) # 3/Speed:8 /Attack:3+ /Defence:0 /Traits:Piercing,Bomber,Increased DMG-2 /  Flights:2 1
Seeker, Mk1:(60) # 6/Speed:13 /Attack:3+ /Defence:0 /Traits:Bomber,Piercing,Increased DMG-2 /  Flights:2 1


Type: HMS Arethusa - C26, Arethusa Class, Royal Navy  Cruiser  (235)
Hull: 6 5 4 3 2 1
Engines: [TL0] 4 4 3 2 2 1                         
Shields: [TL0] 4 4 3 2 1 1                         
Weapons : 1:[VX], 2:[VX], 3:[W], 4:[W], 5:[W], 6:[W]
Weapons
Battery V:   Gilgamesh Laser Cannon  TL0,  1-3/4-6/7-9,  1/4+/2/2
[AB] [ABCD]
Battery W:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[G] [A] [B] [GHI]
Battery X:   Rabitt multi-guns  TL0,  1-2/3-4/5-6,  2/4+/1/1
[ACE] [BDF]
Launch:2   /   Recovery:1
Small Craft carried:
Seeker, MK1:(40) # 6/Speed:13 /Attack:3+ /Defence:0 /Traits:Interceptor,, /  Flights:2 1
Seeker, Mk1:(30) # 6/Speed:13 /Attack:3+ /Defence:0 /Traits:Bomber,Piercing,Increased DMG-2 /  Flights:1

Re: 2201 Fleet

Another Cruiser from the RN fleet, an all purpose design:

Type: HMS Achillese - C70, Leander Class, Royal Navy  Cruiser  (148)
Hull: 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 2 1                         
Shields: [TL0] 3 3 2 2 1 1
Weapons : 1:[VW], 2:[VW], 3:[VW], 4:[VW], 5:[VX], 6:[WX]
Weapons
Battery V:   Gilgamesh Laser Cannon  TL0,  1-3/4-6/7-9,  1/4+/2/2
[G]  [G]  [G]  [G] [AB]
Battery W:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[G]  [G] [GHI] [GHI] [JKL]
Battery X:   Rabitt multi-guns  TL0,  1-2/3-4/5-6,  2/4+/1/1
[GHI] [JKL]
Hyperdrive :
Countermeasures :

And a specialist that has worked ok the two times I've used it (definitely not effective without fighter cover - the design is an attempt at a low cost "first shot" support vessel):

Type: HMS Apocalypse - Q2, Armagedon Class, Royal Navy  Monitor  (112)
Hull: 5 4 3 2 1
Engines: [TL0] 2 2 2 1 1                         
Shields: [TL0] 3 3 2 2 1
Weapons : 1:[V], 2:[V], 3:[V], 4:[V], 5:[], 6:[]
Weapons
Battery V:   Thin Lizzy Tactical Nuke  TL0,  1-6/7-12/13-18,  1/3+/2/3
No Range Modifiers, Double Damage, Slow Firing
[G]  [G]  [G]
Hyperdrive :
Anti-Fighter Batteries (4) :

Re: 2201 Fleet

On manoeuvres the RN ships above have had the New South African fleet as sparring partners (although their main potential foes, the Deutsche Marine are not friendly enough for war games - awaiting full hostilities).  The following Battleship, Battlecruiser and cruiser designs have proved themselves tough to beat (in the last battle using area affect weapons to good effect against some bunched torpedoes):

Type: NSAS Mandela - 61, Victor Class, New South Africa  Battleship  (486)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1                   
Shields: [TL0] 4 4 4 3 2 2 1 1 2 1 1 1                   
Weapons : 1:[V], 2:[W], 3:[W], 4:[W], 5:[W], 6:[X]
Weapons
Battery V:   Iklwa Fusion Torpedo  TL0,  1-5/6-10/11-15,  1/3+/2/3
Area Effect, Slow Firing
[G]
Battery W:   Cetshwayo Missiles  TL0,  1-6/7-12/13-18,  1/4+/1/1
[G]  [G] [AC] [AC] [AC] [BD] [BD] [BD]
Battery X:   Ipapa Laser Cannons  TL0,  1-5/6-10/11-15,  1/3+/3/3
Piercing +1
[G]  [G]
Carrier (100) : Fire Control : Hyperdrive :
Anti-Fighter Batteries : Countermeasures :
Launch:3   /   Recovery:2
Small Craft carried:
Fighter, Mk1:(100) # 6/Speed:10 /Attack:5+ /Defence:0 /Traits:,, /  Flights:2 1


Type: NSAS Ndalme - 03, Victor Class, New South Africa  Battleship  (401)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1                   
Shields: [TL0] 4 4 4 3 2 2 1 1 2 1 1 1                   
Weapons : 1:[V], 2:[W], 3:[W], 4:[W], 5:[W], 6:[X]
Weapons
Battery V:   Iklwa Fusion Torpedo  TL0,  1-5/6-10/11-15,  1/3+/2/3
Area Effect, Slow Firing
[G]  [G]
Battery W:   Cetshwayo Missiles  TL0,  1-6/7-12/13-18,  1/4+/1/1
[G]  [G] [AC] [AC] [AC] [BD] [BD] [BD]
Battery X:   Ipapa Laser Cannons  TL0,  1-5/6-10/11-15,  1/3+/3/3
Piercing +1
[G]  [G]
Fire Control : Hyperdrive :
Anti-Fighter Batteries : Countermeasures :


Type: NSAS Drakensburg - 38, Lesotho Class, New South Africa  Battlecruiser  (405)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 2 1 1 1                     
Shields: [TL0] 4 4 4 3 2 1 1 1 1                     
Weapons : 1:[V], 2:[V], 3:[W], 4:[W], 5:[X], 6:[]
Weapons
Battery V:   Ulundi Light Fusion Torpedo  TL0,  1-5/6-10/11-15,  1/3+/2/3
[G]  [G]
Battery W:   Impala Laser Cannon  TL0,  1-4/5-8/9-12,  2/4+/1/1
Piercing +1
[AB]  [AB]  [AB]
Battery X:   Repeater Cannon  TL0,  1-5/6-10/11-15,  2/3+/1/1
Piercing +1, Repeating
[G]
Carrier (100) : Fire Control : Hyperdrive :
Anti-Fighter Batteries (5) : Countermeasures :
Launch:3   /   Recovery:2
Small Craft carried:
Fighter, Mk1:(100) # 6/Speed:10 /Attack:5+ /Defence:0 /Traits:,, /  Flights:2 1


Type: NSAS Charlotte Maxeke - C11, Heroine Class, New South Africa  Cruiser  (213)
Hull: 6 5 4 3 2 1
Engines: [TL0] 4 4 3 2 2 1                         
Shields: [TL0] 4 4 3 2 1 1                         
Weapons : 1:[VW], 2:[VW], 3:[VW], 4:[VX], 5:[V], 6:[W]
Weapons
Battery V:   Cetshwayo Missiles  TL0,  1-6/7-12/13-18,  1/4+/1/1
[G]  [G]  [G]  [G]  [G]
Battery W:   Knobkerrie Missiles  TL0,  1-4/5-8/9-12,  1/4+/2/2
[A] [B] [G] [G]
Battery X:   Impi Laser Turret  TL0,  1-2/3-4/---,  2/3+/1/1
Anti-Fighter, Carronade
[JKL]
Carrier (50) : Hyperdrive :
Countermeasures :
Launch:2   /   Recovery:1
Small Craft carried:
Fighter, Mk1:(50) # 6/Speed:10 /Attack:5+ /Defence:0 /Traits:,, /  Flights:1


These ships are backed by some fierce destroyers and frigates, such as;

Type: NSAS Umgeni - D45, Umgeni Class, New South Africa  Destroyer  (97)
Hull: 4 3 2 1
Engines: [TL0] 5 4 3 2                           
Shields: [TL0] 3 3 2 1                           
Weapons : 1:[VW], 2:[VX], 3:[WX], 4:[W], 5:[W], 6:[W]
Weapons
Battery V:   Shakka Spinal Cannon  TL0,  1-3/4-6/7-9,  1/4+/2/2
[G]
Battery W:   Impala Laser Cannon  TL0,  1-4/5-8/9-12,  2/4+/1/1
Piercing +1
[A] [B] [G]
Battery X:   Impi Laser Turret  TL0,  1-2/3-4/---,  2/3+/1/1
Anti-Fighter, Carronade
[CDEF]
Hyperdrive :
Anti-Fighter Batteries (2) : Countermeasures :

Re: 2201 Fleet

Last night fought a battle between the NSA fleet, and a carrier group led by the Ark Royal (see first post) backed by HMS Terrible (below).  It was about 2300 points each - NSA fleet had the two battleships and battlecruiser above, 2 cruisers, 4 destoyers, 2 frigates and a scout.  The RN was the Ark Royal and Terrible plus 4 destroyers, 2 frigates and a scout.

Type: HMS Terrible - C17, Powerful Class, Royal Navy  Heavy Cruiser  (298)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 2 1 1                       
Shields: [TL0] 4 4 3 3 2 2 1 1
Weapons : 1:[V], 2:[V], 3:[W], 4:[W], 5:[W], 6:[W]
Weapons
Battery V:   Mauler Heavy Cannons  TL0,  1-3/4-6/7-9,  2/3+/2/2
No Range Modifiers, Continuing Damage
[AB]  [AB]
Battery W:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[G]  [G] [AB] [A] [B]
Hyperdrive :
Armor Plating : Countermeasures :

We played a scenario where the RN attempted to ambush the NSA and the battle started off only about 15 hexes from each other, and lasted just 2 turns.  This was very bad for the RN - lesson 1 - keep the carrier well away until all the fighters are ready to go.  We were playing a modified deployment system where only a third of fighters deploy at set up.  In the first turn the NSA ships concentrated fire on the Ark Royal, causing about 9 hull damage and a lot of carrier capacity lost (about 8 fighters went "pop" still inside the ship).  The Ark dropped 6 swordfish torpedoes and 2 oblivion bombs at the end of turn one, all in range of the main NSA ships.  Other ship to ship combat, while close up and enervating, was largely irrelevant.

In the fighter phase of turn 2 the first area affect oblivion bomb destroyed a hull 6 cruiser, and most of the battlecruiser in one explosion.  Crucially, the first NSA fighter move shot down 4/5 of the other flight of oblivion bombs, probably saving the other NSA cruiser and a battleship the same fate, and essentially winning the game.  The fighters then all pinned each other, 4 swordfish torpedoes more or less destroyed one NSA Battleship (3 standard fighter flight attacks killed it just afterwards) while 2 more torpedo flights finished off the already damaged battlecruiser.  Unfortunately, this left on NSA battleship almost untouched, and in the ship fire phase, while it took a few good hits from the Terrible, it destroyed the Ark Royal.  RN minus 1900 points, NSA lost just over 1000.

A very quick and bloody battle - main learning was DONT EXPOSE THE CARRIER - when it comes to campaign play, a carrier should come into its own, as it can destroy/maim ships from afar and withdraw - so best used in offense, not to defend static objects.  Left wondering about strikers/seekers - can be devestating, but bringing a ship in close enough to launch is bad for the ship, while a fleet like the NSA, with a lot of firepower, can shoot the most dangerous flights down if they come in from long range.  If could just get around the flank......