TCS lessons...

A thread of 4 messages, 6 May 1992 to 9 May 1992, in the order they were sent.

#4082 TCS lessons...

     Well, the first war in this TCS PBEM seems to be off to a good
start.  As of now, everyone in the game should have heard about the
fighting, so it is a good time to talk about lessons learned in that
fighting to date.


     The first, and most obvious, lesson is that fighters, if used, need
to be big, tough, and expensive.  There have been three battles
involving fighters on both sides, and two others involving fighters on
only one side (you know who you are/were).  In every case, the weaker
fighters failed to accomplish ANYTHING against their opposite numbers,
while the good fighters wiped the floor with their opponents.  In all
three cases, the stronger fighters were fighting at long odds, and still
managed to inflict unacceptable casualties on their enemies.

     In the two cases where fighters were only present on one side, the
fighters that were more technologically sophisticated than the heavies
on the other side (good show, New Home!) did quite well.  Where the
fighters were less well designed (that's you, Neubayern), they were
completely ineffective.

     And the factor most decisive in determining fighter effectiveness
was, of course, computer number.  New Home's model-7 computers beat up
on Sansterre's model-5's, which in turn beat up on Neubayern's
model-3's.

     Players not directly involved  might consider where their fighters
fit onto this chain, and redesign as necessary (yes, all you guys that
"Jane's" said had lousy fighters really did have lousy fighters!).


     Second lesson:  If you have a whole solar system to attack/defend,
then GDW's standard picture of the Imperium at war goes out the window.
So far, defense of the gas giant has NEVER been a factor in any
engagement.  In all cases, attackers appeared at 100 diameters from the
main world, and ignored the existance of the gas giants.  In-flight
refueling capabilities have played a major part in all offensive
operations to date.

     And, defending gas giants is proving to be almost impossible
anyway.  After forces are deployed to protect the homeworld, and more
are sent out to carry the war to the enemy, it is becoming obvious that
a force deployed at the gas giant would either (1) be totally useless as
the enemy ignored the gas giant, or (2) be totally overwhelmed if the
enemy DID attack the gas giant.

     If you choose to attack, and defend your homeworld, and defend your
gas giant(s), and defend your colony worlds, then you will disperse your
fleet into enough small pieces that even a weak enemy can overwhelm one
set of defenders at a time, and so trash your fleet in detail.


     Third lesson:  This one hit me totally out of left field (I
expected the first two from previous experience doing this).  It seems
that the presence/absence of meson technology makes a bigger difference
than I thought.  Conventional Wisdom (mine included) has it that a
battle-rider is more than a match for a battleship.  This seems to be
only true for meson armed fleets.

     In this game, so far, the ships have been armoured sufficiently to
prevent free critical hits from happening.  So the only damage done to
most ships before one side bugs out due to heavy losses is that the
maneuver drives and weapons are knocked out.  Jump drives and power
plants and computers are not being hit, due to armour sufficient to keep
out the interior explosions, and fib computers.

     When that happens, the battleships jump home for repairs.  The
riders left behind are captured and destroyed.  In all five cases, ships
have been disabled, but jumped to safety (even on the losing side).  The
winning side has then proceeded to capture/destroy all the riders left
disabled by the fleeing losers.  So the lost riders are being replaced
at a cost of billions and years, where the lost battleships/cruisers are
being repaired at trivial cost in a few weeks.

     This has not yet made a crucial difference, since the war has not
been going on for years yet.  But Sansterre's battleships have already
acquitted themselves well in THREE separate engagements, after having
been disabled in EACH engagement.  The same cannot be said for the
riders deployed by any of the sides so far.  In all cases, rider
casualties to the loser have been extremely high (near 100%), and the
winners have suffered the same fate for the riders as for their
battleships - they are recovered and repaired for use later this year.
This is all very well if you can make sure you win EVERY fight your
riders are in, but it could get a lot tougher if you win a few, lose a
few.

     So it is fairly safe to say that in battles between fleets armed
with particle-beams and missiles (lasers/energy weapons are trivial so
far, just as they are in traditional Imperial doctrine) that the
jump-capable battleships and cruisers have a considerable long-term
advantage over the non-jump-capable riders.

TCS players:  read and heed this!  Your fleets may be on the line next.

Later...

- -- Via DLG Pro v0.991

[email removed]

I have learned to use the word "impossible" with the greatest caution.
                                    --W. von Braun

#4093 Re: (4082) TCS lessons...

Some comments from my own experience with TCS...
Meson Guns and the best computers are everything.  The extra
hits spinal meson guns get for size are not reduced by armor, so
they decide the battle.  The best computers you have TL to make
should be in EVERY boat -- right down to the fighters.  For the smaller
units, put in 1 main, and 2 smaller backup computers to lower the cost.
Once a fighter gets hit it is usually toast anyway, so there is no real need
for backup on them.
	I would be interested in seeing the results of the TCS battles, if
someone wouldn't mind emailing me, or posting if others are interested.

					W. Dow Rieder

 	When the only tool you have is a hammer, all your problems
start to look like nails...

#4094 Re: TCS lessons...

William Dow Rieder [email removed] writes:

>	I would be interested in seeing the results of the TCS battles, if
>someone wouldn't mind emailing me, or posting if others are interested.

I'd be interested too, it might make for some fun reading.  Would it be
possible to post the 'old' info from the game (i.e. the stuff everybody
has seen alraedy?) including the battles.




						Pauli

#4105 battle records

Pauli:

>William Dow Rieder [email removed] writes:
>
>>    I would be interested in seeing the results of the TCS battles, if
>>someone wouldn't mind emailing me, or posting if others are interested.
>
>I'd be interested too, it might make for some fun reading.  Would it be
>possible to post the 'old' info from the game (i.e. the stuff everybody
>has seen alraedy?) including the battles.

There really isn't much EVERYONE has seen.  Lots of message traffic
(mostly secret), and movement orders (likewise).  After the first
year passes, I will post a summary, for those who are interested.  And
anyone (except players) who want an unedited version of the message
traffic to/from a particular (or all) system(s) is welcome to it.

I will send along a description of the Battles AFTER an armistice is
signed (no need to give out free intell to one of the participants).

Later...

- -- Via DLG Pro v0.991

[email removed]

I have learned to use the word "impossible" with the greatest caution.
                                    --W. von Braun