Grav Vehicle Tactics and Armor

By Robert S. Dean ·

TML message #2083From bundle 168

In your letter dated Tue, 15 Jan 91 14:27:22 MET, you wrote:
>
>From: [email removed]
>Subject: Re: Striker and Agility
>
>>The one good thing about simplifying Striker into the MT design system, in my
>>opinion, was to get rid of the "what are the dimensions of your box" section.
>>It really shouldn't make that much difference, but it was, for me, the
>>difference between designing 200 MT vehicles in a year, and designing 8
>>Striker vehicles in 10 years.  It might be that Striker would look much easier
>>now that I am used to MT.  Putting in armor slope without using actual vehicle
>>dimensions could be difficult.  The other thing I should point out is that
>>the new combat rules make armor less critical than it was in Striker.  In MT,
>>you need 2x the armor value to get a "high penetration" result, which causes
>>double damage.  In Striker, I seem to recall that a +12 difference between
>>armor and peentration was enough to cause a certain kill of the target.  So
>>to some extent, armor slope "comes oput in the wash" as we say here.  The
>>pinpoint damage rule also sort of simulates aiming for the non-sloped surfaces.
>
>  One thing that I definitly dislike about the MegaT vehicle design is that all
>vehicle armour is spread in an layer of equal thickness all over them.
>
>  I can understand the need for this when it comes to staships, but I dislike
>the impact of this on tactical situations. Suddenly, it's no advantage to
>fire down on a tank, or suprising it from behind.
>
>  A favourite of mine that I used before I even knew that Striker existed, the
>light speeder with several VRFGaussGuns that plays A10 from high elevations
>down through the more or less lightly armoured roofs:)
>
>  A simple solution would be to reduce the armour thickness by some factor for
>the secondary surfaces (0.75) and increase it for the front surfaces (1.25).
>
>  Thanks for the v1.1. I'm looking at it to integrate it into RebelGuard.
>
>>Rob Dean
>
>-bertil-



Bertil,

     I  have been considering your comments on the armoring of grav  vehicles
since  yesterday, since I wanted to make some sort of coherent  response.   I
think  one of the drawbacks of electronic communications is that we  tend  to
type things without really thinking about them.

     The  answer to the armoring question depends very much on what style  of
fighting  you  would anticipate.  Are grav vehicles going to hug  the  ground
most  of  the time, or get up and tangle in dogfights  like  current  fighter
aircraft?   Are they going to have friends on either flank, with an enemy  to
the front, or is their higher speed and ability to bypass obstacles going  to
lead to a confused brawl spreading over many square miles (square  kilometers
for you metric types)?  Are they going to hide in hull down positions  making
it  reasonable to put extra armor on the turret?  How much threat  of  attack
from above is there going to be?

     Obviously  all of these things are dynamic--your VRF gauss gun  overhead
attack craft would probably lead to my designing a series of tanks with armor
thick  enough to resist penetration from that threat (and maybe a  backup  PD
laser turret), which would prompt you to field an attack craft with a  bigger
gun, etc...

     I would expect that grav tanks would mostly hug the ground, reducing the
number of angles that a threat could come from, and also reducing the need to
carry  heavy  belly armor.  I expect that "Pop-up" tactics  as  described  in
various  Traveller  materials would make top deck armor a priority.   I  also
expect  that the battle would be more of a confused brawl than a nice  linear
action, making it more reasonable to spread out my armor protection.  Below a
certain  level, of course, I have no aspect which is protected from an  enemy
tank  main gun, but also no aspect which is vulnerable to a  lighter  weapon.
The  best  defense then is to concentrate on targeting and  SHOOT  FIRST.   I
forget  now where I read an interesting commentary on the design of  the  M-1
tank,  and how its armor layout no longer matched the non-linear battle  doc-
trine  that the U.S. Army was planning on using, that is, that the number  of
shots  expected against the frontal armor did not justify carrying  all  that
weight to protect only one side.

     It would not be unreasonable, though, to implement some sort of  differ-
ential armor scheme on the grounds that you could then make you own  doctrine
to  match  your weapons systems.  In the absence of that, I think  you  could
certainly try the 1.5x, .75x rule you suggest, and see how it works out.

     I'm going to post this and your note to the net for wider discussion.

Rob Dean