Re: Fleet Armor

By Steven M Bonneville ·

TML message #7915From bundle 630Read the whole thread (5 messages)

In reply to #7894 Re: TML nightly: Msgs 7884-7889 V75#19 by Les Howie
More on Big Fleet Actions and Armor:

Les Howie [email removed] writes:

>Steven M Bonneville ([email removed]) wrote:

[part deleted]

>> As for the _Chrysanthemum_ in a fleet action, well, I guess it really
>> is a cheap "tin can".  I suppose it's supposed to be an SDB hunter
>> and commerce cutter.
>>
>
>Thats fine.  If there is no magic "torpedo" for frying big ships, torpedo
>boats do not serve a lot of purpose.

Well, as I mentioned there might be a possibility of using them in very
large numbers as nuclear missile launchers, and try for a direct hit on
the battleship.  Somehow, I doubt even factor 2000 armor would take well
to having a nuke go off next to it.  Of course, the target solution is
fairly simple once the missiles get that close, so you'd have to fire
a *lot* of them and concentrate your fire on one enemy target.

Of course, there's a counter-tactic.  For MCr12.5, you can overwhelm a
single standard 150MJ laser turret using standard power, with ten missiles.
It has an ROF of 10 in a thirty minute round, maximum.  (This assumes,
unlike normal space combat, that all shots are effective and destroy one
incoming missile in the zero hex.)  But using FF&S, it is possible to
build a rapid-fire laser with an ROF of 800 (two shots every five seconds)
which would probably nicely solve the problem.  I don't know what the
power requirements of such an anti-missile laser would be.  Arming the
little fleet escorts with "pea-shooter" meson weapons would probably be
a better bet if you're trying for serious internal damage.


  Steve Bonneville
  [email removed]