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The Lurenti-class Tender gets a Makeover?

robject

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So the way I saw the Lurenti is as a cavernous carrier: the Nolikians were all inside the tender. That's why (for instance) you had Sloans screening while they deployed in battle.

Today, Marc suggested that the Lurenti -- or at least one subtype of Lurenti -- is a LASH design, with the riders connected externally.
 
So the way I saw the Lurenti is as a cavernous carrier: the Nolikians were all inside the tender. That's why (for instance) you had Sloans screening while they deployed in battle.

Today, Marc suggested that the Lurenti -- or at least one subtype of Lurenti -- is a LASH design, with the riders connected externally.
External carriage is the normal Lurenti from Spinward Marches Campaign. CT High Guard explains (p 32, Vehicle Launch Facilities) that "Ships which have a type 7 configuration hull carry craft and ships attached to their exterior." And since the Lurenti is config 7, the Nolikians are carried outside. There's so many other problems with the Lurenti as described that it probably doesn't matter what you do. The screening while deploying confused me, too, since distributed carriers launch all ships simultaneously.

I don't know what LASH is, though.
 
External carriage is the normal Lurenti from Spinward Marches Campaign. CT High Guard explains (p 32, Vehicle Launch Facilities) that "Ships which have a type 7 configuration hull carry craft and ships attached to their exterior." And since the Lurenti is config 7, the Nolikians are carried outside. There's so many other problems with the Lurenti as described that it probably doesn't matter what you do. The screening while deploying confused me, too, since distributed carriers launch all ships simultaneously.
The way I read B.5, while you can launch (and recover) all the sub-craft in one turn, they will be in the same line as the tender. Thus if you want your tender to not be in the battle line, you need a screen of escorts to be the battle line during launch and recovery operations. A bit rough of the escorts, but they're a heck of a lot cheaper than a battle tender.
 
The way I read B.5, while you can launch (and recover) all the sub-craft in one turn, they will be in the same line as the tender. Thus if you want your tender to not be in the battle line, you need a screen of escorts to be the battle line during launch and recovery operations. A bit rough of the escorts, but they're a heck of a lot cheaper than a battle tender.
I agree that's the case when you launch your riders, but that implies keeping them onboard the Lurenti until the fight starts and launching riders at the beginning of the fight. That seems like a bad plan to me. I would launch the riders immediately on jumping into the system and form up lines right then before anyone has any hope of doing anything about it. Is there a downside to this?
 
I agree that's the case when you launch your riders, but that implies keeping them onboard the Lurenti until the fight starts and launching riders at the beginning of the fight. That seems like a bad plan to me. I would launch the riders immediately on jumping into the system and form up lines right then before anyone has any hope of doing anything about it. Is there a downside to this?
Probably not, assuming nothing's gone terribly wrong. That doesn't address leaving, though.
 
Probably not, assuming nothing's gone terribly wrong. That doesn't address leaving, though.
When you're leaving, you already know who's close and can normally arrange a safe area to jump out.

If not, HG p 38 says, "A ship with a dispersed structure configuration may launch all its vessels in one turn. Recovery of craft is performed at the same rate." So the Lurenti does all the prep for jumping out with Nolikians deployed on the fighting line. A turn before jump, the riders rejoin the Lurenti on the rear line. You can jump out the next turn.

Presumably your screening ships will survive one more turn on the front line and then retreat on their own. If not, you've got 200 50-ton fighters. A squadron of them are probably worth sacrificing to save the carrier. The book 5 rules for running away from a fight are not easy to make work, I think, and I would be happier if some amount of skill checks were involved, but they can work in many cases as written, when using properly designed ships.
 
Presumably your screening ships will survive one more turn on the front line and then retreat on their own. If not, you've got 200 50-ton fighters. A squadron of them are probably worth sacrificing to save the carrier. The book 5 rules for running away from a fight are not easy to make work, I think, and I would be happier if some amount of skill checks were involved, but they can work in many cases as written, when using properly designed ships.
And here's the screen. Presumably the Imperium preferred using jump-capable ships that might make it out over fighters that would be definite sacrifices. Note that the tender is worth 23 billion credits, the riders 9.3 billion each (so about 65 billion for all seven), and the fighters 105 million each (or 21 billion for the lot). A Sloan is worth ~3.3 billion, so all seven cost about the same as the fighters. So the escorts cost the same, and have fewer crew than the fighters, and you might not lose them all if they're used as a screen, while the fighters are gone (because you jumped out and they can't). Also, if the universe behaves in ways other than as High Guard says, the fighters aren't much of a screen because they can't actually hurt serious warships.

Also, when you're not fighting a fleet action, the Sloans give you options that fighters (and riders) don't, like being able to conduct extended patrols, be used as jump-capable couriers, and so on (though they'd be more generally useful if they carried some troops).

While ships for a game like Traveller should make sense in any rules for them (combat, trading, etc.), they should also make sense in the universe as it's presented, not merely within the limited focus of those rules. Modern warships have capabilities and facilities that make little sense in a straight-up ship vs ship conflict, as that's not all they do, and it follows that Traveller ships will too, especially when the combat rules are as artificial as High Guard.
 
The way I deal with screening is they provide -computer DM combined to hit ships immediately behind or in the 10000 km hex behind them. Then the screen has to be shaved away, and/or the attacking fleet spreads out and gets LOS on the now not screened ships. The screen has to spread to match, thinning things out.

One perk of having to work things out in my maneuver HG version.
 
the fighters aren't much of a screen because they can't actually hurt serious warships.
Less of a roadblock and more of a speed bump.
But when a speed bump is all you "need" (tactically speaking) ... they're still useful.
Modern warships have capabilities and facilities that make little sense in a straight-up ship vs ship conflict, as that's not all they do
Fighter squadrons can be thought of in much the same way.
They aren't "direct threats" to the BIG IRON™ cruisers on up, but they can do a LOT of "legwork" (scouting and screening) away from the parent craft. They enable "indirect strikes" and raids where the parent craft doesn't need to be present, create "tactical complications" for adversaries (you're not just dealing with The Big One™ but also swarms of fighters) and do a lot to improve situational awareness/reconnaissance capabilities that you aren't going to be able to get from a single (big) craft.

They have their uses ... even if those uses are "irrelevant" to the Spinal Sleds™ slugfest.
 
The 154th Battle Squadron from The Spinward Marches Campaign isn't really fit for purpose.

The fighters, while agility 6, have undersized computers and no bridge, hence easy to kill, hence nearly worthless as screen.

The Sloan escorts, while agility 6, are basically unarmoured and have very few batteries (damage soak capacity), hence nearly worthless as screen.

The riders, while agility 6, are over-sized and under-armoured, hence too expensive and too easy to kill.

The tender is unstreamlined, hence unable to refuel in the field, and carries too few streamlined craft to be refuelled quickly.



The squadron has high cost, low combat power, and its strategic movement rate is slow... All of this would be fairly easy to fix, if anyone cared, but apparently no-one did.

Perhaps it's best as an illustration of corruption in the procurement process...
 
The Tender should be streamlined to be able to refuel in the field. That makes it bigger and hence more expensive, but that is cheaper than tankers.

Fighters should have max computer and agility. Armour is irrelevant as anything that can actually hit (missile bays, spinals) will incinerate it with size crits anyway.

Escort should be size A, heavily armoured, and have a good screen. Spinals will still kill it.

Riders should be better armoured and smaller, hence cheaper and needing a smaller, cheaper tender.


I would make the tender something like this:
Code:
CB-U642464-000900-00000-11    MCr 141 897     400 000 Dton
bearing                                        Crew=2 206
batteries                                           TL=15
                Cargo=9286 Fuel=176000 EP=16000 Agility=2
Spoiler:
Code:
Dual Occupancy                                    9 286   177 371
                                     USP    #      Dton      Cost
Hull, Streamlined   Custom             U        400 000         
Configuration       Flattened Sphe     6                   32 000
Scoops              Streamlined                               400
                                                                
Jump Drive                             4    1    20 000    80 000
Manoeuvre D                            2    1    20 000    14 000
Power Plant                            4    1    16 000    48 000
Fuel, #J, #weeks    J-4, 4 weeks            4   176 000         
Purifier                                    1     2 640        26
                                                                
Bridge                                      1     8 000     2 000
Computer            m/6                6    1         7        55
                                                                
Staterooms                                  5        20         3
Staterooms, Half                         2201     4 402       550
                                                                
Cargo                                             9 286         
                                                                
Nuclear Damper                         9    1        20        50
                                                                
Ship                12000 Dton             10   132 000       264
Heavy Fighter       75 Dton               100     9 750        20
Launch Tube         75 Dton                 1     1 875         4
                                                                
Nominal Cost        MCr 177 371,40       Sum:     9 286   177 371
Class Cost          MCr  37 247,99      Valid        ≥0        ≥0
Ship Cost           MCr 141 897,12                               
                                                                
                                                                
Crew &               High     0        Crew          Bridge   200
Passengers            Mid     0        2206       Engineers   560
                      Low     0                     Gunners     5
                 Extra SR     0      Frozen         Service  1210
               # Frozen W     0           0          Flight   231
                  Marines     0                     Marines     0
Carrying ten 12000 Dton riders and 100 fighters (with a launch tube).
 
The 154th Battle Squadron from The Spinward Marches Campaign isn't really fit for purpose.


Perhaps it's best as an illustration of corruption in the procurement process...
This. So very this. I can't mash the agree button any harder. But if it's all you've got to use . . .

And here's the screen. Presumably the Imperium preferred using jump-capable ships that might make it out over fighters that would be definite sacrifices. Note that the tender is worth 23 billion credits, the riders 9.3 billion each (so about 65 billion for all seven), and the fighters 105 million each (or 21 billion for the lot). A Sloan is worth ~3.3 billion, so all seven cost about the same as the fighters. So the escorts cost the same, and have fewer crew than the fighters, and you might not lose them all if they're used as a screen, while the fighters are gone (because you jumped out and they can't). Also, if the universe behaves in ways other than as High Guard says, the fighters aren't much of a screen because they can't actually hurt serious warships.

Also, when you're not fighting a fleet action, the Sloans give you options that fighters (and riders) don't, like being able to conduct extended patrols, be used as jump-capable couriers, and so on (though they'd be more generally useful if they carried some troops).

While ships for a game like Traveller should make sense in any rules for them (combat, trading, etc.), they should also make sense in the universe as it's presented, not merely within the limited focus of those rules. Modern warships have capabilities and facilities that make little sense in a straight-up ship vs ship conflict, as that's not all they do, and it follows that Traveller ships will too, especially when the combat rules are as artificial as High Guard.
So, that's the problem, any Sloans you put on the front line are taking a risk. The enemy's meson spinals only hit on a 4+6=10, but a 10+ on 2d6 is 1 in 6. and your Lurenti with seven riders isn't retreating from a pair of sloops, they're presumably facing something that's a threat to 7 Nolikians. So 1 in 6 times how many attackers? That's a real risk. Also, the Sloan's also aren't appreciably better armed than the 50-ton fighters. My rant: Being capable of hurting the opponent is not a requirement of being on the front line, one of the CT rules I find silly - I would ignore ships on the line that can't hurt me meaningfully, but CT requires they be dealt with before attacking the back line. So, a turn on the front line to guard the Lurenti's retreat. Then the banged up Sloans, savaged by missile hits that degrade their weapons to pretty useless, can Jump out as well if they can survive all the enemy mesons and didn't take too many fuel tank dings from the missile barrage. So one Sloan guarding the retreat is probably a loss. But probably not more than that. Still, a squadron of fighters is 1/3 the cost of a Sloan.

If you're designing new ships, replace the 200 50-ton Sylean fighters with 50 x 200-ton Jump-capable skirmishers, they'd be harder to hit than the Syleans and the Sloans, and they could jump out after covering the retreat. Making them J-4 is tough, and they're about 4x the cost of a Sylean, but that's a lot cheaper than a Sloan.
Less of a roadblock and more of a speed bump.
But when a speed bump is all you "need" (tactically speaking) ... they're still useful.
Because a speedbump is all you need. A 50-ton fighter with agility 6 is -8 to be hit. That's a high hurdle even for a particle spinal or a missile bay. Sadly, the rating 7 computer takes away 2 of that, in my Sylean redesign I put a bridge and rating 9 comp in so that it takes full advantage, You only need one of the squadron to survive for 1 round to prevent the enemy from firing on your back line. But that's still a sacrifice if you jump out without them, so the 50 x 200 swapout described above is my preference.

The Tender should be streamlined to be able to refuel in the field. That makes it bigger and hence more expensive, but that is cheaper than tankers.

Fighters should have max computer and agility. Armour is irrelevant as anything that can actually hit (missile bays, spinals) will incinerate it with size crits anyway.

Escort should be size A, heavily armoured, and have a good screen. Spinals will still kill it.

Riders should be better armoured and smaller, hence cheaper and needing a smaller, cheaper tender.
I agree. There are many solutions.
 
Note that the Lurenti is nowhere near correctly sized or priced. To work with the specified stats it would have to be 500 kDton and GCr 200.

It's off with 500 extra hardpoints and only half the needed jump fuel:
Code:
CB-T7425J4-099909-99999-20    MCr 133 421     300 000 Dton
bearing     Z   5 CCCCZ                        Crew=2 239
batteries   Z   9 LLLLZ                             TL=15
roops=100 Low=1100 Cargo=0 Fuel=135000 EP=15000 Agility=0

Single Occupancy                                -64 117   161 510
                                     USP    #      Dton      Cost
Hull, Unstreamlined Custom             T        300 000        
Configuration       Dispersed          7                   15 000
                                                               
Jump Drive                             4    1    15 000    60 000
Manoeuvre D                            2    1    15 000    10 500
Power Plant                            5    1    15 000    45 000
Fuel, #J, #weeks    J-4, 4 weeks            4   135 000        
Purifier                                    1     2 025        20
                                                               
Bridge                                      1     6 000     1 500
Computer            m/9fib             J    1        26       200
                                                               
Staterooms                               2339     9 356     1 170
Low Berths                               1100       550        55
                                                               
Cargo                                                          
                                                               
Bay                 Particle, 100 t    9   20     2 000       720
Bay                 Meson, 100 t       9   20     2 000     1 420
Bay                 Repulsor, 100 t    9    9       900        99
Bay                 Missile, 50 t      9  200    10 000     2 500
Triple Turret 10/ba Beam               9   20       200       600    200 turrets organised into 20 batteries.
Double Turret 10/ba Fusion             9   20       400       800    200 turrets organised into 20 batteries.
Triple Turret 10/ba Sand               9   60       600       450    600 mounts organised into 60 batteries.
                                                               
Nuclear Damper                         9    1        20        50
Meson Screen                           9    1        40        60
                                                               
Ship                20000 Dton              7   140 000       280
Heavy Fighter       50 Dton               200    10 000    21 086
                                                               
Nominal Cost        MCr 161 509,75       Sum:   -64 117   161 510
Class Cost          MCr  29 493,19      Valid        ≥0        ≥0
Ship Cost           MCr 133 421,00                              
                                                               
                                                               
Crew &               High     0        Crew          Bridge   150
Passengers            Mid     0        2239       Engineers   450
                      Low     0                     Gunners   614
                 Extra SR     0      Frozen         Service   610
               # Frozen W     0           0          Flight   415
                  Marines     0                     Marines   100
 
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So, that's the problem, any Sloans you put on the front line are taking a risk. The enemy's meson spinals only hit on a 4+6=10, but a 10+ on 2d6 is 1 in 6. and your Lurenti with seven riders isn't retreating from a pair of sloops, they're presumably facing something that's a threat to 7 Nolikians.
Much worse, it only takes 5 weapon hits to render a Sloan ineffective, or about 10 missile bays. Missile bays are very cheap compared to spinals...

A well designed escort would take a thousand or so missile bays to render ineffective, or ~12 meson spinals.

PA spinals are much more effective against small stuff...


I agree. There are many solutions.
Certainly, there is no single best design, it all depends on the opponent.
 
Much worse, it only takes 5 weapon hits to render a Sloan ineffective, or about 10 missile bays. Missile bays are very cheap compared to spinals...
It takes hits to make a Sloan ineffective?
A well designed escort would take a thousand or so missile bays to render ineffective, or ~12 meson spinals.
To be clear, it takes one meson spinal to wreck anyone's day. But yeah, it can take 8-12 spinals to get that hit. A genius tactician (using Ship Tactics to increase computer rating per HG p 44) can bump that up out of reach, but it would take a really insane rating (like 5 or 7) to do so.
PA spinals are much more effective against small stuff...
Yes, sadly small stuff is so much more plentiful than PA Spinals. And then again, when 'effective' means 'can knock out a laser battery', it sounds much less effective. The most effective use of a PA Spinal is to make sure your enemies know you have it so they don't cheap out on their ships and skip the armor, which is normally 1/4 to 1/3 the cost of the ship. So, build the PA Spinals. Publicize the test firings. Make your enemies spend money on armor.
Certainly, there is no single best design, it all depends on the opponent.
Yes.
 
It takes hits to make a Sloan ineffective?
Well, completely ineffective to prevent breakthrough.


To be clear, it takes one meson spinal to wreck anyone's day. But yeah, it can take 8-12 spinals to get that hit. A genius tactician (using Ship Tactics to increase computer rating per HG p 44) can bump that up out of reach, but it would take a really insane rating (like 5 or 7) to do so.
Ship's Tactics-3 is enough to bump the hit chance to 1/36 (size A, Long range) and with penetration to 1/100.
Firing 100 Meson-N to disable one single screening frigate...


Yes, sadly small stuff is so much more plentiful than PA Spinals. And then again, when 'effective' means 'can knock out a laser battery', it sounds much less effective. The most effective use of a PA Spinal is to make sure your enemies know you have it so they don't cheap out on their ships and skip the armor, which is normally 1/4 to 1/3 the cost of the ship. So, build the PA Spinals. Publicize the test firings. Make your enemies spend money on armor.
Missiles are cheaper to punish lack of armour. And they are great at reducing the factor of enemy spinals by one step, making them noticeably worse at penetrating screens.

PA spinals kills small stuff & riders with expensive crits, winning the war of attrition, but that is perhaps more important at lower TLs.
 
Less of a roadblock and more of a speed bump.
But when a speed bump is all you "need" (tactically speaking) ... they're still useful.

Fighter squadrons can be thought of in much the same way.
They aren't "direct threats" to the BIG IRON™ cruisers on up, but they can do a LOT of "legwork" (scouting and screening) away from the parent craft. They enable "indirect strikes" and raids where the parent craft doesn't need to be present, create "tactical complications" for adversaries (you're not just dealing with The Big One™ but also swarms of fighters) and do a lot to improve situational awareness/reconnaissance capabilities that you aren't going to be able to get from a single (big) craft.

They have their uses ... even if those uses are "irrelevant" to the Spinal Sleds™ slugfest.
Sure. But one thing they are not useful for, outside of High Guard, is stopping heavy ships coming after your tender while it re-embarks its riders and flees. But in HG even a very few of them can stop a whole fleet for that one turn it takes to load up and jump out (assuming the tender has plenty of energy).
 
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