Wednesday, November 21, 2018

Why Capital Ships: Space Artillery and Tactical Command (Part 2 of 2)

Yesterday I dove into the basic theory of capital ships in my GURPS Action chase update. Today, I round it out with a look at truly long range combat, and gaining a tactical advantage on your opponent.


Remote Combat

Lando Calrissian: Yes, I said *closer*! Move as close as you can, and engage those Star Destroyers at point blank range!

Admiral Ackbar: At that close range we won't last long against those Star Destroyers!

Lando Calrissian: We'll last longer than we will against that Death Star! And we might just take a few of them with us!

--Return of the Jedi

GURPS Action’s Chase rules do not extend beyond “Extreme,” because we begin to struggle with horizons and ground clutter at some point. However, Dogfighting Action! includes two new ranges: Distant and Beyond Visual, which represent ranges made possibly by the extreme distances of air combat. I want to add two more: Remote and Beyond Remote.

Once we get into space combat, ranges begin to widen to an impossible degree. Orbital bombardment takes place from distances up to 100 miles away! In principle, one should be able to blast another target in space from such a distance. Of course, this is “point-blank” in GURPS Spaceships, and too extreme a distance begins to diminish the “in your face” visuals of Star Wars and Psi-Wars, but nonetheless, I think there is room for powerful artillery ships blasting one another from a phenomenal distance, or at least a seemingly phenomenal distance.

Every range band in the Action system is roughly five times as far as the previous band. Extreme is up to a mile, while Distant is up to 5 miles, and Beyond Visual is “beyond that.” If we follow the progression, Beyond Visual would end at up to 25 miles, and “Remote” would end at up to ~125 miles or -27 to -31.

We need to answer a few questions before we can introduce a new range band, as there are always degrees of distance between ourselves and every object in existence, but most such distances are not tactically relevant. We need to know if Remote is tactically relevant: can a ship at that distance coordinate others, can it attack, can it be attacked, and can people reach it on the time-scales of GURPS Action Chase sequences?

For coordination and attack, the answer is an easy yes. We can easily have communications and sensors devices with ranges at about 100 miles, which is roughly the range of Remote. We can also easily attack out to that distance with pretty much any blaster weapon of any reasonable size. In fact, it’s so easy to attack from 100 miles away that I’ve reduced the ranges of blasters. I’ve included the details in the new version of my Vehicles conversion. Suffice it to say, only Super-Heavy capital turrets and most super-weapons have this sort of range now, as opposed to even fighter-level cannons.

A greater problem with an attack are the accuracy penalties. For a capital ship firing an aimed blaster cannon at another capital ship from 100 miles away, we’re looking at an average crew skill of 12 + an SM of 13 + 5 from sensor lock and targeting computer and +9 from accuracy – 30 from range penalties, or 9, which is less than a 50% chance of hitting. We’ll need some ways to improve this, as well as some reasonable ways to defend from such a long-range attack.

The trickier question is if it can be attacked or if a ship can reach it on the GURPS Action time-scales. In principle, we can say a ship is unreachable (say, 10,000 miles away) but is freely able to shoot you. This does not create fun gameplay, naturally, as combat occurs on vast, strategic distances and over exceedingly short time-scales, similar to how an ICBM-based nuclear war would go. This is not what we want. So, can we reach a ship that’s about 100 miles away in a minute? Or, more accurately, can we go from between 125 and 26 miles away to between 25 and 5 miles away from a target within a minute at our chosen speeds?

Our target speeds are about 1000 mph for a fighter, 600 miles per hour for corvettes, and between 300 and 100 miles per hour for a capital ship, and an action turn takes one minute. In a single minute, a fighter can cover 15 miles, a corvette can cover 10 miles, and a capital ship can cover between 5 and one-and-a-half miles. Frankly, this already begins to cause problems at dogfighter distances because going from beyond visual (minimum of 5 miles away) to distant (minimum of 1 mile away) is beyond the possibility of slow capital ship. In the best case scenario, a fighter reach a target at 26 miles away in two minutes; 125 miles takes closer to 10 minutes. A corvette can reach a target 26 miles away in up to 3 minutes, while 125 miles away takes nearly 15 minutes. At 300 miles per hour, a capital ship will reach a target 26 miles away in ~5 minutes and 125 miles in nearly half an hour. It is not possible in any account to really interact with a remote target in exactly one minute, though it’s not so far away that it’s really beyond the chase rules: in most cases, you could hand wave things away and suggest that the target is reachable on a 5-minute scale rather than a 1-minute scale, or that you can reach the target, but you’ll suffer several attack attempts.

If we take all of this together, it suggests we should treat remote carefully if we’re going to use it at all. To be useful in combat, we might add an “aiming” action which represents something similar to using the Dead

All of this together suggests we should treat remote carefully, if we’re going to handle it at all. First, remote requires some sort of time-consuming “precision aiming” action where you carefully line up your shots, the same idea as Precision Aiming from GURPS High-Tech; we can grant a +4 to hit, but also a +2 to dodge, representing the fact that at such distances, even a slight evasive action can offer considerable defensive benefits, and also mimics the Telegraphic attack rules. This gives a capital ship a roll of 13 or less to hit a target, but improves another capital ship’s dodge from an average of a pointless 2 to a possible 4, while corvettes and fighters are effectively impossible at that range. Second, I would require a minimum of 100 mile range on weapons, comms and sensors to effectively operate at that range. Third, I would argue that a Remote vehicle cannot gain advantage on another target (you’re too far away to meaningfully outmaneuver your target at any speed). This helps reduce the lethality of the remote ship: you’re firing with a more limited number of your guns, your target is hard to hit, and your opponent can adjust his force screens so they face your direction. A generic battleship is only going to hit with two or three of this super-heavy cannons, and against a target with 10k force screens, he’ll fail to penetrate DR at all. You really need a super-weapon to operate at such a range, or you need to target a less well-defended vehicle. Fourth, when it comes to movement, we can treat moving from Remote to Beyond Visual as a two-shift move. This is a little cinematic, as it means that a fighter can move from remote to beyond visual in a single minute with a good roll, while corvettes will typically require two minutes, and capital ships will require a lot of rolling to successfully chase down their target, unless their target is static (which is possible). Finally, I would make this an optional rule: it’s an interesting scenario when dealing with orbital bombardment or when tackling a super weapon, and it’s a good place to park your carrier if you want it help coordinate your battle, but it’s probably more detail than necessary in any other cases.

Formation and Tactics

One important element of GURPS Spaceships is the ability of the commanding officer to exert his tactical acumen to grant his vessel a benefit over his opponent. The Officer template excels at Tactics, and thus we would expect them to be able to bring their excellence to bear against opponents here too.

The first and most obvious way in which an Officer can gain the strategic upperhand against his opponent is with the already existent foresight rules. I’ll talk more about Lucky Breaks later, but suffice it to say, Foresight can translate directly into a Lucky Break, in the same way that Serendipity can.

However, I’d like to make tactics more directly useful, moment by moment. I can simply borrow the tactics rules from GURPS Spaceships, but I want to revisit them and see if we can return to base principles and see whether or not they still fit. After all, the Chase rules don’t use tactics, nor does the Dogfighting rules. Why should we? What sort of benefits would they provide?

In reality, I do think you see tactics in chase scenes! Random mooks who simply point their vehicles at the enemy and drive as fast as they can tend to be less effective than, say, law enforcement officers who coordinate their various vehicles, from helicopters to a fleet of squad cars, to catch their opponent, or back them into a blockade. This feels like a form of tactics that might offer some sort of complimentary bonus to chase rolls.

When it comes to dogfights, we definitely see the use of tactics as well. A good example of this was the “Thatch Weave:” if a less agile fighter had a zero on its tail, it would “weave” with its wingman to bring the zero into the sights of its wingman. Larger capital ships would also maneuver with one another to maximize their firing arcs while minimizing their opponent’s firing arcs.

All of these examples of coordination have something in common: they involve coordination between multiple craft. GURPS Spaceships doesn’t require this, but it assumes teams of characters on one ship, while we’re going to see teams of characters on multiple ships, and thus requiring formations might be an interesting idea.

Formations are a concept also from GURPS Spaceships, but is semi-visible in the GURPS Chase rules in the concept of “chase groups” with leaders. We can call these formations. We can do a few more things with formations: consider that the job of many smaller capital ships are as “escorts,” we can allow a ship in formation to “block” another ship in formation. We can also allow an area jammer to protect everything within that formation. Finally, formations of two or more ships can engage in tactics.

GURPS Spaceships gives tactics the ability to apply a +1 or -1 to dodge, but this is often not useful to the very ships that will want to use tactics the most: Capital Ships, as they often have an abominable dodge. Instead, I suggest the following: in a formation of two more ships, a character within the formation may make a Tactical Coordination action against a single target (either a single vessel, or a single formation); if the target is a formation, that target may roll Tactics to resist in a Quick Contest. If successful, the formation may gain one of the following benefits

  • Defensive Tactics: Opponent either has -2 to hit the vessels of the formation, or the vessels of the formation gain +1 Dodge.

  • Defensive Tactics: Opponent either has -1 to dodge the attacks of the vessels of the formation, or the vessels of the formation gain+2 to hit the target vessel or formation.

  • Pursuit Tactics: +2 to chase rolls against the target for this turn

In practice, this allows capital ships to reduce their opponents’ barrages by a hit or two, which might mean the difference between life and death.

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