Space Combat and Reserves
Posted: Sun Jul 20, 2008 1:54 pm
I've just finished playing through a combat for a (Star Trek) pbem game I'm running and something odd came up,
The Federation player has recently had problems with systems rebelling after pirate raids, and was in the process of retaking one of them. He had built up a pair of fleets, one with three squadrons of combat-ships and one with four squadrons of transport ships loaded with marines. And so sent them both in with landing planned for later in the turn.
The rebellious system had a poor economy and had only built up a few flights based on the planet to defend itself, and elected for a defence scenario which the Federation fleet readily accepted.
His overall flagship was a cruiser with CR7, which by letter of the rules means that all of his squadrons must be in the fight (none in reserve). With fighter opposition this would mean that his transports where going to suffer. Instead he elected to use a destroyer as flagship, allowing him to keep the transports back while the warships faced the fighters.
Now, I've considered this situation before, but it's the first time it has come up in battle. Whenever transports or civilian shipping are involved in a battle it's often best to use a sub-optimal command ship in order to keep them safe from harm.
Whilst it's an acceptable solution, it does seem somewhat counter-intuitive that the smaller vessel is better at keeping the transports safe than a command ship!
I'm currently working on a Honor Harrington conversion for VBAM and am working around this problem by eliminating CR completely, and simply allowing a player to hold reserve formations equal to the number of squadrons by which he outnumbers the enemy (instead of CR I'm using Flag points to allow the flagship to influence the battles duration, etc - and some hard limits on what can and can't be a squadron flagship, and maximum squadron sizes).
Has anyone else had this problem arise and what was your solution?
The Federation player has recently had problems with systems rebelling after pirate raids, and was in the process of retaking one of them. He had built up a pair of fleets, one with three squadrons of combat-ships and one with four squadrons of transport ships loaded with marines. And so sent them both in with landing planned for later in the turn.
The rebellious system had a poor economy and had only built up a few flights based on the planet to defend itself, and elected for a defence scenario which the Federation fleet readily accepted.
His overall flagship was a cruiser with CR7, which by letter of the rules means that all of his squadrons must be in the fight (none in reserve). With fighter opposition this would mean that his transports where going to suffer. Instead he elected to use a destroyer as flagship, allowing him to keep the transports back while the warships faced the fighters.
Now, I've considered this situation before, but it's the first time it has come up in battle. Whenever transports or civilian shipping are involved in a battle it's often best to use a sub-optimal command ship in order to keep them safe from harm.
Whilst it's an acceptable solution, it does seem somewhat counter-intuitive that the smaller vessel is better at keeping the transports safe than a command ship!
I'm currently working on a Honor Harrington conversion for VBAM and am working around this problem by eliminating CR completely, and simply allowing a player to hold reserve formations equal to the number of squadrons by which he outnumbers the enemy (instead of CR I'm using Flag points to allow the flagship to influence the battles duration, etc - and some hard limits on what can and can't be a squadron flagship, and maximum squadron sizes).
Has anyone else had this problem arise and what was your solution?