11-08-2018, 04:11 AM | #41 | ||
Join Date: Aug 2004
Location: U.K.
|
Re: GURPS Steampunk 2: Steam and Shellfire
Quote:
And I do wonder what exactly happened during that incident at Waterloo. I kind of imagine the officer who acted as a spotter yelling himself hoarse "LEFT FIFTY YARDS ... NO MY LEFT...." Quote:
__________________
-- Phil Masters My Home Page. My Self-Publications: On Warehouse 23 and On DriveThruRPG. Last edited by Phil Masters; 11-08-2018 at 04:15 AM. |
||
11-08-2018, 04:26 AM | #42 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: GURPS Steampunk 2: Steam and Shellfire
Absolutely, although they started being invented around 1902, and were definitely analogue computers.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
11-08-2018, 04:49 AM | #43 |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: GURPS Steampunk 2: Steam and Shellfire
Very much so, and they were just as important a component of a TL6 warship's fire control system as the rangefinders.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
11-08-2018, 09:19 AM | #44 |
Join Date: May 2010
|
Re: GURPS Steampunk 2: Steam and Shellfire
Re-reading High-Tech, High-Tech does indicate indirect fire is a TL6+ thing, but High-Tech makes it sound like no one had the idea of indirect fire before TL6. I honestly wonder if there's some truth to that—when warfare consists of lining up across an open field wearing brightly-colored uniforms and exchanging volleys of musket fire, indirect fire is going to have less role to play.
Stats-wise, High-Tech seems to think the key development is the shift from smooth-bore cannons like the Bourges Mle 1853 (presented as representative of cannons used since the 18th century) and rifled cannons like the Screw-Gun (which has notably better Acc and range in spite of being a black powder muzzle-loader). If TL6 saw big improvements in artillery beyond rifling, smokeless powder, and faster rates of fire, High-Tech is unaware of this fact. You could require fancy steampunk gadgets for indirect fire at TL5, and have those gadgets do nothing beyond making indirect fire possible at all. But I don't know how useful that would be in the "lining up across an open field wearing brightly-colored uniforms and exchanging volleys of musket fire" scenario. Maybe it would be more useful in naval warfare? I did notice that 3e Steampunk had specialized rules for naval warfare unlike anything I've seen in 4e, which makes me wonder again if the stuff about mechanical artillery aids is some kind of relic of 3e somewhere. |
11-08-2018, 09:48 AM | #45 | |
Join Date: Aug 2007
|
Re: GURPS Steampunk 2: Steam and Shellfire
Quote:
Also needed on your TL6 artillery list are dependable high explosives and fuses. Just without the HE artillery shells do something like 1/2 the damage. Even the most elaborate TL5 mechnized naval warfare looks quite different. Blackpowder guns mean 1/4 the range and steam engines rather than turbines mean 2/3rds the speed. You might see more decisive combat when it did occur though. Mostly due to the shorter ranges and lower speeds more thna any calculating engine for the aiming..
__________________
Fred Brackin |
|
11-08-2018, 11:18 AM | #46 |
Join Date: May 2010
|
Re: GURPS Steampunk 2: Steam and Shellfire
That's purely because of range, right? Would make sense given High-Tech—if Wikipedia is to be trusted, "the horizon" is at least 3 miles away, which the Screw-Gun won't do, but most TL6+ artillery can do.
|
11-08-2018, 07:45 PM | #47 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: GURPS Steampunk 2: Steam and Shellfire
Quote:
Of course, any society able to build a calculating machine can probably build most of the other necessary components. |
|
11-09-2018, 03:26 AM | #48 | |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: GURPS Steampunk 2: Steam and Shellfire
Quote:
Such computers were at first introduced only in battleships, but by WWII even destroyers had them in well-equipped modern navies, as did submarines (they were what let submarines usefully attack ships at range from the sides with torpedoes, rather than just from bow or stern). The mechanical and electromechanical computer (analogue in this case) was the key to long range naval gunnery, and also to effective anti-aircraft fire. They weren't so necessary for land-based indirect artillery fire missions at early-mid TL6, though they'd certainly be helpful. Good maps and good ballistic tables are the main requirement here if you've time. At late TL6 and TL7 they become increasingly necessary because the artillery and the targets are likely to be moving more and there's less time to come to a solution (and it's trickier if the target is moving).
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 11-09-2018 at 03:31 AM. |
|
11-09-2018, 05:02 AM | #49 |
Join Date: May 2007
|
Re: GURPS Steampunk 2: Steam and Shellfire
To be fair, in the terrain where a screw-gun is called for, the horizon may either be even farther away than normal or a great deal closer. Your point is taken, though.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
|
|