06-10-2023, 04:31 PM | #21 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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HMS Warrior, as an example of late TL5 naval technology, had a 15-gun broadside, which guarantees a critical failure a little better than once every three broadsides. So ... do we put a higher failure rate on military magic than anyone IRL would accept with military machinery? According to High-Tech, TL5 runs to 1880, which is why I figured on the Warrior-class ironclads as representative of "late" TL5. I'd be interested in the OP clarifying that.
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06-10-2023, 05:45 PM | #22 | ||||||
Join Date: May 2022
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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However, in general I'd like to avoid "magi-tek", because if you can just put enchantments on your guns to make them all-around better, it becomes just technology. So, I was generally going to go the "rare but powerful" rule with magic users so that they don't become just another kind of technology. I do like the idea of teleporting small bombs as an occasional tactic against lightly-armored ships, just not making it so ubiquitous that it becomes "technology". Basically I want to have real-world military technology in a mostly unaltered (or, at least, technically possible) form, with fantastic elements alongside them. Quote:
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That means, there would need to be "interceptors" to stop them, as there was no effective anti-air artillery at this era, and anything outside machine gun range is pretty much invulnerable to surface fire. If it is a dragon with armored scales, machine gun bullets might not even hurt them much (especially when firing up and losing velocity). I feel like the main weapon for the riders of flying war beasts would be bolt-action carbines. An early machine gun would be too heavy, and even if it wasn't, the beast probably wouldn't tolerate it. Plus fire breath or etc. from the creatures. As for zeppelins, they are cool. Even if they have to be land based they would still be very important, as they can scout, serve as platforms for spellcasters, and (with or without magic) land boarding crews un poorly-defended merchant ships. And surface warships really can't do anything to harm them. Even flying monsters probably couldn't climb high enough to attack a zeppelin, or perhaps only rare breeds could. Quote:
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Now, as per Mass Comat, aircraft carriers have their air wings *included* in their statistics. A "capital ship" has transport value of 4, just enough to carry a single war elephant. That seems... a bit too small, but I suppose that this is supposed to be incidental transport capacity on a fully-crewed warship, not a transport. There is also a TL6 "landing ship" that could carry 2 war elephants. Assuming a dragon weighs a few tons like an elephant, weight is not really the issue. The original ironclad frigate, HMS Warrior, carred ten heavy guns that weighed twice as much as an elephant, and ANOTHER THIRTY medium guns that massed about another 30 elephant/dragons. The real limitation is space and supply. For game purposes, I was going to say that, say, dragons cound as "PE fighters" or "PE fighter bombers", with half troop strength, maybe as "super soldiers" to bring them back to TL6 equivalent (honestly, I think fire breathing dragons might have the edge against early biplanes). A ship designed to carry them would have about transport capacity 40. That would allow for, say, 5 groups of "fighter bomber" dragons, each 'flight' being two beasts, for a total of ten. That seems reasonable from a logistic standpoint. A couple hundred men's worth of extra meat and drink is not too difficult to arrange considering how much a supply ship can carry. In terms of troop strength, the ship itself would have a low TS of just 100, as if it were five "landing ships" glued together. Maybe we can also glue an "escort ship" to it to make it a TS of 600 instead, just so it's not totally helpless. Then, the five flights of dragons add 375 points of troop strength. The total of 975 TS is about equal to two torpedo boat destroyers, whereas a "capital ship" (which I'll probably be splitting up into smaller categories) is 20000 TS. That feels about right - such creatures won't be winning battles on their own, but air superiority can be a force multiplier for the bigger ships. Maybe we could also have a "grand cavalry carrier" which is like four of those, for a battleship-sized vessel that can carry and deploy forty dragons (or equivalent) at a TS of 3000 for the ship itself and 1500 for the dragons. |
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06-10-2023, 06:04 PM | #23 | |
Join Date: May 2022
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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I was thinking of a setting where navies have gotten large (as it's a setting where controlling islands and commerce lanes is super-important) but are not very professional yet, so even the crews of the most modern ships are not very skilled at first, which leaves room for learning by experience and players refining techniques themselves in the field and pioneering new tactics and training. Or, maybe, the only ones who have instituted proper professional training and practice are the enemy faction which gives them the edge and the "good guys" have to play catch up and overcome cumbersome military traditions and resistance by demoralized crews. As for exact era, I have to confess my first thought was of pre-dreadnoughts, which I suppose is actually TL6. But, in retrospect, ironclads of the 1870s or so might be a better idea, since it allows for possible ramming maneuvers, and who doesn't love ramming? Ideally, the campaign should be at a time equivalent that has rapid innovation going on, so that a more modern type of warship can show up midway through the story and scare the pants off the player characters and serve as a "boss fight" of sorts, as well as a possible prize to capture for themselves (at which point the campaign will probably be close to over - niche games like this don't last for very long anyway). One thing that I definitely want to include is proper torpedoes (not the janky "bomb on a stick" kind), though. So I suppose I'm still leaning towards an 1890s era, more or less. Since this isn't a historical setting and includes magic and such it's no problem to play fast and loose with the historical era. The naval battle in a fantasy book that inspired my interest on this idea included early-20th-century equivalent "battleships" and escort frigates on one side, against a motley pirate armada including a few ironclads, as well as earlier partial-armored screw-boats, and a huge swarm of obsolete wooden paddle-steamers backed up by dirigibles on the other side. And both sides having underwater combat divers of aquatic races as well, and flying gremlin things summoned to attack the airships. The obsolete pirate fleet, despite being several times larger, got chewed up horribly but managed to eke out a victory by sending the tugboats that propelled their (rather unrealistic) "floating city" as fireships loaded with explosives to make suicide ramming attacks on the battleships while their screening ships were tied up dealing with all the old wooden ships attacking them. |
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06-10-2023, 06:51 PM | #24 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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[1] I'm assuming a war dragon is something similar to a DFRPG Large Dragon with ST 50, SM +5, DR 9, and air move 21 (or max speed 42 mph). Breath weapon range is around 10 to 40 yards and damage is roughly equivalent to a single .303 rifle round, though admittedly as a burning area attack.
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06-10-2023, 07:26 PM | #25 | |
Join Date: Dec 2007
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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Also few of the critical failure results are actually dangerous instead of just annoying and useless. But there are things that you can do with magic at sea that TL 5 gear can't do. Divination. Long distance communication. Finding the enemy. Creating favourable weather conditions. Turning small vessels invisible and making them fly. These are things where the occasional misfired spell isn't going to outweigh the strategic and tactical advantages of being able to do things that can't be done any other way. Last edited by David Johnston2; 06-10-2023 at 10:39 PM. |
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06-10-2023, 08:08 PM | #26 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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This has a fair bit of historical precedent. Back to the days of sail. Does a captain care entirely too much about the spit and polish of his ship (shooting the guns ruins the brightwork don't cha know!) or is he so concerned about combat efficiency that he will dip into his own pocket to buy powder for additional gunnery drills? If a ship's captain or other relevant officer is the 'right' type expect a ship to have significantly better gunnery than the fleet 'average'. Some example officers from RL: Sir Percy Scott RN https://en.wikipedia.org/wiki/Percy_Scott Adm William Sims USN https://en.wikipedia.org/wiki/William_Sims Also speaking as a sometime PC...I have played in a number of situations where a PC is 'captain' and the other PC's are effectively department heads (tactical officer, chief engineer, science officer, major of marines, etc). It can work. Particularly as a good captain will often solicit the advice of his officers before setting on a course of action. So a ship with a captain 'ahead of his time' and a gunnery officer pioneering new methods of the art could well be cutting edge gunners. To do that would of course require the correct skills take and attitude for the players to possess. In a naval campaign though it would be well worth it. Have fun. I think my personal choice might be a torpedo boat enchanted with Reverse Missiles or a dirigible scout ship with a couple of weather mage crew.
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06-10-2023, 09:55 PM | #27 | ||
Join Date: Aug 2004
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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If a GM wants to invent all sorts of additional limitations, well, they can, but that's all pure house-ruling. A place the character can see is a place the character can hit with an unmodified spell roll. Quote:
Since neither the spell nor the spell class has any provision for extending height, each additional four yards of height in the protection is going to cost you another casting at full energy cost and another spell "on", unless you've got house rules to help. At some point after adding protected height the attacker is going to either have to eat the Teleport Shield penalty or need another skill (perhaps Artillery (Teleport)) to correctly pick a place above the moving vessel that will allow his bomb to fall to its target, but the guy using Teleport Shields is going to have to pay quite a bit to get things to that point.
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06-11-2023, 09:13 AM | #28 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
If you are looking at a spot of air, which is what you're doing when you're teleporting something above a ship, as it's generally transparent you can't look at it directly. Thus you need to know it's exact range and bearing from you. Now, when you measure that with your various spells (or with some kind of optical rangefinder), you know these things for that instant. But you need to cast the teleport, and on all but the smallest ship you probably can't be right by the bomb and in a good observation spot (especially as the bombs really, really shouldn't be out on an open deck), so by the time you're all set up, the target has moved. So how far? For that you need to know its speed and bearing, and you need someone to graph it out, or to plug it into a TL6 computer, or some kind of enchanted device that emulates that.
And even if you consider all this something someone can do from a single spot, easy-peasy, it's still a waste of an IQ13+, Magery 3+ mage. By the way, the 8-9 energy per second required for this eats most or all of the power output from an early ironclad or steam-powered wooden warship's engine, or even more! Napoléon, the first purpose-built steam powered capital ship, had an engine with an output of 574 ihp, Warrior's engine was good for 5,270 ihp, and the later HMS Defence's engine was only good for 2,540 ihp. That's 1 energy/s, 10 energy/s, and 5 energy/s (rounded down, because a fractional point is useless). Only Warrior can actually support a teleporter out to more than a 100 yards, and only by accepting a huge loss of speed - and she was a large ship for her time, and most ironclads the RN made for the next decade were smaller with smaller engines (due to the massive expense of ships of Warrior's size). As ironclads were poor sailing ships, and especially had poor sailing manoeuvrability, this is a major limitation.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 06-11-2023 at 09:31 AM. |
06-11-2023, 09:32 AM | #29 | |
Join Date: Apr 2005
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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Heck, cut out the middleman and have flying ironclads like Space:1889. |
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06-11-2023, 12:53 PM | #30 | ||
Join Date: Aug 2004
Location: Austin, TX
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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But since its an enchantment, you pay the cost during the build and there's no penalty for spells on.
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campaign design, magitech, tl5 |
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