Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Empire Strikes Back 2.0. Star Wars RPG
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jd Smith1" data-source="post: 8091329" data-attributes="member: 6998052"><p>Keep in mind that the historical concept you are copying (the pocket battle cruiser for commerce raiding) was a failure. One of the reasons it failed was because the need for support vessels and bases remains no matter what type of ship is used. </p><p></p><p>The commerce raiders (disguised and armed civilian ships) did better, but eventually they failed as well, and had no significant impact on the conflicts.</p><p></p><p>Navies require extensive training, construction, and maintenance facilities, which require substantial amounts of resource-gathering infrastructure. To defeat your plan, all that needs to be done is to figure out where the ships and fighters are being built, and then target those centers. The strike cruisers lack the staying power of regular ships of the line, and in any case, if they are being held back to defend friendly infrastructure, they have been neutralized insofar as their commerce-raiding mission.</p><p></p><p>As to the U-boat campaign, it was defeated because of the subs' need to communicate with the intelligence-gathering agencies so as to vector in on convoys, and the fact that escort weaponry advanced to defeat the subs' chief advantage (stealth). Area-attack weapons like hedgehogs meant that escorts only needed a general idea when the sub was in order to attack.</p><p></p><p>And all this is predicated upon the concept that sufficient damage to commercial shipping will cripple the enemy's economy; the USN's campaign against Japan worked in that conflict, but only because the enemy's heavy industry was concentrated upon islands which lacked key resources, and because the Imperial Navy was heavily conditioned for war against warships, and was exceedingly slow to change their doctrine. Terminally slow, as it turned out. </p><p></p><p>Obviously, the only standard you need to meet is what your players will accept, but your concept as a doctrine doesn't work on any level.</p></blockquote><p></p>
[QUOTE="Jd Smith1, post: 8091329, member: 6998052"] Keep in mind that the historical concept you are copying (the pocket battle cruiser for commerce raiding) was a failure. One of the reasons it failed was because the need for support vessels and bases remains no matter what type of ship is used. The commerce raiders (disguised and armed civilian ships) did better, but eventually they failed as well, and had no significant impact on the conflicts. Navies require extensive training, construction, and maintenance facilities, which require substantial amounts of resource-gathering infrastructure. To defeat your plan, all that needs to be done is to figure out where the ships and fighters are being built, and then target those centers. The strike cruisers lack the staying power of regular ships of the line, and in any case, if they are being held back to defend friendly infrastructure, they have been neutralized insofar as their commerce-raiding mission. As to the U-boat campaign, it was defeated because of the subs' need to communicate with the intelligence-gathering agencies so as to vector in on convoys, and the fact that escort weaponry advanced to defeat the subs' chief advantage (stealth). Area-attack weapons like hedgehogs meant that escorts only needed a general idea when the sub was in order to attack. And all this is predicated upon the concept that sufficient damage to commercial shipping will cripple the enemy's economy; the USN's campaign against Japan worked in that conflict, but only because the enemy's heavy industry was concentrated upon islands which lacked key resources, and because the Imperial Navy was heavily conditioned for war against warships, and was exceedingly slow to change their doctrine. Terminally slow, as it turned out. Obviously, the only standard you need to meet is what your players will accept, but your concept as a doctrine doesn't work on any level. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Empire Strikes Back 2.0. Star Wars RPG
Top