Combat starships aren't in the same price bracket as a modern wet navy frigate, and indeed prices in 2300AD are deceiving. I'll expand on this.
2300AD gives us three sets of data. The first is a general conversion of cost of goods vs the 1980's USD (then $3 = Lv1, now on the order of $6 = Lv1). It also gave wages, and the very high end skilled workers are earning on the order of Lv10,000 per annum. Finally E/CS (Earth/Cybertech Sourcebook) says employment levels are very low, as most jobs are automated. When we sum these together national incomes are surprisingly low, typically on the order of MLv100,000's. a MLv100 frigate/destroyer is an investment on the level of a Nimitz class Supercarrier to the US. Only truly rich nations can afford the things at all, and then not many.
This isn't that surprising. The primary long range weapons used are miniature automated starships with nuclear warheads. Consider this quote from the 2300AD core rules:
Missiles and Drones are, of course, miniature stutterwarp ships in their own right. As such they are extremely expensive pieces of equipment.
The two tend to be used in conjunction with one another in combat. A vessel will send out drones to detect the enemy at a distance so that it can send its missiles to attack without having to approach the enemy itself.
This means that drones are often targeted during combat. Sometimes this is because they are mistaken for missiles, but more often the enemy simply wants to deprive the missile ship of the information the drones transmit, forcing the ship to close distance itself.
When considering the fact that every time a detonation missile explodes or a regular missile or a drone is destroyed by fire, another small stutterwarp engine is lost, it becomes obvious that such battles are very expensive, even if the main military vessels themselves are never hit.
- Page 78, 2300AD Directors Guide, 2nd edition
Possibly one way of stopping this being such a problem would be adding a rule giving a to hit penalty vs fast moving targets. Regular missiles would act as fighters, making fast passes. Anyway, enough digression.
When designing our fleets we have to think about what we want them to do. Arguably there are only two functions we need to worry about, the battle fleet and trade warfare. Planetary defence is very much the province of fighters, minefields (in wartime) and a battle fleet (if available).
The battle fleet is entirely relative. There are no concerns about areas of space to be patrolled or absolute minimum numbers to cover colonies and trade routes. It simply has to be capable of taking on and defeating the enemy fleet. If a nation has no hope of building a battlefleet capable of defeating the projected foe then there is no logic in trying. Why should, say, Argentina spend vast resources building a couple of capital ships (cruisers say in 2300AD terms) for a potential war with Britain when the British have over a dozen such heavy ships and will simply defeat them in no time flat. The resources would be better spent on trade warfare. Even the USA has gone down this route, none of the ships presented in canon (which are pretty exhaustive) are designed for a fleet to fleet encounter. The Kennedy is definitely a high end trade warfare ship. In canon only three nations seem to possess full battlefleets, France, Britain and Germany. The Japanese and Ukrainians have a few capital ships but both are solid French allies, and the ships are French built. This is an example of French burden sharing rather than Japanese or Ukrainian imperialism.
The lack of battlefleets works because of the French Peace. The French say "no-one can drop nuclear warheads on Earth from orbit" and have their battlefleet there to prevent it. Their allies Britain, Bavaria (before the German annexation), Japan* and the Ukraine backed them up in this. Invasion gives 19 heavy capital ships (exc/ German, who whilst being one of the revisionist powers may still contribute here) in Earth space. Even if only a third are in Earth defence orbit at any one time then any starship approaching to deliver a nuke will be smashed, and any ballistic missile launches will be shot down (and conversely they can deliver nukes without challenge should a nation contrive to drop a rock on another). If the French peace broke down then a totally different power dynamic would occur, with the great powers preparing for a massive melee in the area of Earth, but this would push the powers to deploy large numbers of "Sentinels" (nuclear mines) in Earth orbit. Assumidly the conservative powers do the same at Tirane (which stops an Argentine-Brazilian arms race in Tirane orbit).
This means warfare conducted between great powers is restricted to trade warfare. These need more ships, and smaller ones suffice. As far as a colonial planet is concerned if a nation has a single reasonable frigate/ destroyer standing off it then it is blockaded. They can mount self-defense quite cheaply with sentinels, and might be able to drive off a frigate with a group of starfighters, but such vessels are more vulnerable than full starships, and liable to destruction if pulled away from a planet (for example, a frigate could bait patrolling starfighters into Sentinel fields quite easily). Earth is highly dependent on imports from the colonies (4 tons imported for every ton exported), mainly minerals and even foodstuffs and so denying an opponent access to imports is a good war strategy, but blockading Earth is complicated by transshipment (what if colonial produce is shipped to a neutral nation on Earth on neutral shipping?). Thus blockading an enemies colonies and taking their merchantman is probably the main effort between great powers off Earth (unless full blown invasions of each others colonies is possible).
To accomplish this we need large numbers of reasonably sized ships with sufficient armament, protection and endurance (which means having a large cargo bay, "life support" in SC is atmosphere only). This means prettymuch a typical trade warfare ship (either defensive or offensive) needs either a MHD turbine and a really big gastank (and solar arrays) like the small US ships, or a nuke plant (with ~ 50 MW being the high end, at 75 MW a 150 MW fusion plant takes over as more mass and crew efficient, and you've got a different beast). The ultimate expression of the trade warfare type are the "light cruisers" of the Kennedy or Ypres class. It's no coincidence that many smaller colonial nations (like Australia) have a Ypres as their "flagship".
At the very bottom end merchantman may be fitted for their own self defense. Installing combat systems on a starship isn't a huge issue (although the electronics is more problematic). At the high end longhauller merchantmen like the Shenyang is armed would make a pretty darned effective frigate. These ships are shown to be quite common in the scenarios in SC.
Hence, outside of the major battlefleet nations there is no need of big capital ships. Unless critical mass is achieved (which involves challenging the French and allied conservative powers) a big cruiser or battleship is an absolute waste. The leading non-battlefleet power, America, is now building extremely powerful trade warfare raiding ships like the Kennedy. These can overwhelm any smaller cruising ship and (hopefully) outrun heavy units but will come to no good if they accept battle with a heavy unit (as USS Sanchez found out). When designing fleets not detailed in canon (say Argentina, Mexico, Brazil, Manchuria etc.) the need to stick to a raiding strategy should be emphasised.
* By canon the Japanese force at Elysia is the bulk of their force. Looked at from another PoV it is essentially a French fleet by the backdoor as a counterweight to Germany in a place where the French can't legitimately deploy forces.
Hey Bryn,
ReplyDeleteNice to see your blog here. Perhaps publishing them in an 'Articles' or 'Collumn' page on the Etranger site would make them accessible there?
It is usually said that GDW games take place in a throwback to the 19th century. Arguably France takes the place of Britain in the distribution of power, but otherwise it is imperial colonialism galore!
The way you describe deep space warfare that analogy breaks down. With the way you describe it we're thrown back another century to the age of the HEIC and the VOC and the triangular trade.
This realisation doesn't have consequences just for the space warfare. Also for the colonies and outposts themselves. Smaller nations' outposts and settlements have to be thoroughly militarised because they are utterly defenceless against anything above the capabilities of an armed merchantman -and all merchantmen have to be armed in such a Hobbesian universe.
When spacewarfare becomes so incredibly expensive, then so does spacetravel -because of the need to arm oneself- and by consequence building an outpost, even a small one means that it is worth defending. It is also worth to take it intact. Levelling Townsville from orbit is not a good proposition, which might prove to be the best defence: having a colony worth fighting for might be the colonists' best bet!
Now, the need to defend outposts and the need to land forces in order to reduce or take them makes for the need to be able to land troops and support them on the ground.
Gaming wise this means lots of opportunities to land players on different worlds to have adventures there. I like it!
One immediate question is "what is an outpost?".
ReplyDeleteThose we have examples of are small "towns" either on the surface or a station. We have a couple of "canon" examples, Nyotekundu, Clarkestar (although the author objected to it being British, and made it American) and Davout. They're "gas stations" for non-nuclear starships. How much military protection do they need and against what threat? As I discussed recently I think the idea we have for orbital fortifications is wrong. It's quite easy to build a pretty bloody impressive fortification assuming the issue of stutterwarping nuclear missile can be addressed (by setting it up inside the dead zone). Next post perhaps.
Now, 2300AD is not the 19th century, although there are some parallels. Trade is simply driven by the fact that Earth had a nuclear war and is now resource poor and can't even feed itself. Industries are heavily dependent on minerals from colony worlds, and this means that access to trade is very important. Now there are two ways for a nation to get such access, fall in with someone that does (i.e. France) or be strong enough to secure it yourself. For a smaller nation with space transport and colonies (say Texas) they simply have no hope of opposing France, Britain, Germany or even America. These nations can almost casually detach forces from Earth that would crush any possible space force the Texans could field. Now fortification is another issue which may stop casual investment of a Texan offworld territory. Next post.
Now, I don't accept the argument that merchants need arming for self-defense. No merchant will be armed on a scale to take on a warship unless it is comprehensively refitted as a warship (and then investing in real warships is a better idea). Civilians don't get to play with nuclear bombs.
Mounting a ground defense is difficult. If the attacker has ships in orbit any concentrated resistance can be broken up with ortillery (see how a ground tank survives a multi-megajoule X-Ray laser pulse). Powered armoured infantry will slice through light infantry (colonial militia) with their rifles and light AT weapons. Keeping large numbers of powered armoured infantry in the colonies is expensive, and probably will only happen if they have a hostile neighbour on the surface. Any post...
You've got a point. I forgot about the cost of the whole deal there.
DeleteHow is some small scale settlement -say a plantation of mine- going to finance an armed force capable of actually deterring anyone from taking it over.
The high tech weaponry needed for that is prohibitively expensive.
The mere thought of having to finance the defence of the colony along with the transport, settlement and other costs might mean that the whole project is cancelled.