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Author Topic: Strongest possible WarShips  (Read 575 times)

Alsadius

  • Lieutenant
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  • Posts: 926
Strongest possible WarShips
« on: 25 May 2022, 16:38:34 »
With a lot of the threads on here, I try not to get too abusive with my builds - I put some flavour into them, avoid some of the gamier tricks, and generally try to make realistic ships. Just out of curiosity, though, I wanted to see what an absolutely tweaked out, rule-exploiting monstrosity would look like. And it's filthy.

Start at a max-size 2.5 million tons, of course. Keep fuel, cargo, crew quarters, and other such dead weight down. Because of the way that fire control weight works, you want to cram about a zillion small guns into a few arcs, and save the others for capital weapons - I like Nose/Aft/LBS/RBS for the small stuff, because that gives full 360-degree cover for the ship, and you can still make good capital-scale attacks on the broadside with the fore and aft corners.

For defensive purposes, you want 3/5 speed to get maximal SI with a reasonable weapons load left over. 150 SI gives 7590 armor. You also want to put enough AMS on to knock down any practical missile attack - you only need to hit with 14 to kill everything but a Kraken and give even those a +4 to-hit penalty, so I put 60 per side. (What? They're half a ton each.) Since they can fire as often as they need to, this can kill missile attacks for as long as you have heat and ammo, and it should be more than enough to kill Krakens even with bad dice luck. Also, toss in a couple screen launchers and a large comm-scanner suite, because why not?

On the offensive front, some things are just really efficient by weight. DropShip collars, for example - you can fit a DS of up to 100k tons onto a 1k ton collar. Max those out, so it's carrying fifty DropShips. Fighters are good, as long as you don't have so many that they can't clear the doors. I decided that eight turns to deploy was acceptable, and 30 of the ship's 33-door limit could be used for fighters, so that's 240 bays. And of course, the god of the WarShip weapons is the Clan ER Large Laser - Extreme range (which is similar to Capital-scale Medium), and absurd weight efficiency. The ship crams several hundred of those into each of the light-weapon arcs, to the point where it stops being efficient purely because of the fire-control weight (currently 23,332 tons per arc). Also, they're doing almost enough damage to one-shot battleships, so more stops being helpful for that reason too.

After that, the capital weapons should probably show up. I went with 8x NAC/35 and 12x HNPPC per corner arc - the NACs are weight-efficient (by capital standards), and the HNPPCs give the ship good long-range firepower just in case the fighters and DropShips can't handle an enemy capital ship solo. Avoided fire control weight on those, because that was better spent on more Clan ERLL. Also, there's enough heat sinks to fire everything.

Lastly, I threw in a naval C3(because clearly, what you really need a whole fleet of these working together), a mobile HPG, two shuttles to move crew in and out, enough fuel to engage in basic operations, a tiny cargo bay for basic provisions, almost enough lifeboats, and one single grav deck.

So, let us gaze into the abyss:

Code: [Select]
Class/Model/Name: Tillman IV-2
Tech: Inner Sphere
Ship Cost: $76,291,518,000.00
Magazine Cost: $168,000,000.00
BV2: 684,852

Mass: 2,500,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Lamellor Ferro-Carbide
Armament:
32 Naval AC 35
48 Naval PPC Heavy
240 AMS (C)
2880 Laser Large ER (C)
8 Screen Launcher

Equipment: Mass
Drive: 450,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 6,250.00
K-F Hyperdrive: Compact (48 Integrity) 1,131,250.00
Jump Sail: (9 Integrity) 155.00
Structural Integrity: 150 375,000.00
Total Heat Sinks: 24760(49520) Double 23,767.00
Fuel & Fuel Pumps: 3125 points 1,275.00
Fire Control Computers: 93,288.00
Armor: 7590 pts Lamellor Ferro-Carbide 7,500.00
Fore: 1250
Fore-Left/Right: 1310/1310
Aft-Left/Right: 1310/1310
Aft: 1100

Dropship Capacity: 50 50,000.00
Grav Decks:
Small: 0.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 75 525.00
Life Boats: 75 525.00

Crew And Passengers:
190 Officers in 2nd Class Quarters 1,330.00
355 Crew in Steerage Quarters 1,775.00
590 Gunners and Others in Steerage Quarters 2,950.00
490 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
8 Naval AC 35 FL 960 2800 (280-C) Medium-C 32,000.00
8 Naval AC 35 FR 960 2800 (280-C) Medium-C 32,000.00
8 Naval AC 35 AL 960 2800 (280-C) Medium-C 32,000.00
8 Naval AC 35 AR 960 2800 (280-C) Medium-C 32,000.00
12 Naval PPC Heavy FL 2700 1800 (180-C) Extreme-C 36,000.00
12 Naval PPC Heavy FR 2700 1800 (180-C) Extreme-C 36,000.00
12 Naval PPC Heavy AL 2700 1800 (180-C) Extreme-C 36,000.00
12 Naval PPC Heavy AR 2700 1800 (180-C) Extreme-C 36,000.00
60 AMS (C) Nose 60 180 (18-C) PDS 30.00
60 AMS (C) Aft 60 180 (18-C) PDS 30.00
60 AMS (C) LBS 60 180 (18-C) PDS 30.00
60 AMS (C) RBS 60 180 (18-C) PDS 30.00
720 Laser Large ER (C) Nose 8640 7200 (720-C) Extreme 2,880.00
720 Laser Large ER (C) Aft 8640 7200 (720-C) Extreme 2,880.00
720 Laser Large ER (C) LBS 8640 7200 (720-C) Extreme 2,880.00
720 Laser Large ER (C) RBS 8640 7200 (720-C) Extreme 2,880.00
2 Screen Launcher Nose 20 30 (3-C) Short 80.00
2 Screen Launcher Aft 20 30 (3-C) Short 80.00
2 Screen Launcher LBS 20 30 (3-C) Short 80.00
2 Screen Launcher RBS 20 30 (3-C) Short 80.00

Ammo Rounds Mass
Naval AC 35 Ammo 1600 1,600.00
AMS (C) Ammo 24000 1,000.00
Screen Launcher Ammo 80 800.00

Equipment Mass
Naval C3 25,000.00
NCSS Large 500.00
Mobile HPG 50.00
Bay Fighter 240 36,000.00
Bay Small Craft 2 400.00
Cargo, Standard 5000 5,000.00

Let's see if anyone can munchkin any harder than this. I am genuinely looking forward to seeing one of you try to do worse.

Tyler Jorgensson

  • Captain
  • *
  • Posts: 2177
Re: Strongest possible WarShips
« Reply #1 on: 25 May 2022, 17:19:52 »
Following because very amusing and entertaining. I have several 2.5 Million Kiloton designs but none are ‘optimized’.

FastConcentrate8

  • Sergeant
  • *
  • Posts: 102
Re: Strongest possible WarShips
« Reply #2 on: 25 May 2022, 17:44:38 »
With a lot of the threads on here, I try not to get too abusive with my builds - I put some flavour into them, avoid some of the gamier tricks, and generally try to make realistic ships. Just out of curiosity, though, I wanted to see what an absolutely tweaked out, rule-exploiting monstrosity would look like. And it's filthy.

Start at a max-size 2.5 million tons, of course. Keep fuel, cargo, crew quarters, and other such dead weight down. Because of the way that fire control weight works, you want to cram about a zillion small guns into a few arcs, and save the others for capital weapons - I like Nose/Aft/LBS/RBS for the small stuff, because that gives full 360-degree cover for the ship, and you can still make good capital-scale attacks on the broadside with the fore and aft corners.

For defensive purposes, you want 3/5 speed to get maximal SI with a reasonable weapons load left over. 150 SI gives 7590 armor. You also want to put enough AMS on to knock down any practical missile attack - you only need to hit with 14 to kill everything but a Kraken and give even those a +4 to-hit penalty, so I put 60 per side. (What? They're half a ton each.) Since they can fire as often as they need to, this can kill missile attacks for as long as you have heat and ammo, and it should be more than enough to kill Krakens even with bad dice luck. Also, toss in a couple screen launchers and a large comm-scanner suite, because why not?

On the offensive front, some things are just really efficient by weight. DropShip collars, for example - you can fit a DS of up to 100k tons onto a 1k ton collar. Max those out, so it's carrying fifty DropShips. Fighters are good, as long as you don't have so many that they can't clear the doors. I decided that eight turns to deploy was acceptable, and 30 of the ship's 33-door limit could be used for fighters, so that's 240 bays. And of course, the god of the WarShip weapons is the Clan ER Large Laser - Extreme range (which is similar to Capital-scale Medium), and absurd weight efficiency. The ship crams several hundred of those into each of the light-weapon arcs, to the point where it stops being efficient purely because of the fire-control weight (currently 23,332 tons per arc). Also, they're doing almost enough damage to one-shot battleships, so more stops being helpful for that reason too.

After that, the capital weapons should probably show up. I went with 8x NAC/35 and 12x HNPPC per corner arc - the NACs are weight-efficient (by capital standards), and the HNPPCs give the ship good long-range firepower just in case the fighters and DropShips can't handle an enemy capital ship solo. Avoided fire control weight on those, because that was better spent on more Clan ERLL. Also, there's enough heat sinks to fire everything.

Lastly, I threw in a naval C3(because clearly, what you really need a whole fleet of these working together), a mobile HPG, two shuttles to move crew in and out, enough fuel to engage in basic operations, a tiny cargo bay for basic provisions, almost enough lifeboats, and one single grav deck.

So, let us gaze into the abyss:

Code: [Select]
Class/Model/Name: Tillman IV-2
Tech: Inner Sphere
Ship Cost: $76,291,518,000.00
Magazine Cost: $168,000,000.00
BV2: 684,852

Mass: 2,500,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Lamellor Ferro-Carbide
Armament:
32 Naval AC 35
48 Naval PPC Heavy
240 AMS (C)
2880 Laser Large ER (C)
8 Screen Launcher

Equipment: Mass
Drive: 450,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 6,250.00
K-F Hyperdrive: Compact (48 Integrity) 1,131,250.00
Jump Sail: (9 Integrity) 155.00
Structural Integrity: 150 375,000.00
Total Heat Sinks: 24760(49520) Double 23,767.00
Fuel & Fuel Pumps: 3125 points 1,275.00
Fire Control Computers: 93,288.00
Armor: 7590 pts Lamellor Ferro-Carbide 7,500.00
Fore: 1250
Fore-Left/Right: 1310/1310
Aft-Left/Right: 1310/1310
Aft: 1100

Dropship Capacity: 50 50,000.00
Grav Decks:
Small: 0.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 75 525.00
Life Boats: 75 525.00

Crew And Passengers:
190 Officers in 2nd Class Quarters 1,330.00
355 Crew in Steerage Quarters 1,775.00
590 Gunners and Others in Steerage Quarters 2,950.00
490 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
8 Naval AC 35 FL 960 2800 (280-C) Medium-C 32,000.00
8 Naval AC 35 FR 960 2800 (280-C) Medium-C 32,000.00
8 Naval AC 35 AL 960 2800 (280-C) Medium-C 32,000.00
8 Naval AC 35 AR 960 2800 (280-C) Medium-C 32,000.00
12 Naval PPC Heavy FL 2700 1800 (180-C) Extreme-C 36,000.00
12 Naval PPC Heavy FR 2700 1800 (180-C) Extreme-C 36,000.00
12 Naval PPC Heavy AL 2700 1800 (180-C) Extreme-C 36,000.00
12 Naval PPC Heavy AR 2700 1800 (180-C) Extreme-C 36,000.00
60 AMS (C) Nose 60 180 (18-C) PDS 30.00
60 AMS (C) Aft 60 180 (18-C) PDS 30.00
60 AMS (C) LBS 60 180 (18-C) PDS 30.00
60 AMS (C) RBS 60 180 (18-C) PDS 30.00
720 Laser Large ER (C) Nose 8640 7200 (720-C) Extreme 2,880.00
720 Laser Large ER (C) Aft 8640 7200 (720-C) Extreme 2,880.00
720 Laser Large ER (C) LBS 8640 7200 (720-C) Extreme 2,880.00
720 Laser Large ER (C) RBS 8640 7200 (720-C) Extreme 2,880.00
2 Screen Launcher Nose 20 30 (3-C) Short 80.00
2 Screen Launcher Aft 20 30 (3-C) Short 80.00
2 Screen Launcher LBS 20 30 (3-C) Short 80.00
2 Screen Launcher RBS 20 30 (3-C) Short 80.00

Ammo Rounds Mass
Naval AC 35 Ammo 1600 1,600.00
AMS (C) Ammo 24000 1,000.00
Screen Launcher Ammo 80 800.00

Equipment Mass
Naval C3 25,000.00
NCSS Large 500.00
Mobile HPG 50.00
Bay Fighter 240 36,000.00
Bay Small Craft 2 400.00
Cargo, Standard 5000 5,000.00

Let's see if anyone can munchkin any harder than this. I am genuinely looking forward to seeing one of you try to do worse.
My AU's second Star League is interested in this design as the centerpiece of their 3140 Fleet Expansion and Modernization Program.

They need something BIG for Operation DOWNFALL. Those filthy Clanners won't know what hit them.

Alsadius

  • Lieutenant
  • *
  • Posts: 926
Re: Strongest possible WarShips
« Reply #3 on: 25 May 2022, 18:20:45 »
They need something BIG for Operation DOWNFALL. Those filthy Clanners won't know what hit them.

The one thing I'll note here is that the choice of the Clan-model ERLL is important. You want extreme range if you can get it, because huge range for small weapons is still short for capital warfare, and the other extreme-range options with decent damage output are much worse.

Clan ERLL: 4 tons(10 with heat sinks), 10 damage
Clan RAC/2: 8(11) tons plus ammo, 6 damage
LGR: 12(12.5) tons plus ammo, 8 damage
Extended LRM-20: 18(24) tons plus ammo, 12 damage

(Note: Since the fire control weight only multiplies the weapon, not the heat sinks, high-heat options are good here if they save you some mass.)

If you're limiting yourself to IS options, you probably want to go down to long-range weapons like the heavy Gauss, ERPPC+capacitor, LRM20+Artemis, or IS ERLL, but that does reduce your capacity to a meaningful extent. On the up side, at least things like the HGR and LRM20+A4 do higher damage per weapon, so you will save a fair bit on fire control when you rack up several thousand damage worth in a single arc.

Atarlost

  • Warrant Officer
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  • Posts: 559
Re: Strongest possible WarShips
« Reply #4 on: 25 May 2022, 23:56:33 »
If you're limiting yourself to IS options, you probably want to go down to long-range weapons like the heavy Gauss, ERPPC+capacitor, LRM20+Artemis, or IS ERLL, but that does reduce your capacity to a meaningful extent. On the up side, at least things like the HGR and LRM20+A4 do higher damage per weapon, so you will save a fair bit on fire control when you rack up several thousand damage worth in a single arc.

Seems like the way aerospace ranges work a case might be made for prioritizing accuracy bonuses.  A CERLL attacks at +6 at extreme and +4 at long.  A CLPL fires at +inf at extreme and +2 at long.  LB-5Xs and SBGausses should be even more accurate since a warship mounts standard scale weapons almost exclusively for shooting at things the flak special applies to. 

Alsadius

  • Lieutenant
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  • Posts: 926
Re: Strongest possible WarShips
« Reply #5 on: 26 May 2022, 09:52:31 »
Fair, but again that's tough unless you have Clan weapons. You need the rather obscure IS ER Large Pulse Laser to get Long range, otherwise you're down to Medium (which is the equivalent of capital short range).

Good point about the flak, though. If I'm reading the rules right, your relevant choices with a flak bonus are artillery weapons(though not their cannon versions), and the Silver Bullet Gauss. Not sure if the artillery can be mounted on a WarShip, but the SBGauss can be, and it's got passable stats for the job. Not nearly as good against WarShips as the Clan LPL or ERLL, but against fighters, it's pretty comparable to the Clan LPL (other than the increased mass).

If you can't just mount all Long Toms or ERLPLs, then your best choice is probably to use a mix of things like Extended LRM-20, Silver Bullet Gauss, Heavy Gauss, and/or ERPPC+capacitor.

Coldstone

  • Master Sergeant
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  • Posts: 289
  • Every battle is a lesson, waiting to be learned.
Re: Strongest possible WarShips
« Reply #6 on: 26 May 2022, 21:06:40 »
Next Problem is the Limitation of Max damage per bay. NAC 35 might be weight efficient, but they are limited to medium range. Personally I prefferred a combination of two 25 and one 20. You still would be able to reach the Damage of 70 per NAC Bay, with a weight increase of 500 tons per bay. BUT you would be able to shoot your NACs at long range.
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Alsadius

  • Lieutenant
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  • Posts: 926
Re: Strongest possible WarShips
« Reply #7 on: 26 May 2022, 22:42:34 »
Next Problem is the Limitation of Max damage per bay. NAC 35 might be weight efficient, but they are limited to medium range. Personally I prefferred a combination of two 25 and one 20. You still would be able to reach the Damage of 70 per NAC Bay, with a weight increase of 500 tons per bay. BUT you would be able to shoot your NACs at long range.

Interesting. Flip side to that is that it takes three fire control slots instead of two, which does hurt you on a ship that's maxing out its FC. But it's also equipped with C3, so the extra range adds a fair bit of power.

That's one piece of Munchkin-fu that seems to be worth playing around with. I could imagine that improving the ship overall.

Coldstone

  • Master Sergeant
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  • Posts: 289
  • Every battle is a lesson, waiting to be learned.
Re: Strongest possible WarShips
« Reply #8 on: 27 May 2022, 09:47:51 »
Well. That is the one, I build a long time ago. It is far from optiomized by todays standards, but it might give you an idea. All IS Tech though.

Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Camelot Class Super Battleship Round Table
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Standard design
Rules Set:         AeroTech2

Mass:              2.500.000 tons
K-F Drive System:  (Unknown)
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Lamellor Ferro-carbide
Armament:         
   38 Heavy NPPC
   36 NAC/25
   18 NAC/20
   16 AR10 Launcher
    8 Screen Launcher
   80 ER PPC
   80 Large Pulse Laser
  120 AMS

------------------------------------------------------------------------------
Class/Model/Name:  Camelot Class Super Battleship Round Table
Mass:              2.500.000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      450.000,00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 47)             1.131.250,00
Lithium Fusion Battery                                              25.000,00
Jump Sail (Detachable): (Integrity = 9)                                155,00
Structural Integrity: 120                                          300.000,00
Total Heat Sinks:    8.000 Double                                    7.007,00
Fuel & Fuel Pumps:                                                  25.500,00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              6.250,00
Fire Control Computers:                                             54.440,00
Food & Water:  (730 days supply)                                     5.708,75
Hyperpulse Generator:                                                   50,00
Armor Type:  Lamellor Ferro-carbide  (6.072 total armor pts)         6.000,00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                              1.012
   Fore-Left/Right:                1.012/1.012
   Aft-Left/Right:                 1.012/1.012
   Aft:                               1.012

Cargo:
   Bay 1:  Fighters (36) with 3 doors                                5.400,00
           Small Craft (6) with 1 door                               1.200,00
   Bay 2:  Fighters (36) with 3 doors                                5.400,00
           Small Craft (6) with 1 door                               1.200,00
   Bay 3:  Cargo (1) with 4 doors                                  138.668,00

DropShip Capacity:  10 Docking Hardpoints                           10.000,00
Grav Decks #1 - 3:  (150-meter diameter)                               300,00
Life Boats:  141 (7 tons each)                                         987,00
Escape Pods:  182 (7 tons each)                                      1.274,00

Crew and Passengers:
    320 Officers (166 minimum)                                       3.200,00
    530 Crew (225 minimum)                                           3.710,00
    300 Gunners (163 minimum)                                        2.100,00
     50 1st Class Passengers                                           500,00
    100 2nd Class Passengers                                           700,00
     60 Marine Battle Armor Troopers/Elementals                        420,00
    204 Bay Personnel                                                     ,00

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
4 Heavy NPPC               Nose        60     60     60     60  900 12.000,00
2 NAC/25(200 rounds)       Nose        70     70     70     --  170  6.120,00
  1 NAC/20(100 rounds)                                           60  2.540,00
2 NAC/25(200 rounds)       Nose        70     70     70     --  170  6.120,00
  1 NAC/20(100 rounds)                                           60  2.540,00
4 Heavy NPPC               Nose        60     60     60     60  900 12.000,00
2 AR10 (20 WS, 20 B)       Nose         *      *      *      *   40  1.900,00
1 Screen Launcher(10 scrns)Nose        --     --     --     --   10    140,00
10 ER PPC                  Nose   10(100)10(100)10(100)     --  150     70,00
10 Large Pulse Laser       Nose     9(90)  9(90)     --     --  100     70,00
5 AMS(600 rounds)          Nose        --     --     --     --    5     52,50
5 AMS(600 rounds)          Nose        --     --     --     --    5     52,50
5 AMS(600 rounds)          Nose        --     --     --     --    5     52,50
3 Heavy NPPC               FL/R        45     45     45     45 1350 18.000,00
2 NAC/25(200 rounds)       FL/R        70     70     70     --  340 12.240,00
  1 NAC/20(100 rounds)                                          120  5.080,00
2 NAC/25(200 rounds)       FL/R        70     70     70     --  340 12.240,00
  1 NAC/20(100 rounds)                                          120  5.080,00
2 AR10 (20 WS, 20 B)       FL/R         *      *      *      *   80  3.800,00
1 Screen Launcher(10 scrns)FL/R        --     --     --     --   20    280,00
10 ER PPC                  FL/R   10(100)10(100)10(100)     --  300    140,00
10 Large Pulse Laser       FL/R     9(90)  9(90)     --     --  200    140,00
5 AMS(600 rounds)          FL/R        --     --     --     --   10    105,00
5 AMS(600 rounds)          FL/R        --     --     --     --   10    105,00
5 AMS(600 rounds)          FL/R        --     --     --     --   10    105,00
4 Heavy NPPC               L/RBS       60     60     60     60 1800 24.000,00
2 NAC/25(200 rounds)       L/RBS       70     70     70     --  340 12.240,00
  1 NAC/20(100 rounds)                                          120  5.080,00
2 NAC/25(200 rounds)       L/RBS       70     70     70     --  340 12.240,00
  1 NAC/20(100 rounds)                                          120  5.080,00
2 NAC/25(200 rounds)       L/RBS       70     70     70     --  340 12.240,00
  1 NAC/20(100 rounds)                                          120  5.080,00
4 Heavy NPPC               L/RBS       60     60     60     60 1800 24.000,00
2 AR10 (20 WS, 20 B)       L/RBS        *      *      *      *   80  3.800,00
1 Screen Launcher(10 scrns)L/RBS       --     --     --     --   20    280,00
10 ER PPC                  L/RBS  10(100)10(100)10(100)     --  300    140,00
10 Large Pulse Laser       L/RBS    9(90)  9(90)     --     --  200    140,00
5 AMS(600 rounds)          L/RBS       --     --     --     --   10    105,00
5 AMS(600 rounds)          L/RBS       --     --     --     --   10    105,00
5 AMS(600 rounds)          L/RBS       --     --     --     --   10    105,00
3 Heavy NPPC               AL/R        45     45     45     45 1350 18.000,00
2 NAC/25(200 rounds)       AL/R        70     70     70     --  340 12.240,00
  1 NAC/20(100 rounds)                                          120  5.080,00
2 NAC/25(200 rounds)       AL/R        70     70     70     --  340 12.240,00
  1 NAC/20(100 rounds)                                          120  5.080,00
2 AR10 (20 WS, 20 B)       AL/R         *      *      *      *   80  3.800,00
1 Screen Launcher(10 scrns)AL/R        --     --     --     --   20    280,00
10 ER PPC                  AL/R   10(100)10(100)10(100)     --  300    140,00
10 Large Pulse Laser       AL/R     9(90)  9(90)     --     --  200    140,00
5 AMS(600 rounds)          AL/R        --     --     --     --   10    105,00
5 AMS(600 rounds)          AL/R        --     --     --     --   10    105,00
5 AMS(600 rounds)          AL/R        --     --     --     --   10    105,00
2 Heavy NPPC               Aft         30     30     30     30  450  6.000,00
2 NAC/25(200 rounds)       Aft         70     70     70     --  170  6.120,00
  1 NAC/20(100 rounds)                                           60  2.540,00
2 NAC/25(200 rounds)       Aft         70     70     70     --  170  6.120,00
  1 NAC/20(100 rounds)                                           60  2.540,00
2 AR10 (20 WS, 20 B)       Aft          *      *      *      *   40  1.900,00
1 Screen Launcher(10 scrns)Aft         --     --     --     --   10    140,00
10 ER PPC                  Aft    10(100)10(100)10(100)     --  150     70,00
10 Large Pulse Laser       Aft      9(90)  9(90)     --     --  100     70,00
5 AMS(600 rounds)          Aft         --     --     --     --    5     52,50
5 AMS(600 rounds)          Aft         --     --     --     --    5     52,50
5 AMS(600 rounds)          Aft         --     --     --     --    5     52,50
1 Lot Spare Parts (1,00%)                                           25.000,00
------------------------------------------------------------------------------
TOTALS:                                           Heat: 15.210   2.500.000,00
Tons Left:                                                                ,25

Calculated Factors:
Total Cost:        34.812.466.000 C-Bills
Battle Value:      404.024
Cost per BV:       86.164,35
Weapon Value:      302.836 (Ratio = ,75)
Damage Factors:    SRV = 19.145;  MRV = 18.599;  LRV = 13.901;  ERV = 5.334
Maintenance:       Maintenance Point Value (MPV) = 1.587.102
                   (332.387 Structure, 641.325 Life Support, 613.390 Weapons)
                   Support Points (SP) = 1.590.040  (100% of MPV)
BattleForce2:      Not applicable

I invented this one as a potential Davion Flagship. It is designed to be independent for long periods, hence its two year supply on food and the 100% Maintenance rate.
« Last Edit: 27 May 2022, 09:51:58 by Coldstone »
C u m historia mutat valde, Razgriz Revelat ipsum
primum daemon scelestus est c u m potencia
caemun daemon fundet Mortem in terram deinde moritur.

Coldstone

  • Master Sergeant
  • *
  • Posts: 289
  • Every battle is a lesson, waiting to be learned.
Re: Strongest possible WarShips
« Reply #9 on: 27 May 2022, 09:56:50 »
Interesting. Flip side to that is that it takes three fire control slots instead of two, which does hurt you on a ship that's maxing out its FC. But it's also equipped with C3, so the extra range adds a fair bit of power.

That's one piece of Munchkin-fu that seems to be worth playing around with. I could imagine that improving the ship overall.

If it is the FC Limit, than you might consider two NAC 30 instead. Sure you will lose some damage, but that shall be compensated by the longer range.
C u m historia mutat valde, Razgriz Revelat ipsum
primum daemon scelestus est c u m potencia
caemun daemon fundet Mortem in terram deinde moritur.

Lagrange

  • Lieutenant
  • *
  • Posts: 910
Re: Strongest possible WarShips
« Reply #10 on: 19 June 2022, 16:01:08 »
I'd suggest the following changes to Alsadius's design.

(1) Swap the NAC-35s for HNPPCs.  The Naval C3 makes an emphasis on extreme range firepower a good idea.  A full bank of 40 hitting consistently at extreme range in a broadside is quite potent.
(2) To compensate for the loss of short range firepower, you can increase your fighter complement.  You can launch _2_ fighters per door, so with 27 doors that suggests 432 fighters in 8 minutes.  You might even go for a 10 minute launch time.
(3) Split the AMS into half LAMS and half standard.  The LAMS is useful when small missile waves come at you since it require zero ammo while the AMS is good for peak waves.  You might slightly increase the total number of AMS, or not.
(4) Increase the number of screen launchers to 20 per arc.  Screen launchers have a dual purpose as they can both break LOS _and_ destroy masses of ASF.  If someone sends (say) 108 ASF at you on a single trajectory, enjoy delivering 300 damage to every one of them.

I'm personally unenthused by the large number of dropships, as dropships are very expensive _and_ the collars are very expensive.  If each 100K-ton dropship costs 2B, you are looking at about 10 warships with 0 collars vs 1 warship with 50 collars.  If you decide to go this way one useful trick is a reinforced repair bay carrying 400 ton dropships that are all armor and engine configured as C3 spotters.

 

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