So, I was trying to prepare myself for this next battle, and generally trying to learn some naval tactics since I have no experience with them. I thought I'd share things that I'd "learned", create a place for others to do the same, as well as allow you to correct the things that I learned incorrectly. It is a given that most, if not all, of you may already have a fantastic understanding of naval actions due to other games such as CTA, Leviathans, etc. So don't hesitate to share your knowledge and tell me where I'm wrong. I'm hoping to be just competent enough by the time our game rolls around, so as to not cause you to want to throw heavy miniature spaceships at my face.
Here's a helpful site, although not all of it is necessarily relevant at Capital Scale:
http://bg.battletech.com/forums/index.php/topic,2107.0/nowap.htmlYou might recall that some people suggested the Battlespace scenario, 1 Black Lion versus 2 Congress. Rob said this was no fight at all, but rather a slaughter. However, since they are the only minis (warships) I own, I decided to get to know them. Set up a game in Megamek where I played both sides:
Scenario 1: 1 Black Lion, vs 2 Congress, 2x2 space map, no cover (I couldn't figure out how to add asteroids to my map). Wow, that was quick and brutal. The difference in damage between what these classes can do is similar to putting a Firestarter up against 2 platoons of infantry armed with forks and knives. The only thing I learned in this iteration was that if two Congress frigates are ever caught out in the open like this, they need to either jump or surrender.
Scenario 2: 1 Black Lion + 3 squadrons of ASF's (Corsairs, Eagles, Thunderbirds)
VS
2 Congress (2 Union DS, 2 Leopard CV DS) + full ASF complement (2 sq. Sparrowhawks, 1 sq. Thrush, 1 sq. Stingray, 2 flights Zeros)
Still a bloody mess. Of course, I didn't exactly use assault dropships for the Congress group, and the ASF's were lighter as well. This group lasted much longer though. The Black Lion just has the ability to reach out and utterly crush another warship (at least a frigate). The dropships and ASF's of the Congress group pushed through the fighter screen and starting putting damage into the Black Lion, and when the Black Lion lost init for 4 turns in a row I was starting to wonder if the dropships and ASF's couldn't finish it off. But no, the BL just opened up on anything in every arc. A single hit from that beast will pop a dropship instantly, and if you've got dropships in more than one arc... goodbye dropships. The Congress group was able to damage the AFT weapons of the BL, and then took their remaining fighters and sat there, and even ate through into the IS of the BL, but it would've taken forever and the remaining BL ASF's were chewing them to shreds.
Things I think I learned:
1) Battlecruisers will eat your face.
2) Splitting forces up, in order to "surround" an opponent is a bad bad idea. This just allows the enemy to use his full firepower on multiple arcs. Seems like you'd want to keep all your forces limited to a single arc of the most powerful unit if at all possible to minimize how much firepower can be brought to bear.
3) Using 1 thrust to "roll" is crucial in order to present fresh armor
4) I need to remember to use "evade" movement. I'm not sure if it would've helped against some of the capital fire (can capital ships even Evade or is that limited to ASF's, small craft?)
5) While I wasn't ever able to use cover, I think it would be a huge tactical element in a game. The ability for outmatched units to possibly hide until it's a knife-fight where they can put their greater maneuverability to use, would really add something to a game. In the case of two Congress vs a BL, it might not be enough, but it sure beats trying to engage in the open.
6) ASF's with no aft-facing weapons are at a severe disadvantage.
7) Based on my experience with how easily a DS is destroyed by a Warship, it would be foolhardy for us to part with Babcock until our fleet has defeated the OpFor fleet.
Babcock is seriously the only thing keeping us alive!Things I need to learn more about:
1) Firing arcs, I was confused about what weapons were able to fire where...
2) What happens with "out of control" units at Capital scale? In my game, they just continued straight ahead at their current velocity until they either left the board or regained control. But they didn't have the random movement that I've seen before, and I'm not sure why not.
Questions for our upcoming game:
Will we be allowed to split off fighters that are out-of-control from the rest of the sqaudron?
Why are the Gunnery skills better than the piloting skills (aren't they usually the opposite for aerospace units)?