From the point of view of personnel put in danger per
unit of combat capability, gunboats are a worse deal than are fighters. One hull
of gunboat requires five people and provides 1.5 equipment spaces and up to one
full-price XO rack; one hull of fighter provides 1 equipment space and up to
eight half-price XO racks while endangering one individual. Also, for purposes
of just putting something out to give the enemy something to shoot at - not the
most glorious of missions, but it was good enough for pilots at Leyte Gulf - you
fork over considerably more RP's, hangar usage, construction resources, and
personnel flinging gunboats into the fray than you do fighters.
What gunboats enjoy, however, are two main advantages
over fighters: they're naturally FTL-capable for 2nd gen sorts, and they're
bigger than fighters. Those are the same advantages ships have over fighters
too; for this purpose, gunboats are probably better thought of as small ships
rather than large fighters. What gunboats have over ships of central
interest in this context, is a far lower personnel requirement - 5 per hull
point as opposed to 40. The result, for those who are inclined to be concerned
about personnel losses, is to make the gunboat potentially a far more attractive
platform than a ship for carrying the non-fighter burden of
battle.
The fact that gunboats are FTL capable, with no
small amount of range in comparison to FTL fighters, and that they're bigger
than fighters is what makes them potential rivals to real ships. Unfortunately,
they still are very small relative to a lot of ships, which means that they have
some difficulty competing across the board. They don't have much defensive
depth, so damage to gunboats will be more often past shields, past armor, or
past the hull entirely (i.e., total destruction) than it would be to proper
ships. If you get bigger gunboats, more shields per space, and high-powered
weaponry enough to make gunboats worthwhile places to put expensive per-unit
defense items like AR, SR, or PD, you get gunboats that can act like (and be
paid for like) other people's cruisers. If you do pull that off, you inherit
some nice gunboat advantages over conventional cruisers: 1/8th the personnel
requirement, double the cruising speed, ¼ the supply requirements, and far more
effective repair facilities. A Hl 8 gunboat requires 1 single space of gunboat
hangar for repairs; a Hl 8 destroyer requires 8 spaces of repair bay for
repairs.
Something to point out explicitly before the end -
Gunboats enjoy over fighters the ability, at least nominally, to take Hl damage
and survive. That means that beefing them up - through bigger hulls, armor, hull
durability mods, shields, all that - really might be one viable way to address
their defensive needs, just as they are for ships. However, their small size
limits the utility of the approach, in that you might end up just paying RP's
and spaces in order to make your gunboat something that still gets pasted by a
typical enemy fire packet. That's not a concern for, say, planetoid class ships
with advanced shields and the like. So gunboat design will tend to fall more
starkly into these categories:
1)
things that you don't expect
to live if they come under fire;
2)
things that you expect to live
in combat if and only if DEFENSE mods keep them from getting
hit;
3)
things you expect to survive
combat without a great amount of hope, but at least they're not casually wiped
out;
4)
things you manage to give
serious ablative and/or resistant defense sufficient to take
it.
The first category represents plain non-combat gunboats,
gunboats you expect to expend in combat after they deliver their firepower, and
gunboats expected to make first-strike attacks that either totally wipe out the
enemy or are followed by immediate 0% break offs. The first represents one of
the best uses of gunboats, the third is delicious if you can pull it off, the
second tends to be pretty dumb - use fighters for that, they're a lot better in
the role!
The second category includes gunboats you're presumably
not expecting to break off immediately or utterly destroy the enemy before
getting shot back at. It's not a category I expect to see filled
often.
The third category represents the typical combat
gunboat. You give it maybe some shields, you give it all the armor you can, you
make it Hl 3 or Hl 4 if you have the standard baseline 2nd gen
options, and you cross your fingers. If you haven't got any relevant advanced
techs, this is going to be the best combat use of gunboats, and it's not that
bad. It is, however, good incentive to get relevant advanced
techs.
The final category is what you get when you've got
the techs to build those cruisers-trapped-in-a gunboat-hull gunboats. If you
have it, enjoy it.
This
Web Page Created with PageBreeze
Free Website
Builder