fectin wrote:But overall, you're right. I'm not sure what lasers give you that the Phalanx doesn't though. (YouTube "CIWS")
Instant hit. Long-distance instant stopping power. Air combat these days happens at ranges where the travel time of bulets becomes significant. Phalanx basically follows the wall of lead approach, peppering immense amounts of ammo in the attacker's general direction, hoping one of them will hit in a more or less accidental fashion.
Hypothetical laser missile defense would be more precise and on target, and since it seems to work in SR, the laser is strong enough to almost instantly burn through the missile frontally to either reliably disable the warhead or find something that explodes when suddenly superheated. Same applies to enemy fighters and drones.
fectin wrote:The USS Enterprise (cvn-65) has 8 reactors (one for each boiler they replaced, 2 per driveshaft). Turns out that's overkill, but there's clearly no barrier to it if you needed the power.
Holy fuck. What does it DO with all these reactors? Or are these backups for the backup of a backup? If you take a reactor hit, having a backup reactor just may not be the most important thing, because something just managed to burn itself through half the ship and destroy the reactor, surely punching an impressive hull into it in the process ...
cthulhu wrote:Ultimately I'm not sure if naval warfare needs anything other than an overview because it's not relevant to players.
That depends. Firstly, a lot of space in War is taken up by rules and stats for warships, up to a Nimitz-equivalent supercarrier. If you provide toys and rules as a gaming supplement, it is good matters to also provide a sample scenario. So if we keep these (and they're surely a good illustration on why we need staged vehicle combat rules) we ought to probvide the players with a sandbox where they could play with them.
Also, yes, normal shadowrunners will never have a use for a supercarrier. But if you run a campaign around one, or a campaign around the submarine, where the players take the roles of officers rather than grunts (more like Rogue Trader in a nautical shadowrun environment), you sure can use naval warfare in Shadowrun. It's an alternative campaign concept, but is runnning your own mercenary campaign what War! is all about?
As for your three questions, here are my answers:
A) It entirely depends on the army in question. The Land Warrior Plus concept is where I see most conventional armies - Israel, UCAS, Met2K, CAS, PCC, Aztlan, France - all with some flavor differences in regards to magic, cyber and the precise degree of reliance on Drone warfare and how much they care about their individual soldiers, but they all basically follow that road. Because more than half the point of the heavy reliance of modern militaries in the US, Europe and Israel following that road is that own casualities are to be minimised. If the army in question could care less about their own casualities, they could well be effective without copious amounts of tech. Other armies may follow another concept, be it cybered up suicide attackers (implant bombs ftw) - I could see that with special martyrs' brigades in the Arab and Iranian armies, for instance; stealth oriented armed forces with lots of magic and ruthenium polymer gear who entirely rely on guerilla tactics and hit-and-run (20K daggers have been established as such forces, the Tirs probably work that way too), or just going the Imperial Guard way of overwhelming numbers with poor equipment (that would be Russia, the Chinese states, or many smaller African armies).
B) Frank made a stab at it above, my Idea was that they keep their armies profitable by renting them out as long as they don't need them. AresArms would be SR's Blackwater. This has grated me for some time (ever since Corp Shadowfiles confirmed their existence as standing armies, not as mercs hired impromptu), but I admit I haven't found an answer yet that fully satisfies me.
C) I honestly don't know. Besides, it's not supposed to be. Warfare - real, actual high-intensity warfare - is continually flaring up in China, Africa, and Russia. There also was the Aztlan-Yucatan war, which had about the same intensity as the Afghan war of today. It's not WW2, but operations like Enduring Freedom aren't unheared of. There was Japan's war in the Phillipines, Saito in California, the PCC invasion of California, the Tshimshian war, Tshimshian/SSC (that was low intensity because neither nation has the numbers for more)
The reaons for no major wars happening? Well, out of play, the authors probably felt they would shake up the setting too much. The seeds for at least three have been laid in the pre-Hardy times though: Israel-Arabia, Russia-Yakut and Aztlan-Amazonia (PPG-Japan would be optional). One really large major war was the linked second and third EuroWar. In-game, it's probably a mix of megacorporate-enforced stability - war may be good for business, but entire markets going up in flames certainly is not - and weak, apathetic nation states. Hence, war in SR even more than today is a matter of assymetrical means, of ragtag rebels versus heavily armed and heavy-handed troops of the Powers That Be.
Josh Kablack wrote:1. How are submarines invisible to satellite recon in the Shadowrun tech paradigm ?
As much as today. Penetrat-o-water beams haven't been invented, so they're using the same sensors we are using. The great advances in sensory have been to directly link them to people to the point of outfitting people with radar, which sure changes land warfare, but subs are still very hard to detect. Submarine warfare appears frozen in time because in 50 years superccavitation still barely works, though Rigger3 mentioned high-velocity torpedos that HAVE to use it to make sense, so maybe it does for torps. Anyway, there are no hyperspeed subs, and subs are generally as easy or hard to find as they are today.
I disagree this means megas not fielding capsips though - there are ample ways today to stop a sub from getting in torpedo range, not least by posting less expensive ship in a protective circle around your capship.
Josh Kablack wrote:2. The next big question is how would the floating artillery piece that a battleship represents be meaningful in a context of orbital weapons platforms, personal ownership if ICBMs, stealth drones with automated aerial refueling, smart bombs, and multi-mile sniper shots ? What do big ships with big guns do that other vehicles and munitions don't ?
Have a range of anywhere between 200 and 400 miles, which is WAY beyond the horizon. It actually is beyond the range of many drones, too. Orbital platforms are expensive to maintain, parking space in orbit is limited, there is all kinds of regulations about them and probably the UCC won't let you have one anyway, you have to maintain and arm them and somehow rotate personnel, so you either have your own space program or need to piggyback on someone else's, making you totally dependent on their goodwill. ICBMs are useful if you want to nuke the other side of the world, using them in a regional conflict with conventional payloads kind of is like using a sniper rifle for bayonet charges.
Josh Kablack wrote:3. Would megacorps even field actual dedicated navies or would they just use a mixture of repurposeable cargo ships (merchant marine), fast coastal patrol craft and deniable pirates?
The latter. They seem to have chosen showing presence over cost effectiveness, probably hoping a badass modern frigate will be a sound message to pirates, and trusting pirates with escort duty probably is not the best idea. Most merchant vessels have guards with small arms too, though, just in case.
Antumbra wrote:I was thinking about a shadowrun progression for the Land Warrior concept and the new airburst grenade rifle and arrived at this:
Military Armour (obviously) with the strength, running, jumping and gyromount enhancements (to some degree Capacity makes little sense as a pool, having leg jacks shouldn't mean you cannot into strength) and then weapons along these lines:
Ballista Missile Launcher: 4+1 semiautonomous backpack rocket platform (Arsenal)
Microgrenade Backpack Launcher: Microgrenades are about the size of shotgun shells, so you either have a Microgrenade Rifle that isn't the MGL-12 (with big mags, canisters or a belt) or a backpack system that doubles as a light mortar. Or it works as both, and looks Jin Roh style, because Smartguns. Could easily be the main armament of an infantry force if you had good range on it.
Articulated Weapon Arm: Having a third arm is useful, having an arm that can shoot at the Blender Adept behind you is priceless.
Machine Guns/Assault Cannons as standard conventional arms for the gyromounted power armoured soldier. Given that they exist at all, there has to be a market and there must be capable users. That is obviously whatever Military has the funding, if Shadowrunners and CorpSec aren't supposed to carry them as standard.
Agree with most of this, but not every soldier needs to be effectively a Space Marine. there are other setups where other military armor comes into play (fuck you, SoftWeave). I agree with you that machine guns and assault cannons need to be standard weaponry, especially given you can also recruit trolls and orcs for soldiers, who have the strength to handle them (trolls and appropriatly-sized guns is another topic, but I see the game balance reasons for not creating a troll-only line of guns).
However, what you described, the heavy assault infantry, isn't what all grunts would look like in most armies, because it'd be too expensive to maintain. So no third arms, ACPA armor for everyone save for the assault troopers of the most developed militaries (Japan, UCAS, corp military). For holding ground, recon and supply guard, you'd probably have medium to light armor and no third arms (I imagine those perpetually getting in the way when in tight environments anyway). Standard Armament still should be machine guns (or, yuck, 'battle rifles'), assault cannons, and ballista missile launchers (and heat insulation on the armor so firing them in confined spaces will not cook your entire troop).
Antumbra wrote:Every soldier has some form of artillery designator, lethal artillery has always existed - but in SR, ACCURATE artillery exists. There's no way that you aren't going to have pinpoint artillery/railgun strikes at the drop of a hat, because it's not nearly as expensive as losing ground. Railgun ammo is practically free compared to to conventional, though I could imagine being given a budget per mission to use on support.
Wholly agree. With long-range battleships and equal guns available as land-based artillery, and air surpremacy like the US has today gone, precise artillery is Shadowrun's air support. Target designators could even be integrated into standard military firearms so the soldier dioesn't have to put down his gun to designate targets. Also, all kinds of tacsoft and AR information can be accessed by any soldier, so moving on each other in urban theaters should have a distinct bomberman/videogame feel as the ennemy combatants can see each other rather well thanks to each side's recon drones. Of coruse, this is where stealth of all kinds - RuPo, spirit powers, adepts, disguise - comes into play.
Antumbra wrote:Every ground combat is also an air combat, drones can fly all day and are invaluable to support infantry, so the air will be full of overwatch drones fighting amongst themselves. The winning side suddenly gains an immense groundside advantage and probably wins the fight - realtime aerial recon instead of satellite coverage, drone sniping, artillery backtrack (maybe even interception) and wireless.
I'm thinking that as everything is hackable, that forces may reintroduce the old "drag wires behind you everywhere" or advanced laser comms - like in Battle Angel Alita, where she has Laser Bugs that create a communication path behind her.
Actually, not everything is hackable. Slap a 24 hour encryption on any commlink and it is unhackable for the relevant time in a firefight. If you're holding ground, bring a military commlink and use bottlenecks and slaving. That's not 100% safe, but it should get the job done unless the enemy has decent mancers or superhackers.
However, a soldier certainly should be wireless reduced (but really, so should everybody). The whole "everything's wireless now! Wireless motor components! Wireless smartlink interfaces because skinlink IS SO 2060s!" fad is something I really dislike about SR4. Every serious combatant should be wireless reduced, use sattelite conenctions as much as possible (especially for drone control and comms) and have hardcore IC, boddleneck extra commlinks and whatnot. Those that won't will regret it the same way Taliban regret not having an air force.
Of course, that makes Matrix warfare a very important part of SR's wars. Hacking the enemy's sattelite is halfway to beating them. Defending your own sattelite is crucial. Encryption will not cut it, technomamcners and their I-hack-everywhere card resonance quests will be very valuable, and every army worth the name will have their own cyberwarfare regiments solely dedicated to battling it out in the virtual. You can take Unwired and go nuts with it. We definitly need a chapter on this, actually.
Also, a prelim announcement: I'll set up a Forum for this project somewhere. This thread, as well as the Dumpshock thread, will be maintained for ideas, but discussion will be moved there. It'S just easier to keep everything organised that way. I'll post when I have the forum ready and would be happy if anyone would have webspace for offer.