Onno Meyer wrote:

Bug or feature? A lightweight armor means more DR, even if it can burn, and a big HEAT warhead will ruin your day anyway.
This is actually a problem with the way GURPS handles damage to large objects - HEAT rounds aren't very effective anti-shipping warheads. the holes they make are small, and their energy will disperse quickly in the outer compartments, so they wan't cause massive flooding, and they won't reach the vitals. That's why most anti-ship missiles use various kinds of semi-armour piercing warheads.

Are there any mistakes in my math or rules? It seems that Phalanx can handle somewhere around 0.4 missiles per turn per mount, which is a lot more than I'd expect. TL7 time
on target attacks won't be synchronized to the second.

Maths looks good, and the rules may or may not reflect operational reality. CIWS vs missile is not something that's ever been really tested 'live'. However, the rate does seem high, given that ToT saturation attacks were considered a major issue (and still are, I think). I expect that they overwhelm firecontrol and the ability of the gun to physically move to the next target more than the rate at which it can shoot down a target once it engages it. Certainly ships' SAM systems were very vulnerable to saturation (to the point where until the Aegis systems entered service western navies really should have been mounting a lot more medium calibre semi-automatic/automatic guns on their ships).

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