A Solution to Midturn Firing

1 posts ยท Aug 13 1998

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Thu, 13 Aug 1998 15:14:22 -0400

Subject: A Solution to Midturn Firing

Here's a potential hardware (on the gaming table) solution to the 'firing in
midturn' problem.

1) For each ship or group of identically moving ships, you'll need a length of
string that is equal to the distance moved by your ship, marked off in 10 (or
some other arbitrary number of units) segments.

2) Place the string between the start and end movement points of each ship.
You now have 10 equal chronological segments marking the location of each dhip
through the turn.

3) Each player marks down what segment his weapons fire and at what target
(can have weapoons fire on different segments if he has enough FCS's).

4) Fire is revealed simultaneously and taken care of in chronological order.
- A ship firing on segment 3 fires from his segment 3 location at the
segment 3 location of his target.
- A ship marked as firing on a later segment that has its weapon damaged
on an earlier one cannot fire the damaged weapon.

While not inherently horrendously clumsy (IMHO) there are Limitations for
which YMMV:
- Weapons should not be allowed to fire faster than once per full turn,
so a weapon fired on segment 10 of one turn couldn't fire on segment 1 of the
next and would have to wait until segment 10. Requires some record keeping
that could get cumbersome in large engagements.
- It adds _some_ extra time to the turn, but not nearly so much as the
impulse by impulse drag of SFB, especially once some experience with the new
hardware is gained.
- It's probably cumbersome for large fleets, unless they group movement.
- Given the wide variety of speeds, elastic string, or a set of
pre-marked templates would be the
thing to use.

Interesting benefit: Allows strategic option of holding fire for optimum
range, and strategic limitation for close range movement.

My tuppence (This is a British game, yes?)