> Any thoughts on my previous proposal on Amphibious ships?
how about making cargo a "Weapon" with a weight of 1 and a cost of 0 each
cargo can hold 50 marines (about a platoon) or a vehicle. off the top of my
head: Iwo Jima II class marine transport mass 50 (25 DP) 2 fighter bays wt of
12 2 PDAF wt of 2
11 Cargo bays wt of 11 (550 marines)
the fighters are Transports, noted by a "T" in the triangle, each fighter
group can carry 1 cargo of marines. (Imagine Blackhawks or Hueys). They cannot
attack or defend themselves from 'real' fighters.
Any thoughts on my previous proposal on Amphibious ships? Phil P.
In message <970203214124_1827277393@emout03.mail.aol.com> AEsir@aol.com
writes:
> Any thoughts on my previous proposal on Amphibious ships?
Yes. They seemed a little redundent. Granted that the rules (well, more like
guidelines) as written require a merchent hull, but transfering the rules to a
military hull is a trivial exercise (eg. leave some space in hull for troops
vice using "cargo").
There seems no need to cripple a military transport by enforcing a 10% maximum
for weapons etc. I would say that a rational supership not designed for pure
gameplay (think Star Wars) would likely contain the odd battalion of troops,
and I wouldn't place the 10%
restriction on a super-duper-star-destroyer.
Whether you build your own transports to your guidelines is down to you.
Also I thought "amphibious" to be a peculier term in this context.
Sorry to sound so negative, but, well, you asked for an opinion, and that was
mine.
Okay, then ammend my rule in that the percentage of a military vessels MASS
that would normally be allocated to weapons may now be split between weapons
and troops...
Dear FT gang: I am new to the game (ie I have only been able to locate a Full
Thrust not a More Thrust book) Question: How effective are missiles given the
following restrictions
Move: normal (ie 18 x 3 then within 6)
ECM (causes a -1 to hit)
Normal possibility of hitting
Should I have some dedicated missile craft that come in and unload then scoot?
I am thinking that a couple of destroyers each carring 3 missiles that come in
and unload then let everything else follow up. Is this a good strategy or will
most of the missiles miss? Is the EMP missile a good idea or should I not use
it? Would a 50% EMP and 50% normal be appropriate?
Doing lots of thinking and wondering is CA, USA
> On Wed, 5 Feb 1997, John Fox wrote:
> Dear FT gang:
<SNIP>
> Doing lots of thinking and wondering is CA, USA
There is no "to Hit" with missiles, only damage. A normal missile will
automatically damage it's target if it's within 6" and in arc. EMP and needle
misiles require a roll to determine level of effect but there is no real to
hit roll. ECM could be used to modify damage, i.e. ECM causes
-2 points of damage or something similar to indicate that the missile
was detonated further from the target.
Try a game with total missile carriers which fire their missiles and scoot. I
don't think the people you play with will appreciate the gesture. It can be
annoying and time consuming having loads of missiles
on the board at one time, however missiles are only cost effective in large
numbers. This is because as much as 50% of you missiles will not hit a target
if you use the missile movement rules where missiles move before ships move
their movement. YOu have to predict where the ship will be at the end of the
turn and most people will cover the spread rather than picking just one spot.
This is easier against capital ships
than escorts because capitals are a) slower and b) turn slower and so are
usually easier to predict.
Defense against missiles is the same as against fighters, either a lot of *DAF
or high speeds.
--Binhan
> John Fox wrote:
Haven't had much luck with EMPs, but the few that did hit did an amazing
amount of damage to large ships. I find the best bet is with using normal
nukes and needle missiles. If they hit, they always do damage. Your strategy
seems similar to what I have done, except I usually unload a wave of missiles
at the start of the turn to break enemy formations and hit them before they
have a chance to accelerate. Part of this depends on how close you start out
to each other and perhaps the size of the playing area.