Howdo _again_ ppl.
I visited the Geohex pages, and I think I like those NSL ships. Hell, they're
more or less exact copies of the Nostromo (sp?). Anyway, for those of you who
haven't guessed (from looking at my server) I'm in the UK. The GeoHex prices
seem a little out of whack with the prices at the back of the rulebook.
In the UK, are the prices for FT models the same price as in the back of the
book, or have they changed since it was published? Can anyone give me a rough
idea of how much they've changed? Gawd, please don't let them have become GW
overnight!:~(
And the supplement (More Thrust). Is it worth the money? I intend to play very
simple games until I buy my fleet.
BTW, I think the NSL cruisers and dreads are the best models in the range. The
head of the ships is sooo kewl.
I have found that the new rules in more thrust actually sped up gameplay by
adding nastier weapons like Wave guns, Nuke missiles, and the much feared
Kra'Vak railgun batteries! BUY It!! Heavy Fighters, Fast Fighters, and Torpedo
Fighters alone are worth the buy. Plus, If you purchase Dirtside II it helps
integrate the two systems to allow for Planetary assaults!! (Wahoo!!)
> Thomas Payne wrote:
More like the Sulaco (Nostromo was the big factory ship in the first movie)
> The GeoHex prices
I believe they are the same. Remember GeoHex is in the states and therefor
more expensive.
> And the supplement (More Thrust). Is it worth the money? I intend to
That's a definitve yes! More Thrust, never go to war without it!
> And the supplement (More Thrust). Is it worth the money? I intend to
More Thrust is well, well worth the buy. Advanced fighter rules, missiles,
nasty alien tech, etc...
In message <v01510100aeb4845c5e1b@[204.174.36.176]> guay@portal.ca (Tim
> Guay) writes:
Does it bog down the game much? I like it ATM for it's simplicity; I taught it
to a (rather slow) freind of mine in 1 hour. He knows all you need to play a
decent sized game...
I saw mention of some new weapon types, like Wave guns n suchlike. Do they
make a big difference to gameplay?
And these "heavy fighters". What's with them?
> [quoted text omitted]
> In message <B0000080256@urza.n-space.com> "Mike Wikan" writes:
Sounds good, BUT...
Does it make it like Epic, 40k or some other tabletop games in that the ship
with the "railgun" or "supah dupah nuclear-kill-eze deathstrike missle"
can waste almost any other ship in one round?
Could someone (in private email mebbe) give me a rough (v rough; I'm not
asking
for the rulebook ;-)) idea of how some of these systems work. Especially
the railguns. They sound cool.
Would my Epic stuff work with the DirtSide II rules? I hear it sometimes does.
If it helps, I have an Eldar and Chaos Epic force.
> Mike Wikan
> At 07:59 PM 17/11/96 GMT, Thomas Payne wrote:
> Would my Epic stuff work with the DirtSide II rules? I hear it
Hi Tom..
The epic stuff work very well with DSII. I have adapted over the Eldar
infantry but am still working on the newer vehicles. Adam Delafield has done
some work on the Orks and they seem very well thought out. Let me know via
private and I will send you a copy of said rules.
Later...
> At 11:14 AM 11/17/96 GMT, Thomas Payne wrote:
I think it's worth the money. I use the advanced rules for C batteries,
missiles, AA batteries, enhanced sensor rules, and advanced fighter rules. I
think you'll like the options available. It really is a "must have."
> At 07:59 PM 11/17/96 GMT, Thomas wrote:
can
> waste almost any other ship in one round?
No. Hell, no. Good God, no!
The Kra'vak point totals are out of whack with the humans. A like number of
Kra'vak will probably destroy a like number of human ships. On the other hand,
there are plenty of people with Kra'vak experience that can help you out.
Essentially, throw the point totals to the wind and give the humans more
ships. A Kra'vak ship can still lose major systems to a C battery armed escort
that forces a threshold check.
> Would my Epic stuff work with the DirtSide II rules? I hear it
I've converted Imperial and Orks to DSII. I'm currently converting Chaos and
Squats to Stargrunt II. It can be done, and has been done, quite easily.
> Thomas Payne wrote:
One thing to remember about the two countries is that the GeoHex minitures are
packaged with a stand. The packages by GZG mail order and I believe in the
store have no stands on which to mount the minitures.
> In message <328FD08C.CB@istar.ca> Jim Bell & Christine Hartig writes:
Clear plastic flying stands are the only reason God gave us Games Workshop
shops.
> At 03:07 PM 17/11/96 -0700, Larry Jeselon wrote:
> Adam Delafield has done some work on the Orks
Ooops. Brain Fart:) I meant Alan Goodall:) I forgot to put brain in gear..
Date sent: 18-NOV-1996 09:43:10
> The epic stuff work very well with DSII. I have adapted over
Let me
> know via private and I will send you a copy of said rules.
Orks? EEeeK!
I haven't done any Orks. I'm working on NAC Lift Cavalry at the moment.
Date sent: 18-NOV-1996 10:24:55
> I have found that the new rules in more thrust actually sped up
> the much feared Kra'Vak railgun batteries! BUY It!! Heavy Fighters,
> you purchase Dirtside II it helps integrate the two systems to allow
> Sounds good, BUT...
> Does it make it like Epic, 40k or some other tabletop games in that the
can
> waste almost any other ship in one round?
Welll...
Opinion is divided. I'm not the only one that thinks that the Kra'Vak rules
(Armor, Railguns, Scatter Packs) are compleatly unbalancing. Still they do
form the basis of "Indy's" B5 heavy beam weapons.
Missiles can be bad if used excessively, but can be intercepted.
Wave Gun is just a calmed down Nova Cannon.
Those are MT's only bad points. It does work well on fighters, expanding them
greatly (If you intend to play games with lots of fighters MT is invaluable)
and the damage control rules are useful. The optional expansion of 'C' beams
helps restore their usefulness. Also useful are Superships, Scanning rules
and a few new weapons (Like the AA mega-battery, which unlike railguns,
is balanced).
I would not say that MT is essential, but even if you don't use any of the new
rules, it gives you a good idea of how the rules work and is a good read.
> On Sun, 17 Nov 1996, Thomas Payne wrote:
> In the UK, are the prices for FT models the same price as in the back
They might have increased somewhat - I don't remember what the prices
are
in the FT book, but it was published in 1992... - but not much. I'd send
for the GZG catalogue for the correct prices.
> And the supplement (More Thrust). Is it worth the money? I intend to
Yes, it is. Of course, I've modified virtually all of the rules in it (...but
then MT is explicitly written as 'food for thought', not as
god-given
rules...), but it adds lots of fun with very little complications.
> On Sun, 17 Nov 1996, Thomas Payne wrote:
> > More Thrust is well, well worth the buy. Advanced fighter rules,
No.
> I saw mention of some new weapon types, like Wave guns n suchlike. Do
They tend to change tactics quite a lot, but they don't make any big
difference to game speed and such. IMO some of them (especially missiles
and railguns) needs to be toned down a little - or to be much more
expensive.
> And these "heavy fighters". What's with them?
A bit more expensive, a little harder to kill...
> On Sun, 17 Nov 1996, Thomas Payne wrote:
[on MT]
> Sounds good, BUT...
Missiles, yes. Railguns, sometimes. The good thing with FT/MT is that
the
rules tell you to change what you don't like - and I think everyone on
this list has changed at least something...
> Would my Epic stuff work with the DirtSide II rules? I hear it
DSII works with all 1/300, 1/285 or 6mm (well, they're all the same
thing) models, including GW Epic. You'll probably want to add some house
rules for Eldar pop-up attacks and both sides' magic/psykers if you want
to keep the Space Fantasy flavour of Epic, but the models work just fine.
> In message <328FD08C.CB@istar.ca> Jim Bell & Christine Hartig writes:
Hmm. I saw the stands the other day; I must say that they look quite useful. A
white arc at the back for rear arc and the rest of the base notched off.
When it says "plastic base" in the back of the FT book, does it refer to these
or a GW style?
> Jim Bell
In message <Pine.SUN.3.91N2x.961118113738.4977C-100000@byse.nada.kth.se>
> Oerjan Ohlson writes:
Do
> > they make a big difference to gameplay?
Hmm.
But the game balance remains the same? Someone mentioned the railguns becoming
a little overbearing.
> > And these "heavy fighters". What's with them?
Oh, right. And I take it the "fast" attack fighters are just slightly faster?
> Oerjan Ohlson
> Tom Payne wrote:
Don't you mean the Sulaco? The Nostromo has sort of a flat and squatty three
block design while the Sulaco was long and mean looking with a striking
similarity to the pulse rifle.
> And the supplement (More Thrust). Is it worth the money? I intend to
If you like FT, buy MT it's well worth the money.
> In message <328FD08C.CB@istar.ca> Jim Bell & Christine Hartig write:
Hmmmm. I took the arc notched in the bases to be the FRONTAL arc. Hmmmm.
Nevertheless, I'm glad (in a way) to hear the bases aren't in the British
packs - I was shocked that fighters that cost 95p in the UK were $6.50
here! This at least makes the US pricing a bit more sensible.
The bases are great - very sturdy, and I've attached 3/4" washers to
their undersides so that they can be carried on magnetic sheets. Paint scheme:
black bases, white arcs and flourescent green notches.
I didn't think they'd look good, but they look a lot better than the plastic
bases. Plus, they don't break off as easily.
Call me a convert.
> On Mon, 18 Nov 1996, David Brewer wrote:
> > One thing to remember about the two countries is that the GeoHex
You can order flying stands from GZG (10p each). Since I want hexagonal bases
on my flying stands (I use them, and play on a hexmap, to avoid the turning
template), and GW has stopped producing the hexagonal flying bases in favour
of (IMO useless) round ones, I've recently bought hex bases from ICE...
> On Mon, 18 Nov 1996, Thomas Payne wrote:
> In message
Do
> > > they make a big difference to gameplay?
> > difference to game speed and such. IMO some of them (especially
Well... Railguns are Kra'Vak (ie, alien) tech in the background provided
in FT; and as someone else said, Kra'Vak ships should be about 50% more
expensive than they are now if you use the MT rules straight away. If you
change them slightly, for example by increasing all railgun masses by 1,
they get far closer to being balanced IMO.
Have you visited Mark Siefert's FT homepage? (Sorry, I don't remember the
address now, but an AltaVista search for 'Full Thrust space combat'
should find it - or at least one of the many FT pages which links to
it...) You'll find a FAQ, as well as _LOTS_ of various people's house
rules and ideas and different backgrounds and......and so on.
> > > And these "heavy fighters". What's with them?
Yes. 'Fast' fighters are faster, 'Attack' fighters are better at attacking
starships. There are some additional fighter rules, too - mainly
endurance and morale - which make fighters better balanced if you play
at low speeds (<12), or utterly useless if you play at higher speeds (ie, on
large tables, or measure in cm) - the fighters simply can't catch up
with anything then...
Later,
The bases from GZG are hexagonal and retail at 10p each.
______________________________ Reply Separator
_________________________________
Subject: Re: Another dumbass Q
Author: SMTP:owner-ftgzg-l@bolton.ac.uk/ at INTERNET
Date: 19/11/96 13:56
> On Mon, 18 Nov 1996, David Brewer wrote:
> > One thing to remember about the two countries is that the GeoHex
You can order flying stands from GZG (10p each). Since I want hexagonal bases
on my flying stands (I use them, and play on a hexmap, to avoid the turning
template), and GW has stopped producing the hexagonal flying bases in favour
of (IMO useless) round ones, I've recently bought hex bases from ICE...
> On Mon, 18 Nov 1996, John Kovalic wrote:
I paint mine all black, with bright silver notches and red lines in the
grooves that define the rear arc.
> I didn't think they'd look good, but they look a lot better than the
Yep -- I have broken the tips off of so many plastic bases that I've
given up on using them. They'll do in a pinch, but you have to drill a hole
down into the plastic post and glue a bit of wire into the hole to make an
unbreakable tip.
> Rick Rutherford wrote:
I broke off the tips as well and just drilled 1/8" holes in the minis to
fully insert the stem of the base, and used the strongest plastic/metal
expoxy I could find - Not one has broken yet. I ended up using plastic
bases on all ships up through CE size. For CAs and larger, I use the FT metal
bases for better stability.
Re: plastic bases
> Mike Miserendino wrote:
So, what expoxy do you use, or how can I tell if an expoxy works on plastic
and metal?
Enjoy,
> At 12:54 PM 11/19/96 -0800, you wrote:
> So, what expoxy do you use, or how can I tell if an expoxy
I found some amazing glue called Goop. Goop comes in a couple of forms. I have
Crafter's Goop and regular Goop. Goop glues lead and pewter and seems
to hold up well. It also glues ESCI/Airfix/Matchbox/Revell soft plastic
figures! It's the only glue I've seen that will do so!! I glued a plastic
Norman to his horse and left it over night. He's still on his horse, even
after I picked him up by his head and shook him violently.
The stuff is like epoxy just before it starts to harden: it's thick and
stringy. So far it's working quite well, though I haven't used it long enough
to detect anything like epoxy's deterioration problems.
I don't know where you can get Goop in the UK, but I bought Crafter's Goop in
a Lewiscraft store (for you Canucks out there) and regular Goop in a Home
Depot (which can be found in the US and Canada).
> Thomas Granvold wrote:
I have been using J.B. Weld to attach all plastic to metal surfaces with
excellent results. It is a two part epoxy (50/50 mix). It can also
connect other materials as well. I found out about it from a friend who knows
someone that used it fix a crack in an engine block with excellent results.
This epoxy takes about 6 hours to cure, so if the fit is not tight you will
need supports for the mini (c-clamps, rubber bands, duct tape, etc.).
Another product I will try soon is called Loctite Weld. I use other Loctites
for metal to metal contact when the fit is tight. We use loctite at work when
building industrial automation components that might be subjected to extreme
stress and temperatures.