Decisive battles and other things

3 posts ยท Aug 15 1998 to Aug 17 1998

From: Richard Slattery <richard@m...>

Date: Sat, 15 Aug 1998 02:37:49 +0000

Subject: Decisive battles and other things

> On 15 Aug 98 at 0:24, Oerjan Ohlson wrote:

> Richard Slattery wrote:

A good point (and one I've made back in the mists of time). However,
unless the attacker only intends to bombard/destroy the
shipyards/colonies, the defender can retire and counterattack
halfway through the attackers attempted landing on the planet... knowing this,
the attacker doesn't commit to the invasion, and still has to manage a
decisive victory against the defenders fleet before being safely able to do
so. This brings up the concept of how long a ship can operate away from
supply. A month as standard perhaps?

Also... in campaign games, has anyone tried using a resupply ship to accompany
SML armed fleets. I've always thought the FSE a little lacking in out of area
offensive operations. They have one battle, fire off all their SML's, and then
don't have any for the next system. So.. how much space to the SML's take up
in supply ships cargo bays? how much should they cost?

or... are reloads considered to be carried on the SML armed ships, taking up
far less space in their packed form, but unable to be loaded in the operating
magazine until out of combat?
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From: Samuel Reynolds <reynol@p...>

Date: Fri, 14 Aug 1998 21:04:53 -0600

Subject: Re: Decisive battles and other things

> On 15 Aug 98 at 0:24, Oerjan Ohlson wrote:

Well...
   SML in magazine is 2/3 mass @ 6/9 points.
   SMR is 4/5 mass for 12/15 points, but it looks to me
like 2/3 mass for the salvo at 6/9 points and 2 mass for
the rack at 6 points.
   So I would say: Reloads are 2/3 mass and 6/9 points
(3x mass). The supply vessel carries them in cargo space, at 1 mass per space
(so 1 regular SL missile takes 2 mass of cargo space) and no cost. So for a
supply vessel to carry, say, 20 regular and
20 ER SL missiles, it would need 20x2 + 20x3 = 50 mass of
cargo space, and the full cargo would have a mass of 50
and cost 20x6 + 20x9 = 300 points.

You'd also need some new rules if you wanted to resupply under fire. For
example (just thinking
aloud here; no flames please--this missile is
very sensitive to heat!): A ship with an SMM and with reloads in cargo could
devote one DC party to refilling the magazine while under fire. The DC party
would have to make its DC roll 3 times: once to unship the missile (yes, just
one!), once to safely manhandle the missile to the magazine, and once to
properly load it into the magazine. A critical failure on either of the first
two requires a roll to determine whether the missile explodes (if so, the DC
party is an instant casualty!). A crit on the third roll would damage the
magazine so it cannot be reloaded
until repaired. All rolls are at -1 per point of
acceleration, deceleration, or rotation.
   For inter-ship resupply, you'd have to match
vectors just as for boarding, make one DC roll to unship the missile, a second
roll to safely take it on board, then the last two as above.

Hmmmm.... I don't think I'd bother transshipment under fire. Too many chances
for something to go wrong.

- Sam

> or... are reloads considered to be carried on the SML armed ships,

> Dan Quayle, US VP

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Sun, 16 Aug 1998 19:06:12 -0700

Subject: Re: Decisive battles and other things

> Richard Slattery <richard@mgkc.demon.co.uk> wrote:

> Also... in campaign games, has anyone tried using a resupply ship to

Check p42 of the fleet book for a "Fleet Auxiliary" design.