From: Michael T Miserendino <MTMiserendino@l...>
Date: Wed, 19 Jan 2000 16:21:00 -0500
Subject: Fleet Battles - Squadrons
I wasn't sure I sent this out earlier, so I apologize if this is a repeat. Mike > Mark wrote: to > prevent this, we'd need rules about valid squadrons, which would be a > Well, you could say that any two opposing squadrons fire That could be interesting doing it on a squadron level. Some things to consider: 1. Recording damage now becomes a pain. You need to indicate that damage has been taken but will not take affect until the end of the combat between the two squadrons. It seems this would also slow game play. This is a potential spot for errors - e.g. A player might forget which damaged occured this turn from previous damage, and not fire a weapon system. 2. Another consideration is tactics. This approach will likely change the way you pick targets as you are limited to firing at only one enemy squadron. 3. Lots of potential for wasted shots if all ships are required to call out targets before firing. 4. What determines what ships are in a squadron (use of minis)? Should they be limited in distance between each ship in a squadron, something like the way fighter screens work? This might be simple and clean and would help visually identify a squadron versus a bunch a ships spaced out to get maximum coverage versus maximum firepower concentration. I played FT using simulatenous fire as a test a long time ago with a friend and neither of us liked it much, but considering an option for playing at a higher level this would warrant a good retest, especially since we didn't try it with squadrons...just one big fleet against another. That was a real pain. IDEA: A solution which might abstract the game further might be to just roll a total damage from each squadron and resolve the damage by equally distributing it to all ships. Use of specialized weapons like needle beams would be abstracted to just a damage die and not worry about targeting specific systems. Simplifying ranges will also help. All weapons uses 12" range bands. For example: Total damage dies to be rolled determined by: Beam Batteries: No change. Needle Beam range: 12" (1D6) SMPs range: 12" (2D6), range 24" (1D6) SMLs/SMRs range: 24" (3D6) Shields reduce total damage dies rolled by a specificed amount. For example: Shield level-1: Reduce 1D6 for every 12 enemy dice. Shield level-2: Reduce 1D6 for every 6 enemy dice. CONS: Little ships go boom fast. Damage die rolls could be quite large. PROS: Very fast play at a squadron level. I'll work on this some more. You guys got me interested! ;-) Mike