I'm toying with some aircraft rules for ECC using FMAS mechanics.
The rules themselves are stupid easy (probably too easy) but generally work
like this - I'd like to get them into a state where I can hand out a QRS
and get playing:
1) Purely 2d.
2) Aircraft are rated with a min speed and max speed. Min is generally
3"
while Max is related to Mach number e.g. Mach 2.2 = 22", Mach 1.6 = 16", etc.
Aircraft will have two ratings to game their ability to speed up or slow down.
3) Aircraft will have a turn rating but it is a function of the aircraft's
speed vs. any inherient quality of the aircraft in question (yeah yeah....).
The higher the aircraft's speed the longer the aircraft has to move before a
60 degree rotation is allowed. After moving a certain distance the aircraft
will be allowed one 60 degree rotation left or right. Carry over of fractional
distances is allowed from turn to turn.
4) Missiles will generically be Heat Seaking or Radar Homing. They will be
treated like aircraft but their turn rating will be one higher than an
aircraft of the same speed. Aircraft move before Missiles.
5) Each pilot will have a quality and motivation. Some aircraft will have
guns. Standard FMAS stats here (impact and firepower). Aircraft have a
structure rating for damage rolls. A generic "defenses" rating for ECM and the
like. Aircraft will carry chaff and flares which the player can dump to modify
the incoming missile rolls a bit. Pilots can also conduct "defensive
maneuvers" that will dump speed equal to their motivation rating (mot 3 =
losing 3" of movement) but allows for a positive shift in their quality roll
for defensive purposes.
6) Players will alternate activations. Tailed aircraft must be activated
before non-tailed aircraft.
7) Each activation allows for two actions. One action must be used for
movement. The other action for combat or other non-combat actions
allowed by the scenario. For a movement action the player first adjusts their
speed and then conducts movement. For a combat action the player chooses
between a missile launch or guns. IR missiles can only be fired by tailing
aircraft (basically) while RH missiles can be fired from all aspects.
8) There will be a very small handful of special maneuvers that will allow
wild maneuvering while dumping some speed. Assuming the pilot makes a good
motivation check. If they fail the motivation check they dump speed but will
not be able to change direction. Folks who decide to go Guns on them
may get a +1 shift.
...there's more but not much more...but the above captures the general idea.
Damo
Does this have anything to do with the attempt you made to fighter-bash
FT?
Is the 'inherent quality' going to be some modifier to the
distance-before-turn?
' Carry over of fractional distances is allowed from turn to turn.' Have
any fancy mechanism to simplify the book-keeping?
Once again, any con outside of the heartland is looking unlikely, but
interested to hear more of your plans.
Doug
From: Gzg [mailto:gzg-bounces@firedrake.org] On Behalf Of Damond Walker
Sent: Sunday, January 24, 2016 2:31 PM
To: gzg@firedrake.org
Subject: FMAS Aircraft Rules
I'm toying with some aircraft rules for ECC using FMAS mechanics. The rules
themselves are stupid easy (probably too easy) but generally
work like this - I'd like to get them into a state where I can hand out
a QRS and get playing: 1) Purely 2d.
2) Aircraft are rated with a min speed and max speed. Min is generally 3"
while Max is related to Mach number e.g. Mach 2.2 = 22", Mach 1.6 = 16", etc.
Aircraft will have two ratings to game their ability to speed up or slow down.
3) Aircraft will have a turn rating but it is a function of the aircraft's
speed vs. any inherient quality of the aircraft in question (yeah yeah....).
The higher the aircraft's speed the longer the aircraft has to move before a
60 degree rotation is allowed. After moving a certain distance the aircraft
will be allowed one 60 degree rotation left or right. Carry over of fractional
distances is allowed from turn to turn. 4) Missiles will generically be Heat
Seaking or Radar Homing. They will be treated like aircraft but their turn
rating will be one higher than an aircraft of the same speed. Aircraft move
before Missiles. 5) Each pilot will have a quality and motivation. Some
aircraft will have guns. Standard FMAS stats here (impact and firepower).
Aircraft have a structure rating for damage rolls. A generic "defenses" rating
for ECM and the like. Aircraft will carry chaff and flares which the player
can dump to modify the incoming missile rolls a bit. Pilots can also conduct
"defensive maneuvers" that will dump speed equal to their motivation rating
(mot 3 = losing 3" of movement) but allows for a positive shift in their
quality roll for defensive purposes. 6) Players will alternate activations.
Tailed aircraft must be
activated before non-tailed aircraft.
7) Each activation allows for two actions. One action must be used for
movement. The other action for combat or other non-combat actions
allowed by the scenario. For a movement action the player first adjusts their
speed and then conducts movement. For a combat action the player chooses
between a missile launch or guns. IR missiles can only be fired by tailing
aircraft (basically) while RH missiles can be fired from all aspects. 8) There
will be a very small handful of special maneuvers that will allow wild
maneuvering while dumping some speed. Assuming the pilot makes a good
motivation check. If they fail the motivation check they dump speed but will
not be able to change direction. Folks who decide
to go Guns on them may get a +1 shift.
...there's more but not much more...but the above captures the general idea.
Damo
Damo,
That sounds a lot like Air War C:21. A game I love. It uses mechanics like
those you describe and is fast & furious.
Martin
> On Jan 25, 2016, at 04:53, Douglas Evans <devans@nebraska.edu> wrote:
Have any fancy mechanism to simplify the book-keeping?
> Once again, any con outside of the heartland is looking unlikely, but
Sounds like fun Damo. Gives me a couple ideas to add to the game Steve and I
are working on.
A couple of thoughts -
The rules themselves are stupid easy (probably too easy) but generally work
like
this - I'd like to get them into a state where I can hand out a QRS and
get playing:
1)
Purely 2d.
Makes sense. I have seen some rules lately the simplify to âHighâ,
âMediumâ,
and âLowâ but I donât see it delivering enough value in this type of
game.
2)
Aircraft are rated with a min speed and max speed. Min is generally 3" while
Max is related to Mach number e.g. Mach 2.2 = 22", Mach 1.6 = 16", etc.Â
Aircraft will have two ratings to game their ability to speed up or slow down.
3)
Aircraft will have a turn rating but it is a function of the aircraft's speed
vs. any inherient quality of the aircraft in question (yeah yeah....). The
higher the aircraft's speed the longer the aircraft has to move before a 60
degree rotation is allowed. After moving a certain distance the aircraft will
be allowed one 60 degree rotation left or right. Carry over of fractional
distances is allowed from turn to turn.
60 degrees seem rather course â why not go with a clock face (30 degrees)
ala FT. or are you playing this on a hex grid and I missed
that...
4) Missiles will generically be Heat Seaking or Radar Homing. They will be
treated like aircraft but their turn rating will be one higher than an
aircraft of the same speed. Aircraft move before Missiles.
5)
Each pilot will have a quality and motivation. Some aircraft will have guns.Â
Standard FMAS stats here (impact and firepower). Aircraft have a structure
rating for damage rolls. A generic "defenses" rating for ECM and the like.Â
Aircraft will carry chaff and flares which the player can dump to modify the
incoming missile rolls a bit. Pilots can also conduct "defensive maneuvers"
that will dump speed equal to their motivation rating (mot 3 = losing 3" of
movement) but allows for a positive shift in their quality roll for defensive
purposes.
You may be able to handle a pilot skill roll as well. Hi G maneuvers increase
defense but could result in short term black out. If you black out your next
turn will be a random selection from D6 standard moves: 1) fly straight at
last speed 2) straight at half speed 3) tight turn⦠etc.
6)
Players will alternate activations. Tailed aircraft must be activated
before non-tailed aircraft.Â
 7) Each activation allows for two actions. One action must be used for
movement. The other action for combat or other non-combat actions
allowed by the scenario. For a movement action the player first adjusts their
speed and then conducts movement. For a combat action the player chooses
between a missile launch or guns. IR missiles can only be fired by tailing
aircraft (basically) while RH missiles can be fired from all aspects.
8)
There will be a very small handful of special maneuvers that will allow wild
maneuvering while dumping some speed. Assuming the pilot makes a good
motivation check. If they fail the motivation check they dump speed but will
not be able to change direction. Folks who decide to go Guns on them
may get a +1 shift.
Â
...there's
more but not much more...but the above captures the general idea.
You may want to add something like hero points like Steve and I often do.
Gives a chance for amazing story telling, unique events within
simple rules, etc. just a thought. Martin
> On Mon, Jan 25, 2016 at 07:53 AM, Douglas Evans wrote:
Does this have anything to do with the attempt you made to fighter-bash
FT?
Â
Is the 'inherent quality' going to be some modifier to the
distance-before-turn?
Â
'
Carry over of fractional distances is allowed from turn to turn.' Have
any fancy mechanism to simplify the book-keeping?
Â
Once again, any con outside of the heartland is looking unlikely, but
interested to hear more of your plans.
Â
Doug
Â
From: Gzg [mailto:gzg-bounces@firedrake.org]
On Behalf Of Damond Walker
Sent: Sunday, January 24, 2016 2:31 PM
To: gzg@firedrake.org
Subject: FMAS Aircraft Rules
Â
I'm toying with some aircraft rules for ECC using FMAS mechanics.
The rules themselves are stupid easy (probably too easy) but generally
work like this - I'd like to get them into a state where I can hand out
a QRS and get playing:
1) Purely 2d.
2) Aircraft are rated with a min speed and max speed. Min is generally
3" while Max is related to Mach number e.g. Mach 2.2 = 22", Mach 1.6 = 16",
etc. Aircraft will have two ratings to game their ability to speed up or slow
down.
3) Aircraft will have a turn rating but it is a function of the aircraft's
speed vs. any inherient quality of the aircraft in question (yeah yeah....).Â
The higher the aircraft's speed the longer the aircraft has to move before a
60 degree rotation is allowed. After moving a certain distance the aircraft
will be allowed one 60 degree rotation left or right. Carry over of
fractional distances is allowed from turn
to turn.
4) Missiles will generically be Heat Seaking or Radar Homing. They will be
treated like aircraft but their turn rating will be one higher than an
aircraft of the same speed. Aircraft move before Missiles.
5) Each pilot will have a quality and motivation. Some aircraft will have
guns. Standard FMAS stats here (impact and firepower). Aircraft
have a structure rating for damage rolls. A generic "defenses" rating for ECM
and the like. Aircraft will carry chaff and flares which the
player can dump to modify the incoming missile rolls a bit. Pilots can
also conduct "defensive maneuvers" that will dump speed equal to their
motivation rating (mot 3 = losing 3" of movement) but allows for a positive
shift in their quality roll for defensive purposes.
6) Players will alternate activations. Tailed aircraft must be
activated before non-tailed aircraft.Â
Â
7) Each activation allows for two actions. One action must be used for
movement. The other action for combat or other non-combat actions
allowed by the scenario. For a movement action the player first adjusts their
speed and then conducts movement. For a combat action the player chooses
between a missile launch or guns. IR missiles can only be fired by tailing
aircraft (basically) while RH missiles can be fired from all aspects.
8) There will be a very small handful of special maneuvers that will allow
wild maneuvering while dumping some speed. Assuming the pilot makes a good
motivation check. If they fail the motivation check they dump speed but will
not be able to change direction. Folks who decide to go Guns on them may get
a +1 shift.
Â
...there's more but not much more...but the above captures the general idea.
Damo
Â
You can def say it was inspired by C21 but I wanted to use FMAS mechanics,
have fewer mods, and treat missiles like aircraft.
What I didn't want for a Sunday morning ECC game was clipboards and
multi-sheet handouts for players.
D.
Sent from my iPhone
> On Jan 25, 2016, at 9:24 AM, Martin <sturmwind@mac.com> wrote:
Have any fancy mechanism to simplify the book-keeping?
> Once again, any con outside of the heartland is looking unlikely, but
Damond,
That does sound cool. Let me know when they are ready for play test. Would
love to give them a try.
Thanks,
Martin
> On Jan 25, 2016, at 07:54, Damond <damosan@gmail.com> wrote:
wrote:
> Does this have anything to do with the attempt you made to
Have any fancy mechanism to simplify the book-keeping?
> Once again, any con outside of the heartland is looking unlikely,
Aircraft have a structure rating for damage rolls. A generic "defenses" rating
for ECM and the like. Aircraft will carry chaff and flares which the player
can dump to modify the incoming missile rolls a bit. Pilots can also conduct
"defensive maneuvers" that will dump speed equal to their motivation rating
(mot 3 = losing 3" of movement) but allows for a positive shift in their
quality roll for defensive purposes.
> 6) Players will alternate activations. Tailed aircraft must be
Hi,Suggestion:Dropping the radar guided missiles from a tactical game is worth
consideration.These missiles have a range of up to 100 miles. Bye for now,John
L.<IO
On Monday, January 25, 2016 7:34 AM, martin connell
> <mxconnell@optonline.net> wrote:
Sounds like fun Damo. Gives me a couple ideas to add to the game Steve
and I are working on.A couple of thoughts - Therules themselves are
stupid easy (probably too easy) but generally work likethis - I'd like
to get them into a state where I can hand out a QRS and getplaying: 1)Purely
2d. Makes sense. I have seen some rules lately the simplify to âHighâ,
âMediumâ,and âLowâ but I donât see it delivering enough value in
this type of game. 2)Aircraft are rated with a min speed and max speed. Min
is generally3" while Max is related to Mach number e.g. Mach 2.2 = 22", Mach
1.6= 16", etc. Aircraft will have two ratings to game their ability tospeed
up or slow down. 3)Aircraft will have a turn rating but it is a function of
the aircraft's speedvs. any inherient quality of the aircraft in question
(yeah yeah....). The higher the aircraft's speed the longer the aircraft has
to move before a 60degree rotation is allowed. After moving a certain
distance the aircraftwill be allowed one 60 degree rotation left or right.Â
Carry over offractional distances is allowed from turn to turn. 60 degrees
seem rather course â why not go with a clock face (30degrees) ala FT. or are
you playing this on a hex grid and I missed that... 4) Missiles will
generically be Heat Seaking orRadar Homing. They will be treated like
aircraft but their turn ratingwill be one higher than an aircraft of the same
speed. Aircraft movebefore Missiles. 5)Each pilot will have a quality and
motivation. Some aircraft will haveguns. Standard FMAS stats here (impact
and firepower). Aircrafthave a structure rating for damage rolls. A generic
"defenses"rating for ECM and the like. Aircraft will carry chaff and flares
whichthe player can dump to modify the incoming missile rolls a bit.Â
Pilotscan also conduct "defensive maneuvers" that will dump speed equal
totheir motivation rating (mot 3 = losing 3" of movement) but allows for
apositive shift in their quality roll for defensive purposes. You may be able
to handle a pilot skill roll as well. Hi G maneuversincrease defense but could
result in short term black out. If you black outyour next turn will be a
random selection from D6 standard moves: 1) flystraight at last speed 2)
straight at half speed 3) tight turn⦠etc. 6)Players will alternate
activations. Tailed aircraft must be activatedbefore non-tailed
aircraft.  7)Each activation allows for two actions. One action must be
used formovement. The other action for combat or other
non-combat actions allowedby the scenario. For a movement action the
player first adjusts theirspeed and then conducts movement. For a combat
action the player choosesbetween a missile launch or guns. IR missiles can
only be fired bytailing aircraft (basically) while RH missiles can be fired
from all aspects. 8)There will be a very small handful of special maneuvers
that will allow wildmaneuvering while dumping some speed. Assuming the pilot
makes a goodmotivation check. If they fail the motivation check they dump
speed butwill not be able to
change direction. Folks who decide to go Guns on themmay get a +1
shift. Â...there'smore but not much more...but the above captures the general
idea. You may want to add something like hero points like Steve and Ioften do.
Gives a chance for amazing story telling, unique events within simplerules,
etc. just a thought.Martin
> On Mon, Jan 25, 2016 at 07:53 AM, Douglas Evans wrote:
Does this have anything to do with the attempt you made to fighter-bash
FT? Â Is the 'inherent quality' going to be some modifier to the
distance-before-turn? Â 'Carry over of fractional distances is allowed
from turn to turn.' Have any fancy mechanism to simplify the
book-keeping? Â Once again, any con outside of the heartland is
looking unlikely, but interested to hear more of your plans. Â Doug
 From: Gzg [mailto:gzg-bounces@firedrake.org]On Behalf Of Damond
Walker
Sent: Sunday, January 24, 2016 2:31 PM
To: gzg@firedrake.org
Subject: FMAS Aircraft Rules  I'm toying with some aircraft rules for
ECC using FMAS mechanics. The rules themselves are stupid easy (probably
too easy) but generally work like this - I'd like to get them into a
state where I can hand out a QRS and get playing: 1) Purely 2d. 2) Aircraft
are rated with a min speed and max speed. Min is generally 3" while Max is
related to Mach number e.g. Mach 2.2 = 22", Mach 1.6 = 16", etc. Aircraft
will have two ratings to game their ability to speed up or slow down. 3)
Aircraft will have a turn rating but it is a function of the aircraft's speed
vs. any inherient quality of the aircraft in question (yeah yeah....). The
higher the aircraft's speed the longer the aircraft has to move before a 60
degree rotation is allowed. After moving a certain distance the aircraft will
be allowed one 60 degree rotation left or right. Carry over of fractional
distances is allowed from turn to turn. 4) Missiles will generically be Heat
Seaking or Radar Homing. They will be treated like aircraft but their turn
rating will be one higher than an aircraft of the same speed. Aircraft move
before Missiles. 5) Each pilot will have a quality and motivation. Some
aircraft will have guns. Standard FMAS stats here (impact and firepower).Â
Aircraft have a structure rating for damage rolls. A generic "defenses"
rating for ECM and the like. Aircraft will carry chaff and flares which the
player can dump to modify the incoming missile rolls a bit. Pilots can also
conduct "defensive maneuvers" that will dump speed equal to their motivation
rating (mot 3 = losing 3" of movement) but allows for a positive shift in
their quality roll for defensive purposes. 6) Players will alternate
activations. Tailed aircraft must be activated before non-tailed
aircraft.  7) Each activation allows for two actions. One action must be
used for movement. The other action for combat or other
non-combat actions allowed by the scenario. For a movement action the
player first adjusts their speed and then conducts movement. For a combat
action the player chooses between a missile launch or guns. IR missiles can
only be fired by tailing aircraft (basically) while RH missiles can be fired
from all aspects. 8) There will be a very small handful of special maneuvers
that will allow wild maneuvering while dumping some speed. Assuming the pilot
makes a good motivation check. If they fail the motivation check they dump
speed but will not be able to change direction. Folks who decide to go Guns
on them may
get a +1 shift. Â ...there's more but not much more...but the above
captures the general idea. Damo Â
On a regular table I'd agree with you but the ECC tables are huge. That said
the scenario ROE will preclude the Phantoms from throwing radar guided
missiles... at least initially.
D.
Sent from my iPhone
> On Jan 25, 2016, at 12:59 PM, John Leary via Gzg <gzg@firedrake.org>
wrote:
> Hi,
fly straight at last speed 2) straight at half speed 3) tight turn⦠etc.
> 6) Players will alternate activations. Tailed aircraft must be
Have any fancy mechanism to simplify the book-keeping?
> Once again, any con outside of the heartland is looking unlikely, but