FT at MOAB 97 : INFO

2 posts ยท Sep 25 1997 to Sep 25 1997

From: Geoffrey Stewart <Geoffrey_Stewart@u...>

Date: 25 Sep 1997 13:58:47 +1100

Subject: FT at MOAB 97 : INFO

Hello All

The details of the comp are below, it will be on in some form, depending on
how many people have entered...

MOAB 97  FT - October Long Weekend 1997
Mother of All Battlegames (first MOAB held just before Iraq-US war)

                WHEN
Saturday and Sunday, October 4 -5

  WHERE
Sylvania Community Centre Box Road Sylvania Sydney NSW Australia

COST $10

HOW TO ENTER
Contact me on geoffrey_stewart@uow.edu.au
Ring me on 02-42299367
Ring Gary Plachetta in Sylvania (sorry, don't have his number on me, he should
be in the phone book(i hope!)

COMP DETAILS

                                   Battles

There will be a mixture of battles over the two days. Three battles with the
ATTACK fleet, and one battle with the DEFENCE fleet. Two battles with the
PATROL fleet.

                                    Setup

Ship setup, starting velocities and terrain shall be supplied for each battle.

                                    Time

ATTACK and ATTACK/DEFENCE battles will run for two hours, plus or minus
ten minutes. PATROL fleet battles shall run for one hour, plus or minus ten
minutes.

Note: when time is called, the current turn shall be completed.

Notes on Rules For MOAB 97

Book One: *Basic Sensors and Target Identification WILL NOT BE USED. *All ship
damage will be visible to the opponent. *FTL drives can be used, but once a
ship leaves the table by FTL it cannot return.

Book Two:

*C batteries can be used as anti fighter defence. *Terrain effects (by
scenario). *Fighter Endurance will be used *Scrambling fighter groups will be
used. *Advanced and Specialised Fighter types will be used, see the Fighter
List for cost and details.

Aces and Turkeys can be used at the players choice, if so, all fighter groups
must be diced for.

Expanded sensor rules WILL NOT BE USED.

All ships will have basic damage control parties. These cannot be destroyed by
threshold tests, needle beams etc.

General:

* Ships leaving the table CANNOT return. * Unless specified all ships start on
table. * Threshold tests shall be made openly so that both players know what
system is being tested for and what damage was done. * Damage control rolls
will be made openly so that both players know what system is being tested for
and which repairs were successful.

Turn Sequence

1. Write ship orders.

2. Move debris, asteroids etc.

3. Move fighter groups**.

i Fighters may move up to half their movement. The side with the most fighters
moves one group first, if equal roll a d6, high roll moves first.

4. Move ships.

5. Resolve Ramming attempts, (after all ships have moved).

6. Move fighter groups**.

i Fighters may move up to half their movement. The side with the most fighters
moves one group first, if equal roll a d6, high roll moves first.

7. Fighters nominate any targets they are attacking.

8. Make attacks with ships.

(i) The side with the most ships fires one ship first, if equal roll a d6,
high roll fires first. Fighter groups do NOT count as a ship.

(ii) Nominate which weapons are firing at which ships, including anti fighter
weapons the ship may have.

(iii) Damage is applied and threshold checks taken.

(iv) Make fighter attacks on the ship which just fired.

(v) Damage is applied and threshold checks taken.

9. Continue repeating 8 until all ships and fighters have attacked.

10. Resolve any remaining fighter attacks on ships that have not fired or
moved.

11. Make damage repair rolls.

** Fighter movement is divided into two parts. In either part the fighters can
only use up to half of their movement.

New or Modified Rules for MOAB 97

* Battle Debris

        - Roll normally to see if a damaged ship explodes. If it does
the
                 following damage is applied to any ship/s in range
immediately.

        - Escorts have a one inch radius blast, this causes 1d6 damage
to any ships in that area. Shields have no effect.

            - Cruisers have a two inch radius blast, this causes 2d6
damage to any ships within one inch and 1d6 damage to any ships between one
and two inches. Shields have no effect.

            - Capital ships and Bases have a three inch radius blast,
this causes 3d6 damage to any ships within one inch, 2d6 damage to any ships
between one and two inches and 1d6 two any ships within two to three inches.
All Bases count as Capital ships for explosion purposes. Shields have no
effect.

             - Fighters caught in an explosion will roll the same number
of dice as above but will count the rolls like PDAF hits.

The debris cloud will move for one turn, at the ships previous velocity and in
the ships previous direction. It will cause no damage to ships it encounters,
it will block line of sight and line of fire while on the table.

* Carriers

Note: these rules only affect Carriers (Patrol, Light, Fleet and Type 4 Base).

        -       Carriers can launch and retrieve fighter groups while
the carrier is changing speed or turning.

         -Carriers can launch and retrieve up to a total of three
fighter groups per turn.

        -Carriers can rearm fighter groups:

i) The fighter group lands (first turn),

ii) The fighter group spends one turn aboard the carrier (second turn),

iii) The fighter group can then launch (third turn).

        -Fighter groups rearming can use "Emergency launch"
(they may not scramble). If they have landed and want to launch on the
following turn (second turn) then they must roll a d6 on the following table:

1 OOOEER! Disaster! The fighter group and the fighter bay are completely
destroyed and cannot be

repaired.

2 Mishap. The fighter group and the fighter bay are damaged. To become
functional again will require a damage control party to sort the situation
out. The fighter cannot be rearmed or launched until the bay is repaired.

                              3/4 Failure. No launch this turn, may
launch normally next turn.

                              5/6 Success. Fighter group launches no
problems.

#160#

*Fighters

                    -When launched fighter groups may only make a half
move in phase 6 of the turn sequence.

                    -Fighter types only need to be revealed when they
make their attack, are shot at or are involved in a Dogfight.

                    -Fighter groups can take as long as they need to
return to their parent ship.

                    -New fighter types are included at the end of this
document.

Note: fighters may not ram.

             * ADAF's/PDAF's

                   - Any ship with PDAF's or ADAF's can shoot at any
fighter groups in range, whether they are the target of the fighter groups
attack or not.

                    -PDAF's have a range of six inches and cause damage
as per the basic rules.

                    -ADAF's can fire at any target within 12". At up to
and including 6" they get to roll 2d6, at over 6" and up to and including 12"
they get to roll 1d6. They score damage on the fighter groups as per the basic
rules.

* Ramming

-Only ships that are on their last row of damage boxes
may attempt to ram.

-A ship may only attempt one ram during the game. If
this attempt fails then the ship may not ram again.

- Fighters may not ram or be rammed.

-To perform a Ram the two ships must end within two
inches of each other.

-The Ramming ship must have specified in it's orders
that it is going to Ram.

 -the ramming ship must roll a 5 or 6 on a d6 to
"attempt" the ram.

-The ramming ship must have a thrust rating and be
moving ie a ship with destroyed engines cannot attempt to ram.

-To resolve the Ram, both sides roll 1d6 and add the
result to their current Thrust rating. If the Ramming ships total is higher it
successfully rams the target and inflicts damage as per the rules. If the
target ships total is equal to or higher, it successfully dodges the Ram.

Note: the thrust rating is the number in the engine box not the current speed
of the ship. Bases have a thrust rating of 0.

  Fleets

Only STANDARD SHIP designs will be used in the competition (these are listed
at the end of this document). New STANDARD SHIP designs for the Competition
are also included at the end of this document (these were developed by the
organisers of SAGA 97 as alternatives to existing ship designs).

Players are to provide the following.

*An ATTACK fleet of 1850 points:

The following limitations apply to ATTACK fleet selection.

o No more than 10% of points can be spent on ships from List 1,

o No more than 50% of points can be spent on ships from List 2,

o No more than 50% of points can be spent on ships from List 3

o No more than 50% of points can be spent on ships from List 4. If the ships
taken from List 4 are only carriers (Patrol, Light and Fleet) then up to 100%
of points can be spent on these ships.

Note: When the ATTACK fleet is used in the Defence battle the Attacker will
receive two Light Minesweepers and one Heavy Minesweeper at no points cost.
These will be worth no victory points if damaged or destroyed.

*A DEFENCE fleet of 1150 points:

The following limitations apply to DEFENCE fleet selection.

        -       No more than 10% of points can be spent on ships from
List 1,

        -       No more than 50% of points can be spent on ships from
List 2,

        -       No more than 50% of points can be spent on ships from
List 3,

        -       No more than 50% of points can be spent on ships from
List 4 and List 6 combined,

        -       No more than 50% of points can be spent on ships from
List 5,

        -       Minefields, which will be supplied by the organisers at
no points cost.

*A PATROL fleet of 800 points:

The following limitations apply to PATROL fleet selection.

        -       No more than 25% of points can be spent on ships from
List 1,

        -       Up to 100% of points can be spent on ships from List 2
and

        -       Each side receives at no points cost one Escort Carrier
and two squadrons of Long Range Fighters (these ships and fighters will be
worth victory points if destroyed). If the fighters exit off their starting
table edge they will be assumed to have returned to their base, they cannot
rearm, they will not count as lost for victory point determination.

Note: at the end of Day One, players can change their ship lists for the
second days' battles.

All fleets are to have the bases clearly marked so opponents know if a ship is
of Escort, Cruiser or Capital class.

SHIP LISTS

List 1

Ship Type Points Cost Victory Points

Courier 15 3

 Strikeboat Bk2                         26                      0/6

 Scout Ship                             28                      0/4

 Needle Lancer NEW                      39                      5/10

 Lancer Bk2                             39                      5/10

 Corvette                               43                      0/7

List 2

Ship Type Points Cost Victory Points

 Frigate                                65                      5/14

 Torpedo Destroyer Bk2                  86                      15/31

Light Minesweeper NEW 91 #160#

 Destroyer                              92                      10/23

 Super Destroyer Bk2                    105                     10/29

 Defence Ship NEW                       114                     5/19

List 3

Ship Type Points Cost Victory Points

 Needle Cruiser Bk2                     187                     10/25/39

 Light Cruiser                          190                     10/25/39

Heavy Minesweeper NEW 190 #160#

 Escort Cruiser                         195                     10/25/44

 Strike Cruiser Bk2                     198                     20/45/72

 Fleet Defence Ship NEW                 201                     15/30/47

 Heavy Cruiser                          238                     20/40/65

 Super Heavy Cruiser                    267                     25/55/83

List 4

Ship Type Points Cost Victory Points

 Escort/Patrol Carrier Bk2              286
10/25/40/55

Battlecruiser 381
25/50/75/106

Battleship 447
30/65/95/133

Battledreadnought 431
35/75/110/153

Light Carrier 499
25/55/80/111

Superdreadnought 580
80/165/250/337

Fleet Carrier 687
35/75/115/156

List 5

Ship Type Points Cost Victory Points

 System Defence Lancer NEW      40                              5/18

 System Defence Cutter NEW      117                             25/50

 System Defence Torpedo 217                             45/90/140
 Cruiser NEW

System Defence Ship Bk 2 252
50/100/151

List 6

Ship Type Points Cost Victory Points

Base Type 1 NEW 205
45/90/136

Base Type 2 NEW 342
45/90/140/189

Base Type 3 NEW 455
95/195/295/394

Base Type 4 NEW 513
40/85/130/179

#160#

Fighters

Ship Type Points Per Base Victory Points

Normal fighters 20 2 per fighter

Interceptor fighters 20 2 per fighter

Fast fighters 32 3 per fighter

Heavy fighters 32 3 per fighter

Attack fighters 32 3 per fighter

Long Range fighters 32 3 per fighter

Torpedo fighters 38 4 per fighter

Advanced Fighters**

Ship Type Points Per Base Victory Points

Fast Interceptor fighters 38 4 per fighter

Fast Attack fighters 56 5 per fighter

Fast Long Range fighters 56 5 per fighter

Fast Heavy fighters 56 5 per fighter

Heavy Attack fighters 56 5 per fighter

Heavy Torpedo fighters 65 7 per fighter

** May only be taken for carriers (patrol, light, fleet and base 4). A maximum
of 50% of fighter groups based on carriers may be Advanced Types.

Note: The cost of fighter group upgrades is added to the fighter groups parent
ship cost.

New Ship Types

Base Type 1

          Mass 32, Damage 5/5/6, 4 A batteries 4 arcs, 3 C batteries 4
arcs, 3 PDAF's, 2 Shields, 2 Firecons

Base Type 2

          Mass 60, Damage 7/7/8/8, 6 A batteries 4 arcs, 4 C batteries 4
arcs, 4 PDAF's, ADAF, Fighter Bay, 2 Shields, 4 Firecons

Base Type 3

          Mass 80, Damage 10/10/10/10, 6 A batteries 4 arcs, 6 C
batteries 4 arcs, 6 PDAF's, 2 ADAF's, 2 Fighter Bays, 3 Shields, 4 Firecons

Base Type 4

          Mass 98, Damage 12/12/12/13, 4 B batteries 4 arcs, 4 C
batteries 4 arcs, 4 PDAF's, 2 ADAF's, 8 Fighter Bays, 2 Shields, 3 Firecons

Needle Lancer

          Mass 6, Thrust 8, Damage 1/2, Needle Beam, Point Defence,
Firecon, FTL.

Defence Ship

          Mass 18, Thrust 6, Damage 4/5, 2 C batteries 3 arcs, PDAF, 2
ADAF's, Firecon, FTL.

Fleet Defence Ship

          Mass 32, Thrust 2, Damage 5/5/6, 2 B batteries 3 arcs, 3
ADAF's, 2 Firecons, Shield, FTL.

Light Minesweeper

          Mass 14, Thrust 6, Damage 3/4, C Battery 3 arcs, PDAF,
Minesweeper System, Firecon, FTL.

Heavy Minesweeper

          Mass 22, Thrust 6, Damage 3/4/4, C Battery 3 arcs, PDAF,
Minesweeper System, Shield, 2 Firecons, FTL.

System Defence Lancer

          Mass 6, Thrust 8, Damage 1/2, A Battery forward arc only,
PDAF, Firecon.

System Defence Cutter

          Mass 14, Thrust 6, Damage 3/4, 2 A Batteries 3 arcs, PDAF,
Shield, Firecon.

System Defence Torpedo Cruiser

          Mass 32, Thrust 4, Damage 5/5/6, 3 Pulse Torpedo tubes, 3
PDAF, 2 Shields, 2#160#Firecons.

Victory Point Determination

The VPs for each ship are listed in the ship lists. Each time a full row is
destroyed you receive the listed VPs, these are non cumulative. Partially
damaged rows are worth no VPs.

Example 1:

An escort cruiser is worth the following number of victory points -
10/25/44.

If it has taken one full row of damage it would be worth 10VPs

If it takes two full rows of damage it is worth 25VPs

If it is fully destroyed (all three rows) it is worth 44VPs.

Any ship that leaves the table is worth the points for the current amount of
damage inflicted or half total points, whichever is greater.

Example 2:

A heavy cruiser is worth the following number of victory points -
20/40/65.

If it has taken no damage and leaves the table it would be worth 33VPs, as all
fractions are to be rounded up, half of 65 is 33.

If the same ship leaves the table after taking 2 full rows of damage it would
be worth 40VPs, as this is greater than half points.

If a player concedes, it is assumed for VP calculation that all of their
remaining ships have left the table and are worth the current damage level or
half points, whichever is greater.

Any ship that flies or jumps off table counts half points, or its current
damage level, whichever is greater, for VP calculations.

Destroyed fighters are also worth VPs. Fighters that cannot return to their
parent ship are counted as lost for VP purposes. If they were from a carrier
(patrol, light, fleet and base 4) they can avoid counting as lost by returning
to any other type of carrier (patrol, light, fleet and base
4).
They can only do this to avoid being counted as lost, they cannot rearm on
these other ships.

.....that's it, get those entries in, the more players enter the better it
will be!

Cheerio

From: campbelr@p...

Date: Thu, 25 Sep 1997 17:52:23 +0000

Subject: Re: FT at MOAB 97 : INFO

Australia, hmmm, nope. Can't get the leave I'm afraid. Let us know how it
goes!

Randy Randy Campbell

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