FT: Very new to this

16 posts ยท Feb 11 2000 to Feb 16 2000

From: Eric Finney <eric.finney@d...>

Date: Fri, 11 Feb 2000 16:56:47 +0100

Subject: FT: Very new to this

My name is Eric Finney and I live in Uppsala, Sweden. I just got (about ten
minutes ago) FT2 and a starter fleet, 6x2 ships
for NSL/FSE.
All fine and good, BUT on the paper with "new stuff Jan 2000" it says More
Thrust is out of print. So my question is, do I need MT?
I could try to order it from Geo-Hex but that is costly and
takes a lot off time (if they still have it!). And what about the Fleet Book?
It sounds good to have all the ships data... I'm sure to get back to You with
more questions later but now I'm leaving work early to go home and prime my
new ships.

Thanks for any replys,

From: Roger Books <books@m...>

Date: Fri, 11 Feb 2000 11:29:14 -0500 (EST)

Subject: Re: FT: Very new to this

On 11-Feb-00 at 11:19, Phillip Atcliffe (Phillip.Atcliffe@uwe.ac.uk)
wrote:
> On Fri, 11 Feb 2000 16:56:47 +0100 Eric Finney <eric.finney@dis.uu.se>

> wrote:

> different systems which you may see mentioned here from time to time,

I think I may have to disagree here, MT adds most of the fighter rules, very
important. MT also adds MT missile. Not as important as the fighter stuff, but
still necessary.

From: Phillip Atcliffe <Phillip.Atcliffe@u...>

Date: Fri, 11 Feb 2000 16:18:42 -0500 (EST)

Subject: Re: FT: Very new to this

On Fri, 11 Feb 2000 16:56:47 +0100 Eric Finney <eric.finney@dis.uu.se>
wrote:

> My name is Eric Finney and I live in Uppsala, Sweden.

Welcome! Oerjan should probably answer this <g>, but I got in first...

> I just got (about ten minutes ago) FT2 and a starter fleet, 6x2

Ah, Euro Wars in space... <g>

> All fine and good, BUT on the paper with "new stuff Jan 2000" it says

You don't _need_ it. FT is self-contained; MT merely (?) adds more and
different systems which you may see mentioned here from time to time, but you
can have a lot of fun just with the basic rules.

> And what about the Fleet Book? It sounds good to have all the ships

Now, the FB is worth getting, because it not only adds some more systems to
the game, gives you the "official" ship designs (which, IIRC, don't use much,
if anything, from MT, so you needn't worry about that) and provides you with a
new (optional) movement system, but the ship design rules have been
significantly changed.

> I'm sure to get back to You with more questions later, but now I'm

Yes, much more fun than working... <g

Phil, who has far too many minis to paint at present... ain't it great!

From: kwasTAKETHISOUT@o... (Kr'rt)

Date: Sat, 12 Feb 2000 02:46:14 GMT

Subject: Re: FT: Very new to this

=Ahem=

MT also adds the Kra'Vak and the Savasku alien races...

heh

-=Kr'rt
Resident Kra'Vak Ambassador

From: Alan and Carmel Brain <aebrain@w...>

Date: Sat, 12 Feb 2000 16:28:38 +1000

Subject: Re: FT: Very new to this

> Eric Finney wrote:

> So my question is, do I need MT?
No. It would be nice to have, if only for the extra fighter types, but it's
not essential.

Now FLEET BOOK 1 on the other hand is strongly recommended. There are a number
of significant changes from the original Full Thrust 2nd edition in it.

So, in order of priority, I'd recommend you purchase:

1. Full Thrust 2nd edition (which you have) 2. Some models for 2 fleets (which
you have) 3. Fleet Book 1 4. Some more models to beef up your 2 fleets 5.
Fleet Book 2 (due out in April) 6. Some more models, this time of Aliens from
FB2 7. More Thrust, or Full Thrust 3rd edition if that's available (2001?)

From: Brian Bilderback <bbilderback@h...>

Date: Sat, 12 Feb 2000 09:01:40 PST

Subject: Re: FT: Very new to this

This brings up a subject I've been trying to broach with several FT/DS
webpage owners, a subject which has netted me disappointing responses -
not that these individuals were less than helpful, just that what they told
me,
in all it's stark accuracy, was a let-down.

I had hoped that if I were to go buy FT, it would help me coordinate the air
war above my DS II battlefield. Apparently this is not the case.

There are several good sets of house rules for air combat in DS II that I've
seen, but as one individual pointed out to me, this would detract from the
ground war aspect of DS II. So I came up with a pretty simple idea. This is
for DS II'ers, not for FT. Here's what I came up with:

Don't mess with air combat. Instead, if both sides agree on it, use the

rules for calling in artillery to also call in airstrikes. Your artillery
spotters wear second hats as FAC's, and when you do manage to call in a
strike, this represents the ground support craft that managed to get through
all that nasty stuff going on up in the Air Superiority regions. Both sides
should agree on the intensity of the air war going on, this equates to the
roll required to call in air strikes.

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Sat, 12 Feb 2000 22:32:34 +0100

Subject: Re: FT: Very new to this

> Brian Bilderback wrote:

> I had hoped that if I were to go buy FT, it would help me coordinate

Nope. Might have a little something to do with the fact that FT2 was published
before either DSII or SGII, and also with the fact that Full Thrust is about
space combat between large spaceships and handles tiny fighter craft in a
fairly abstract way.

There are some rules for landing troops and ortillery in MT, but that's about
it.

Regards,

From: Brian Bilderback <bbilderback@h...>

Date: Sat, 12 Feb 2000 15:37:10 PST

Subject: Re: FT: Very new to this

> Nope. Might have a little something to do with the fact that FT2 was

Yeah, that's pretty much what I've already been told. Which is why I resort to
the "Call aircraft like artillry" approach. I've actually started working on a
fighter combat system, house rules, based on some rules I found
posted on Andy Cowell's site.  I e-mailed the poster of those rules, he
agreed that a couple of ideas I came up with improved what he had done, so I
can't take credit for designing the system, just tinkering with it.

From: Andrew Martin <Al.Bri@x...>

Date: Sun, 13 Feb 2000 13:04:46 +1300

Subject: Re: FT: Very new to this

> Brian Bilderback wrote:

You could check out my alternative aerospace rules at my site here:
        http://members.xoom.com/AndrewMartin/DSII/

It allows calling for aerospace attacks on even off-board artillery
positions.

From: Brian Bilderback <bbilderback@h...>

Date: Sun, 13 Feb 2000 08:53:58 PST

Subject: Re: FT: Very new to this

Yeah, I looked at your rules. They're pretty good, I like a lot of what

you've done. My only minor critique is that the only time ait units would
fight each other would be when interceptiong each other after one of them
begins an attack run. The rules I found and modified to my taste (and am
still tinkering with) allow for direct air-to-air combat. There's still
a lot of work to be done on them. Would you be offended if I incorporated what
I found on your site into the house rules I use?

Brian Bilderback

"The Irish are the only race of people on Earth for which psychoanalysis is of
no use."

                                 - S. Freud

----Original Message Follows----
From: "Andrew Martin" <Al.Bri@xtra.co.nz>
Reply-To: gzg-l@CSUA.Berkeley.EDU
To: <gzg-l@CSUA.Berkeley.EDU>
Subject: Re: FT: Very new to this
Date: Sun, 13 Feb 2000 13:04:46 +1300

> Brian Bilderback wrote:

You could check out my alternative aerospace rules at my site here:
         http://members.xoom.com/AndrewMartin/DSII/

It allows calling for aerospace attacks on even off-board artillery
positions.

From: Andrew Martin <Al.Bri@x...>

Date: Mon, 14 Feb 2000 13:06:35 +1300

Subject: Re: FT: Very new to this

> Brian Bilderback wrote:

I felt it was in keeping with the structure of DSII turns. The interception
of ground attack craft by enemy fighters, and the counter-interception
by friendly fighters, fitted with my computer game experience, and seemed to
match real-life descriptions of air combat.
Of course, there's nothing stopping you from having one of your Aerospace
units directly attack a opposing aerospace unit, off board, behind enemy
lines. But I consider that as venturing too deep into an enemy's air defence
zone. I believe that would be too deadly to accomplish in a
SF/ultramodern game. Consider that the DS2 table top represents the
disputed
area, and that the enemy off-board air area are too dangerous for a
hostile air unit to exist, much less fight an opponent. Of course, I fudge
this a
little with allowing air strikes on off-board artillery, reasoning that
the
artillery unit/s aren't that far off the battlefield.

> The rules I found and modified to my taste (and am still tinkering
allow for direct air-to-air combat. There's still a lot of work to be
done on them. Would you be offended if I incorporated what I found on your
site into the house rules I use?

Go ahead. I'd like to see your finished result.

From: Ndege Diamond <nezach@e...>

Date: Mon, 14 Feb 2000 12:16:42 -0800

Subject: Re: FT: Very new to this

> The rules I found and modified to my taste (and am still tinkering

Just a passing thought: has anyone tried to bolt the Stargrunt air defence
environment rules onto Dirtside? I never have myself but it seems like it
could work with minimal fuss.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Tue, 15 Feb 2000 08:14:54 +1100

Subject: RE: FT: Very new to this

It actually works the other way around; keep an eye out (hopefully) for the
Scenario Book.

Stargrunt scale airdefence is taken into account in Dirtside by the use of LAD
systems. Moving ZAD systems from Dirtside to Stargrunt is more of a challenge.
I did it by using the SG AD rules & giving them damage of d10x chits drawn
(d10x2 for basic, x3 for enh, x4 for sup).

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu
[pirates] Prince Rupert Raspberry; Base Commander

> -----Original Message-----

From: Andrew Martin <Al.Bri@x...>

Date: Tue, 15 Feb 2000 14:40:07 +1300

Subject: Re: FT: Very new to this

> Ndege Diamond wrote:

I've got rules covering aerospace strikes against offboard artillery on my
site. I'm interested in comments and suggestions if they don't seem right.

From: Ndege Diamond <nezach@e...>

Date: Tue, 15 Feb 2000 05:28:15 -0800

Subject: RE: FT: Very new to this

> At 08:14 AM 2/15/00 +1100, you wrote:
I did
> it by using the SG AD rules & giving them damage of d10x chits drawn

Oops, sorry. I know it wasn't clear in the parts I quoted but I was thinking
more along the lines of using the Stargrunt rules for covering off table stuff
in Dirtside. Like air strikes against arty that is off the board and whatnot.

From: Brian Bilderback <bbilderback@h...>

Date: Tue, 15 Feb 2000 16:11:34 PST

Subject: Re: FT: Very new to this

No, since I don't have SG II. If you think they might be useful, and could
send me those rules off-list, I'd be mighty appreciative.

Brian Bilderback

"The Irish are the only race of people on Earth for which psychoanalysis is of
no use."

                                 - S. Freud

----Original Message Follows----
From: Ndege Diamond <nezach@earthlink.net>
Reply-To: gzg-l@CSUA.Berkeley.EDU
To: gzg-l@CSUA.Berkeley.EDU
Subject: Re: FT: Very new to this
Date: Mon, 14 Feb 2000 12:16:42 -0800

Just a passing thought: has anyone tried to bolt the Stargrunt air defence
environment rules onto Dirtside? I never have myself but it seems like it
could work with minimal fuss.