[GZG] Full Thrust 2 questions

6 posts · Jul 17 2006 to Jul 18 2006

From: Adam Flynn <flynnbox@g...>

Date: Mon, 17 Jul 2006 15:01:50 -0400

Subject: [GZG] Full Thrust 2 questions

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lJust getting into
Full Thrust and curious about a couple of issues:

1) Missles, as described in More Thurst, don't appear in the list of ship
component icons in Fleet Book 1. Are these missles still valid for competition
play? Are they replaced by Salvo Missiles? Are they unbalanced? Are they just
not worth putting on a ship?

2) Can PDF fire be used to reduce the damage from a submunition pack? After
all, these are described as rockets or missiles.

3) If a ship with an velocity of 7 is making a 1 point turn to starboard, do
you round up or down when determining the half-way point of their
movement to make the turn? Essentially, does the turn occur at 3 or 4 inches
along their current course? Or does it occur at 3.5 inches?

Hope that the list is still active enough to get an answer to these. Thanks.

From: John K Lerchey <lerchey@a...>

Date: Mon, 17 Jul 2006 15:11:51 -0400 (EDT)

Subject: Re: [GZG] Full Thrust 2 questions

I'll answer what little I can...

John K. Lerchey Assistant Director for Incident Response Information Security
Office Carnegie Mellon University

> On Mon, 17 Jul 2006, Adam Flynn wrote:

> Just getting into Full Thrust and curious about a couple of issues:
After
> all, these are described as rockets or missiles.

No. SMB packs are treated as direct fire "instantaneous" weapons. PDF have no
effect.

> 3) If a ship with an velocity of 7 is making a 1 point turn to

I've always made the turn at the 3.5mu mark. If your group wants to round up
or down, that is of course OK, but it should be consistant.:)

> Hope that the list is still active enough to get an answer to these.

J

From: Laserlight <laserlight@q...>

Date: Mon, 17 Jul 2006 14:44:37 -0500 (CDT)

Subject: Re: [GZG] Full Thrust 2 questions

Hi Adam,

The list server has had a hardware problem for the past few days but the list
is still active.

> 1) Missles, as described in More Thurst, don't appear in the list

All More Thrust systems are still valid unless specifically superceded by
Fleet Book systems, so yes, MT missiles are valid. An
unofficial-but-popular update is described at the bottom of
http://mysite.verizon.net/laserlight/ft/if.htm

> Are they replaced by SalvoMissiles?Â

No, salvo missiles are a different system

> Are they unbalanced? Are they just not worthputting on a ship?

If you launch one at a time, they're not much use. If you have several
missiles and fighter suqadrons attack on the same turn, they can work well.

> 2) Can PDF fire be used to reduce the damage from a submunitionpack?Â

No--you can assume that losses to PDS are factored in.

> 3) If a ship with an velocity of 7 is making a 1 point turn

I do it at 3.5"

From: Doug Evans <devans@n...>

Date: Mon, 17 Jul 2006 18:03:21 -0500

Subject: Re: [GZG] Full Thrust 2 questions

> 1) Missles, as described in More Thurst, don't appear in the list of

Chris's answer, as all of his, is great, but an other would be 'whatever you
agree to'. I've not heard of any official competition rules, though it seems
there's always a temptation to do so.

Some of the answers you see seem to be saying so, but that's of 'that's SO
obviously the only way it could work.'

For instance, I play half MU's as necessary, but know folks that don't, and
there's a few that seem to follow which ever is convenient,
*wink,wink,nudge,nudge*. I find the fuzzy quality to the rules in small areas
to be purposefully charming.

Why else would all the examples show even velocities?

The_Beast

From: Robert N Bryett <rbryett@g...>

Date: Tue, 18 Jul 2006 10:05:53 +1000

Subject: Re: [GZG] Full Thrust 2 questions

> 1) Missles, as described in More Thurst, don't appear in the list

Yes, they're listed in the FB1 *design system*, and perfectly valid. The More
Thrust rules for using missiles have never been superseded, so they are still
"official" but they're not very well integrated with FB1 and FB2. The FT2.5
convention for these weapons is to call them Heavy Missiles (HM) to
distinguish them from the additional Salvo Missile systems introduced in FB1.
Laserlight has some
unofficial revised HM rules at his web site: http://
mysite.verizon.net/laserlight/ft/if.htm which play pretty well.

> Are they replaced by Salvo Missiles?

No.

> Are they unbalanced? Are they just not worth putting on a ship?

Balance is very subjective, so I can't really answer that. Many gamers appear
to believe that if they lose, the other guy's weapons *must* be unbalanced!:)
In my opinion thinking about whether a weapon system is "worth putting on a
ship" in isolation is a Bad Thing. All weapons and defences have strengths and
weaknesses, and so much depends on how you use them and your enemy. In
general:

1) Heavy Missiles are a placed marker system, so it is easier to hit
low-thrust targets than high-thrust ones. HMs are one-shot weapons,
so if you miss, you've done your dough.

2) HMs are *relatively* easy for PDS to shoot down under the revised HM rules
mentioned above (I think they're too *hard* to shoot down under the original
MT rules). As always it pays to concentrate your fire, and use multiple
attacks on the target to overwhelm its point defence.

3) HMs that *do* get though can do a lot of damage.

> If a ship with an velocity of 7 is making a 1 point turn to

The Book doesn't say, so you'll have to house-rule it. Just make sure
everyone is on the same page before the game begins. We round up, so in your
case we'd put the turn at 4mu.

From: Laserlight <laserlight@q...>

Date: Mon, 17 Jul 2006 20:33:12 -0400

Subject: Re: [GZG] Full Thrust 2 questions

> Salvo Missile systems introduced in FB1. Laserlight has some