[GZG] Potential new weapon

5 posts · Jul 26 2005 to Jul 26 2005

From: Adrian Johnson <ajohnson@i...>

Date: Tue, 26 Jul 2005 17:26:03 +0100

Subject: [GZG] Potential new weapon

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Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lI have notice that
one "weapon" that has proved lethal in various games (both FT and FTJava) but
isn't in the rules as such is a "FTL missile". I'm sure many of us have
suffered the humiliation of FTL'ing a damaged vessel from the middle of our
fleet to find out that it was an unwise idea.

Obviously there would need to be changes to the FTL rules to make it an
efficient weapon (one turn to charge, mobility whilst charging, etc) but FTL
can be used as a lethal weapon at present especially if you are outnumbered in
a close quarters battle against a light force. IF ships can be devastated with
this tactic.

What would the variations be for this weapon though. Would it be a "fighter",
Missile or small ship?

From: Laserlight <laserlight@q...>

Date: Tue, 26 Jul 2005 12:42:27 -0400

Subject: RE: [GZG] Potential new weapon

> I'm sure many of us have suffered the humiliation of FTL'ing a damaged

That's something that I devoutly hope will go away with FT3.

> IF ships can be devastated with this tactic.

I suspect you're thinking of ash Shaulah strikeboats and such, in which case
they can be devastated by just about anything except Indytorps.

From: Indy Kochte <kochte@s...>

Date: Tue, 26 Jul 2005 13:15:02 -0400

Subject: Re: [GZG] Potential new weapon

> On 7/26/05, laserlight@quixnet.net <laserlight@quixnet.net> wrote:

I heard that...

From: Adrian Johnson <ajohnson@i...>

Date: Tue, 26 Jul 2005 18:21:32 +0100

Subject: Re: [GZG] Potential new weapon

I hope it doesn't go away in FT3. It induces in all players a feeling of
"reality" that is appropriate given the the rather esoteric (is that the

correct word) nature of most FT rules.

Besides, it has been the cause of my winning at least one battle
before!!!!

As to the IF reference, your probably right but I have seen it take out two
undamaged destroyers in a single "shot". It has a similar feeling to the
"Shadow vessel weapon" effect where it can literally "chop" a bit off a big
vessel.

[quoted original message omitted]

From: DOCAgren@a...

Date: Tue, 26 Jul 2005 19:54:13 EDT

Subject: Re: [GZG] Potential new weapon

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In a message dated 7/26/05 6:17:18 PM,
gzg-l-request@lists.csua.berkeley.edu
writes:

> I have notice that one "weapon" that has proved lethal in various

Well, I've gone 1 step worse, when doing a FTL jump into Combat, due to
"Campaign" issues the "reserve were late".   So instead of hurting my
own

my Preploted Jump point for the reserve Battleship which I hit almost perfect,
ended up in the middle of a Enemy taskforce, I think there was 6 or 7
ships....    I did some damage, ripped a few thur 1 or 2 Threshold, yet
the
battleship died under the surviving fire..   :-(   Late in same game, I
lost a Scout, who was running with battle intel to Command, when a enemy
Destroyer swung in while I was Jumping out...

that being said I'm not sure how under FT rules a FTL Missile would work but I
can prepose this, Turn before Missile launch. preplot emergence point Missile
Launch takes place as normal, Missile go 6mu before FTL, spend a turn in FTL
and arrive during Missile launch phase 1 Turn later, come out 6mu from target
point and glides to point. FTL jumppoiny and arrival displacement wave limited
to 1mu..

Damage to target within the arrival displacement wave pre FTL rules, and to
target ship 2-12 points+damage for being within the arrival wave..

Drawback, these missile, need perfect firing solutions (best for hitting

fixed targets), as they have no "independant" targeting system, as I see no
way sensors can come online fast enough, post FTL. PDS, will also be hard to
hit these, as they just appear out of nowhere (ie no advanced tracking) needs
a 6 to hit min...

Wgt: 2 Cost 10

Have a Good One, DOC Agren    (Lurker on the Digest)