How to kill base 101 or rock can kill everything :)

6 posts ยท May 8 1997 to May 11 1997

From: Chun Wang <cwang@d...>

Date: Thu, 8 May 1997 16:37:06 -0400

Subject: How to kill base 101 or rock can kill everything :)

> On Thu, 8 May 1997, Mikko Kurki-Suonio wrote:

> I'm sorry but I don't follow you.

> limit Kasparov's options for no good in-game reason.

Let's make this assumption that space station can move with it's

manuver jets. I know within current rule that space station is immobile,

but let's us be generous give it say 0.5" movement per turn. Missiles launchs
at the limits of the range. The space station commander decide to emergency
scramble and move the base as much as it can. 3 turns later, the space station
move out the range of the missiles. OOPs... the missile missed.

Second option. Under vector rule, a stationary base should be able to turn to
face any direction you want. So we only need 1 Nova Cannon on

the station. Since the missiles are launched at max. range, the missile have
to travel as a straight line. Turn the base toward the missile swarm, fire the
nova cannon, the missile swarm says good night.

I guess I am just here to debate the survivability of base. That is my whole
intension. I am sorry I tried to turn this into a personal and ugly
discussion. Sorry to any body who listen to me rambling.

************************************************************************
*
*"To be or not to be that is the question."
*
*To be is infinite better then to be in the limbo flowing around...
*
*So.....			 Get a life... :)
*

From: db-ft@w... (David Brewer)

Date: Thu, 8 May 1997 21:19:27 -0400

Subject: Re: How to kill base 101 or rock can kill everything :)

In message <Pine.SOL.3.91.970508152851.620B-100000@web> Chun Wang
writes:
> Second option. Under vector rule, a stationary base should be

This rather suggests that the best way to attack the station, if one is
allowed a Nova Cannon is to hit it repeatedly with a Nova Cannon. The base
will always be struck. The attackers should be able to avoid the station's
attack. Nova Cannon have a 72" range, trumping even missiles.

Did I ever mention that I don't like Nova Cannon?

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Fri, 9 May 1997 03:11:19 -0400

Subject: Re: How to kill base 101 or rock can kill everything :)

> On Thu, 8 May 1997, Chun Wang wrote:

> Let's make this assumption that space station can move with it's

> manuver jets. I know within current rule that space station is

> the space station move out the range of the missiles. OOPs... the

I'm sorry, but that won't work either. I'd just launch slightly closer.
I can come up to 55" before your AA -megabatts are in range. With Thr8
it's easy to evade your missiles at this range.

So, your base would have to move over 5" during the 3 turns. That equals

about 2" per turn, which is possible, but starts to sound a bit high for

a basically immobile station.

And barring AA's, the launch can be made considerably closer. At 36" even real
ships have hard time to evade.

> Second option. Under vector rule, a stationary base should be

The nova bit *could* work... but it would probably result in waves of missiles
instead of one huge swarm. Launch just enough missiles to
warrant the use of the nova/wave system, then launch the rest when
it is recharging. This *will* increase the missile count needed and therefore
change the economics. Maybe it would be enough...

How long did it take to recharge those things?

And what impact does the nova have on "normal" combat? We don't want a missile
countermeasure that counters all other attacks too.

> I guess I am just here to debate the survivability of base. That

That's what we're all here for.

From: Jon Holloway <jholloway@c...>

Date: Fri, 9 May 1997 04:50:15 -0400

Subject: Re[2]: How to kill base 101 or rock can kill everything :)

> On Thu, 8 May 1997, Chun Wang wrote:

> Let's make this assumption that space station can move with it's

> the space station move out the range of the missiles. OOPs... the

I'm sorry, but that won't work either. I'd just launch slightly closer.
I can come up to 55" before your AA -megabatts are in range. With Thr8
it's easy to evade your missiles at this range.

So, your base would have to move over 5" during the 3 turns. That equals

about 2" per turn, which is possible, but starts to sound a bit high for

a basically immobile station.

And barring AA's, the launch can be made considerably closer. At 36" even real
ships have hard time to evade.

> Second option. Under vector rule, a stationary base should be able

The nova bit *could* work... but it would probably result in waves of missiles
instead of one huge swarm. Launch just enough missiles to
warrant the use of the nova/wave system, then launch the rest when
it is recharging. This *will* increase the missile count needed and therefore
change the economics. Maybe it would be enough...

How long did it take to recharge those things?

And what impact does the nova have on "normal" combat? We don't want a missile
countermeasure that counters all other attacks too.

> I guess I am just here to debate the survivability of base. That is

That's what we're all here for.

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

Date: Sat, 10 May 1997 11:07:45 -0400

Subject: Re: Re[2]: How to kill base 101 or rock can kill everything :)

> On Fri, 9 May 1997, Jon Holloway wrote:

> The nova bit *could* work... but it would probably result in waves of

Nova Cannon can fire each turn - provided you don't want to use any
other weapons, or shields. Wave Guns recharge 1D6 "points" per turn, and need
6 points to fire.

> And what impact does the nova have on "normal" combat? We don't

Depends very much on the scale you're using (as everything else). If you

measure in cm... well, even a 6cm diameter doesn't cover very much (and that
2cm diameter even less!). If you measure in ", the chance to hit something
increases quite a bit.

Regards,

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Sun, 11 May 1997 06:00:03 -0400

Subject: Re: Re[2]: How to kill base 101 or rock can kill everything :)

> On Sat, 10 May 1997, Oerjan Ohlson wrote:

> Nova Cannon can fire each turn - provided you don't want to use any

Nor thrust to rotate to aim... assuming it's allowed, how many Nova cannon
does it take to have a 360 degree protection around the base?

Hmmm... Let's assume you want an unbroken ring of Nova templates at 24",

the maximum a missile can move & attack in one turn. That's about 150"
circumference, or 75 Nova cannon.

Sounds like a lot to me.

But if you just keep firing them, you can create a 6" radius ring, 37" long,
with only 19 Nova cannon.

If you assume the base can have some measurable rotation without expending
thrust to maintain it, the Nova swirls start to get interesting... and deadly.

One Nova can do the trick only if all the missiles are launched from a
single point. A semi-circle is much more likely, if only because it's
hard to place miniatures on top of each other.

Hmmm... I'm getting visions of Indian ships running in circle around the

Wag... eh, base and dodging the Nova blasts...

> Depends very much on the scale you're using (as everything else). If

While true in practice, it's only because the distances between ships spread
out more when you have ample room to play with.

Ok, here's scenario idea, ready for solitaire play:

Maneuver Training

Background: To teach their starship helmsmen essential finesse and evasion
skills, the Overlords of Xyzzy devised the following simulation training
program, officially known as "Advanced Maneuver Training 274", but all the
cadets call it "The Wheel of Death".

Setup:

Pick a ship. Any ship. Start at one edge of the table, velocity 0, facing the
base. Place a base marker at the center of the table. Make a 6" radius ring of
paper, marked with 19 equidistant dots. These are the Nova launch points.

Play:

Give orders and move your ship as normal. Move existing Nova templates as
normal.

Each turn the base fires all its Nova cannon. Place a 2" template on each of
the Nova launch points and move them as normal. Then rotate the base and the
Nova launch ring so that each Nova Launch point move 1d6 x 0.25"

along the ring.

The base is immune to all attacks (this is a simulation).

Ending: The game ends when your ship is destroyed or when you reach the base.
Your score is how close you get to the base, the smaller the better.

Variations: Try using less Novas and varying the rate of rotation. You can
compress the required space by using just one quadrant. In this case, put the
base in one corner and the ship in the opposite corner.