From: Michael Blair <amfortas@h...>
Date: Thu, 15 May 1997 15:49:58 -0400
Subject: Missile Question
I have a question about missiles. Can misiles stop and turn any amount as ships can or are they limited to the 2 point turn even if stationary?
From: Michael Blair <amfortas@h...>
Date: Thu, 15 May 1997 15:49:58 -0400
Subject: Missile Question
I have a question about missiles. Can misiles stop and turn any amount as ships can or are they limited to the 2 point turn even if stationary?
From: Mike Miserendino <phddms1@c...>
Date: Thu, 15 May 1997 18:05:31 -0400
Subject: Re: Missile Question
> Michael Blair wrote: We allow the missile to behave like ships as you said. Jon, what do you think?
From: Ground Zero Games <jon@g...>
Date: Fri, 16 May 1997 09:13:49 -0400
Subject: Re: Missile Question
> I have a question about missiles. Hmmm... interesting one (not thought about it before). Is it worth losing one turn's worth of movement/endurance on the missile in order to make a radical course change? Thoughts, anyone?
From: Rick Rutherford <rickr@s...>
Date: Fri, 16 May 1997 11:42:33 -0400
Subject: Re: Missile Question
> On Fri, 16 May 1997, Ground Zero Games wrote: Yes, it's really worth it -- in other words, it would give missiles too much flexibility. Right now, one of the balancing factors against the devastating punch of a missile is the missile's relative predictability and lack of maneuverability. I'd hate to see a missile that can stop on a dime, turn any direction, and accelerate up to max speed, all within two turns.
From: Roger Gerrish <Roger.Gerrish@b...>
Date: Fri, 16 May 1997 13:34:38 -0400
Subject: Fw: Missile Question
---------- > From: Ground Zero Games <jon@gzero.dungeon.com> A player in our group used that tactic to attempt to damage ships that were following him. He had a cruiser armed with missiles and was being harried by some smaller more manoeverable ships which he couldn't get out of the 'blind spot' (he had to keep up his speed as part of the scenario) He launched missiles and moved them forward ahead of his ships final move position that turn. On the 2nd turn the missiles did not move but turned nearly 360'. On the 3rd turn they moved to an intercept and attack position on the pursuers. In this case one of the pursuers were destroyed. I've only seen this once in any of the games we played, but we thought it was a valid tactic and games mechanic. Regards.....
From: Mike Miserendino <phddms1@c...>
Date: Fri, 16 May 1997 15:45:57 -0400
Subject: Re: Missile Question
> Jon (GZG) wrote: Yes. The main defense against missiles for most is to speed up(usually towards the missile) and veer away. Typically, a missile player might only do a 180 about face if the enemy ships have passed or could pass the missile that turn. About the only ships I don't have trouble with this is thrust 2 behemoths, which accounts for very few ships in a game. If the targeted ship has better than thrust 2 capability, I usually fire missile salvos to account for the target ship's possible course changes, insuring at least one missile will hit. This can be a pain when missiles are costly and few in availability.
From: Eric Fialkowski <ericski@m...>
Date: Fri, 16 May 1997 16:30:14 -0400
Subject: Re: Missile Question
> Hmmm... interesting one (not thought about it before). Is it worth
If you allow a missile to completely turn around, you could do a "basc
stabbing" manuever if your target overshoots your position. We've allowed it
and it can do some serious damage to an unlucky ship.
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From: Michael Llaneza <maserati@e...>
Date: Sat, 17 May 1997 14:29:24 -0400
Subject: Re:Fw: Missile Question
> At 6:34 PM +0100 5/16/97, Roger Gerrish wrote: That was me :-) We lost the battle, but I killed a Dilgar cruiser and a tin can in the process. When I saw that the FT rules allowed this tactic I was skeptical. Missiles should start with the same vector the launching unit had. I asked the referee in the game in question if that interpretation of the rules was valid. He agreed, and I started lobbing missiles around the corner. I'm very glad that I started reading Weber <b>after</b> I played this game. In Honor Harrington's universe, the vector of both the target and the launching units are factors in the missile's engagment envelope. If I'd read the books, I'd have assumed that I couldn't hit my targets. I hate rules lawyering like this. I console myself with the thought that all I wanted was to accelerate up to a decent vector and rotate ship to launch missiles back down my flight path. Sadly, missiles can only be launched straight ahead in Full Thrust. You can usually make a set of rules do what you want. > I've only seen this once in any of the games we played, but we thought Taking the larger perspective, the tactic makes sense in that it simulates missile tactics that would otherwise require complicated rules. > Regards.....
From: Mikko Kurki-Suonio <maxxon@s...>
Date: Sun, 18 May 1997 13:34:18 -0400
Subject: Re: Missile Question
> On Fri, 16 May 1997, Ground Zero Games wrote: > Hmmm... interesting one (not thought about it before). Is it worth Do missiles really need more flexibility? This amendment would change the missile threat cone into a cone plus a 42" radius circle. A 42" radius circle covers my entire gaming table -- almost four times. As far as I'm concerned, you might as well give them unlimited turning ability. I couldn't use it anyway. If it's called for, there might be a more agile variant missile that would lose some other advantage -- namely high damage. Another variant that really tracks a chosen target might be nice too.
From: Eric Fialkowski <ericski@m...>
Date: Sun, 18 May 1997 14:22:10 -0400
Subject: Re: Missile Question
> If it's called for, there might be a more agile variant missile that I've done some rules for modular missiles. The rules are posted at: