From: Tony Wilkinson <twilko@o...>
Date: Tue, 21 Mar 2000 18:04:28 -0000
Subject: MT missiles
Hi Weapon Analysts How do you use MT missiles in vector movement?
From: Tony Wilkinson <twilko@o...>
Date: Tue, 21 Mar 2000 18:04:28 -0000
Subject: MT missiles
Hi Weapon Analysts How do you use MT missiles in vector movement?
From: Beth Fulton <beth.fulton@m...>
Date: Wed, 22 Mar 2000 08:34:36 +1000
Subject: Re: MT missiles
G'day Tony, > Hi Weapon Analysts We treat them like fighters in that they don't go vectorish they just go where you want (like fighters). We gave them 3 CEF and 18" movement per turn and 6" attack radius. I know Oerjan treated them differently, doubled the distance they can travel?? (sorry can't remember for sure). Cheers Beth
From: Laserlight <laserlight@q...>
Date: Sun, 9 Apr 2000 13:22:39 -0400
Subject: Re: MT missiles
> Where is it written that FB1 PDS take out MT missiles on 4-6?
From: Laserlight <laserlight@q...>
Date: Sun, 9 Apr 2000 14:06:38 -0400
Subject: Re: MT missiles
> Where is it written that FB1 PDS take out MT missiles on 4-6? It isn't explicitly written. The logic is, one MT missile is one salvo. If you roll a 6, you still only kill the one missile. This is not, perhaps, the ideal solution; for an alternative go to Brendan's Honor Harrington rules--I don't recall the URL but you should be able to get there from the Full Thrust Web Ring, or from one of his posts within the last month.
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Sun, 9 Apr 2000 21:37:32 +0200
Subject: Re: MT missiles
> Glen Bailey wrote: > Where is it written that FB1 PDS take out MT missiles on 4-6? Page 7, Point Defence Systems: "Each Point Defence System (PDS) on a ship may fire once per turn, either as an anti-fighter or anti-missile defence weapon. In either case roll 1 D6 per PDS: scores of 1-3 have no effect, 4 and 5 kill ONE missile or fighter, while a 5 kills two and allows a reroll)." A bit earlier but still on page 7, Class-1 beam batteries as point-defence: "...Class-1beam systems may act as secondary point-defence systems against both fighters or missiles; in this role they fire as for a PDS, but roolls of 1-4 are misses, while 5 or 6 each kill ONE missile or fighter..." In both cases, the use of "missile" (which includes both SMs and MTMs) instead of "salvo missile" (ie, SMs only) is intentional. Indeed, the term "missile salvo" (which is different from "Salvo Missile") *also* refers to both types, since each MTMs are considered to a salvo in its own right (for PDS targetting etc). The FB1 section of the FT FAQ mentions this in a question about fighter screens and MTMs, BTW. > I had to defend that ruling the other night without it being written Look under "Playtesters" at the bottom of page 1 in FB1 :-/ I suspect you'll recognize quite a few of the names there <g> > Btw, how do you pronounce your name? It's in the list archives somewhere, but to reiterate: "Oe" as "E" in "Ernie" or "i" in "Bird" "r" is obvious "j" as "y" in "yes" "a" as "u" in "cut" "n" is obvious Or, if you happen to be North Welsh, almost identical to "Urien" :-/ Regards,
From: Robertson, Brendan <Brendan.Robertson@d...>
Date: Mon, 10 Apr 2000 10:32:02 +1000
Subject: RE: MT missiles
http://home.pacific.net.au/~southernskies/ft/honor.htm I've just started running a new webgame using these rules as well. Neath Southern Skies -http://home.pacific.net.au/~southernskies/ [mkw] Admiral Peter Rollins; Task Force Zulu [pirates] Prince Rupert Raspberry; Base Commander > -----Original Message-----
From: Brian Bell <bkb@b...>
Date: Mon, 10 Apr 2000 07:22:09 -0400
Subject: RE: MT missiles
The problem comes in that the PDS rules in FB only address attacks against Fighters and Salvo Missiles. MT indicates that MT missiles can only be shot down on a roll of a of a 6. If you need PBS to justify it, you can use that MT missiles have better AI and maneuvering systems (MT states that they are more agile than fighters) than the Salvo Missiles (which are pretty dumb: attacks nearest target). In a PBeM game, I decided to split-the-difference. MT missiles were shot down on 5-6, but each MT missile had to be targeted independantly by PDS (no rerolls on a 6, as the only target was shot down).
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Mon, 10 Apr 2000 17:45:22 +0200
Subject: Re: MT missiles
Bell, Brian K > The problem comes in that the PDS rules in FB only address attacks It most definitely does *not*. It addresses attacks against fighters and *missiles*, and the latter term includes both SMs and MTMs. Regards,
From: Brian Bell <bkb@b...>
Date: Mon, 10 Apr 2000 12:10:35 -0400
Subject: RE: MT missiles
Then how do you justify going from 16.7% (1 in 6) chance of being shot down in MT to 50% (3 in 6) chance in FB? How do you reconcile the two? ----- Brian Bell bkb@beol.net
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Mon, 10 Apr 2000 21:26:22 +0200
Subject: Re: MT missiles
> Bell, Brian K wrote: > Then how do you justify going from 16.7% (1 in 6) chance of being shot In the same way, and for the same reason, as the mass value of the FT2 A battery (ie, Mass 3 regardless of the number of fire arcs) is "reconciled" with the mass value of the FB1 Class-3 battery (Mass 4, +1 per extra arc). In other words, the FB1 PDS and ADFC rules *replace* the PDAF and ADAF rules in FT2 and MT, including the references to PDAF and ADAF on page 3 in MT. Regards,
From: Indy Kochte <kochte@s...>
Date: Mon, 10 Apr 2000 16:20:14 -0400
Subject: Re: MT missiles
> "Bell, Brian K" wrote: I believe St^3 Jon answered this way back, saying that MT missiles acted as one-shot salvo missiles, and it should be buried somewhere in the archives (along with instructions on how to use something like Alta Vista to search for something specific - but since I can't remember the exact syntax on how to DO that, kinda hard to search for said posts! :) Mk
From: Tim Jones <Tim.Jones@S...>
Date: Tue, 11 Apr 2000 22:23:57 +0100
Subject: RE: MT missiles
> I believe St^3 Jon answered this way back, saying that MT missiles Good memory!, It was in answer to this FAQ Q Can a fighter screen intercept a More Thrust missile? A Yes, the rules state *missile salvo* and these include MT missile salvoes. > (along with instructions on how to use something like The search instructions are on the FT Archive Home Page. http://people.canoe.ca/jhan/ft/full-thrust.html The search string syntax is:- +url:http://people.canoe.ca/jhan/ft/Archive/ +<search term> Rule research tip, I'd look in the FAQ first, then the archives. FYI, In looking through the archives I can across this precursor for SLM pre FB1 by Earl R Forsythe III under a Subject: A Different Missile System for Full thrust http://people.canoe.ca/jhan/ft/Archive/1997/aug1997/1503digest.html
From: Mikko Kurki-Suonio <maxxon@s...>
Date: Wed, 10 May 2000 10:30:03 +0300 (EEST)
Subject: MT missiles
Please, no, don't screw up the game again! MT missiles (and level-3 screens, and "no sense to buy anything but A-batts") was exactly the reason that turned me off FT back then... If anyone is really serious about bringing them back, try this exercise: - Make one normal fleet, say vanilla FB1 designs - Make one fleet of equal value, composed entirely of "bathtub launchers": MD8, one MTM, FTL, minimal hull, nothing else. - Start the battle in the normal way. The launcher fleet enters at maximum allowed velocity. - On the first turn (assuming table depth about 60" or less), the launcher fleet launches all missiles and executes a hard turn away. (Cinematic -- tactics vary a bit in vector, but the essence stays the same) - On the following turns they continue running and FTL away at first opportunity. Play that out a couple of times. No, don't just figure it out in your head, *play* it out, one game per night, including breaking out and repacking all the minis. Then play it out a couple times more. Then come back and tell just how much fun you had, and how many bathtub launchers you managed to shoot down. (My guess is none on both counts) You're saying they didn't cause that much damage either? Well, I have news for you: A kill ratio of something to nothing is *infinite*! It is exactly what certain real armed forces today try (very hard) to achieve, yes, but IMHO it makes for an incredibly boring game. (Yes, I know they technically never went anywhere, but now that it is actually cost effective to field PDS against them it's not quite the old ogre anymore) I have a word of advice to all those who like to design new systems: When it comes to testing, forget "reasonable". Try it all-out. See what happens when go *really* overboard with it. Try to answer these two questions: - why would anyone use your system at all - why would anyone use anything but your system If you can answer these *without* referring to "honor", you might be onto a winner...
From: Beth Fulton <beth.fulton@m...>
Date: Wed, 10 May 2000 19:16:55 +1000
Subject: Re: MT missiles
G'day Mikko, > If anyone is really serious about bringing them back, try this exercise I think Mikko and I are destined to disagree until the end of time, isn't the mix of humanity wonderful?;) > - Make one normal fleet, say vanilla FB1 designs That's why we have scenarios, victory point ideas etc. Many of the weapons (particularly the missiles and fighters) taken to the extreme can be a one off killer, that's why you give them a reason not to bring them (hard to carry off the prize Phalon cargo if you have to do it strapped to the back of a missile). > . Then play it out a couple times more. Then come Derek's NSL fleet and my FSE fleet both actually have arsenal ships in them, but they're not a game breaker you learn to adapt to the fact they might show up. Admittedly they are the odd spice not the entire dish and there in lies the difference I guess. Though during the arms race mentality the dominated down here last year those of use to stubborn/lazy to change designs with everybody else did eventually (hey this is Tasmania it wasn't gonna happen immediately now was it;)) that much of FT is a rock-paper-scissors effect and put to the test you can usually think your way around many of these very lopsided approaches. > I have a word of advice to all those who like to design new systems: When > it comes to testing, forget "reasonable". Try it all-out. See what This is a VERY good point! And the reason why missiles should use a fighter not a vector system (especially if they adopt the launcher's vector), Derek and I tried the vector system once and it became blatantly obvious VERY fast that it completely took away the FSE's risk of having to get within other's beam range to use the SMs effectively. Don't do it, it breaks everything. Fighter based movement, with CEFs etc seems to work just fine in our experience (they've got a movement of 18", attack range of 6" and 3 CEF under the method we use). Cheers
From: Roger Books <books@m...>
Date: Wed, 10 May 2000 08:51:43 -0400 (EDT)
Subject: Re: MT missiles
> On 10-May-00 at 03:29, Mikko Kurki-Suonio (maxxon@swob.dna.fi) wrote: > - Make one normal fleet, say vanilla FB1 designs How about not vanilla FB1 designs, how about the heavy PDS/ADFC ships that seem to be the norm for ships that go up against SMs. > - Make one fleet of equal value, composed entirely of "bathtub
From: Chris Lowrey <clowrey@p...>
Date: Wed, 10 May 2000 08:39:29 -0500
Subject: RE: MT missiles
> Please, no, don't screw up the game again! When > it comes to testing, forget "reasonable". Try it all-out. See what I would say the only answer to this, as it is with just about every space combat game where one side has a range or speed advantage, is that scenarios need to be generated to make it interesting. Put the "Bathtub Launcher's" homeworld right behind their fleet on the map and see if you get a different action. In my opinion, endless "meeting engagement" scenarios become unbearably dull after a while, no matter what weapon systems or rules sets you are using.
From: GBailey@a...
Date: Wed, 10 May 2000 09:57:38 EDT
Subject: Re: MT missiles
From: Roger Books <books@mail.state.fl.us> Subject: Re: Thoughts on FB3 On 9-May-00 at 10:55, Sean Bayan Schoonmaker (s_schoon@pacbell.net) wrote: > >I would go for the 36" movement (with upto a 2pt turn), 3 turn I've always thought they would be better with fighter style movement, move after ships, no radius (must be in base-base contact). Too powerful? With the levels of PDSs most people have evolved to I don't think so.
From: Roger Books <books@m...>
Date: Wed, 10 May 2000 10:04:47 -0400 (EDT)
Subject: Re: MT missiles
> On 10-May-00 at 09:59, GBailey@aol.com (GBailey@aol.com) wrote: wrote: > > >I would go for the 36" movement (with upto a 2pt turn), 3 turn
From: Alan and Carmel Brain <aebrain@w...>
Date: Thu, 11 May 2000 01:39:23 +1000
Subject: Re: MT missiles
From: "Mikko Kurki-Suonio" <maxxon@swob.dna.fi> > Please, no, don't screw up the game again! Your warning is timely. > MT missiles (and level-3 screens, and "no sense to buy anything but vs say a ship with nothing but Class 6-8 beams and Thrust 6, they'll get creamed. It's easy to make an unbalanced design for any particular tactic. > I have a word of advice to all those who like to design new systems: When > it comes to testing, forget "reasonable". Try it all-out. See what Good point. Not sure it's possible though. All we can hope for is that you can't do it twice in a row with the same fleet. Summary so far: * MT missiles should use Fighter/SM placement to ensure playability. I think this is the concensus. * Range/Speed shouldn't be so extreme that shoot n scoot vs Class 3-4 beams will
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Wed, 10 May 2000 22:18:05 +0200
Subject: Re: MT missiles
> Mikko Kurki-Suonio wrote: > Please, no, don't screw up the game again! Oh ye of little faith... We *) fixed the "nothing but A-batts". We tried to fix the level-3 screens but found it impossible, so we banned them instead. Now we're trying to fix the MTMs; if we can that's good, if we can't they'll get banned too. Do you have a problem with that? *) Jon T., the FB1 playtesters and everyone else whose input influenced FB1. > If anyone is really serious about bringing them back, try this I suggest that they may want an FC too. According to the FT FAQ they must have one in order to launch their MTMs... TMF 8, NPV 28. > - Start the battle in the normal way. The launcher fleet enters at I've fought this battle quite a few times over the years, with both FT2/MT and FB1 designs. I'd be quite happy to take any vanilla FB1 fleet as long as my slowest ships have thrust-4 or better engines (ie., no NSL heavies or ESU superheavies). > From your rather bitter tone, I gather that your best idea of how to This is what tends to happen in Cinematic on a floating or large table: Regardless of what enemy I'm fighting I usually set up for an oblique approach to allow more maneuvers before reaching weapons range, so my ships start facing 60-90 degrees away from the direction the enemy (ie, the missile boats) approach from. Against this particular foe my initial velocity isn't very important - you'll see why in a moment. When the missile boats launch, I turn *away* from them as hard as I can, and start accellerating. Since the table edges are floating I have plenty of space to fall back in. Since the vanilla MTMs have a maximum range of 60mu from the point of launch (incl. the attack radius of 6mu), the missile boats need to come into my weapons range before they launch if they want *any* chance of hitting - otherwise my ships simply outrun their missiles. For example, ifmy thrust-4 ships move at speed 4 or more perpendicularly to the vector from me to their launch position, the missiles must be launched at range 35 or less to catch my ships (OK, mathematically they'll need to come to range 34.94, but that's too fine a measurement even for me <g>). If my ships move at speed 8 the missiles need to be launched at range 22mu or less, etc. So I turn away from the missile boats, forcing them to enter my weapons range before they can launch their missiles, and since they have all the hull integrity of soap bubbles some of them will die. If I don't think I can outrun or dodge the missile storm I'll go into hyper - unless they close to point-blank range before they launch it'll take the missiles at least two turns to reach attack range, and I only need one-and-a-half turns to hyper to safety. If they *do* close to point-blank range, I'll massacre them before they can launch. End result: Some dead missile boats (or many, depending on how close they dared to go before they launched) Surviving missile boats are unarmed No damage to my fleet, unless I screw up real bad. So, I've played this several times already. Time to answer your questions: > Then come back and tell just how much fun you had, and how many You're guess is off :-) I had some fun, and quite a bit of suspense. My opponent probably didn't enjoy it very much, being unable to hurt me but potentially having his ships slaughtered - serves him right for using a boring gimmick fleet IMO :-) If he dared to go close enough to launch with any chance whatsoever of hitting, I killed roughly one missile boat for every two AP-arc Class-2 batteries in my fleet. Add some kills for the odd AP-arc SML/R, P-torp or Class-3 battery as well. If he didn't dare to approach close enough to my ships to have a chance of inflicting even one missile hit on them he also didn't take any losses, but I won the battle on walk-over. > You're saying they didn't cause that much damage either? I'm saying that they didn't inflict *any* damage. None at all. I, OTOH, most likely nailed a few of them. > Well, I have news for you: A kill ratio of something to nothing is <sigh> "News"? I seem to recall a saying about grandmothers and eggs here... I repeat: The missile boats inflicted no damage. However, the missiles they expended cost just over 10% of their total fleet value to replace (if you use the difference between SMR and magazine-loaded SMs as a guideline for how much of the MTM mass is launch racks and how much is the missile). The USAF can probably tell you a few things about replacing lots of expensive munitions that have been expended without inflicting any real damage ;-) My fleet didn't use any expendable ordnance, so it doesn't need to spend any resources to replace anything. It didn't suffer one single damage point. It seems like my fleet inflicted your vaunted infinite kill rate (or at least infinite economic loss rate) on the missile boats rather than the other way around, don't you think? *** Of course, this entire anti-MTM tactic depends on the fact that MTMs do *not* use Vector movement. If they use Vector instead, their range becomes virtually unlimited and Mikko's scenario plays out the way he expects it to. Vector-moving MTMs, SMs, PBs, Nova Cannon or Wave Gun shots or Energy Mines are seriously Bad Things (tm) for game balance - been there, done that, worn the T-shirt out years ago... which is of course why I was so negative to Andrew Apter's suggestion yesterday. Vector-moving missiles and similar are of course very *realistic*, but not a single one of the space combat games or novels I've seen have ever come up with a playable solution to the problem of high-speed missile strikes being very boring - that is, except for the the draconian solution "it is not allowed". Weber's "Flag in Exile" discusses it briefly, but circumvents it by fooling the enemy to come and play instead of standing off and resort to the high-speed missile strikes. Regards,
From: Andrew Apter <andya@s...>
Date: Wed, 10 May 2000 17:06:55 -0400
Subject: RE: MT missiles
. which is of course why I was so negative to Andrew Apter's suggestion yesterday. Vector-moving missiles and similar are of course very *realistic*, but not a single one of the space combat games or novels I've seen have ever come up with a playable solution to the problem of high-speed missile strikes being very boring - that is, except for the the draconian solution "it is not allowed". Weber's "Flag in Exile" discusses it briefly, but circumvents it by fooling the enemy to come and play instead of standing off and resort to the high-speed missile strikes. Regards, Oerjan Ohlson oerjan.ohlson@telia.com "Life is like a sewer. What you get out of it, depends on what you put into it." - Hen3ry
From: Andrew Apter <andya@s...>
Date: Wed, 10 May 2000 18:07:40 -0400
Subject: FW: MT missiles
One more thing on speed limits as the missle goes faster the more limits there should be on the arc. Speed 0 to 4 = 360 speed 5 to 24 = FX speed 25 to 30 = FH Speed 31 to Max = FA [quoted original message omitted]
From: Brian Bell <bkb@b...>
Date: Wed, 10 May 2000 18:27:32 -0400
Subject: RE: MT missiles
Missiles appear to be one of those hard to balance items (similar to fighters IMHO). Make them too strong and the game becomes a boring fire and leave game. Make them a little weaker, and they become too weak. Unlike Oerjan, I use vector (not for missiles or fighters), inch scale, and usually fixed table edges (because of lack of room to do floating edges). Someone (Mikko, I believe) said that when systems are tested, the extremes should be tested. I agree with this. In FT as it now stands, a system would need to be tested under the following systems/conditions: 1) Cinematic 2) Vector 3) vs. Std. Human ships (each nation and mixed) 4) vs. Std. Alien ships (each species and mixed) 5) vs. Optimized Human ships (each nation and mixed) 6) vs. Optimized Alien ships (each nation and mixed) 7) With new system as one system of many 9) With new system as primary weapon 10) Against fleets of small ships 11) Against fleets of large ships 12) Fixed table 13) Floating table 14) One off game 15) Campaign (limited reloads/repair) 17) Games based on points 18) Games based on mass 19) Players who wrote the rules 20) New players to make sure that the notes on the systems are easy to understand. There are probably others that I missed, but just the above leads to a LOT of play testing to ensure balance. It may be that making it balanced for all of the above is impossible <shrug>. Oerjan, Jon, and other play testers, it would be interesting to see write ups of the test games (fleets, results, and analysis/observations/conclusions). If anyone has notes of this kind, I would gladly provide web space (on xoom) to house it. --- Brian Bell bkb@beol.net <mailto:bkb@beol.net> http://members.xoom.com/rlyehable/ft/ ICQ: 12848051 AIM: Rlyehable --- [quoted original message omitted]
From: Laserlight <laserlight@q...>
Date: Wed, 10 May 2000 18:54:10 -0400
Subject: Re: MT missiles
[quoted original message omitted]
From: Roger Books <books@m...>
Date: Wed, 10 May 2000 20:44:12 -0400
Subject: Re: MT missiles
> Brian Bell wrote: Put them in a game where the parameters are not a space game but a smash up derby and they are definately too strong. Put them in a game with maneuver and they are fairly weak and only work when combined with other weapons. > Unlike Oerjan, I use vector (not for missiles or fighters), inch How does lack of room stop you from doing floating edges? The setup I am hearing of large scale (inch) and floating edges leaves no room for maneuver. In a stand slugfest where your biggest tactic is "which ship do I fire first" I would expect there to be a much bigger problem with salvos than you could ever have with MT missiles. I also don't see the game as being much fun without maneuver, but hey, that's me. > Someone (Mikko, I believe) said that when systems are tested, the I don't really think it needs to be tested in all cases. Get the high speed and low speed crowds fairly happy with it and that is enough testing. We don't need to worry about the extremes. Such things as "We only play inches, no floating table, and have an asteriod every 6 inches" is really artificially limiting the game. Anyway, my 3000 point fleet can handle your MT missile 3000 point fleet. 3000 points, 15% mass in PDS's and 2 ADFCs on each ship nicely removes the problem in a low speed game, as long as my ships stay within ADFC range. 3000 points is roughly what, 800 mass? That gives me 120 PDSs and still leaves me armed.
From: Donald Hosford <hosford.donald@a...>
Date: Thu, 11 May 2000 00:22:30 -0400
Subject: Re: FW: MT missiles
IMHO Arc limits shouldn't be necesessary, as the missle goes faster, it's maneuverablity doesn't change...this means it must make larger and larger turns as it goes faster. If it goes too fast, it will be near useless. Maybe the firing player should be allowed in vector games to "program" the missle's maximum speed, and then let it accelerate until it reaches this speed or the limit of it's endurance. (BTW, I never understood why a number of space games insist on letting missles move one way -- during their own part of the turn. And fighters move another way -- also during their own phase of the turn. Neither of which is related to the way ships move in those games. Seems to me that they are all in space, so they should all move/maneuver the same way. Just MHO.)
From: Corey Burger <burgundavia@c...>
Date: Thu, 11 May 2000 10:19:47 -0300
Subject: Re: MT missiles
As for the complaint about which choosing which ship to fire first, we play a system we take cards to represent ships, one per ship and shuffle and draw them randomly, so you have no choice about what to fire.
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Thu, 11 May 2000 21:44:38 +0200
Subject: Re: MT missiles
> Brian Bell wrote: > Unlike Oerjan, I use vector (not for missiles or fighters), inch Uh... "lack of room" is the *reason* for using floating table edges - ie, the practise of relocating all models by the same vector whenever some of them threaten to leave the table. If you have enough room, you don't *need* to use floating edges... > Oerjan, Jon, and other play testers, it would be interesting to see The problem with playtest notes is that they're usually only organized into a legible form towards the end of the test period. This legible form is usually referred to as "the final product" or something like that :-/ I have most of the FB2 playtest battle reports posted to the GZG playtest list, but on reviewing them now I can't remember exactly which version of the rules were used in each battle - not for the ones posted by others, at least - and I no longer have all the old versions of the rules :-(. > Laserlight wrote: [Vector movement is realistic but problematic] > Area effect weapons (eg Phalon PBL, wave gun). or Lay down a Area effect weapons would work in reality, assuming that you know the missiles are coming. Mines, well... as long as they cover a large enough volume, yes, they'd work too. The problem in Weber's backgrounds is that the missiles come *really* fast. "High-velocity" means that the missiles are coming in at 0.99c or thereabouts. Do you have enough time to detect them and launch/trigger your area effect weapons before it's too late? To use an extreme FT example: my ships approach at speed 4000 (with 1000 km/mu and 7.5 minutes/turn, that's equivalent to 0.03c). Since you are a fixed or orbital installation I know exactly where to find you so I can launch my missiles at their maximum range - assuming three turns of endurance, that's 12000mu. You can detect me launching those missiles (ballistically - they don't need to use their own engines) at range 54 or thereabouts. When do you fire your area effect weapons? BTW, the only area effect weapon which could possibly work in the FT mechanics is the Nova Cannon - none of the others have any effect during the missile movement phase, so if the missiles move faster than the max range of those weapons you'd need to place the area effect templates on top of your base to kill the missiles. OK, it is true that some people wanted the Phalons to use their Plasma Bolts in exactly that way as their only missile defence weapon, but it's definitely not to be recommended as a standard tactic :-/ > It isn't much good for a maneuvering fleet It is no good at all for a maneuvering fleet, but you can't use missile strikes against a maneuvering fleet anyway. You don't need to either - their supply bases and main repair yards are stationary, and no fleet lasts very long without supply and repair facilities. > Roger Books wrote: > Anyway, my 3000 point fleet can handle your MT missile 3000 3000 points of serious pure-MTM thrust-8 boats is somewhere around 150-160 MTMs; with average (ie, Average + some armour <g>) hull integrities only about a quarter of them need to hit and penetrate your point defences to wipe your fleet out. I'm not entirely sure I'd want to rely on heavy PDS suites alone against this threat. > Mikko Kurki-Suonio wrote: > Whew, what a can of worms. And I outlined the counter-tactic I developed under the old FT/MT rules <g> > I moved house about the time FB1 came out and after a few abortive Sounds similar to my current gaming table - 80x120 cm <g> > (Now I've moved again and have a game room with a ping-pong table >as That is 108x60 mu. Approaches my gaming table in effective size <g> > And actually, Ãrjan, I never play a space game with hard edges. I find So because you find it a hassle, you frown on anyone drawing the logical conclusion of your 1) finding fixed edges "patently absurd" and 2) playing on too small a table or at least setting the fleets up too close together. If any weapon (except SV stingers <g>) can shoot almost from the edge of one deployment zone to the edge of the other, the fleets are definitely set up too close together... If you set the fleets in the missile horror scenario up on the short edges of your ping-pong table (>100mu between the fleets) instead of on the long edges (ca 60mu between the fleets), at the speeds you indicate (max 10+thrust rating), you can use the anti-MTM tactics I described without floating the table edges. You have enough space to advance, turn around, and start falling back to force the MTM boats to come into your weapons range. If they launched too early believing that you'd keep advancing, all they achieved was to waste their missiles for nothing and you won the battle on walk-over. The only reason for me to fall back immediately (which would force me to float the edge immediately) is if the MTM boats approach at very high speeds - ie, able to close to "effective" MTM range on the first turn of the game. Since you didn't state what initial speeds you were thinking of, I wrote my reply to cover at least most of the possibilities. > You would also notice that entry parameters make quite a lot of I'm perfectly aware of that, and have been for the past six or seven years. Unfortunately you didn't give any entry parameters in your scenario set-up apart from "Start the battle in the normal way.", which is about as unspecific as you can get. > Interestingly enough, most of these games were in a campaign. The As Roger pointed out, your resupply rules seem to have been extremely generous. If you set your campaign up in a way that the players are able to eg raid one another's bases, supply freighters and similar, the target player is usually unable to run away immediately if the attacker turns out to be too strong. If the campaign rules makes your politicians/financers become nervous if you give up populations without a fight, you'll also see rather more battles against desperate odds. > And btw: There are no hard rules for ammo resupply costs either. Which is of course *exactly* why I specified what guidelines I used for determining the MTM replacement cost in my example. > (The First you say that massed missiles are boring. Then you say that making the missiles expensive, which is intended to limit the massed missile tactics to more realistic levels, is boring. Please make up your mind, OK? Regards,
From: Roger Books <books@m...>
Date: Thu, 11 May 2000 16:12:44 -0400 (EDT)
Subject: Re: MT missiles
> On 11-May-00 at 15:45, Oerjan Ohlson (oerjan.ohlson@telia.com) wrote: I am counting on the fact that I can make at least a few miss, and, barring that, force them to come in on two or more turns. If I can spread them out over 3 turns that's a minimum of 2PDSs per missile. Some will get through, but I can tear up missile boats in process.
From: Laserlight <laserlight@q...>
Date: Thu, 11 May 2000 18:49:50 -0400
Subject: Re: MT missiles
From: Oerjan Ohlson <oerjan.ohlson@telia.com> > Laserlight wrote: In Weber's background--HH, that is, I read a Starfire novel or two several years ago & don't recall specifics--you've got instantaneous gravitic sensors, so yes, you can see them coming. You may need to use a house rule "area effect weapons attack any target which _passes through_ their danger zone" to account for the granularity of the system. > To use an extreme FT example: my ships approach at speed 4000 Since you > are a fixed or orbital installation I know exactly where to But the 54 mu sensor limit isn't "realistic" and the complaint was that high-velocity missile strikes weren't handled realistically. Let me have a realistic detection range--say, 30AU, or about 4.5 million mu at 1000km/mu--and I can probably spot your ships in time to do something about it.
From: Brian Bell <bkb@b...>
Date: Thu, 11 May 2000 19:45:00 -0400
Subject: RE: MT missiles
[quoted original message omitted]
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Fri, 12 May 2000 07:05:04 +0200
Subject: Re: MT missiles
> Roger Books wrote: > 3000 points of serious pure-MTM thrust-8 boats is somewhere around If you can't make quite a lot of the missiles miss, you're going to take massive damage and will need to kill even more massive numbers of missile boats to pull off a victory. With 15% of your Mass used for PDSs you don't have that many weapons available to kill the missile boats with. If you are confident that you *can* make quite a lot of the missiles miss, you can replace half or so of your point defences with weapons which allow you to kill more evading missile boats faster .-) Later,
From: Indy Kochte <kochte@s...>
Date: Fri, 12 May 2000 08:41:15 -0400
Subject: Re: MT missiles
> Brian Bell wrote: [...] > I have tried a floating table 3 times. All 3 times one of the forces [...] > Now someone will suggest using the floor. A fair alternative, but many I was going to suggest using the floor (suggested it in the past, but not in this current thread;), but I see your difficulties in this. We sometimes use the floor here when we play. I think of all the times we've used the floor, we only had to 'float' the floor (!) once - and that was when Noam was having his NI fleet screaming around my NAC fleet in that 'spiral of death' thing we did (see this mentioned by Noam and others in the offset firearcs thread). Otherwise using the floor has been okay (although I'm thinking that I'll start dragging my caving kneepads out in the future ;-) > If I sound like I am griping or whining, please forgive me. That is The times we've used a table we've only had to float it occassionally. Everyone agreed that the edges shouldn't be 'hard', but then when we play I think everyone does their best to maneuver their force so it stays on the table. So far in most of the cases we've had to float it was due to a miscalculation of someone skirting the edge and trying to swing back into the thick of things; we've never (so far) had the situation where if we float things to allow an errant ship or two to stay on the table that others would drop off. Hmmm. And only once did I ever use an extra table to not float the main table, but that was during Jerry Han's "Berserker" scenario at GZG-ECC earlier this year. The ships that made us dig up extra tables eventually got turned around and back on the main table (but then again we had room to add the extra tables, too ;-) Mk
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Fri, 12 May 2000 18:27:54 +0200
Subject: Re: MT missiles
> Laserlight wrote: > >The problem in Weber's backgrounds is that the missiles come The HH gravitics basically can't detect anything which doesn't have an active wedge. Missiles (and even ships) that just coast without using their drives are extremely hard to detect even at short ranges, which is demonstrated in quite a few episodes in the HH books...Even active missiles seem to be pretty hard to detect if you're too far outside tactical ranges. > You may need to use a house rule "area effect weapons attack any Sure. It makes the area-effect weapons extremely powerful - I'd really love to play a Phalon fleet with such a house rule, for example - but it would stop the vector-moving missiles. 'Course, that house rule won't do anything to stop the vector-moving Nova Cannon shots which are, unfortunately, the logical extension of vector-moving missiles :-/ > But the 54 mu sensor limit isn't "realistic" and the complaint Realistic ranges for detecting a stealthed missile at ambient temperature with a shut-down drive? Maybe, maybe not. Regards,
From: Aaron Teske <ateske@H...>
Date: Fri, 12 May 2000 17:58:28 -0400
Subject: Re: MT missiles
> At 08:41 AM 5/12/00 -0400, Indy wrote: Indy is obviously forgetting the glorious NSL victory over the FSE where the dogs' supercarrier tried to run away, but was chased down and destroyed. Unfortunately, some of the FSE escorts managed to get away and provide thier lackeys in the UN with faked footage showing the FSE escorts as UN escorts, resulting in the good officers of the NSL squadron being improperly taken to trial for their actions.... <grin>
From: Laserlight <laserlight@q...>
Date: Fri, 12 May 2000 19:29:58 -0400
Subject: Re: MT missiles
> The HH gravitics basically can't detect anything which doesn't (snip) Sorry, I was thinking of detecting the ships at first, while they're building up that 4000mu velocity. After that, you'd have a fair idea where to look for the missiles. Not that I would want to plan a defense system to deal with high-v attacks--covering the volume might be a tad expensive--but I think part of the difficulty you're seeing comes from combining the game limits with the reality limits. However....I'd better not argue too convincingly because I don't want the bother of calculating missile vectors either.
From: Indy Kochte <kochte@s...>
Date: Mon, 15 May 2000 09:28:55 -0400
Subject: Re: MT missiles
> Aaron Teske wrote: Did we use an extra table for that? I thought things were just floated as 'normal'. > Unfortunately, some of the FSE escorts managed to get away and The UN was not happy about losing some of their ships. ;-) Mk
From: Aaron Teske <ateske@H...>
Date: Mon, 15 May 2000 21:28:49 -0400
Subject: Re: MT missiles
> At 09:28 AM 5/15/00 -0400, Indy wrote: [Floating tables at GZG-ECC III] > Indy is obviously forgetting the glorious NSL victory over the FSE What, you don't remember grabbing a spare table from the cluster next to ours, throwing a mat on it, and shifting it around as needed? Yeesh... and you say you remember pterodactyls. You're prolly just making it up! ^_- > Unfortunately, some of the FSE escorts managed to get away and But those were FSE escorts, darn it! It wasn't our fault if our IFFs were screwy! ^_-
From: Indy Kochte <kochte@s...>
Date: Tue, 16 May 2000 10:03:06 -0400
Subject: Re: MT missiles
> Aaron Teske wrote: Oh yeah, that's right. My mind is fuzzy with about fifteen million other things right now. :-/ Some neural pathways have been disconnected from the main 'net' due to overusage problems. > Yeesh... and you say you remember pterodactyls. You're prolly just I 'member 'em. It's just that little things, like moving tables, seem so mundane these days compared to pterodactyls ungracefully swooping the skies above... > >> Unfortunately, some of the FSE escorts managed to get away and The ESU sent independent observers and salvage operators into the battle area shortly after the unfortunate incident occured. Their findings concluded that the ships involved were indeed NSL and UN. Holovid footage taken from the wreckage of the UN heavy destroyer "Miserindino" showed the NSL fleet dramatically blowing apart the *crippled* UN heavy cruiser 'Ingraham". You NSLers didn't clean up the field as well as you thought you had... Mk
From: Mike Miserendino <phddms1@c...>
Date: Tue, 16 May 2000 17:56:30 +0000
Subject: Re: MT missiles
> Indy wrote: Indy, Damn! Did I miss something or did you name a ship after me? Of course, it's off by one letter. That would explain why it was wreckage! ;-)
From: Aaron Teske <ateske@H...>
Date: Tue, 16 May 2000 18:26:57 -0400
Subject: Re: MT missiles
> At 10:03 AM 5/16/00 -0400, Indy wrote: Excuses, excuses. ^_- > >> Unfortunately, some of the FSE escorts managed to get away and Oh, like I trust the *ESU*!!! Yeah, right.... <snort> > Their findings Did the ship surrender? Did it even *try* to surrender? I don't think so. (Okay, so maybe it didn't get the chance, but still.... ^_- ) > You NSLers didn't clean up the field as well as you thought you had... How the heck would you clean up anything like that, anyway?
From: Indy Kochte <kochte@s...>
Date: Wed, 17 May 2000 09:54:07 -0400
Subject: Re: MT missiles
> Aaron Teske wrote: [...] > >> What, you don't remember grabbing a spare table from the cluster At my age, gotta keep 'em comin'! ;-) > >> >> Unfortunately, some of the FSE escorts managed to get away and They would never have become such a major power bloc by lying, cheating, and stealing their way there, now would they have? ;-) > >Their findings showed > >the NSL fleet dramatically blowing apart the *crippled* UN heavy Holovid records indicate it was *heavily* damaged, streaming atmosphere from hundreds of breaches in the hull. However, the NSL forces mercilessly continued to fire on it, despite the fact that there was *no* return fire coming from it. It was not given the chance to withdraw from the field, nor surrender. It was, to put it bluntly, brutally butchered. The NSL officers on trial got off lucky. There are still those who are calling for their heads for war crimes (and during peacekeeping operations, too!). > (Okay, so maybe it didn't get the chance, but still.... ^_- ) Should have thought of that before you entered the system trying to assault a ship under protective custody of the UN. Mk
From: Indy Kochte <kochte@s...>
Date: Wed, 17 May 2000 10:30:20 -0400
Subject: Re: MT missiles
> Mike Miserendino wrote: showed > > the NSL fleet dramatically blowing apart the *crippled* UN heavy It's one of the (my) Tuffley-class super destroyers, one of two dozen purchased from the NAC by the UN (but not one of the 'upgraded' ones with new tech advancements, sorry:) http://www.bcpl.net/~indy/full-thrust/un_roster.html I still have to update the various corrections Oerjan and PsyWraith had given me lo so many moons ago. :-/ (I still have to deluge Oerjan with my latest FSE designs, too - no, Oerjan, I haven't forgotten! ;-) ;-) The bulk of the ships you'll find on the NAC fleet roster page. But the "Miserendino" is a UN vessel. > Of course, it's off by one letter. D'oh!!!! > That would explain why it was Uh, yeah, that's it, they had to get rid of that one to get the newly commissioned one with the properly spellt name on it! Mk
From: Mike Miserendino <phddms1@c...>
Date: Wed, 17 May 2000 22:43:30 +0000
Subject: Re: MT missiles
> Indy wrote: Quite a list now! > The bulk of the ships you'll find on the NAC fleet roster page. But
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Thu, 18 May 2000 20:45:39 +0200
Subject: Re: MT missiles
> Indy wrote: > It's one of the (my) Tuffley-class super destroyers, one of two dozen Last time I checked your web page it didn't describe the new tech advancements anyway :-/
From: Indy Kochte <kochte@s...>
Date: Thu, 18 May 2000 15:02:43 -0400
Subject: Re: MT missiles
> Oerjan Ohlson wrote: Well, there is a blurb in there about how some hulls had been upgraded with new hull technology (I was going to toy around with reflecting the 'higher tech' hull construction at 2 hull per Mass, but up the cost by 50% or something; never got any further than mulling it over in my brain, though) > >(I still have to deluge Oerjan with my latest FSE designs, too - no, I'm not saying....:) > BTW, many of the links on your page seem to be broken :-( Really?? Hmmm. Okay, thanks; I'll have a spin through them in a bit (the few I hit this morning seemed okay) Mk