New Wargame Website (chance to be a critic)

6 posts ยท Dec 19 2000 to Dec 20 2000

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: 19 Dec 2000 14:07 GMT

Subject: Re: New Wargame Website (chance to be a critic)

> Hi guys
maybe)
> http://freespace.virgin.net/jeremey.claridge/

Indeed, looks nice, though. Just wonder what Beth will think about it
;-)

Will add you to my links page. Oh, BTW, I haven't mentioned that I now have a
link section on my webpage:
http://home.t-online.de/home/kh.ranitzsch/links/websites.html
No nice graphics at the moment, but the GZG links page is pretty extensive.

Greetings Karl Heinz
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From: "Dean Gundberg" <Dean.Gundberg@noridian.com>
To: <gzg-l@csua.berkeley.edu>
Subject: RE: [FT]Fleet Book 2...
Date: Tue, 19 Dec 2000 08:21:39 -0600
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> Most of us heard the noise long before we saw the figs. I must say, I

When I got FB2, my wife took a look at the Phalons and made the connection
pretty quickly without my help (but then she has been making jokes about 'Full
Thrust' for years). Later she had to show one of her friends who could not see
it, until we told her to turn the book upside down and look at
the pics, then she saw it right away. ;-)

Dean Gundberg

Starship Combat News The latest information on Space Games and Miniatures
http://star_ranger.homestead.com/
star_ranger@my-deja.com
From - Fri Dec 22 21:59:56 2000
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Date: Tue, 19 Dec 2000 06:28:50 -0800
From: Sean Bayan Schoonmaker <s_schoon@pacbell.net>
Subject: Re: FT-Accelerations?
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> I was thinking about the accelerations involved in FT, and are asking

Before anyone answers any of those questions, you've got to decide what scale
you like. Generally, 1 MU is considered to be anywhere
between 1000 km and 1500 km, and turns can be 15-20 min.

Generally speaking, you can use v=x/t, where v is velocity, x is
distance, and t is time, and a=v/t for acceleration for some of your
simpler questions. The others need to wait on your preferred scales.

Schoon
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From: "Dean Gundberg" <Dean.Gundberg@noridian.com>
To: <gzg-l@csua.berkeley.edu>
Subject: RE: Sathar? Re: Miniature search (OT)
Date: Tue, 19 Dec 2000 08:32:08 -0600
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> <<Have you looked at Star Fleet Battles Gorn? They have squashed

ADB will be re-releasing the SFB Gorn minis (along with a new BC mini)
in January so the prices should moderate. Also in January, they will
re-release the Federation minis including a new BC and a Frigate with
round engines.

From: Beth Fulton <beth.fulton@m...>

Date: Wed, 20 Dec 2000 10:06:10 +1100

Subject: Re: New Wargame Website (chance to be a critic)

G'day Jeremey,

The concepts look pretty good, but I haven't had time to double check whether
the costung and chit allocations make sense (I'll try and do that over the
holidays). Just a couple of things for now.

Segmented Chitin Armour (SC) - I can understand the restriction on
elasticity, but I wouldn't necessarily ban stuff that needs cargo space or
SMS. A lot of chitinous animals have special pouches or chambers built in that
allow them to store stuff or have buried wells of stuff they can fire out.
They just add recesses or extra segmentation around the spot in question.

Exo-Skeletal (ES) - I get what you mean here even if I'd quibble about
the name <;)>, but what I'm wondering is if there's a movement penalyty
associated. If the stuff is that rigid its more than likely to impair movement
too.

Chameleon stealth - why can't ES use this? Is it a balance issue?
Admittedly very few creatures with an exoskeleton do change colour (they're
usually so hard they don't need to), but a few can manage it (at least in
parts), by running a thin layer of living tissue over the top of their shells.
Maybe the ES covered vehicles could have it until fired upon... or maybe it is
just simpler for them not to have it at all.

Fire controls - as for humans, "The exception is that Aliens equipped
with basic fire controls or Green infantry units cannot opportunity fire".
Why? I' not saying its a bad thing, just curious.

The Aliens have no understanding of ECM technology - now this one I'd
disagree with. You may want to stop them having whizz bang levels of it,

but many animals contain electro-based organs that could be easily
modified into spoofing sensors (a few have sorta done this, but the
evolutionary
pressure hasn't been there yet - ones that are invading space or are
genetically engineered as vehicles may have had teh extra push though).

Bio Elasticity - nice idea!

Bio Womb - produce units? Do you mean infantry or small vehicles? OK
when I got to the Queen mother bit it obviously covers vehicles too, but I'd
mention that under the Bio Womb bit directly too.

Bio Repair Gland - nice idea, though you may like to add that they
prefer to do it in cover... very few animals (that live to tell the tale
anyway) are going to expose themselves to that level of threat in the open
where

they have no chance to hide.

Gatherer Pouch - I wouldn't give these a fixed capacity, or if you do
let them be linked.... or you're not going to see many vehicles fixed.

Each army must have a Mother Alien with a Telepathic Control Centre - I
would've called it some other means of communication (chemical or high pitched
noise or something), but that's just me having trouble with telepathy (says
she that runs a Greys aliens with telepathy...bit hypocritical sorry).

The destruction of the Mother Alien reduces the morale of every unit by 1
step and the unit quality 1 step - if she's that central to command I'd
say they'd lose a LOT more than one level of confidence!!! I'd make it a
fairly hefty penalty if you lose the old bird.

Swim: Base Movement Factor = 6 - this is OK, but I'd probably add
another
one (say BMF 10+) to reflect the speed capabilities of dedicated "ocean
goers"

Legs: Easy = Roads; Normal = Open, Urban; Poor = Hills; Difficult = Light
Scrub, Cultivated, Rivers/Streams (crossing only);
Impassable = Rough, Mountains, Swamp, all Woods, Open Water

I think this is way too steep.... many things with legs have managed to
conquer Rough, Mountains, Swamps and Woods;)

Alien winged units cannot fly in 'High Mode'. - Why? Once again not
arguing if there's a good rational, just curious.

All up though it looks like you're well on the way, have you used them on the
battlefield yet? I'll try and have a closer look at the costings next week,
but well done!

Cheers

Beth

------------------------------------------------------------------------
----
------------------------------------------------------------------------
----
Elizabeth Fulton
c/o CSIRO Division of Marine Research
GPO Box 1538 HOBART TASMANIA 7001 AUSTRALIA
Phone (03) 6232 5018 International +61 3 6232 5018
Fax 03 6232 5053 International +61 3 6232 5053

email: beth.fulton@marine.csiro.au
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Date: Tue, 19 Dec 2000 15:08:21 -0800
From: Sean Bayan Schoonmaker <s_schoon@pacbell.net>
Subject: [FT] SML-AF Was Re: More weapon...
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I'd proposed an Anti-Fighter missile a long time ago (before FB1
arrived) using the MT Missile rules, but they weren't terribly effective due
the different ways that Missiles and Fighters moved.

Thanx for giving me an excuse to update the idea ;-)

SML Ammunition: Anti-Fighter Salvo

Same MASS and POINT COST as a standard salvo. Simply mark the traded salvoes
with a dot in the center of the icon. SMRs may also be traded on a one for one
basis.

Unlike a standard salvo, the AF salvo attacks ALL fighter groups within 6".
The fighter groups may not use their secondary movement until AFTER the
missiles attack. Each fighter group may defend against the salvo normally. The
attacking player rolls 1d6 for each fighter group and subtracts for the
defensive fire of the appropriate group. The group then takes one PDS shot per
"missile" that penetrates their defence.

EXAMPLE: A Jerez Class CH has 2 fighter groups closing for an attack.
Anticipating fighters from before the scenario started, he'd wisely
traded one SML salvo for an SML-AF salvo. The 2 fighter groups
unwisely group together in Step 3, and in Step 4 the Jerez launches its nasty
surprise. Both fighter groups decide to defend against the
SML-AF, reducing their endurance accordingly. The first group rolls
(1,2,3,4,5,5) two hits, and the second group rolls (2,3,3,5,6,6) three hits.
The Jerez rolls a 4 for the first group and a 2 for the second. The first
group suffers 2 PDS rolls, and the second group is
unharmed. The Jerez rolls a (2,6,re-roll 5) and kills 3 fighters from
the group.

Schoon
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Date: Tue, 19 Dec 2000 23:20:07 +0000
To: gzg-l@csua.berkeley.edu
From: Ground Zero Games <jon@gzg.com>
Subject: Re: Noble Armada
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> Hi all,

I've got the game in my "reference collection", I've skimmed the rules but not
actually played it, so can't comment on how it plays. The basic game minis are
in hard silver plastic, like the plastic Silent Death ones.
They're not all that big, averaging around DD-CL size in FT terms IIRC.
Some nice designs, and they'd do well for privateers, merchants and similar
stuff.

Jon (GZG)
> Any help would be appreciated.

From: David L. Dunn - DLD Productions <david@d...>

Date: Tue, 19 Dec 2000 22:38:47 -0600

Subject: Re: New Wargame Website (chance to be a critic)

> Hi guys
maybe)
> http://freespace.virgin.net/jeremey.claridge/

New gaming site eh?   Looks good to me! I like the Alien stuff! I'm
gonna put y ou on the links page of my web site. If you want, you may link to
me as well,
<http://zippnet.net/~
dldproductions/>
Where did you dream (ahem, nightmare, ahem) of this stuff?:o Whenever I get
the chance to game again, (hopefully before interstellar travel becomes an
everyday occurrence) I'd like to try your Alien stats for Stargrunt! Good
work!

From: Jeremey Claridge <jeremy.claridge@k...>

Date: Wed, 20 Dec 2000 11:35:38 +0000 ()

Subject: Re: New Wargame Website (chance to be a critic)

> New gaming site eh? Looks good to me! I like the Alien stuff! I'm

Thanks

And let me know how the stargrunt game plays out. My alien rules have not been
play tested to the level I would have liked.

But I'm sure you guys will let me know of any problems...........hmmmm right
of f to answer Beth's reply:)

From: Jeremey Claridge <jeremy.claridge@k...>

Date: Wed, 20 Dec 2000 12:01:43 +0000 ()

Subject: Re: New Wargame Website (chance to be a critic)

> G'day Jeremey,

The points system was one of the hardest things to work out. Even now I don't
t hink Ive got it right. OOOh going to double check it later....I'd better
start revising:)

> Segmented Chitin Armour (SC) - I can understand the restriction on

Good point which never occured to me!

> Exo-Skeletal (ES) - I get what you mean here even if I'd quibble about

Mmmmm yeah I can see that.

> Chameleon stealth - why can't ES use this? Is it a balance issue?

> shells. Maybe the ES covered vehicles could have it until fired

Yeah I did this because of the balance. Ablative and Reactive and Stealth.
There was a power playing issue here. So I made it a trade off.

> Fire controls - as for humans, "The exception is that Aliens equipped
Why?
> I' not saying its a bad thing, just curious.

This was based around the concept of age. The aliens are born as tanks, APC
etc
.
So you could say that a tank with a basic fire control simply means it's a
baby and has not yet developed the skills or awareness to use opportunity
fire.

> The Aliens have no understanding of ECM technology - now this one I'd

Again I can see this would be possible. I suppose at the point where I was
thin king about ECM's I was eager to provide a keen difference between
conventional forces and the aliens.

> Bio Elasticity - nice idea!

Yes well I got the idea from the blob. Very low profile for the blob:)

> Bio Womb - produce units? Do you mean infantry or small vehicles? OK

I'll re-do the Bio womb bit so it's clearer.

> Bio Repair Gland - nice idea, though you may like to add that they

Yes in practice very few players simply switch off and sit there while
repairin
g.
I should add a rule where it cannot be done if in direct line of sight of the
e nemy. But then if your mobility is shot you may not have the choice.

> Gatherer Pouch - I wouldn't give these a fixed capacity, or if you do

I sort of invisaged the Gatherer reducing the vehicle down to the biological
ma tter. But maybe this is wrong. I should decide whether it simply drags the
damaged un it away or obsorbs it.

> Each army must have a Mother Alien with a Telepathic Control Centre -

> pitched noise or something), but that's just me having trouble with

Well this was just a cop out on my behalf. I sort of strayed into the cliche
alien communication bit there.

> The destruction of the Mother Alien reduces the morale of every unit

Harsh Beth. I thought my penalty was bad enough:)

> Swim: Base Movement Factor = 6 - this is OK, but I'd probably add

Hmmm I could have a dedicated water movement type. Sort of loch ness monster
spitting plasma! (I like it)

> Legs: Easy = Roads; Normal = Open, Urban; Poor = Hills; Difficult =

This is the trouble with trying to do rules for biological constructs. Maybe I
need different categories of legs. My cat is a better climber than I am but we
both have legs.........hmmm have to think about this one.

> Alien winged units cannot fly in 'High Mode'. - Why? Once again not

Again I just restricted the aliens to add more of a feel of difference. And I
l ike the idea of swarms of bugs coming at the enemy while hugging the
terrain.

> All up though it looks like you're well on the way, have you used them

Play testing has mainly been alien systems or one or two units vs conventiaon
D S2 stuff. Not had many pitched battles using the range of alien stuff.

Thanks for your comments Beth. Given me some good points to think about.

From: Glenn M Wilson <triphibious@j...>

Date: Wed, 20 Dec 2000 16:07:50 EST

Subject: Re: New Wargame Website (chance to be a critic)

On Wed, 20 Dec 2000 08:26:18 -0500 "Bell, Brian K (Contractor)"
> <Brian.Bell@dscc.dla.mil> writes:
<snip>
> If you give the aliens ECM, you could also give them distance

IIRC, Ants and/or Bees communicate via (for inability to spell
pheromone..) scent and body language plus sounds so maybe a short
distance, extremely complex capable 'tactical' (say 18" - 2X9 - inches
from tactical leader to under officer, think NCO) com system and a more
general (Advance, cover, withdraw, charge, from NCO to 'grunt') type
medium range com system (27 inches - 3x9) plus a 'commander's link'
telepathic from a 'queenette' bug (49 inches, 7x9) that is rebroadcast from
the tactical commander alien. [Yes, I am using bug and alien intermixed, a
slip of my ground mental gears.]

Would there be CO's and NCO's both in a typical SG scenario (I don't own those
rules, just DS and recently FT.) Or is it intended for a solo squad setting?

> -----

________________________________________________________________
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> Paul Radford has some nice pictures of Phalon ships at

Snails with flame jobs? ;-)

Seriously, though. Nice work.

Schoon
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