Ordnance

3 posts ยท Jul 8 1999 to Jul 9 1999

From: Tom McCarthy <tmcarth@f...>

Date: Thu, 8 Jul 1999 11:32:04 -0400

Subject: Ordnance

I'm talking about fighters, missiles, etc. here.

There's a lot of talk reloads and rearmament, as well as launch and recovery.
Here's my 2c.

i) I like the EFSB launch and recovery restrictions (half your fighters coming
or going any turn). Simple and easy to remember. That said, the
launch/recovery/hot standby bay varieties add a nice strategy element
for those who want the complication.

ii) I'm more than willing to assume that the hangar bays and SML magazines we
purchase include 5 postbattle reloads, meaning your SML armed ship can fight 6
campaign battles before it's empty and your fighter groups are
repaired or replaced for 6 campaign battles, but no repair/replacements
during a battle.

iii) I'm told by a reliable source that the FT fleets are too small to
transport sizable ground forces such as we see in DS2 and SG2. Since ground
combat occurs, we can assume that outside the range of our tabletop weapons
there are large clusters of massive troop transports, supply ships, and
tenders to transport troops. They may also be available for the repair and
replenishment after the battle. Why don't they appear on the board during
battles (especially surprise attacks)? I don't know. Maybe they're too
valuable to attack or it's an oversight in scenario construction.

Simply put, unless it's a campaign or very important, lengthy battle, I'm not
worried about repair and replenishment of fighters, and I'm willing to see
most of them launched very quickly in a battle.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Fri, 9 Jul 1999 10:15:25 +1000

Subject: RE: Ordnance

If you work that about 20% of the crew is made up of marines, you get about 20
ground troops aboard a 100 mass battleship. If you think you can take a ground
objective with that many troops, good for you!
Once you start getting into troop cargo, you get about 5-8 men per mass,
depending on how you want to define CS.

'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
Commodore Alfred K Hole - RNS Indy's Folly [CB]
Captain Nicolette O'Teen - RNMS Golden Spear [CB]
EBD Medusa

> -----Original Message-----

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Fri, 9 Jul 1999 08:57:29 -0400

Subject: Ordnance

Tom McCarthy:

> I'm more than willing to assume that the hangar bays and SML magazines

I like the concept, though I might make the number 4 or 3 - that's a
campaign issue, in the end.

> iii) I'm told by a reliable source that the FT fleets are too small to

In part its a 'feature' of the FTL system in the FT canon universe. Deep space
combat is either random or very carefully orchestrated, since jumping has such
a recovery time for the crew. Ambushes in open space would have to
be flukes, since if you pop in on someone, you're busy wretching for 2-4
turns before you can be effective, and there's no reason to expect someone
will pop into you unless you're waiting at a place they have to be.
Modifications like jump points or gates notwithstanding. You could also just
slightly alter the canon descriptions to allow 1 turn recovery and more
accurate jump-ins. But that's why I think you don't see it.

Now around planets/bases - that should be another story.