***
All this talk about simul fire got my brain cooking ('bout time something
did...:) Has anyone tried playing a game with having each ship write down it's
target(s) at the same time as writing the movement orders?
***
I believe it was David that admitted he found the writing the longest part of
the game process; I can sympathize, and this would certainly make that process
even longer.
***
It does mean having to mark each ship on the table so every player can clearly
identify it, but everyone does that now don't they?:)
***
True, but making it obvious for targeters as well as owners may be a
complication.
I'd have to say it probably WOULD be more trouble than worth, but should be
given a try. Unfortunately, my group has been moribund for awhile, so I'll be
listening for reports from others.
As an aside, has anyone worked with the idea of using the option of making
a shot in mid-move? The ships would all be moved to the mid-point, shots
taken, ships moved to end-point, last shots taken. I recall it coming up
now and then, but don't have a feeling of any developement.
I'd think that the shots should have a penalty, as you have the advantage of
a) knowing roughly where things will be ending up, b) previous shot. I like
reduced range, say, half. I'd find hit modifiers more complicated. Also,
haven't a clue how to handle SM's.
Gives a slight 'phase' feeling without the extreme multi-step turn
mentioned elsewhere.
The_Beast
-Douglas J. Evans, curmudgeon
One World, one Web, one Program - Microsoft promotional ad
> devans@uneb.edu wrote:
Aeronef (rules for Victorian SF flyers by Wessex Games) uses a split turn
sequence similar to this. Each turn is split into two phases, ships move half
their movement allowance in each phase and can fire at the end of either phase
(only one fire per ship per turn). The upshot is that everyone tends to fire
at the end of the first phase unless out of range.
***
> I
...
Aeronef (rules for Victorian SF flyers by Wessex Games) uses a split turn
sequence similar to this. Each turn is split into two phases, ships move half
their movement allowance in each phase and can fire at the end of either phase
(only one fire per ship per turn). The upshot is that everyone tends to fire
at the end of the first phase unless out of range.
***
I've Aeronef rules, but never played, yet. However, I did include a penalty
for firing on the first half, but failed to mention my idea included one shot
per full turn.
This is even more important given the ships are 'locked in' to movement, but
decreases the possibility of 'I was pointed RIGHT AT IT!' frustration.
Well, about all the time that idea was worth. Thanks for the response.
The_Beast
-Douglas J. Evans, curmudgeon
One World, one Web, one Program - Microsoft promotional ad
> As an aside, has anyone worked with the idea of using the option of
I've worked on something for my Russo-Japanese War rules based on FT.
It's most definitely in the Advanced Rules section.
Now, for it to work best, I use a variant of moving that doesn't require
written orders. One fleet moves all their ships half their movement, the other
fleet moves all their ships a full move, then the first fleet moves all their
ships half their movement. Or, you can split this down
into more "portions" (such as 1 moves 1/4, 2 moves 1/2, 1 moves 1/2, 2
moves 1/2, 1 moves 1/4; etc.).
Note that this staggered approach also works well WITH written orders. You
just follow what's written, but you allow combat at the "break points" in
movement.
It does fix weird problems, like an enemy ship being in your broadside arc for
most of a turn, but then ducking into your rear arc for the last
1/2" of movement. Or the opposite (a ship moving across your bow, but
ending up in your broadside arc at the last second).
I introduced it since the rules are intended to cover a historical period
For FT, cinematic movement:
1. Players write their orders. 2. Players roll for initiative. Winner decides
to go "first" or "second". 3. Players make their initial facing changes and
move to the half way point in their movement. 4. The "first" player selects a
ship to fire, if any. Combat is resolved. The ship is marked as having been
fired. 5. The "second" player selects a ship to fire, if any. Combat is
resolved. The ship is marked as having been fired. 6. Repeat steps 4 and 5 as
necessary.
7. Players make their mid-course facing changes, and move their ships
their final distance. 8. Combat occurs as normal with the "second" player
choosing a ship to fire, then the first, etc. until all ships have been
"activated".
Note, this doesn't include rules for missiles, fighters, etc. I'm not sure
what to do with missile salvoes. Do you move them to their final spot and let
them work as normal? Or do you let them "attack" any ship
within their range at the mid-point of ship movement (step 3. above)?
For fighters, I'd be tempted to move them first, then move the ships. At the
half way mark, the fighters could attack any ship within their attack radius
(or not, their choice). After the ships move the rest of their distance,
fighters could expend the additional point and move again, perhaps engaging a
ship (or the same ship) for the second time that turn. I wouldn't allow
fighters to fight twice in the one turn. You would have to them as activated,
like a ship. This means, too, that you'd either have to mark ships that have
used their PDS, ADS, or
class-1s in anti-fighter mode already that turn. (Or, you allow ships to
fire on as many unactivated fighter groups as they want, but activated fighter
groups that come within range are untouchable).
This is where the rules get messy, and would have to be playtested.
> On Tue, 15 May 2001 10:42:18 -0500 devans@uneb.edu wrote:
Quoting Tony:
> Aeronef (rules for Victorian SF flyers by Wessex Games) uses a
This looks like a simpler version of the way in which FASA's Starship
Combat Simulator/Game (originally Star Trek, now apparently to be
re-released with an original background) worked; in that game, movement
was divided into five segments, and ships could fire at the end of each one,
even if, due to their speed, they didn't move in it. The ultimate extension of
the idea is, of course, the SFB impulse system...
Interestingly, I never found that players hurried their shots; they were more
likely, in my experience, to wait until the target entered an
appropriate range band (as defined by the to-hit number) and then cut
loose. The system seemed to work pretty well.
> I've Aeronef rules, but never played, yet. However, I did include a
Don't know enough about Aeronef (not a VSF fan) to comment on this;
do you mean that the ship can only fire once and/or on one target per
full turn, or each weapon can fire once?
Phil
> Phillip Atcliffe wrote:
This doesn't apply in Aeronef as there's only one range band - you're
either in range or you're not.
> > I've Aeronef rules, but never played, yet. However, I did include a
Ships in Aeronef can only fire once at a single target per turn (in FT terms,
they only have one FireCon).
***
> I've Aeronef rules, but never played, yet. However, I did include a
Don't know enough about Aeronef (not a VSF fan) to comment on this;
do you mean that the ship can only fire once and/or on one target per
full turn, or each weapon can fire once?
***
So much for my once vaunted precision of speech: each weapon can fire once
Now that I think on it, keep track of fired weapons would be an added level of
complication. Nevermind.
The_Beast
-Douglas J. Evans, curmudgeon
One World, one Web, one Program - Microsoft promotional ad