From: Andy Cowell <andy@c...>
Date: Wed, 27 Dec 2000 00:44:49 -0600
Subject: Proto SG2 campaign system
Ugh. I just got done typing up some notes for a company level SG2
campaign system. It's very raw-- I haven't even gone back over it
yet, but I think you can get the general idea. Let me know what you think.
There are lots of bells and whistles, but I was trying to keep it simple by
getting the framework in place with a basic infantry company.
http://www.cowell.org/~andy/min/sg2/sg2cam.pdf
PS: I can't find my DS2 rules. What's the approximate range for Rocket
Assisted Mortars?
PPS: I forgot to add, reinforcements proceed as a unit from your table edge to
the company command unit, and from there to their platoons.
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Date: Tue, 26 Dec 2000 23:46:30 -0800
From: Jaime Tiampo <fugu@spikyfishthing.com>
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> Glenn M Wilson wrote:
How what works? Vector? Cinimatic? Building your own ships?
> >What I run for a fleet is a Super Dreadnoughts a few BBs a couple of
Cruisers stayed away from BB fleets because they didn't have the armour to
protect them from the heavy shells the BBs fired, so I guess it is close to
the FT reason. If you want or need to make a light cruiser, I'd go with an MT
cruiser with some PD and maybe some neddle beams, but only if it's going to be
part of a larger, rounded fleet. That kind of ship by itself isn't very
effective by itself. Perhaps 2 MT missiles and then 1 class 3 a few class 2s
and PDs.
> I did not understand the example in FT/2nd that shows "Carriers"
having
> "C" class guns... Wouldn't it be better to have larger guns "BB" types
The ships in FT/2ndEd are kinda weak in design. Check out Fleet Book 1
for better ships. The design system changed and for the better:)
Designing ships is more a personal style of play and intended use of ship
equation. Decide how you want to use the ship, then specialise in that niche.
If you want an attack carrier, decrease the number of fighter bays and
increase the heavy weapons, if you want a fure fleet carrier, pump up the
fighter bays, decrease the heavy weapons and give it some good PD.
My views for fleet carriers is to put a lot of PDs and class 1s. The dual fire
modes of the class 1s can be usefull since it gives you alimited offensive
punch. If you're running fleet carriers most people will ignore them as a
target for awhile since by themselves they really can't hurt anyone and the
larger capital ships are much more an immidiate threat. Sometimes putting 2 or
so class 3s on a CV is usefull as a harrassing unit:)
Additional construction advice is to make sure you have good armour and
shields. I put 1 shield on ships larger then a battle cruiser and 2 on battle
ships up.
> Well, my first and only FT experience has made me *very* missile
Yeah they're bastards in large numbers. Interceptor fighters and good area
defence helps.
> >Ship deployment is usually in a tight circle. This keeps the area
A spread out approach devides your forces to much. I go for the concetration
of fire. Pick a target and fire at it till it's no longer a threat and then
move to the next target. Don't loose your plan by firing at anything that
causes you heavy damage. You're going to take casualties but having
concentration of fire is very important. If you opponent bring his fleet in
small groups instead of at a single time you instantly outnumber his forces.
Sure he has fresh ships coming in later but you're causing a larger ratio of
damage to him then he can to you. It's basically like fighting several small
battles with a large forse. Best thing can do is use asteroids and other
obsticals to separate his sube fleets from each other and deal with them
separately. If you're playing with a lot of MT missiles, send them after his
largest ships and disable them as much as possible.
Jaime
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Date: Tue, 26 Dec 2000 23:59:20 -0800
From: Jaime Tiampo <fugu@spikyfishthing.com>
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> Oerjan Ohlson wrote:
> Which makes the above-mentioned fleet composition sound a bit odd -
I ment larger then a destroyer:) Largest small ship I use is 32 mass and the
next one is up around 76 mass.
> Suggests that Jaime plays on a fixed-edge table or uses some sort of
Yea we play on a static board, purely cause it's a pain in the ass to move all
the "scenery" around and we do use vector. Even with the published rules
(which are what we use) you can't get a vector ship to manuever enough to
dodge enough missiles. If you use cinimatic it's much easier to dodge things.
Vector makes area effect and target weapons very powerful.
Jaime
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Date: Wed, 27 Dec 2000 00:03:04 -0800
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> Glenn M Wilson wrote:
> >the enemy. It's a sort of 'weave' tactic that has worked fairly
Do you use cinimatic or vector? I find that splitting your fleet up is the
surest way of getting it killed in vector. Time and time has proven it when
the opposition fleet splits up my massed fleet always pummles it with
concentrated fire.
Jaime
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Subject: Re: Suggestions and Advice Solicited!
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From: "Glenn M Wilson" <triphibious@juno.com>
> >A good, balanced fleet could consist of:
In that case I envy you - you have a really, really good game you've not
gotten into yet.
The 50% is "by points". A "Maria" is just over 400 pts, so 3 of em come to
about 1250, out of a total of 2750. Heavy Cruisers are about 275 each, so 3 of
em are just shy of another 850. This leaves
about 700 - enough for a couple of Escort Cruisers at just short of 200
each, and a few destroyers, frigates etc.