Rearming Fighters...

2 posts ยท Feb 6 1997 to Feb 7 1997

From: hal@b...

Date: Thu, 6 Feb 1997 00:24:40 -0500

Subject: Re: Rearming Fighters...

> My house rule is to give one deck crew for each hanger bay on a

My thoughts on this toic is such that rearming is dependant upon what the
"timescale" is per "turn". If each turn is 30 seconds, then it isn't much time
to rearm the fighters. On the other hand, if each turn is 10 minutes, then 2
turns is all it should take if one uses conventional aerofighter times...

  All in all, my amendment to Brian's idea is that you add +1 to each
turn it takes to arm the fighters past the first. Thus, the second turn would
be a roll of 1d6+1, the third turn would be 1d+2, etc until a modified 6
is rolled.  Veteran deck crews might get a +1 to die rolls, normal
deckcrews get no mods, and green crews get an initial -1 (thus insuring
that they can never get a fighter out in 1 turn!).

One other "subject" to tack on to this post...

Some time back, I mentioned some shipbuilding times for "campaign" rules.
A thought struck me as I was re-reading them last night <ouch!>.  The US
was able to gear up into a high wartime production rate, but the US is still
unable to recover from the debt that saddled us with! In campaign games, how
does one account for a world that has only 1 million people on it, trying to
build capital class ships... quickly?

What I would suggest the game designer attempt to do, is quantify the "volume"
involved in a one "mass" unit. For now, I am looking at the idea that it takes
1 person per 20 to produce food for the population. I am looking at the idea
that it takes maybe 9 people in 20 to maintain normal day to day economic
activities, leaving 10 people out of 20 to "specialize" in specific
activities. Thus, you might have 5 people out of 20 specialize in metal
production (raw materials), 2 people specialize in electronic production, and
3 people in shipbuilding production. You need 2500 people per 1 mass of ship
being built per week. What I need to do now, is quantify what the "output" per
mining person is, what the output per electronic production will be, and so on
and so forth.

This is a bare skeleton of production related to population figures. Does
anyone remember the computer game REACH FOR THE STARS or the board game
STELLAR CONQUEST? In those games, the population supported factories, and
produced production points. It didn't matter how much population you had if
you didn't have enough factories, nor did it matter how many factories you
had, if you didn't have enough people to man
them...
In all, that is kind of what I would like to see in a campaign type
game...

From: Alan and Carmel Brain <aebrain@w...>

Date: Thu, 6 Feb 1997 19:14:01 -0500

Subject: Re: Rearming Fighters...

My own thoughts are that a fighter group should be re-armed in 1 turn. 6
if you prefer (use a Die for each figher group to keep track).

It's simple, and relatively easy to keep track of.

Does this advantage fighters? Let's take a look.... let's ignore fighter
re-arming for now.

Assume a Fleet Carrier launches an alpha strike of 6 fighter groups. This
takes 3 turns of "straight and level" movement.

The fighters each have 3 combat turns - BUT...
have only 3 turns after that to get back home AND... the CV can only recover 1
fighter group per turn.

This means 9 turns of movement at a constant speed and course. If the
fighters do a consecutive 3-turn 'pack attack' then 3 groups of them
will be lost, as they can't recover even if next door to the CV. So the
Fighters Pack Attack for 2 turns, then half of them hold fire for 3 turns,
then fire, then recover.

Turn 1: Ftr grps A,B launch Turn 2: Ftr grps C,D launch Turn 3: Ftr grps E,F
launch Turn 4: A,B,C,D,E,F attack (Carrier may turn or accelerate) Turn 5:
A,B,C,D,E,F attack (Carrier may turn or accelerate) Turn 6: A,B,C attack
(Carrier may turn or accelerate) Turn 7: A recovers Turn 8: B recovers Turn 9:
C recovers, D, E, F attack Turn 10: D recovers Turn 11: E recovers Turn 12: F
recovers

Assuming a 6-turn rearm, this then means
Turn 13 : A re-armed
Turn 14 : B re-armed
Turn 15 : C re-armed
Turn 16 : D re-armed, A,B launched
Turn 17 : E re-armed, C,D launched