From: Allan Goodall <agoodall@a...>
Date: 20 Dec 2000 12:28:41 -0800
Subject: Re: Ship tape names Was: New Conversion of Babylon 5
> On Wed, 20 December 2000, KH.Ranitzsch@t-online.de wrote:
> Naming of ship classes is a quirky matter. "Monitor" and "Dreadnought"
> were named after the first ship of that class. "Ships of the Line"
were
> those able to play a role in that formation. "Destroyers" were
Very true. Torpedo Boat Destroyers (TBDs) were pretty small, too. Tiny things,
about the same size or a little bigger than a torpedo boat (which, itself,
actu ally shrunk in size if you compare things like WWII Motor Torpedo Boats
and Ger
man e-boats to pre-WWI TBDs).
In WWII,
> what the Brits called "Fighters" were "Pursuit planes" to the
And in WWI, what would later be called "fighters" were called "scouts" by the
B ritish (at least).
Dreadnoughts we think of as huge vessels, and they were the largest
battleships of the period. But the later WWII battleships dwarfed the WWI
dreadnoughts. Ev en pocket battleships (battleships built, I think, on
battlecruiser hulls by th e Germans to get around either the Treaty of
Verseilles or the Washington Naval Treaty, not sure which) were bigger than
dreadnoughts.
> It helps acceptance if bears some resemblance to present usage,
Definitely. The assumption since the beginning of space opera has been that
spa ce militaries would follow a naval scheme. I suspect, though, that they
will fo llow some sort of air force scheme. Space is what's "up" and it would
be hard f or a nascent space force to follow a naval model. Space falls under
the control right now of the air force, adn I don't see them giving that up. I
suspect tha t nomenclature, ranks, and traditions will actually come from an
air force back ground, not navy.
Navy makes sense for fiction, as it's the closest analogue we have. But if I
we re to bet money, I'd bet it evolves from the air force. Instead of
references t o boats and ships, it will be... something else.
I suspect we'd see a whole bunch of weird ship type names, probably in some
for m of acronym. I see the whole series of naming conventions following not a
nava l evolution but some other sort. An example of what could happen is the
way tha t tanks got their names and designations. The name "tank" came from
the code wo rd for the British motorized artillery platform of WWI. Eventually
tanks fell i nto various types of tanks: light tanks, cruiser tanks, medium
tanks, heavy tan ks. Later these even changed, to light tanks, main battle
tanks, armoured fight ing vehicles, armoured personnel carriers, etc.
You won't see cruisers, destroyers, battleships, etc. It would be something
els e. What? I haven't a clue. But it will be something far different, I
suspect.
But for a game, or for fiction, using naval terms has the immediate advantage
o f acting as a metaphor. Since it's unlikely that in "reality" we'll use
naval p arlance, we might as well stick to naval parlance as a metaphor to be
consisten
t.
Allan Goodall - agoodall@canada.com
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> On Wed, 20 December 2000, Jeremey Claridge wrote:
> Yes in practice very few players simply switch off and sit there while
I suggest a Reaction Test to conduct repairs in the open. If failed, they have
to head for cover to do the repairs.
I would also suggest that if they are forced to repair in the open and they
can NOT move, that this would require a Confidence Test. And, possibly (not
having read your rules) requiring them to repair their mobility problems first
before anything else.
Allan Goodall - agoodall@canada.com
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Subject: Re: [sg] Starter Group
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> On Wed, 20 December 2000, "Bell, Brian K (Contractor)" wrote:
> I have looked and not found a suitable response.
Most of the games I run at conventions I try to keep to about a platoon per
sid e. I set up the games so that each player has a squad and a vehicle to go
with the squad. I usually have one command squad attached with their own
vehicle, or a command squad with a support squad of some sort.
This gives a force sufficient for a 3 to 4 hour game.
To begin play, I suggest as a minimum of three squads of, say, 8 figures.
There should be a squad leader, a support weapon (missile launcher, plasma
gun, etc.), a squad automatic weapon per squad, and 5 riflepersons. You can
replace eith er the SAW or the support weapon with a rifleperson.
The command squad you can keep to about 4 figures, consisting of a commander,
a n NCO and two rilfepersons.
That gives you 28 figures and a reasonable choice for games. You may want to
ma ke it 6 riflepersons per squad so that you can choose to have 1 SAW and 1
suppo rt weapon per squad, or just one SAW, or just one support weapon. That
comes ou t to 31 figures.
I would ignore PA for now. PA you can pick up later. I would also ignore
forwar d observers, snipers, etc. for now. You can add them once you've got a
couple o f games under your belt, and you can always just assign a couple of
rifle figur es for those purposes for now.
When you get rolling, you'll want more figures of course. With this as a
basis, you can easily add to the forces.
Oh, and before you buy more figures you may want your squads to have some
APCs. I'd buy APCs before I bought PA.
Allan Goodall - agoodall@canada.com
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Subject: RE: Starfire, was Re: More weapon concept questions
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> On Wed, 20 December 2000, "Dean Gundberg" wrote:
> If the list feels this type of info would be appropriate, I can do a
Well. This list is for GZG. We do talk about related game systems, but it's
mos tly for GZG. On the other hand, I'd have no problem with a "latest in the
indus try" post from you from time to time. As long as it didn't develop into
a raft of OT posts, keeping us all interested wouldn't be a bad idea. I mean,
we've ha d all sorts of OT posts of the "Hey, thought you guys would find this
interesti ng" variety.
I suggest giving it a try and if it degenerates into a whole lot of OT posts
ev ery time you do it, you can always stop.
Allan Goodall - agoodall@canada.com
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Subject: Re: Weapons Concept Question
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> > In FT the missiles can all be launched from the ship itself in a
Stilt said:
> Yeah, this is about the closest thing that FT offers to HH "missile
Make that "five times as large". Unless you're worried about all your salvos
landing on an escort, there's no point in dribbling missiles at
your opponent when you can do an alpha-strike, and that's what SMR are
for.