Simultaneous fire [was UK/US in balkans (as the UN)]

9 posts ยท Jan 20 2000 to Jan 21 2000

From: Colin Plummer <colin@i...>

Date: Thu, 20 Jan 2000 10:54:11 +0000

Subject: Re: Simultaneous fire [was UK/US in balkans (as the UN)]

*unlurk*

Quoting Michael T Miserendino (Wed, Jan 19, 2000 at 03:04:00PM -0500)

[simultaneous fire]

> 1. Recording damage now becomes a pain. You need to indicate that

I don't agree, you merely need to assume a system of crosses for damage. When
the damage occurs, you make one stroke of the cross (somewhere next to
the system is good) - at the end of the turn turn all single strokes
into crosses. If a system gets repaired, circle the cross. You can now tell at
a glance whether the system may be used (it has an uncircled cross next to
it).

If you don't like that solution, since all fire is simultaneous - you
could all write down what your firing will be, much like the procedure for
movement orders.

All it takes is a little thought in how you do things.

*lurk*

From: Roger Books <books@m...>

Date: Thu, 20 Jan 2000 09:07:12 -0500 (EST)

Subject: Re: Simultaneous fire [was UK/US in balkans (as the UN)]

On 20-Jan-00 at 05:02, colin.plummer@theplanet.net
(colin.plummer@theplanet.net) wrote: > *unlurk*
> Quoting Michael T Miserendino (Wed, Jan 19, 2000 at 03:04:00PM -0500)

My original post appears to have dropped somewhere, so...

As everyone suggested, make a / on the hull or armour when
the damage is rolled. After all damage has been marked complete the X and do
thresholds if necessary. The big difference this way is you will only ever
make 1 threshold check in a turn. For a large fleet this would probably speed
things up.

Vector question- Am I the only one that drops a "start of
vector" marker before moving ships in vector? Doing
that on the next turn the new vector is marker->ship, no
waffling about direction and none of the speed rounds you seem to get with the
"official" rules. I personally think it is easier.

From: Michael T Miserendino <MTMiserendino@l...>

Date: Thu, 20 Jan 2000 14:28:00 -0500

Subject: Re: Simultaneous fire [was UK/US in balkans (as the UN)]

> Colin Plummer wrote:
When the damage occurs, you make one stroke of the cross >(somewhere next to
the system is good) - at the end of the turn turn all >single strokes
into crosses. If a system gets repaired, circle the cross. >You can now tell
at a glance whether the system may be used (it has >an uncircled cross next to
it).

As I stated in a recent reply we already use a system for "/" as damaged
and "X" for destroyed. From experience I have found that resolving damage
immediately reduces chance of errors as well as keeps players honest.

> If you don't like that solution, since all fire is simultaneous - you

Nope. That would definitely not go over well. Players in a fast game typically
do not like to record things or not much. This would take away some of the fun
of FT.

> All it takes is a little thought in how you do things.

Yes...but don't forget to consider the results. You may want to playtest your
ideas and report what players liked and disliked. I have experimented with the
simultaneous thing before and it was not well received.

Mike

From: Roger Books <books@m...>

Date: Thu, 20 Jan 2000 14:44:58 -0500 (EST)

Subject: Re: Simultaneous fire [was UK/US in balkans (as the UN)]

On 20-Jan-00 at 14:33, Michael T Miserendino (MTMiserendino@lnc.com)
wrote:

> Yes...but don't forget to consider the results. You may want to

Really? I prefer it, it does away with having the most vulnerable ship live
because it fired first and you want to knock out weapons before they fire at
you.

As a matter of fact I would expect to see the big boys be primary targets
instead of picking off the little weapons platforms first.

From: Ground Zero Games <jon@g...>

Date: Thu, 20 Jan 2000 20:27:22 +0000

Subject: Re: Simultaneous fire [was UK/US in balkans (as the UN)]

> On 20-Jan-00 at 05:02, colin.plummer@theplanet.net

Yes, it is; it is even better if, after moving, you extend your tape
measure from the start-of-vector marker an equal distance PAST the model

From: Roger Books <books@m...>

Date: Thu, 20 Jan 2000 15:50:23 -0500 (EST)

Subject: Re: Simultaneous fire [was UK/US in balkans (as the UN)]

> On 20-Jan-00 at 15:25, Ground Zero Games (jon@gzg.com) wrote:

> >Vector question- Am I the only one that drops a "start of

I thought about that, but it makes it too easy for those damn SM users (me in
this case) to place their missiles.

> The down-side with either

I have to admit things look better the official way. The clutter isn't a big
deal for me, all my bases are color coded and numbered. Makes it easy to match
marker to ship.

From: Thomas Anderson <thomas.anderson@u...>

Date: Fri, 21 Jan 2000 02:36:07 +0000 (GMT Standard Time)

Subject: Re: Simultaneous fire [was UK/US in balkans (as the UN)]

> On Thu, 20 Jan 2000, Roger Books wrote:

> On 20-Jan-00 at 05:02, colin.plummer@theplanet.net

eh? if a ship takes enough damage in one turn to take it over two threshold
points, then in the threshold phase at the end of the turn, it takes two
threshold checks, one after the other. simple. personally, i record the fact
that a threshold has been carried out by putting a line though the row of hull
boxes that it corresponded to.

as for systems damage, i use a pencil, as then, if it is repaired, i can
rub the mark out. i use the / for threshold and X for needle convention
too.

it's important to realise that there are two types of damage being
discussed here - hull/armour damage (/ or X in a hull/armour box
indicates
done or accounted damage) and systems damage (/ indicates threshold
loss, X indicates needle loss).

pencils, though: the way to go, i tell you.

tom

From: Laserlight <laserlight@q...>

Date: Thu, 20 Jan 2000 21:42:12 -0500

Subject: Re: Simultaneous fire [was UK/US in balkans (as the UN)]

> As everyone suggested, make a / on the hull or armour when
personally, i
> record the fact that a threshold has been carried out by

IIRC in FTFB you only take 1 threshold check. I f you cross two
thresholds, you roll as if on the worse, then take an extra -1
penalty as well.

From: Roger Books <books@m...>

Date: Fri, 21 Jan 2000 09:26:20 -0500 (EST)

Subject: Re: Simultaneous fire [was UK/US in balkans (as the UN)]

On 20-Jan-00 at 21:36, Tom Anderson
> (thomas.anderson@university-college.oxford.ac.uk) wrote:

> it's important to realise that there are two types of damage being

a / on a hull box means damage this turn, at the end of the turn
figure thresholds and complete the X.

a / on any other box comes from threshold checks.  An X on a
non-hull and non-armour box means not repairable.