From: Bradley, Jason (US - Minneapolis) <jabradley@d...>
Date: Mon, 17 Feb 2003 06:40:36 -0800
Subject: Soap bubbles?
Being new to FT, I am wondering what exactly a "Soap Bubble" Carrier is? Thanks!
From: Bradley, Jason (US - Minneapolis) <jabradley@d...>
Date: Mon, 17 Feb 2003 06:40:36 -0800
Subject: Soap bubbles?
Being new to FT, I am wondering what exactly a "Soap Bubble" Carrier is? Thanks!
From: Phillip Atcliffe <Phillip.Atcliffe@u...>
Date: Mon, 17 Feb 2003 14:49:48 +0000 (GMT)
Subject: Re: Soap bubbles?
On Mon, 17 Feb 2003 06:40:36 -0800 "Bradley, Jason (US - Minneapolis)" > <jabradley@deloitte.com> wrote: > Being new to FT, I am wondering what exactly a "Soap Bubble" Carrier One that is basically a large box to carry fighters in -- lots of hangar bays, but weak structure and little else in the way of weapons, defences and other systems (so that it has the spare mass, etc. for all those fighters without costing too much). It has a lot of long-range hitting power, courtesy of the fighters, but let the bad guys get close to it, and it goes pop very quickly. Phil ---- "Sic Transit Gloria Barramundi" (Or, So Long and Thanks for All the Fish!)
From: Roger Burton West <roger@f...>
Date: Mon, 17 Feb 2003 14:49:57 +0000
Subject: Re: Soap bubbles?
On Mon, Feb 17, 2003 at 06:40:36AM -0800, Bradley, Jason (US - > Minneapolis) wrote: Approximately:
From: Steve Pugh <steve@p...>
Date: Mon, 17 Feb 2003 14:51:03 -0000
Subject: Re: Soap bubbles?
> On 17 Feb 2003 at 6:40, Bradley, Jason (US - Minneapo wrote: > Being new to FT, I am wondering what exactly a "Soap Bubble" Carrier A carrier with minimum hull and drives, no armour, no shields, no weaponry, no point defences, no fire control. All they can do is launch fighters and move about a bit. They go 'pop' as soon as they're hit, hence soap bubble.
From: Bradley, Jason (US - Minneapolis) <jabradley@d...>
Date: Mon, 17 Feb 2003 06:59:34 -0800
Subject: RE: Soap bubbles?
Thanks for the info guys!! Jason [quoted original message omitted]
From: Doug Evans <devans@n...>
Date: Mon, 17 Feb 2003 09:06:03 -0600
Subject: Re: Soap bubbles?
Four of us ready with answers in a matter of minutes. We gotta get a life... The_Beast
From: Chuck Parrott <chuckparrott@e...>
Date: Mon, 17 Feb 2003 11:17:47 -0500
Subject: RE: Soap bubbles?
Following this discussion with interest, I designed the following vessel to match the soap bubble carrier with 1 flight of 6 standard fighters. More expensive fighters would give a little more to work with. I'm sure there are more effective designs, but I'm a novice to FT/FB having only played with other players designs or the book designs only a few times. Item Mass Points Basic Hull (14) 14 Hull Integrity (in 4 rows) 3 6 FTL Drive 1 2 Main Drive (Thrust 4) 3 6 Sub-total 7 28 FCS 1 4 Class 1 Batt (6 arc) x 3 3 9 PDS x 3 3 9 Sub-total 7 22 Total 14 50 So my question is would my anti fighter ship, resonably handled, defeat the fighters of a soap bubble given average dice luck? I balanced the firepower between batteries to engage ships and PDS for fighters. Obviously you could increase the PDS 1 for 1 with the bats, but that would leave you without much anti ship fire. It also presumes that the fighters attack it, which would have to occur in a 1 vs 1 engagment. But would 10 soap bubbles overwhelm 10 of these? I think so given that the fighters could gang up on a couple of my ships a turn and probably only lose a few fighters in the process. I also designed a pure anti fighter ship like so: Basic Hull (14) 14 Hull Integrity (in 4 rows) 3 6 FTL Drive 1 2 Main Drive (Thrust 4) 3 6 Sub-total 7 28 ADFC 2 8 PDS x 5 5 15 Sub-total 7 23 Total 14 51 By itself could only deal with the fighters, but provides protection against fighter swarms in numbers. Is it worthless? So far from my overly simple analysis, it seems fighters themselves are underpriced for what they can do. Perhaps with other designs I would see different. But if a 6 pt fighter group has resonable odds of taking down a 50 pt vessel even with dedicated anti fighter weapons, it seems to me that something's amiss there. Glady awaiting someone to point out my erroneous thinking. Chuck > -----Original Message-----
From: Laserlight <laserlight@q...>
Date: Mon, 17 Feb 2003 11:57:06 -0500
Subject: RE: Soap bubbles?
Chuck said: > So far from my overly simple analysis, it seems fighters themselves are Well, fighters don't cost 6 points. Roger posted this soapbubble: > Item Mass NPV So that's 45 points to bring a fighter bay to the table--and you'll need to actually buy the fighters too. So you're at total 63 points or more, depending on what fighters you buy--does that look better when compared to your 50 point escort?
From: Chuck Parrott <chuckparrott@e...>
Date: Mon, 17 Feb 2003 13:27:28 -0500
Subject: RE: Soap bubbles?
Oops... missed that little bit. That's what I get for try to discuss rules at work without the material handy:) BTW, my only experience with fighters is watching my ships go poof when they come near. Always the escort commander, never the carrier admiral :/ But my group has never employed soap bubbles either. The carriers have always had bark and bite too, so I've never experienced the fighter swarms others have seen. Thanks for the catch Laser, back to the design tool.... Chuck > -----Original Message-----
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Mon, 17 Feb 2003 19:35:21 +0100
Subject: RE: Soap bubbles?
> Chuck Parrott wrote: > Item Mass Points Given average luck with the dice, they won't defeat the *fighters* - at least not if the fighters are also reasonably handled and double up against them. (Without ADFC, these corvettes can't support one another.) They can however defeat the *carriers* by flying fast enough (ie., faster than 48 mu/turn) that the fighters only get one turn to attack them before each turn the corvettes can fire at the soap bubbles. Once all the carriers are dead, the corvettes can leave and let the fighters die. Be careful that you don't overshoot the carriers though... if the fighters get two attacks in in a row without the corvettes killing any carriers inbetween, the corvettes lose. > I also designed a pure anti fighter ship like so: Worthless? Not at all; enough of these you will defeat the fighters. They even has a small anti-ship capability, though it is extemely short-ranged :-/ Unfortunately they can only protect one other ship each against fighters, so you'll need quite a few of them. > So far from my overly simple analysis, it seems fighters themselves are There ain't no such thing as a "6 pt fighter group". The cheapest fighter group available costs 18 pts, and you also have to pay for the bay in which the fighters ride to the battle and the ship in which it is mounted. All in all the minimum cost to bring a figther group to the table is *61.5* pts, not 6 :-/ Later,
From: Eric Foley <stiltman@t...>
Date: Mon, 17 Feb 2003 13:15:44 -0800
Subject: Re: Soap bubbles?
[quoted original message omitted]
From: Randall L Joiner <rljoiner@m...>
Date: Mon, 17 Feb 2003 15:46:06 -0800
Subject: RE: Soap bubbles?
Chuck- If it's a group new to FT, you'll see the soap bubble philosophy pop in at some point. Some joker always pushes it. There are a couple of well known tricks to handling it, from least effective to most effective (Effectiveness order is my personal take, not to be taken as gospel): 1. ADFC (There's a design philosophy debate on whether it's better to mount ADFC on all ships and a hand-full of PDS, or a mission specific ship designed with ADFC and mainly/mostly PDS to provide cover for ship-killer ships.) 2. Fast ships/High initial V. Zoom in ~ 48+ speeds, hit the carriers, and zoom out leaving fighters either dead in bays or unable to reach you and carriers unable to escape. 3. Krack scatter guns. These are considered fairly effective vs. fighters, but if you're not playing Krack, you're mixing technology which has it's own serious flaws. 4. Fight fire with fire (or in this case, fighters with fighters). Use soap bubbles yourself. 5. Ban, or significantly reduce custom designs. "Book fleets only" fights. To comment on a previous question of yours: The majority of the list think fighters are under-priced as it is. There's a minority (I am included) who disagree and actually think they're over-priced. It's almost unanimous, though, that fighters are overly-powerful given their current incarnation. The specific problem involves many vs. few, where 1 (or a few) fighter groups are usually ineffective at best, but 10+ are overly-effective (at worst). The standard arguement for this is usually stated along the lines of: 1 group of fighters points times 10 does not equal 10 groups of fighters. Or 18*10 != 180. There is a bit of circular dominance involved, with fighters beating ship-killers who in turn beat PDS boats who dominate fighters. (IMNSHO PDS is more effective than it should. However, long and heated debate has been held over that land-mine already) Hopefully that should sum up several years of debate for you. Some Free advice: The best solution I've found for people who want to play fighters, but don't want to see them dominate, is to have a friendly house rule that disallows extremism ship creation and/or limits numbers of fighters either on the board or allowed to target a ship at a time. A question for the rest of the group: I haven't had a chance to playtest it, but perhaps a solid rule limiting the number of fighters allowed to target a ship at any time? Perhaps 1 fighter (not squad) per 10 mass, with one group always being allowed? Rand. > At 01:27 PM 2/17/03 -0500, you wrote:
From: Alan and Carmel Brain <aebrain@w...>
Date: Tue, 18 Feb 2003 18:00:41 +1100
Subject: Re: Soap bubbles?
From: "Randall Joiner" <rljoiner@mindspring.com> > A question for the rest of the group: One idea that's been mooted on the playtest list for over a year is as follows: a) Max 6 fighter groups allowed to attack one ship in a turn, but no limits on SMs or MT missiles. b) PDS fires twice vs fighters (only), OR once vs SM/MT Missiles. Currently this idea is out of favour, but I still like it. Requires no change to points values, no change to FB1 fleet design philosophy,
From: Randall L Joiner <rljoiner@m...>
Date: Tue, 18 Feb 2003 09:46:26 -0500
Subject: Re: Soap bubbles?
> Alan and Carmel Brain wrote: > a) Max 6 fighter groups allowed to attack one ship in a turn, but no I like the differentiation between SM's and Fighters, although I'm not sure I follow the PDS firing twice. I do like the KISS, and no change to points/designs/etc. The major problem I see is that it weights bringing the single largest ship possible to a game... If I bring a single SDN and the enemy brings 18 soap bubbles, I only have to worry about PDS for 6 groups of fighters (With firing twice rule meaning I only need half as much PDS) which is a small percentage of weight devoted to fighter defense. If, on the other hand, I bring 3 cruisers, each one has to bring PDS enough to deal with 6 groups of fighters, (if it's possible to mount that much) making them devote a much larger percentage of weight to fighter defense. You know, I just thought of another idea... Taking a page from Anime, what about Frat-a-cide? Has the playtest list done anything along those lines? If done right, it would drastically reduce fighter/missle pile-up, without reducing smaller numbers of said being effective. Rand.
From: Laserlight <laserlight@q...>
Date: Tue, 18 Feb 2003 10:17:22 -0500
Subject: Re: Soap bubbles?
> You know, I just thought of another idea... Taking a page from Anime, I wouldn't mind killing fraternity members, but bear in mind that a 6mu fighter attack range is usually construed as 6000km. You've got room for lots and lots of fighters without them interfering with each other. This is the same problem with the "limited amounts of fighters" idea--it would probably work, but it's hard to justify.
From: Randall L Joiner <rljoiner@m...>
Date: Tue, 18 Feb 2003 10:55:32 -0500
Subject: Re: Soap bubbles?
Hrm... I've always found that making the rule first, then figuring out a justification works well. Justification in this case, given the game system as it stands, doesn't strike me as an insurmountable arguement against. I can come up with a whole slew of BS/justification, if the rules work for a better game. I'm most curious currently about something that balances fighters out... Allowing them to be used, without allowing them the exponetial swarm problem. *shrug* Worst case scenario, we can make it a genre specific rule, for those who play anime style games, where fratacide is an accepted realism. And what'cha got against frat boys? Eh? You'd be surprised who might be/have been one. Rand. > "laserlight@quixnet.net" wrote: > >You know, I just thought of another idea... Taking a page from This > is the same problem with the "limited amounts of fighters" idea--it
From: Laserlight <laserlight@q...>
Date: Tue, 18 Feb 2003 12:29:47 -0500
Subject: Re: Soap bubbles?
> *shrug* Worst case scenario, we can make it a genre specific rule, for True, but we'd like to have something which works for generic games as well as genre backgrounds. > And what'cha got against frat boys? Eh? You'd be surprised who might <grin> But I wasn't the one who came up with "frat-a-cide" instead of "fratricide".
From: Randall L Joiner <rljoiner@m...>
Date: Tue, 18 Feb 2003 13:17:45 -0500
Subject: Re: Soap bubbles?
I've yet to see a generic game that can't incorporate genre specific rules, if the players want them. And I figure genre specific may give the new rules a chance to play, but without the necessary ligitimacy (or thorough playtesting) of core rules. Considering I'm sick to death of the negatives with fighters, but really enjoy the positives of them (at least the flexibility and "yet another weapon/defense choice"), I've been wracking my brain for corrections. I understand the playtest group is in a similar boat, but without access to that list, and only the occasional hint as to what they're working on, and no hope of FT/FB3 anytime soon (I'm impatient by nature, patient by extreme force) I'm trying to come up with something to tide me over...:) Ah, the problems with a deficiency in language... And the lack of a proper crutch^H^H^H^H^H spell-check. Although, as I think about it, frat-a-cide does seem to work...:) Rand. > "laserlight@quixnet.net" wrote: > >*shrug* Worst case scenario, we can make it a genre specific rule,
From: Bradley, Jason (US - Minneapolis) <jabradley@d...>
Date: Tue, 18 Feb 2003 11:36:05 -0800
Subject: RE: Soap bubbles?
Being new to FT, and not having really seen the rules as of yet, may I ask how fighters work in FT? The only game where fighters were an issue that I have played was BFG and there seemed to be some similar issues to what you guys are talking about, minus the soap bubble thing. We fixed that by switching fighters from actual minis you moved around the table to a representative fighter "attack" that was used much like any other weapon in the game with a range, damage etc..
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Tue, 18 Feb 2003 21:14:06 +0100
Subject: Re: Soap bubbles?
> Alan Brain wrote: > One idea that's been mooted on the playtest list for over a year is as The main drawback with it (and the reason it is out of favour) is that playtests of it showed that it does not solve the fighter imbalance except for BDNs and larger (and if the ships become large enough, TMF 300+ or so, fighters become effectively useless against them), which makes large ships even more powerful than they already are - cf. the recent CPV vs NPV thread... Regards,
From: Doug Evans <devans@n...>
Date: Tue, 18 Feb 2003 14:17:47 -0600
Subject: RE: Soap bubbles?
A couple of things... While genre-specific ideas are encouraged, the thread had been about the generic rules, and I would assume that's why the fratricide idea was discounted. Dangerous thing, assuming... FT fighters are not the only thing requiring representation. Likewise SML's, but the whole fighter groups being able to loiter is a system we'd hate to lose unless absolutely necessary. I'm having trouble remember particulars, but it seems to me part of the problem is fighters saturating PDS's. I'd try an adjustment based on that, but I don't think it went very far here. It's especially unfortunate that I try to reply to these items when I don't have rules around, though, in deference to our noble benefactor, I wouldn't quote whole rule stretches. Buy the game. ;->= You can get an idea on the fighter rules in the More Thrust available on GZG's game, though. And you'll notice they're being restricted by endurance options and the newer movement structure. This doesn't effect, in the main, 'the soap bubble problem'. The_Beast
From: Doug Evans <devans@n...>
Date: Tue, 18 Feb 2003 14:32:49 -0600
Subject: RE: Soap bubbles?
> You can get an idea on the fighter rules in the More Thrust available *ahem* Make that available for DOWNLOAD on GZG's game SITE. http://www.gtns.net/gzg/ See Downloads *sheesh* Have pity on the old man. The_Beast
From: Bradley, Jason (US - Minneapolis) <jabradley@d...>
Date: Tue, 18 Feb 2003 12:43:33 -0800
Subject: RE: Soap bubbles?
Is this a problem where raising the points just doesn't fix the issue? Jason [quoted original message omitted]
From: Randall L Joiner <rljoiner@m...>
Date: Tue, 18 Feb 2003 15:43:49 -0500
Subject: Re: Soap bubbles?
Guess you missed my summation a few days ago... While the representational attack may correct the problems, I feel that it would also strip many of the positive and interesting tactical possibilities that fighters bring to the board. The biggest problem (at least that everyone can agree on) involves the non-linear combat effect that fighters have. 1-2 is almost meaningless, where 10+ completely dominate. Effectively, the combat power (measured in points in FT) gives 18 for a fighter squad, but 10 groups of fighters does not equal 180. More on the effect of 180^2 (not really, but it is much larger than 180 points of stuff). Soap bubbles are a different problem set in thier own right, but rely heavily on the above and then adding thier own particular stink. It's hoped that any change to fighters or thier rules would help curtail soap bubble carriers (okay, I shouldn't talk for an entire group... It is my, and I beleive most on the list's hope). The main grief on soap bubbles are that they abuse the design system to carry the most fighters possible, thus compounding the above. It's also extremely frustrating to play against... In effect very similar to beating one's head against a wall. It only feels good when you stop. Rand. > "Bradley, Jason (US - Minneapolis)" wrote: > Being new to FT, and not having really seen the rules as of yet, may I Any > disclosure, copying, or distribution of this message, or the taking of
From: Roger Burton West <roger@f...>
Date: Tue, 18 Feb 2003 20:52:07 +0000
Subject: Re: Soap bubbles?
On Tue, Feb 18, 2003 at 12:43:33PM -0800, Bradley, Jason (US - > Minneapolis) wrote: Yes. _Non-linearity_ is the key. You can balance the cost so that a player who brings X fighter groups to the table will be at an even fight with another player with no fighters but equal points; but that won't give you a balanced solution for X/2 or X*2 fighter groups.
From: Bradley, Jason (US - Minneapolis) <jabradley@d...>
Date: Tue, 18 Feb 2003 12:55:34 -0800
Subject: RE: Soap bubbles?
Thanks for the recap, I must have missed your post a few days ago. So if I understand you right then it is fighters in large numbers that begin to become a problem, sort of a loophole in the rules so to speak because of their cost vs. effectiveness in numbers? Is it possible to keep the numbers in check by limiting how many groups can be on a ship at any one time? It seems reasonable to me from a fluff/gaming standpoint, if you look at today's Aircraft carriers, they are limited in the amount of craft they can support and carry, money being the biggest reason. I suppose you couldn't limit the idea that a player may have only so many carriers but there has to be an inherent weakness in that style of play? That leads me to the soap bubble thing... Is it absolutely necessary to come up with a rule to limit this sort of ship building? I am not sure if you guys are in the process of rewriting a new edition to the rules but I know locally, players who tend to use beardy tactics like that find they have fewer and fewer people interested in playing them. Is it a popular tactic and is there strong opposition to basically outright boycotting that type of craft? You will have to excuse me if that last idea sounds a little optimistic or naive, I like to think that most gamers can enjoy and play within the "spirit" of the rules sometimes. Thanks Jason [quoted original message omitted]
From: Randall L Joiner <rljoiner@m...>
Date: Tue, 18 Feb 2003 16:00:26 -0500
Subject: Re: Soap bubbles?
> devans@nebraska.edu wrote: > While genre-specific ideas are encouraged, the thread had been about I originally proposed it as a generic ruleset... In response to justifying a rule, I, rather flippantly, expressed that it is already justified in certain genre specific settings. In the same post, I also said I beleive I could justify it for a generic ruling. So, discounting via genre specific doesn't help. Unfortunately, I meant the comment as flippant, a hand-wave if you will, in order to get some feedback on how fratricide might be actually implemented, instead of arguing whether it could be justified within context or not. To further belabor that, I was conceeding in part, that justification would be needed, but hoped to do so after a rule-set was worked out. I was desparately trying to avoid the sticky mess that justification brings about, since it's rare that everyone will agree that something is justified or not in setting. In my experience, it's always best to avoid it until the end, delivering a fate-accompli. Ie. here's how it works, figure out how you justify it on your own. That, and frankly, much of FT isn't hard and fast, (how exactly does FTL work?) and let's the player[s] work it out for themselves. It's what makes the system so setting independant and generic. > FT fighters are not the only thing requiring representation. Likewise Agreed. However, it's my humble opinion that SML's and less so MT's are actually fairly well balanced, or over-balanced, and thus don't need any more restrictions. They're hard-enough to handly, and have no reload capability... But that's exactly why I don't want to mess with PDS itself... By changing it, you chance changing everything... By changing fighters, you only address thier problems. I definitely don't want to lose loiter, or the other tactical and strategic fun fighters bring. Rand.
From: Mike Hillsgrove <mikeah@c...>
Date: Tue, 18 Feb 2003 16:29:38 -0500
Subject: Re: Soap bubbles?
I think I'll talk it over with my partner in crime and make a house rule that each fighter bay requires at least 2 Hull boxes - for structural integrity and to have the launch AND recovery option. We can allow soap bubbles but that would be a fighter transport and would not be capable of recovery or rearming. That means that a carrier with 8 bays also needs 16 hull - a reasonable design within the spirit of the rules.. .
From: Randall L Joiner <rljoiner@m...>
Date: Tue, 18 Feb 2003 16:36:57 -0500
Subject: Re: Soap bubbles?
> "Bradley, Jason (US - Minneapolis)" wrote: > Thanks for the recap, I must have missed your post a few days ago. No problem... You can always skim the archives if you want more detail. > So if I understand you right then it is fighters in large numbers that Yes. Sorta. It's a non-linear problem... Low numbers of fighters tend to be near worthless (I say near because there are some "special" tactics one or two groups of fighters are still good for) for the points paid, whereas high numbers of fighters are worth much much more than what was paid. > in check by limiting how many groups can be on a ship at any one time? It > seems reasonable to me from a fluff/gaming standpoint, if you look at I was actually originally approaching that from the other direction... Possibly limiting the number of fighters that may actively attack a ship. There's a slippery slope here somewhere... Let me say it this way. Unless you minimize the number of carrier's in a fleet to ridiculus levels (like 1-2 period) you can't keep someone from bringing all carriers to any given fight, unless your number of points for a pick-up game exceeds the number of points of carriers in a fleet. It restricts creativity, in design philosophies, in tactics and strategy, and in creativity. > Is it absolutely necessary to come up with a rule to limit this sort Ah, I knew there was a slippery slope... Define to me what is beardy tactics? I'll grant you the extremes, Soap Bubbles are dodgy/abusive. How about a true carrier though? Perhaps 4-6 squadrons of fighters? How about that same carrier that has no offensive weapons? Perhaps a bit of PDS, some armor, and a somewhat weak hull (10-20%?)... Still beardy? Abusive? Perhaps... Yet that's effectively what a modern CVN is. It's not meant to see combat. That's what the fighters are for, and the screening ships and subs if it comes to that. How can you build a modern day equivelant battlegroup if you don't allow the specialized carrier? Ok, still a bit bad. Well, what if I put some armament on it? How many B3's and B2's do I need to put on it before it becomes acceptable? See where it's going? Another example... B4's and greater... Nothing in the rules says I need to mount anything specific... So I mount a B4 (or higher) on the smallest fastest craft I can. With 1 hull. Then I sit back and plinck. Cheesy? Yep. But how do you solve that? (Yes, I know the basic tactics to resolve this, rhetorical question!) So now we get to the fundamental problem... How do you allow a design system, allow different "flavors" of ships (who wants to redesign what already exists in the books?), without having people push the limits? And how do you define pushing the limits? Is it cheese to push a little? Alot? Where's the line? True, people who push to far tend to lack playmates. But then people who are tactically better tend to win more... Should you not play with them? I mean, it's not alot of fun to know you're going to get beat in a fair fight from the start, right? How about those who are praeternaturally lucky? You know the ones... They roll more 6's than all other numbers combined... (Especially if you're the one's man?) You shouldn't play with them... etc. Extreme's can be reached, but before then you start running out of people to play with... While I can't change someone's luck, and I can't beat the genius, rules can be changed to level the playing field and hopefully allow the most creativity with the least amount of cheese possible. Especially when there is a fundamental flaw in a part of the game. Wow... Long winded way of saying that taking your ball and going home isn't always a good answer. For the record... I've managed to design a fleet that I beleive (and have play-tested some) is fairly balanced against book fleets. It has it's strengths, and weaknesses. It has fleet carriers that have no armament (Although hull, screens, armor, PDS, ADFC, etc) that are big and meant to carry fighters but stay out of the fight. I like fighters, and make extensive use of them. But I also don't like that swarms are as effective as they are. And possibly most of all, I dislike how crippled a single squadron is, but I know (from bad experience) that that won't be addressed until the swarm problem is fixed. (Aside: PDS is too powerful, IMHO, but keep that quite since it's a _very_ minority held view...) Rand.
From: Randall L Joiner <rljoiner@m...>
Date: Tue, 18 Feb 2003 16:39:54 -0500
Subject: Re: Soap bubbles?
Perhaps... But you inadvertantly just increased the cost of fighters... Without changing the cost of a swarm by equatable means. (By 4+ points per fighter bay) Rand. > Mike Hillsgrove wrote: > I think I'll talk it over with my partner in crime and make a house
From: Bradley, Jason (US - Minneapolis) <jabradley@d...>
Date: Tue, 18 Feb 2003 14:01:22 -0800
Subject: RE: Soap bubbles?
"I was actually originally approaching that from the other direction... Possibly limiting the number of fighters that may actively attack a ship." I have been watching the thread so far and noticed that. Ultimately I think anything that needs to be done to "fix" a game is fine, however limiting the amount of fighters might seem a bit desperate depending on the scale of the game and what a "fighter" or "squadron" actually represents. If things are left sort of open to interpretation I think it works well, but it you have even roughly defined scales, like several hundred meters for a capitol ship of the line, and each squadron represents say 6 fighters, then it seems odd that only 10 squadrons can attack, a total of 60 fighters. It 'feels' artificial if you understand what I am saying. I also understand your point about soap bubble carriers and modern day CVN. Of course with out getting too much into a "reality" debate, you will never see carriers unescorted enter into a war zone, hence the idea that carrier groups are beneficial for some, another "spirit" of the game thing I think. I know I would not be willing to field even mostly carriers in a battle unless it was a special scenario or some such situation. Of course we all don't play the same way! However, restricting creativity is another one of those things I would be against, as long as the game did not suffer too much for it. Take my earlier example, BFG. We found that in that game, fighters and bombers were also extremely effective if used in large numbers, we also found that in those large numbers it almost doubled or sometimes tripled the playing time of the game! I hated to see all those nice little starfighters and bomber models, "go away" in the new home rules, but the game became a much more enjoyable game to play. Of course only my opinion... I guess the big question, and it may be self evident by the debate going on so far on this list, is does the rule as it stand now skew the game too far in one direction? Are there ways to destroy carriers and carrier groups easily? Is it something that only needs to be limited in say a tournament type situation?
From: Randall L Joiner <rljoiner@m...>
Date: Tue, 18 Feb 2003 17:04:41 -0500
Subject: Re: Soap bubbles?
Instead of a hard limit, wouldn't a scaling limit rectify those problems? Ie. X number of fighters for Y tonnage/hull/points/foo? Rand. > Oerjan Ohlson wrote: > Alan Brain wrote:
From: Bradley, Jason (US - Minneapolis) <jabradley@d...>
Date: Tue, 18 Feb 2003 14:08:13 -0800
Subject: RE: Soap bubbles?
In case I came off wrong in that last post Randall, I pretty much understand all your points. I have been war gaming, as I am sure most of you, for along long time now and I see this sort of thing all the time. One of your main points I think is the crux of the issue when it comes down to it, is creativity, and not limiting. Human beings, and especially gamers:) are going to find these odd little loopholes, and they will find them almost every time. That's why I always talk about the "spirit" of gaming or a game. I loose almost as much as I win when I play war games, but I enjoy it almost every time, and I think for me part of that has to do with not sticking harshly to the letter of the law so much as the idea. In the area I live I end up introducing a lot of younger kids to war gaming. Almost every time, some kid shows up a few weeks after learning to play a game and he has an army in hand, but it's all one type of the baddest miniature you can have in the game, or he has tweaked his army to ridiculous lengths. Eventually though they find that those sorts of games get old. In this case, I would love to see mobs of starfighters swarming the table, that sort of Star Wars feel, but at the end of the day, I think personally I would mostly just like to walk away having enjoyed playing the game!
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Tue, 18 Feb 2003 23:11:40 +0100
Subject: Re: Soap bubbles?
> Mike Hillsgrove wrote: > I think I'll talk it over with my partner in crime and make a house This increases the cost of an optimized soap bubble carrier from 43.5 pts per fighter bay to 47-48 pts per figther bay (not including the cost of the fighters themselves, of course). Doesn't sound like a very big difference to me... ...and when a TMF 103+ ship has only 16 hull boxes, it still qualifies as a soap bubble in my book :-/ Regards,
From: Ryan Gill <rmgill@m...>
Date: Tue, 18 Feb 2003 17:14:48 -0500
Subject: Re: Soap bubbles?
The problem as someone pointed out is that fighters have a high utility threshold. In my opinion, the game should have provisions for the carriers to be off board and a phase in the operations side where the carriers launch from off board. A hunt by the other side for the carriers should be a possibility for the other side to deal with. Carriers are far more valid as a platform if they're beyond visual and sensor range. As far as soap-bubbles being valid, what were the CVLs classed as? Those certainly seem soap-bubbly. But then so does the Atlantic Conveyor. Both types were valid units in a tactical sense. Both
From: Bradley, Jason (US - Minneapolis) <jabradley@d...>
Date: Tue, 18 Feb 2003 15:46:37 -0800
Subject: RE: Soap bubbles?
I think fighters pose sort of a conundrum in sci fi gaming at this scale. If you include the idea that shields help to protect a ship, energy shields of some sort, then you probably have to assume that those shields are strong enough to resist a few shots from another capitol ship, otherwise why bother? Then you have to decide whether fighters can carry the sort of weaponry that could penetrate a ships shields. If not then like you said, they get relegated to the role of vulture, attacking ships whose shields have finally dropped. This doesn't seem like a necessarily bad option in my book. However some people want their fighters to be more like bombers as well, together united they pose a threat to those larger ships and so you have to swarm them to make them effective. In my own opinion I don't see fighters as necessarily being a decisive factor in a space battle. There are the exceptions (the Death Star fiasco comes to mind) but in general it would seem to me that at the level most sci fi games are, they are generally for harassment and picking off the limping ships that have basically been softened up. If you so choose to make fighters a decisive factor in your background then you have to decide how to limit them, because ultimately if they are effective, why not go out into space with tons of them and just swarm your opponents to death? You could put limiting factors like ammunition fuel and all that but really, in a sci fi universe, are those really a serious matter with lasers and fusion generators? I think ultimately you have to deal with one side or the other, either they are going to be so decisive in numbers as to seem skewed, or they are going to be so ineffective even in numbers that you may not see them much at all! Jason [quoted original message omitted]
From: Jaime Tiampo <fugu@s...>
Date: Tue, 18 Feb 2003 16:54:06 -0800
Subject: Re: Soap bubbles?
> Mike Hillsgrove wrote: A > soap bubble is really a cheat, a way to build a killer force that no Imagine > if our warships had cardboard walls and were held together by duct Strangely enough the move modernly is to thinly armoured warships. Ships with bulkheads thin enough to let missiles pass through without setting off the warheads are more survivable then those that have hard armour and let the missile explode.
From: Mike Hillsgrove <mikeah@c...>
Date: Tue, 18 Feb 2003 20:04:02 -0500
Subject: Re: Soap bubbles?
Not really. The attendent benefit includes survivability. It does force you to build a ship that a sane individual would be willing to serve in. A soap bubble is really a cheat, a way to build a killer force that no responsible military could ever sanction. Looking at it from the perspective of "my sons and daughters have to serve on that ship". Imagine if our warships had cardboard walls and were held together by duct tape. Why use steel when wax paper or doped canvass will do? Soldiers are kinda funny about suicide missions. Far less liketly to volunteer than we are to volunteer them. > Perhaps... But you inadvertantly just increased the cost of
From: Ryan Gill <rmgill@m...>
Date: Tue, 18 Feb 2003 20:23:47 -0500
Subject: Re: Soap bubbles?
> At 4:54 PM -0800 2/18/03, Jaime Tiampo wrote: Ships > with bulkheads thin enough to let missiles pass through without setting The through and through hits of bombs (or UXBs) during the Falklands war is a good example of this. Missile warheads are pretty fragile things though. They seem to break up rather quickly and cause more damage by virtue of their propellant burning than by explosive effect.
From: Michael Brown <mwbrown@s...>
Date: Tue, 18 Feb 2003 17:35:09 -0800
Subject: RE: Soap bubbles?
Doesn't help when you open up to vacuum:) Given that most FT ships are probably built like aircraft to begin with, a "Soap Bubble" is more on line with a dirigible. PSB / genre oriented of course. Michael Brown [quoted original message omitted]
From: Randall L Joiner <rljoiner@m...>
Date: Tue, 18 Feb 2003 18:31:19 -0800
Subject: RE: Soap bubbles?
No harm, no foul. (Yeah, I've been to thinned skinned at times, not here) I apologize if I came off as negative. Half of that was working it out in my head as I typed. I hate to be a rules lawyer, or appear to be, but having a good foundation (as FT is most definitely) can be extremely helpful... Which is why I'm trying to work with them, instead of player wise. Basically, I want to use fighters, I do, I really really do. Not to many, but they appeal to my tastes extremely well. But I _really_ don't like them the way they are. If you bring them in small groups, say a NSL or NAC ship that mounts a single fighter bay, they should be worth something. Certainly worth the points you spend. But they're not. If you DO bring enough, it's always going to be TOO many. Both in effect, AND in that they then become your primary strategy. I want the middle ground, where they're part of a mixed/balanced fleet, and having them helps, but they're not everything. Right now, the only real use I can get out of them are as vultures and "unfair" scouts. Neither of which are they really suited for as they stand (although the SWAC Ryan has is a beautiful construction, and great idea). I grant that spirit of gaming is a good and necessary thing, but it doesn't solve the fighter problem... Rand. > At 02:08 PM 2/18/03 -0800, you wrote: are > going to find these odd little loopholes, and they will find them Any > disclosure, copying, or distribution of this message, or the taking of
From: Randall L Joiner <rljoiner@m...>
Date: Tue, 18 Feb 2003 21:12:14 -0800
Subject: Re: Soap bubbles?
*shrug* 1 hull box or 50, if it can't move, and can't shoot, it's paper thin in FT. If you're looking for semi-realistic paper hulls, that military forces might realistically serve on, Q-ships come to mind. And frankly, anyone suicidal enough to get in a FT fighter probably isn't going to mind paper thin hulls either. Conscripted soldiers come to mind... Then there are always those who will try things even if they appear to be suicidal to others... I'm thinking those brave lads who sank in the Confederate subs. Then there's alien races... What humans do may or may not reflect on what aliens will do. *shrug* PSB is PSB. Justification is in the eye of the builder. *sigh* And now I feel dirty. I just justified soap bubble carriers... Ick. Gross. "I've been slimed!" > At 08:04 PM 2/18/03 -0500, you wrote: A > soap bubble is really a cheat, a way to build a killer force that no Imagine > if our warships had cardboard walls and were held together by duct
From: Randall L Joiner <rljoiner@m...>
Date: Tue, 18 Feb 2003 21:18:10 -0800
Subject: RE: Soap bubbles?
*shrug* Considering all the other suspensions of disbelief, fighters are small potatoes, IMHO. Things like, energy shields stop beams, not fighters, come to mind. Or, fighters have specialized equipment to pierce shields. etc. etc. etc. I like em. That's usually enough for me to come up with whatever Justification I need for something to "exist" in a given universe. They're not magic hand waving technology, and I think, when the rules finally come out of the playtest group, they'll be useful but not overly-powerful. (Cause I gotta have faith, de-faith de-faith...) Rand. > At 03:46 PM 2/18/03 -0800, you wrote: are > >going to find these odd little loopholes, and they will find them Any > >disclosure, copying, or distribution of this message, or the taking Any > disclosure, copying, or distribution of this message, or the taking of
From: Joe Ross <ft4breedn@h...>
Date: Tue, 18 Feb 2003 23:26:11 -0600
Subject: Re: Soap bubbles?
I will keep that in mind in about 2 months!! (TRXFR to Norfolk in mid April!) > If you ever get to Maryland/Virginia, USA, let me know. 3 excellent
From: Mike Hillsgrove <mikeah@c...>
Date: Wed, 19 Feb 2003 00:27:35 -0500
Subject: Re: Soap bubbles?
> Strangely enough the move modernly is to thinly armoured warships. Ships with bulkheads thin enough to let missiles pass through without setting off the warheads are more survivable then those that have hard armour and let the missile explode. The vacuum of space kinda precludes that design philosophy. Also while armor is gone (no amount of armor would stop a missile), systems are designed with great survivability. Reference a US warship that took a major blast, causing a large hole at the waterline recently. Hurt badly but not sunk, being rebuilt now. The wonderful thing about games is that no one dies at the end of the day. I'm very fortunate to game with folks that play to the spirit of the rules and not the letter. A fun group. If you ever get to Maryland/Virginia, USA, let me know. 3 excellent clubs in the region. Mine - AoCM, NOVAG and HAWKS.
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Wed, 19 Feb 2003 07:06:39 +0100
Subject: Re: Soap bubbles?
> Randall Joiner wrote: > While I can't change someone's luck, and I can't beat the genius, rules <big hand of applause> This is precisely why the playtest list is looking at ways to balance fighters-vs-everything and large-vs-small ships, respectively. If, which Stiltman kinda suggested, you *must* use scatterguns to be able to handle enemy fighters, and you *must* use plasma bolts to allow your fighters to be of any use against enemy scatterguns... then the game isn't very generic at all, and the space for creativity is getting rather restricted :-( As for PDS being too powerful - that depends very much on how many you have. One single PDS isn't very powerful at all, like :-/ Regards,
From: KH.Ranitzsch@t... (K.H.Ranitzsch)
Date: Wed, 19 Feb 2003 07:52:09 +0100
Subject: Re: Soap bubbles?
[quoted original message omitted]
From: Alan and Carmel Brain <aebrain@w...>
Date: Wed, 19 Feb 2003 17:56:42 +1100
Subject: Re: Soap bubbles?
From: "Randall L Joiner" <rljoiner@mindspring.com> > Alan and Carmel Brain wrote: Another idea for MT missiles is an EMP warhead on the short-ranged variant. This causes an additional threshold check (usually) (and 1 pt of damage). It's an alternative to the other short-range warhead, which does 3D6. Basically, the two warheads are statistically equivalent vs things slightly smaller than a Jeanne D'Arc or Komarov, the EMP is significantly less effective than the standard warhead vs standard dreadnaughts, and semi-useless vs cruisers and below. Against Komarovs and Jeanne D'Arcs, the EMP warhead is just a tadge more effective than the normal 3D6 one, the difference is almost unmeasureable. But against things larger than Jeanne D'Arcs, the EMP warheads become killers: superships become not just bad ideas, but REALLY bad. The consequence is to make the FB1 designs, if not optimal, then at least not outclassed by either massed Soapbubbles or Dreadplanets. But note, these are still ideas under discussion, and odds are, like most ideas, they'll end up on the cutting-room floor. > You know, I just thought of another idea... Taking a page from Anime, If > done right, it would drastically reduce fighter/missle pile-up, If you can come up with some simple rules that have the same effect as the "no more than 6 groups attacking" due to fratricide, go for it. Fratricide is the PSB for the 6-group limit.
From: Eric Foley <stiltman@t...>
Date: Tue, 18 Feb 2003 23:05:13 -0800
Subject: Re: Soap bubbles?
[quoted original message omitted]
From: Glenn M Wilson <triphibious@j...>
Date: Wed, 19 Feb 2003 03:42:29 PST
Subject: Re: Soap bubbles?
On Tue, 18 Feb 2003 18:31:19 -0800 Randall Joiner > <rljoiner@mindspring.com> writes: <snip> > ... your primary strategy. <snip> In my DS2 setting I purposely designed a starting 'feel' to the various groups and more or less followed that in FT and now SG including the whys and wherefores and less than optimal aspects of that for each group. Therefore there is an alien group whose FT ships like lots (and I mean lots) od smaller Beam weapons on their ships even if that may not be optimal in many people's minds. Maybe committing to a "national" design policy (in most cases known in advance to your opponents) would help people not be surprised by quirky fleets. No force in 'reality (patent pending) are truly developed in an (intellectual or informational) vacuum. Gracias,
From: Bradley, Jason (US - Minneapolis) <jabradley@d...>
Date: Wed, 19 Feb 2003 06:33:01 -0800
Subject: RE: Soap bubbles?
Also, it's not that they are using less armor so much as more modern lighter armor. Jason [quoted original message omitted]
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Wed, 19 Feb 2003 17:59:44 +0100
Subject: Re: Soap bubbles?
> Randall Joiner wrote: > Instead of a hard limit, wouldn't a scaling limit rectify those Ie. X > number of fighters for Y tonnage/hull/points/foo? Aside from the problems with PSB logic (when even fighter weapons have ranges measured in hundreds of kilometers and each game turn represents several minutes - which are the orders of magnitude most FT scales I've seen use), it is hard to come up with a reason why the number of fighters attacking a single ship should be restricted which is better PSB-wise than "because I say so" :-/ ), it is difficult to get the scaling limit right. For example, the "1 fighter group per 10 Mass of target ship" idea suggested recently (IIRC that one was yours?) has very little effect except against ships of TMF 10 or less (which can only be attacked by a single group each) - 4-5 fighter groups is usually sufficient to take out a light cruiser, 8-9 groups will almost always nail a heavy cruiser, 20-30 fighter groups will make a very nasty dent in most superdreadnoughts and fleet carriers, etc. If you make the limit too restrictive instead you can easily risk neutering the fighters completely... and exactly what "too restrictive" is depends a lot on how strong the enemy point defence is. To elaborate on the PSB logic problems, here's an example (note that the numbers were chosen to exaggerate the size difference between the ships involved - with more "realistic" values, the difference will be smaller): For the purposes of the example, let us assume that * Fighter weapons have an effective range of 10 km (extremely short compared to the more commonly used time/distance scales in Full Thrust) * An SDN is a cylinder 1 km long and has a diameter of 200 meters (extremely large in GZGverse terms, but not in other backgrounds) * A strikeboat is cylinder 10 meters long and has a diameter of 2 meters (*very* small, no matter what background you're gaming in - indeed, in most backgrounds this wouldn't even rate as a fighter, but for the purposes of the example let's consider it equivalent to a small Full Thrust scoutship). The volume of the SDN is 3.1*10^7 m^3, while the volume of the strikeboat is 31 m^3. The SDN therefore has a volume one million times larger than the strikeboat; in FT terms it can be estimated to have a TMF about one million times larger than the strikeboat. The surface area of the SDN is ~690,000 m^2; the surface area of the strikeboat is 69 m^2 - ie., the surface area of the SDN is ten thousand times larger than the surface area of the strikeboat. The volume in which a fighter needs to be in order to fire at the ship (below referred to as the "engagement volume" of the ship), is the volume stretching from the ship's surface and 10 km straight out into space (since the fighter weapons were assumed to have a range of 10 km in this example). For the strikeboat this volume is 4.2*10^12 m^3, and for the SDN this volume is 4.6*10^12 m^3... so the the SDN has an engagement volume about 10% larger than that of the strikeboat. If the size of the engagement volume is what restricts the number of fighters able to attack a given ship in a single turn (which is what most proponents of the "restrict number of fighter attacks per turn" concept argue), a million-fold increase of the target ship's mass would only increase the number of fighters able to attack it by *one tenth*! And this is with fighter weapon ranges which are shorter than what today's ASMs can manage - if the space fighter weapons can fire out to, say, 100 km instead then the size difference between the two engagement volumes disappears when you round the fractions... *** Jason Bradley wrote (in reply to another of Randall's posts): > I also understand your point about soap bubble carriers and modern day The reason you never see WET NAVY carriers unescorted in a war zone is that the aircraft they carry can't deal with all types of threat to the carrier. If they could, the carrier would be able to provide its own escort. Full Thrust fighters are capable of handling most threats (the main exception being enemies which load up on scatterguns), which makes Full Thrust carriers rather less dependent on escorts than their wet-navy counterparts. Question for Jason: Do you have access to the Full Thrust rules, and if so have you read them? At the moment it seems as if you're trying to discuss fairly intricate details of rules you don't know how they work, which makes some of your suggestions look a bit impractical or even non-sensical. The point you (Jason) make about space fighters not necessarily having to be decisive are important, though - in the current version of Full Thrust (ie., with the Fleet Book rules), a single standard fighter group plus its bay costs about as many points as a frigate. Seen as a unit, the fighter group also has about as many "hit points" and about as much firepower as a frigate. So, a question for Randall: when a fighter group has about the same firepower and durability as a frigate, and also costs about as much as a frigate, should it not also have about as big an impact on the battle as a frigate would have? Frigates usually don't contribute much in the middle of a capital-ships battle either, after all - they do a lot better on the fringes of the battle. (Of course frigates also tend to be rather too weak for their NPVs - that's what the CPV system is intended to fix, cf. the other thread - but even with the CPV making small ships worth their points cost a single frigate will only rarely be very decisive in larger battles since its points cost is so small compared to the fleet's total points value...) Finding a middle ground where fighters can be useful in moderate numbers without risk of being totally overwhelming en masse is exactly the goal the playtest list is aiming for. Whether or not we'll succeed, well... we have some promising ideas. Hopefully they'll live up to their promises :-7 Regards,
From: Doug Evans <devans@n...>
Date: Wed, 19 Feb 2003 11:34:51 -0600
Subject: Re: Soap bubbles?
> Aside from the problems with PSB logic (when even fighter weapons have > "because I say so" :-/ ), it is difficult to get the scaling limit With all due modesty, I'm thinking we're talking at cross purposes. In spite of the fact they're in someways interchangeable, you keep mentioning 'space', while I'm speaking of 'time'. I'd like to suggest in such vast spaces, trying to synchronize attacks within the 'refresh period' of the PDS suite might just be PBS'able. Anyway, it's a thought. The_Beast
From: Laserlight <laserlight@q...>
Date: Wed, 19 Feb 2003 13:31:09 -0500
Subject: Re: Soap bubbles?
Beast said: > In spite of the fact they're in someways interchangeable, you keep of the PDS suite might just be PBS'able. Hmm...what Oerjan was replying to was the idea of "limited numbers of fighters can attack per turn." It sounds as if what you're thinking of is more along the lines of "PDS can shoot at multiple targets per turn." How about if fighters (and missiles?) come in waves of 1d6 squadrons each and PDS engage each wave separately? For instance, let's say you have 1500 points of soap bubbles for 22 squadrons of fighters. They pick on a DD with 3PDS. On average it will face six waves, so each PDS gets to fire 6 times and will on average kill, what, 6*.8 = 4.8 x 3 PDS = 14.4 fighters? But if you only brought 3 fighters to the party, they can probably get into one wave and won't get shot at any more than they would have anyway.
From: Doug Evans <devans@n...>
Date: Wed, 19 Feb 2003 12:38:48 -0600
Subject: Re: Soap bubbles?
> Hmm...what Oerjan was replying to was the idea of "limited numbers of You're right, I'm wrong... > How about if fighters (and missiles?) come in waves of 1d6 squadrons Sounds like definite potential, but someone will have to run the numbers. The_Beast
From: Mike Hillsgrove <mikeah@c...>
Date: Wed, 19 Feb 2003 18:33:05 -0500
Subject: Re: Soap bubbles?
> Haven't had that much experience playing with/against sosp bubble I'm not joining your navy. I would assume that the enemy has fighters as well, or that space has other dangers that might test the structural integrity of the ship. Even an accident with your own fighters, perhaps a damaged fighter trying to land. The other thing about forcing Hull points on carriers is that it reduces the number of fighters that can be carried, which should be a good thing. I don't think any of my friends would conceive of building a soap bubble. The cost is too high in risk for the ex military gamers locally.
From: John Leary <john_t_leary@y...>
Date: Wed, 19 Feb 2003 21:48:24 -0800 (PST)
Subject: Re: Soap bubbles?
> Haven't had that much experience playing
...
> is a successful tactic and soap bubbles rarely get
This is not directed a Karl, or anyone really...
If someone woule care to play a PBM game with me
using 'soap bubbles' feel free. I can use an
ego boosting enguagement right now!
The entire 'soap bubble' quesion is one of a failure in the 'new' fleet book
to persue the sensor rules and the 'desire' of the rules to keep the ships on
one table.
'One of' games 'breed' abuses of the rules, much like flies are attacked to
things that stink.
Problems that 'breed' rules abuses: 1) Sensors have ceased to exist as a part
of the game. 2) Jammers have ceased to exist. 3) Tacitical 'jump' recycle time
is not specified,
stratigic is 6+ hours.
Bye for now,
From: John Leary <john_t_leary@y...>
Date: Wed, 19 Feb 2003 21:53:09 -0800 (PST)
Subject: Re: Soap bubbles?
> If you can come up with some simple rules that have The last time I looked, the time span was 15 minutes per turn. One would hope that in a couple hundred years one SQUADRON per minute woule ba able to attack. Bye for now,
From: John Leary <john_t_leary@y...>
Date: Wed, 19 Feb 2003 22:10:33 -0800 (PST)
Subject: Re: Soap bubbles?
> --- Oerjan Ohlson <oerjan.ohlson@telia.com> wrote: In a campaign run a couple of years ago in the FTII rules, it was found that the elimination of ranged combat for fighters pervented the 'he who moves first/has more fighters' rules abuses. Bye for now,
From: KH.Ranitzsch@t... (K.H.Ranitzsch)
Date: Thu, 20 Feb 2003 07:16:07 +0100
Subject: Re: Soap bubbles?
[quoted original message omitted]
From: Alan and Carmel Brain <aebrain@w...>
Date: Thu, 20 Feb 2003 18:33:28 +1100
Subject: Re: Soap bubbles?
From: <laserlight@quixnet.net> > How about if fighters (and missiles?) come in waves of 1d6 squadrons
From: Bradley, Jason (US - Minneapolis) <jabradley@d...>
Date: Thu, 20 Feb 2003 06:42:36 -0800
Subject: RE: Soap bubbles?
"The last time I looked, the time span was 15 minutes per turn. One would hope that in a couple hundred years one SQUADRON per minute woule ba able to attack." Actually, you could look at it like, 15 minutes is the amount of time it takes for a certain amount of squadrons to set up and successfully enact an attack run. It sounds weird but in a game where turns cover longer periods of time a lot of what goes on in a turn is more representative then specific.
From: Randall L Joiner <rljoiner@m...>
Date: Thu, 20 Feb 2003 09:20:18 -0800
Subject: Re: Soap bubbles?
> At 07:16 AM 2/20/03 +0100, you wrote: > The tactical question is not; is a soap bubble carrier unsafe when hit Depends really... Conventional vessels, unless constrained, will bug-out ASAP. Failing that, and they're much more likely to strike the colors than try and fight it out against any military craft. (Who can blame them?) Unless, of course, they know that it's suicide to surrender. Or they've a culture of non-surrender/die fighting. > Unless, that is, the SBC regularly gets slaughtered while its fighters Soap Bubble tactics can be summed up in 2 statements. 1. Fighters do the work. 2. Bug out in any other case. If they're being attacked (or about to be) warm up the FTL. If there are fighters on the board, our fighters kill them first! (Most likely you've brought more than enough) If for some unknown reason you didn't bring enough, then run, run run run run run run run run. > BTW: what happens if two fleets of SBC meet ? Heh... Depends... "Most efficient design" wins, or most lucky wins. Rand.
From: Randall L Joiner <rljoiner@m...>
Date: Thu, 20 Feb 2003 11:43:48 -0800
Subject: RE: Soap bubbles?
It could also represent several attack runs that were aborted, several faints, simple manuevering to avoid AA (or is that anti-spacecraft? :) fire, getting into and out of actual range (just cause the range of a fighter is 6" doesn't mean the weapons have that range...) It could also involve several time slices of killing inertia (fighter engines are never explained) then reaccerating, etc. Rand. > At 06:42 AM 2/20/03 -0800, you wrote: Any > disclosure, copying, or distribution of this message, or the taking of