From: Brian Bell <bkb@b...>
Date: Wed, 27 Dec 2000 09:21:23 -0500
Subject: RE: St Jon - Exposed!
Nice to see what he looks like, finally.
Also my first look at KV ground units (DS2).
And wonderful detail on the FSE ships!
DO look at the page!
-----
Brian Bell bkb@beol.net
-----
> -----Original Message-----
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: Can a FT only Fleet be viable?
Date: Wed, 27 Dec 2000 15:23:43 +0100
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> Jon T. wrote:
> Jumping into this one a little late, a few comments:
Um... well. Yes and no. (Sorry, Jon - I hadn't looked closely at this
before, otherwise I would've told you years ago!)
Yes, as long as you look at the ships with the same *class
designation*, Jon is right - DDs are around 100 pts in both systems,
light cruisers around 150-200, battleships and battledreadnoughts at
400-500 pts, etc. Unfortunately, the main thing an FT2 "battleship" has
in common with an FB1 "battleship" is just the word "battleship" - the
FB1 battleship can take a lot more punishment (usually 50-100% more
damage boxes), and usually carries a lot more weapons as well (or at least a
lot more *mass* for weapons!).
If you compare ships with the same number of hull boxes and the same payload
Mass instead of ships with the same nominal class designation, the picture
gets darger. For example, compare the FT2 battleship with
the FB1 ESU Voroshilev-class heavy cruiser:
Ship FT2 BB CH Voroshilev Thrust 4 4 FTL yes yes Hull boxes 24 28 (incl.
armour) Screens 2 1 Total payload 27 26 (incl. screens and FCSs) Weapon TMF 14
18 (included in the total payload)
Points cost 447 262
At a first glance this doesn't look very balanced, does it? The FB1 cruiser
has the same thrust rating, more damage points and more weapons. Its defences
are weaker, but its cost is barely 60% that of the FT2 battleship.
On a closer look, you find that the payload on which the FT2 BB spends
"27" Mass (actually 24 + 3 free FCSs) would take up a massive *44* Mass
on an FB1 ship. Its "14" mass of weapons (would be 27 Mass in FBx) throw more
beam dice at all ranges than the Voroshilev's 18, and
level-2 screens are vastly more powerful than level-1 ones. Starts
looking better again. But... is it *enough* better to compensate for the big
cost difference? How much would an FB2 ship with stats identical to the FT2 BB
cost? (FB2 rather than FB1 to allow exactly the same amount of hull boxes
regardless of ship's Mass.) Let's see:
Stats: Mass Cost
TMF 97 - 97
Hull boxes 24 24 48 (Weak hull) Thrust rating 4 19 38 FTL yes 10 20 3 FCS 3 12
4 B3-3 24 72
1 B2-6 3 9
4 PDS 4 12
Lvl-2 screens 10 30
Total cost: 338 pts
(I translate 3-arc FT2 weapons as 5- or 6-arc FBx ones; 3 FT2 arcs are
270 degrees, which isn't too far from the 300 degrees of an FBx 5-arc
weapon - or 6-arc, with the (A) arc blinded by the main engines.)
Ignoring damage control parties and (fairly) minor differences in fire arcs
for now, this FBx ship has the same combat abilities as the FT2 BB
- and it only costs three-quarters as many points. A bit surprising; I
would've expected the ratio to be reversed given the higher Mass
required by the equipment in FBx. Ah well :-/
Two more things complicate the comparisons: FBx doesn't allow level-3
screens (while it'd be almost criminal *not* to have level-3 screens on
FT2 capitals :-/ ), and all FBx ships have 4 rows of hull boxes whereas
FT2 escorts have 2 rows and FT2 cruisers have 3 rows. The small FT2 ships will
retain their weapons for considerably longer than their FBx counterparts,
since they don't take as many threshold checks.
All things considered, a straight points comparison between FT2 and FBx seem
to overrate escorts (the extra threshold checks in FBx are quite
important), give reasonable results for thrust-2 capitals, but rather
poor ones for cruisers and thrust-3+ capital ships.
> ...the POINTS value comes out quite similar - this was more by luck
non->tournament) games.
This is a very important point IMO. Glenn, you indicated that the points
values aren't really important since you play scenario battles anyway. In this
case, simply ignore the points values completely and let a more experienced
player take care of the scenario balance until you've gotten a better feel for
the game!
Mass and cost ratings for the various FT2 and MT FTL warships (ie., not system
defence, planetary bombardment and civilians) translated into FB2 designs (not
compensated for the different number of hull rows):
...and yes, I know tables are invariably screwed up in the mail :-(
Mass/Cost in...
Ship FT2 FB2
Courier 2/15 6/21
Scout ship 4/28 10/34
Corvette 6/43 13/44
Frigate 10/65 20/68
Destroyer 14/92 28/95
CL 22/190 44/150
CE 26/195 43/150
Hvy Cruiser 32/238 59/206
Battlecruiser 40/381 81/283
Battleship 48/447 97/338
BDN 60/431 103/383 (incl. Std. fighters)
SDN 80/580 149/565 (lvl-3 screen illegal in FBx)
CVL 70/499 112/466 (incl. Std. fighters)
CV 98/687 163/682 (incl. Std. fighters)
Strikeboat 4/26 10/34
Lancer 6/39 13/44
Torp. DD 14/86 23/77
Super DD 16/105 33/112
Privateer 18/137 48/160
Needle CL 22/187 43/146
CS 28/198 40/136
CG 26/187 40/137
CVE 40/286 61/251(incl. Std. fighters)
Later,
Oerjan Ohlson oerjan.ohlson@telia.com
"Life is like a sewer. What you get out of it, depends on what you put into
it."
- Hen3ry
From - Wed Jan 03 11:05:12 2001
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: Proto SG2 campaign system
Date: Wed, 27 Dec 2000 15:51:53 +0100
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> Andy Cowell wrote:
> I can't find my DS2 rules. What's the approximate range for
All DS2 artillery has "effectively unlimited" range - any point on the
table, no matter if they're deployed on- or off-table themselves.
Regards,
Oerjan Ohlson oerjan.ohlson@telia.com
"Life is like a sewer. What you get out of it, depends on what you put into
it."
- Hen3ry
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: Suggestions and Advice Solicited!
Date: Wed, 27 Dec 2000 15:55:37 +0100
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> Glenn M Wilson wrote:
> Well, my first and only FT experience has made me *very* missile
Probably not. I live east of the Atlantic, and am not aware of having been
overseas lately <g>
> Or are you just concluding that from earlier statements?
Yep.
The "default aim point" for salvo missiles is where the target ship would end
up if it doesn't use any thrust at all, or slightly forward of it. Unless the
target turns or has *very* strong engines, missiles aimed at that point will
hit (though if there are other ships close to the target the other ships might
get hit instead).
You described your maneuvers essentially as flying straight ahead at
maximum accelleration (thrust-5 engines). If this description was
correct, your ships ended up just forward of this "default aim point" almost
all the time... as you seem to have noticed, that's not always a good place to
be <g>
> And I am not sure what wouldn't have been predictable given my
Not flying in nice straight lines helps a lot <g> Unless you're flying
at speed 24+, single-point turns count as flying in nice straight
lines, though - you want 2-point turns or sharper.
Regards,
Oerjan Ohlson oerjan.ohlson@telia.com
"Life is like a sewer. What you get out of it, depends on what you put into
it."
- Hen3ry
From - Wed Jan 03 11:05:11 2001
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From: FAIVRE Renaud TPC-SRD <renaud.faivre@francetelecom.com>
To: gzg-l <gzg-l@csua.berkeley.edu>
Subject: [SG2] EW Unit
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Hello!!
What is the interest of switch off and EW unit? (If it's already active, it
get 3 EW markers by round)
Méduse
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: Can a FT only Fleet be viable?
Date: Wed, 27 Dec 2000 16:16:10 +0100
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> Bell, Brian K wrote:
> It would be an interesting mix if you used the FT/2ndEd rules for
I thought so as well, but see my other post on this.
> 2) Strong Hulls for all ships
Only because engines don't take up any space on FT2 ships. When you translate
the designs into FBx (same Mass of weapons, same thrust
ratings, same number of hull points) most of the ex-FT2 ships end up
with Average to Weak hulls.
> 3) Wider firing arcs (greater coverage)
More importantly, *cheaper* wide fire arcs (except for C-batts).
> 4) Level 3 screens
This is a *huge* advantage, yes (unless the enemy uses screen-skipping
weapons). OTOH FT2 ships don't have armour.
> 5) ADS (can attack non-attacking fighters)
...but very, very expensive. (ADAF, not ADS)
> 6) Cheaper 'A' Beams
Another big advantage.
> 7) Can't loose repair crews/More efficient repair crews
...uh? FT2 repair crews are slightly *less* efficient than the same number of
FBx ones, and although they don't die automatically as the ship takes hull
damage they can be lost in threshold checks.
Another important advantage for FT2 ships is
8) Escorts and Cruisers take fewer threshold checks than their FBx
counterparts.
> FB1 Advantages:
I wouldn't class these as *advantages*, though - as most people know
size itself isn't important (it's what you do with it which matters), and
being vulnerable to losing the bridge or life support or having the power core
blow up sounds like a distinct *dis*advantage if the other
side isn't vulnerable in that way :-/
> 3) Arcs for P-Torps
All important points, yes.
Regards,
Oerjan Ohlson oerjan.ohlson@telia.com
"Life is like a sewer. What you get out of it, depends on what you put into
it."
- Hen3ry
From - Wed Jan 03 11:05:13 2001
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Date: Wed, 27 Dec 2000 11:09:56 -0500 (EST)
From: Mark Kochte <kochte@stsci.edu>
To: gzg-l@csua.berkeley.edu
Subject: Re: Suggestions and Advice Solicited!
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Greetings, Pat,
> On Mon, 25 Dec 2000, Pat Connaughton wrote:
> The greetings of the Holidays to you all and I come
[long intro snipped]
> request (sorry for the long intro).
S'okay. Nowhere near as long-winded as some of the members on this
list can be (me included ;-).
> I plan to aquire a set of each of the principle human fleets
In addition to what others have posted, I offer up the resources of the
Unofficial Fleet Rosters. THey may be found here:
http://www.bcpl.net/~indy/full-thrust/fleet-rosters.html
Note: there are still tweaks to be made, corrections to be addressed
(yes, Oerjan, I have not forgotten! :-), but overall it allows for a
base idea of what *possible* fleet compositions could be (hence the
'unofficial' aspect of it ;-).
> Also, any comments, suggestions or notes on doctrine, fleet tactics
Well, I can not easily offer up something for you right off the top of my
head. I *do* have an ongoing project in putting together an unofficial tactics
manual based on posts made over the past couple of years from
various esteemed (and not-quite-as-esteemed) members from the list. One
of these days (in my copious free time) I'll "finish" this and post it.
In the mean time...y'all keep posting tactics suggestions/idears, hear?
Mk