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FT at MOAB 97 : INFO

From: "Geoffrey Stewart" <Geoffrey_Stewart@u...>
Date: 25 Sep 1997 13:58:47 +1100
Subject: FT at MOAB 97 : INFO

Hello All

The details of the comp are below, it will be on in some form, depending
on
how many people have entered...

MOAB 97  FT - October Long Weekend 1997
Mother of All Battlegames (first MOAB held just before Iraq-US war)

		WHEN
Saturday and Sunday, October 4 -5

  WHERE
Sylvania Community Centre
Box Road
Sylvania
Sydney
NSW
Australia

COST $10

HOW TO ENTER
Contact me on geoffrey_stewart@uow.edu.au
Ring me on 02-42299367
Ring Gary Plachetta in Sylvania (sorry, don't have his number on me, he
should
be in the phone book(i hope!)

COMP DETAILS

				   Battles

There will be a mixture of battles over the two days.
Three battles with the ATTACK fleet, and one battle with the DEFENCE
fleet.
Two battles with the PATROL fleet.

				    Setup

Ship setup, starting velocities and terrain shall be supplied for each
battle.

				    Time

ATTACK and ATTACK/DEFENCE battles will run for two hours, plus or minus
ten
minutes.
PATROL fleet battles shall run for one hour, plus or minus ten minutes.

Note: when time is called, the current turn shall be completed.

			   Notes on Rules For MOAB 97

     Book One:
	*Basic Sensors and Target Identification WILL NOT BE USED.
	*All ship damage will be visible to the opponent.
	*FTL drives can be used, but once a ship leaves the table by FTL
it cannot
return.

     Book Two:

	*C batteries can be used  as anti fighter defence.
	*Terrain effects (by scenario).
	*Fighter Endurance will be used
	*Scrambling fighter groups will be used.
	 *Advanced and Specialised Fighter types will be used, see the
Fighter
	List for cost and details.

	Aces and Turkeys  can be used at the players choice, if so, all
fighter
groups		must be diced for.

	Expanded sensor rules WILL NOT BE USED.

	All ships will have basic damage control parties. These cannot 
be
	destroyed by threshold tests , needle beams etc. 

     General:

	*	Ships leaving the table CANNOT return.
	*	Unless specified all ships start on table.
	 *	Threshold tests shall be made openly so that both
players know what
		system is being tested for and what damage was done.
	 *	Damage control rolls will be made openly so that both
players know
		what system is being tested for and which repairs were
successful.

      Turn Sequence

	  1. Write ship orders.

	2. Move debris, asteroids etc.

	3. Move fighter groups**.

	       i Fighters may move up to half their movement. The side
with
	       the most fighters moves one group first, if equal roll a
d6,
	       high roll moves first.

	  4. Move ships.

	  5. Resolve Ramming attempts, (after all ships have moved).

	  6. Move fighter groups**.

	       i Fighters may move up to half their movement. The side
with
	       the most fighters moves one group first, if equal roll a
d6,
	       high roll moves first.

	  7. Fighters nominate any targets they are attacking.

	  8. Make attacks with ships.

		    (i) The side with the most ships fires one ship
first,
		    if equal roll a d6, high roll fires first. Fighter
groups
do NOT
		count as a ship.

		    (ii) Nominate which weapons are firing at which
ships,
		    including anti fighter weapons the ship may have.

		    (iii) Damage is applied and threshold checks taken.

		    (iv) Make fighter attacks on the ship which just
fired.

		    (v) Damage is applied and threshold checks taken.

	  9. Continue repeating 8 until all ships and fighters have
	  attacked.

	  10. Resolve any remaining fighter attacks on ships that have
not
	  fired or moved.

	  11. Make damage repair rolls.

** Fighter movement is divided into two parts. In either part the
fighters
can only use up to half of their movement.

    New or Modified Rules for MOAB 97

	* Battle Debris

	- Roll normally to see if a damaged ship explodes. If it does
the
		 following damage is applied to any ship/s in range
immediately.

	- Escorts have a one inch radius blast, this causes 1d6 damage
	       to any ships in that area. Shields have no effect.

	    - Cruisers have a two inch radius blast, this causes 2d6
	       damage to any ships within one inch and 1d6 damage to any
	       ships between one and two inches. Shields have no effect.

	    - Capital ships and Bases have a three inch radius blast,
this
	       causes 3d6 damage to any ships within one inch, 2d6
damage to
	       any ships between one and two inches and 1d6 two any
ships
	       within two to three inches. All Bases count as Capital
ships
	       for explosion purposes. Shields have no effect.

	     - Fighters caught in an explosion will roll the same number
of
	       dice as above but will count the rolls like PDAF hits.

	  The debris cloud will move for one turn, at the ships previous
	  velocity and in the ships previous direction. It will cause no
	  damage to ships it encounters, it will block line of sight and
	  line of fire while on the table.

	* Carriers

	  Note: these rules only affect Carriers (Patrol, Light, Fleet
and
	  Type 4 Base).

	-	Carriers can launch and retrieve fighter groups while
		    the carrier is changing speed or turning.

	 -Carriers can launch and retrieve up to a total of three
	       fighter groups per turn.

	-Carriers can rearm fighter groups:

			 i) The fighter group lands (first turn),

			 ii) The fighter group spends one turn aboard
the
			 carrier (second turn),

			 iii) The fighter group can then launch (third
turn).

	-Fighter groups rearming can use "Emergency launch"
	    (they may not scramble). If they have landed and want to
	      launch on the following turn (second turn) then they
	      must roll a d6 on the following table:

			      1 OOOEER! Disaster! The fighter group and
the
fighter
			      bay are completely destroyed and cannot be

repaired.

			      2 Mishap. The fighter group and the
fighter
			      bay are damaged. To become functional
again
			      will require a damage control party to
sort
			      the situation out. The fighter cannot be
			      rearmed or launched until the bay is
repaired.

			      3/4 Failure. No launch this turn, may
launch
			      normally next turn.

			      5/6 Success. Fighter group launches no
			      problems.

			      #160#

	       *Fighters

		    -When launched fighter groups may only make a half
move
		    in phase 6 of the turn sequence.

		    -Fighter types only need to be revealed when they
make
		    their attack, are shot at or are involved in a
Dogfight.

		    -Fighter groups can take as long as they need to
return
		    to their parent ship.

		    -New fighter types are included at the end of this
		    document.

	  Note: fighters may not ram.

	     * ADAF's/PDAF's

		   - Any ship with PDAF's or ADAF's can shoot at any
		    fighter groups in range, whether they are the target
of
		    the fighter groups attack or not.

		    -PDAF's have a range of six inches and cause damage
as
		    per the basic rules.

		    -ADAF's can fire at any target within 12". At up to
and
		    including 6" they get to roll 2d6, at over 6" and up
to
		    and including 12" they get to roll 1d6. They score
		    damage on the fighter groups as per the basic rules.

	      * Ramming

-Only ships that are on their last row of damage boxes
may attempt to ram.

-A ship may only attempt one ram during the game. If
this attempt fails then the ship may not ram again.

- Fighters may not ram or be rammed.

-To perform a Ram the two ships must end within two
inches of each other.

-The Ramming ship must have specified in it's orders
 that it is going to Ram.

 -the ramming ship must roll a 5 or 6 on a d6 to
 "attempt" the ram.

-The ramming ship must have a thrust rating and be
moving ie a ship with destroyed engines cannot attempt
 to ram.

-To resolve the Ram, both sides roll 1d6 and add the
 result to their current Thrust rating. If the Ramming
ships total is higher it successfully rams the target
and inflicts damage as per the rules. If the target
ships total is equal to or higher, it successfully
dodges the Ram.

	  Note: the thrust rating is the number in the engine box not
the
	  current speed of the ship. Bases have a thrust rating of 0.

  Fleets

Only STANDARD SHIP designs will be used in the competition (these are
listed
at the end of this document). New STANDARD SHIP designs for the
Competition
are also included at the end of this document (these were developed by
the
organisers of SAGA 97 as alternatives to existing ship designs).

Players are to provide the following.

	*An ATTACK fleet of 1850 points:

	The following limitations apply to ATTACK fleet selection.

o	No more than 10% of points can be spent on ships from List 1,

o	No more than 50% of points can be spent on ships from List 2,

o	No more than 50% of points can be spent on ships from List 3

o	No more than 50% of points can be spent on ships from List 4. If
 the ships taken from List 4 are only carriers (Patrol, Light and
Fleet) then up to 100% of points can be spent on these ships.

Note: When the ATTACK fleet is used in the Defence battle the Attacker
will
receive two Light Minesweepers and one Heavy Minesweeper at no points
cost.
These will be worth no victory points if damaged or destroyed.

	*A DEFENCE fleet of 1150 points:

	The following limitations apply to DEFENCE fleet selection.

	-	No more than 10% of points can be spent on ships from
List 1,

	-	No more than 50% of points can be spent on ships from
List 2,

	-	No more than 50% of points can be spent on ships from
List 3,

	-	No more than 50% of points can be spent on ships from
List 4 and
			List 6 combined,

	-	No more than 50% of points can be spent on ships from
List 5,

	-	Minefields, which will be supplied by the organisers at
no
			points cost.

	*A PATROL fleet of 800 points:

     The following limitations apply to PATROL fleet selection.

	-	No more than 25% of points can be spent on ships from
List 1,

	-	Up to 100% of points can be spent on ships from List 2
and

	-	Each side receives at no points cost one Escort Carrier
and two
	  squadrons of Long Range Fighters (these ships and fighters
will be
	  worth victory points if destroyed). If the fighters exit off
their
	  starting table edge they will be assumed to have returned to
their
	  base, they cannot rearm, they will not count as lost for
victory
	  point determination.

Note: at the end of Day One, players can change their ship lists for the
second days' battles.

All fleets are to have the bases clearly marked so opponents know if a
ship
is of Escort, Cruiser or Capital class. 

SHIP LISTS

List 1

 Ship Type				Points Cost		Victory
Points

 Courier				15			3

 Strikeboat Bk2 			26			0/6

 Scout Ship				28			0/4

 Needle Lancer NEW			39			5/10

 Lancer Bk2				39			5/10

 Corvette				43			0/7

List 2

 Ship Type				Points Cost		Victory
Points

 Frigate				65			5/14

 Torpedo Destroyer Bk2			86			15/31

 Light Minesweeper NEW			91			#160#

 Destroyer				92			10/23

 Super Destroyer Bk2			105			10/29

 Defence Ship NEW			114			5/19

List 3

 Ship Type				Points Cost		Victory
Points

 Needle Cruiser Bk2			187			10/25/39

 Light Cruiser				190			10/25/39

 Heavy Minesweeper NEW			190			#160#

 Escort Cruiser 			195			10/25/44

 Strike Cruiser Bk2			198			20/45/72

 Fleet Defence Ship NEW 		201			15/30/47

 Heavy Cruiser				238			20/40/65

 Super Heavy Cruiser			267			25/55/83

List 4

 Ship Type				Points Cost		Victory
Points

 Escort/Patrol Carrier Bk2		286		       
10/25/40/55

 Battlecruiser				381		       
25/50/75/106

 Battleship				447		       
30/65/95/133

 Battledreadnought			431		       
35/75/110/153

 Light Carrier				499		       
25/55/80/111

 Superdreadnought			580		       
80/165/250/337

 Fleet Carrier				687		       
35/75/115/156

List 5

 Ship Type				Points Cost		       
Victory Points

 System Defence Lancer NEW	40				5/18

 System Defence Cutter NEW	117				25/50

 System Defence Torpedo 217				45/90/140
 Cruiser NEW

 System Defence Ship Bk 2	252			       
50/100/151

List 6

 Ship Type				Points Cost		       
Victory Points

 Base Type 1 NEW			205			       
45/90/136

 Base Type 2 NEW			342			       
45/90/140/189

 Base Type 3 NEW			455			       
95/195/295/394

 Base Type 4 NEW			513			       
40/85/130/179

#160#

Fighters

 Ship Type				Points Per Base 	Victory
Points

 Normal fighters			20		2 per fighter

 Interceptor fighters			20			       
2 per fighter

 Fast fighters				32			3 per
fighter

 Heavy fighters 			32			3 per
fighter

 Attack fighters			32			3 per
fighter

 Long Range fighters			32			3 per
fighter

 Torpedo fighters			38			4 per
fighter

Advanced Fighters**

 Ship Type				Points Per Base 	Victory
Points

 Fast Interceptor fighters		38			4 per
fighter

 Fast Attack fighters			56			5 per
fighter

 Fast Long Range fighters		56			5 per
fighter

 Fast Heavy fighters		56			5 per fighter

 Heavy Attack fighters			56			5 per
fighter

 Heavy Torpedo fighters 		65			7 per
fighter

** May only be taken for carriers (patrol, light, fleet and base 4). A
maximum of 50% of fighter groups based on carriers may be Advanced
Types.

Note: The cost of fighter group upgrades is added to the fighter groups
parent ship cost.

 New Ship Types

Base Type 1

	  Mass 32, Damage 5/5/6, 4 A batteries 4 arcs, 3 C batteries 4
arcs,
	  3 PDAF's, 2 Shields, 2 Firecons

Base Type 2

	  Mass 60, Damage 7/7/8/8, 6 A batteries 4 arcs, 4 C batteries 4
	  arcs, 4 PDAF's, ADAF, Fighter Bay, 2 Shields, 4 Firecons

Base Type 3

	  Mass 80, Damage 10/10/10/10, 6 A batteries 4 arcs, 6 C
batteries 4
	  arcs, 6 PDAF's, 2 ADAF's, 2 Fighter Bays, 3 Shields, 4
Firecons

Base Type 4

	  Mass 98, Damage 12/12/12/13, 4 B batteries 4 arcs, 4 C
batteries 4
	  arcs, 4 PDAF's, 2 ADAF's, 8 Fighter Bays, 2 Shields, 3
Firecons

Needle Lancer

	  Mass 6, Thrust 8, Damage 1/2, Needle Beam, Point Defence,
Firecon,
	  FTL.

Defence Ship

	  Mass 18, Thrust 6, Damage 4/5, 2 C batteries 3 arcs, PDAF, 2
	  ADAF's, Firecon, FTL.

Fleet Defence Ship

	  Mass 32, Thrust 2, Damage 5/5/6, 2 B batteries 3 arcs, 3
ADAF's, 2
	  Firecons, Shield, FTL.

Light Minesweeper

	  Mass 14, Thrust 6, Damage 3/4, C Battery 3 arcs, PDAF,
Minesweeper
	  System, Firecon, FTL.

Heavy Minesweeper

	  Mass 22, Thrust 6, Damage 3/4/4, C Battery 3 arcs, PDAF,
	  Minesweeper System, Shield, 2 Firecons, FTL.

System Defence Lancer

	  Mass 6, Thrust 8, Damage 1/2, A Battery forward arc only,
PDAF,
	  Firecon.

System Defence Cutter

	  Mass 14, Thrust 6, Damage 3/4, 2 A Batteries 3 arcs, PDAF,
Shield,
	  Firecon.

System Defence Torpedo Cruiser

	  Mass 32, Thrust 4, Damage 5/5/6, 3 Pulse Torpedo tubes, 3
PDAF, 2
	  Shields, 2#160#Firecons.

  Victory Point Determination

The VPs for each ship are listed in the ship lists. Each time a full row
is
destroyed you receive the listed VPs, these are non cumulative.
Partially
damaged rows are worth no VPs.

Example 1:

An escort cruiser is worth the following number of victory points -
10/25/44.

	  If it has taken one full row of damage it would be worth 10VPs

	  If it takes two full rows of damage it is worth 25VPs

	  If it is fully destroyed (all three rows) it is worth 44VPs.

Any ship that leaves the table is worth the points for the current
amount of
damage inflicted or half total points, whichever is greater.

Example 2:

A heavy cruiser is worth the following number of victory points -
20/40/65.

	  If it has taken no damage and leaves the table it would be
worth
	  33VPs, as all fractions are to be rounded up, half of 65 is
33.

	  If the same ship leaves the table after taking 2 full rows of
	  damage it would be worth 40VPs, as this is greater than half
	  points.

If a player concedes, it is assumed for VP calculation that all of their
remaining ships have left the table and are worth the current damage
level
or half points, whichever is greater.

Any ship that flies or jumps off table counts half  points , or its
current
damage level, whichever is greater, for VP calculations.

Destroyed fighters are also worth VPs. Fighters that cannot return to
their
parent ship are counted as lost for VP purposes. If they were from a
carrier
(patrol, light, fleet and base 4) they can avoid counting as lost by
returning to any other type of carrier (patrol, light, fleet and base
4).
They can only do this to avoid being counted as lost, they cannot rearm
on
these other ships.

.....that's it, get those entries in, the more players enter the better
it
will be!

Cheerio
Geoofrey Stewart


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