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