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Re: Robotech stuff (longish??... even longer now!)

From: "Stuart Ford" <smford@e...>
Date: Tue, 23 Jun 1998 11:22:03 -0500
Subject: Re: Robotech stuff (longish??... even longer now!)

I have done similar work along these lines for the Macross/Macross II
Genre.

>Destroid-  Counts as a fighter group for all purposes except that they
stay
>'on' the ship that launched them (they actually walk around on the hull
of
>the ship).  This means they can dogfight fighters that attack their
ship
>and may fire on opposing ships within 6".  They should also probably
take
>casualties as the ship does but I dont know how to work this yet.

I have been treating them at *DAF systems, based on the Destroid type.
I'm teating all Excalibers as PDAF systems.  Raider-X are equal to PDAF 
x 2, as they are a air defense unit.  Phalanx are equal to an ADAF and
Mac II's are treated as a C or Type 1 (FB) Beam System, with the beam
rules vs fighters. 

>Veritech-  Counts as fighters.  In battleoid mode(human type robot)
they
>have a move of only 6" but count as interceptors with aces in
>dogfights(they were super manueverable in this mode).	they may also
'land'
>on an enemy ship.  After doing this they may make needle beam attacks
>instead of normal fighter damage.  They should also take damage if the
ship
>they are on does same as above.

I'm using my Veritech's almost the same way.  When they assault a ship
with
intent to board, the defending ship gets one extra free *DAF attack per
*DAF
system functioning.  Any surviving fighters may then land and close
assault the
ship.  When attacking external systems, they have been treated at a
needle
attack, succeeding on a 5 or 6, with a 3 or 4 failing to disable the
system but
producing 1 point of regular damage (I had to give them something...
it's hard 
to miss when you are standing ON the target!).	When the fighters
evacuated
the target, the defending ship gets another free *DAF attack (if the
fighters did
their job, there shouldn't be any left to attack them!).

>The ships-  these are the easy part.  The Macross1 is just a huge ship
with
>a REALLY big gun and two attached ships(carrier+landing assault ship). 
The
>bad guys just show up in mass quantity with the occasional good ship
>commanded by some goofy commander character.

The major problem I had is the sheer scale of the forces involved.. it's
way to
easy to create an accurate zentradi heavy cruiser that masses over 1000
tons.
I've even gone so far as to devide all fighters, mechs and weapon
systems by
10 (rounded up to at least 1) just to keep the scale managable... but we
are still
talking about clouds of fighters!

>This has gone on long enough.	Please let me know what you think.  I am
out
>here in no-know-where-land with no one to tell me if what I am doing is
>silly or not.	

Long enough?  I think I just doubled it!
Stuart Ford

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