Re: Ship Names (was Re: RE-Ship types names)
From: Donald Hosford <Hosford.Donald@a...>
Date: Mon, 25 Dec 2000 13:22:42 -0500
Subject: Re: Ship Names (was Re: RE-Ship types names)
Enemy Target #1...Enemy Target #2...(hehehehe)
Donald Hosford
John Crimmins wrote:
> This thread has reminded me.... What kind of naming conventions have
> people been following for their Full Thrust ships? Anything
particularly
> fun or interesting to relate?
>
> Originally, I named my New Bavarian ships (I really have to do
something
> with those pages, and soon) after, well...whatever popped into my head
at
> the time. Having since given the matter some thought, I've decided on
a
> common theam to tie them together:
>
> Ship classes are named after famous surrealist/absurdist artists.
> Individual ships are named after the creations of those artists. This
has
> given me some pretty neat names, I think.
>
> Examples include....
>
> Rene Magritte Class: The Voice of the Air, The Unexpected Answer, The
> Empire of Lights, Lesson from the Tenebrae, Reflections of Time, The
Glass Ke
y
>
> Slavador Dali Class: Metamorphis of Narcissus, The Persistence of
Memory,
> Transparent Simulacrum of the Feigned Image, Burning Giraffes And
Telephones
>
> ...and so forth. I'm particularly fond of the Magritte class -- it's
given
> me some very nice names. I intend to work on the Groucho Marx class
ships
> next. There's something about the good ship "Rufus T. Firefly" that
> appeals to me.
>
> John X Crimmins
> johncrim@voicenet.com
> "...is one of the secret masters of the world: a librarian.
> They control information. Don't ever piss one off."
> --Spider Robinson, The Callahan Touch.
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Date: Mon, 25 Dec 2000 10:37:00 -0800
From: Mark Reindl <mreindl@pacbell.net>
Subject: Re: Suggestions and Advice Solicited!
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Pat Connaughton wrote:
> I plan to aquire a set of each of the principle human fleets
represented by
> FB#1. The FSE, NAC, ESU, and the NSL. Could the 'list suggest an Order
> of Battle for a typical task force of say 15 to 20 ships that woudl
> represent
> the appropriate mix of weapons and ships to typify each of the
> afforementioned
> spacial nations? SInce, plan to play a lot of FT this year, this seems
to be
> the best way to approach this.
Well, it really depends on what you think is appropriate :). I've
played
against some people who think that an appropriate mix is nothing but
battlecruisers and larger. However, I'd suggest that to have an
equitable
fleet, you'd want at least one cruiser (possibly two) for every capital
ship(I
usually define a capital ship as BC and larger), and two
destroyers/frigates/corvettes for every cruiser. That would give you a
relatively balanced fleet with 3-4 capital ships out of a fleet of 20
ships. I
f
you have a carrier task force, I'd probably run even more escorts,
particularly
if you're playing an NAC fleet, as their carriers tend to be rather
wimpy. I
also like running lighter fleets, and have at times had fleets centered
around
a
light carrier, with the rest of the fleet made up of cruisers and
smaller escor
t
classes.
> Also, any comments, suggestions or notes on doctrine, fleet tactics
etc
> from the list would be welcome. Part of the fun of the game is to
attempt to
> succeed while following the concepts of the nation that your're
representing
> on the gametable.
When the guys in my group first started playing FT, one of the things
that we
all tended to do was to group our ships into one huge block and just fly
at eac
h
other and beat the hell out of one another. However, that (as you can
probably
imagine) got boring rather quickly. One of the things that I have done
that
works pretty well is to break my fleets up into smaller elements,
usually three
,
and position them across the board. If the enemy goes for one of the
elements
in force, then I turn it away and position the others to fire into the
flanks o
f
the enemy. It's a sort of 'weave' tactic that has worked fairly well,
and I've
used it to good effect with fleets ranging from my ESU to the Kra'vak
(which it
really works well with due to their high thrust and, more importantly,
maneuverability) because what it does is to provide maximum coverage of
the
board and support for each of the elements. It also helps to ensure
that the
enemy will always be under my guns, instead of having to maneuver for
several
turns to get any shots. In addition, I've found that opponents tend to
focus o
n
smashing one element with the majority of their ships, leaving the
others free
to set up to munch their entire fleet while they're killing 1/3 of mine.
Hope that helps,
Mark
> (Hopefully, Kieran will be gentle with me on this order)
>
> Please feel free to send me a reply of list if you like.
>
> Thanks in advance
>
> Pat Connaughton
> e-mail - ptconn@earthlink.net
> homepage - www.home.earthlink.net/~ptconn
> ICQ # 2535086
> "Let joy be unconfined. Let there be dancing in the streets,
> drinking in the saloons, and necking in the parlor."
>
> --Groucho Marx (as Otis Driftwood)
> "A Night At the Opera"
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Date: Mon, 25 Dec 2000 12:18:30 -0800
From: Jaime Tiampo <fugu@spikyfishthing.com>
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Pat Connaughton wrote:
> I plan to aquire a set of each of the principle human fleets
represented by
> FB#1. The FSE, NAC, ESU, and the NSL. Could the 'list suggest an Order
> of Battle for a typical task force of say 15 to 20 ships that woudl
> represent
> the appropriate mix of weapons and ships to typify each of the
> afforementioned
> spacial nations? SInce, plan to play a lot of FT this year, this seems
to be
> the best way to approach this.
Can't help you too much there. I play with ships that I've created
myself. I find the FB 1/2 ships to be lacking. We play with purely
vector movment and the ships in the books are designed for both vector
and cinimatic which compromises them a bit.
What I run for a fleet is a Super Dreadnoughts a few BBs a couple of
cruisers and a bunch of destroyers. I find ships larger then a frigate
but smaller then a heavy cruiser aren't usually worth the points. They
are basically disabled after one exchange of fire and are useless
afterwards. I prefer the frigates, which even though die after one
exchange cost less and there can be more of them put out making for more
targets they have to split their fire to. I run on the 10/20/70 system.
10% armour, 30% hull, and 70% systems. My SuperDreadnoughts usually
carry a few fighter groups but I've been slowly phasing them out in
preference to pure carriers. My preference for carriers is a pocket
carrier, nothing but fighterbays and a small small engine :) I've got it
at about 500pts for ship and 8 regular fighter squads.
For weapons I usually have a balance of PT and regular beam batteries.
If the game is big enough I like to have a spread of fighter types.
Interceptors, torpedo bombers and regular fighters. I use the
interceptors for defence and screens for the torpedo bombers. I don't
use many missiles purely because I find it unbalances the game, well if
you use them right :) As for personal feelings, I'd rather expend lots
of MT missiles and not get any of my people killed then fight it out
"fairly" but the games end up being really short when I run a
fighter/missile fleet, even with masses of PD.
For PD most of my ships heavy cruiser or bigger carry 3+ PD and an ADFC.
I go for the dispersed area defence as opposed to the pure area defence
cruiser. This keep the enemy from singling out the cruiser and just
destroying it and firing the missiles afterwards.
> Also, any comments, suggestions or notes on doctrine, fleet tactics
etc
> from the list would be welcome. Part of the fun of the game is to
attempt to
> succeed while following the concepts of the nation that your're
representing
> on the gametable.
I don't have much experience with the "official" fleets but here's what
works for my fleet.
You either should have balanced fighters against your opponent, or
overwhelming superiority. There is no point outnumbering him by a
little. You end up with a handfull of fighter groups left that can't do
anything because they'll take too many casualties attacking ships from
PD and ADPD. Decide on how you want to use your fighters, offensive or
defensive. Regular fighters can do either but the most bang for you buck
is to have a strategy and design your fleet around it. Specialise as
much as possible. I usually run Interceptors and Attack/torpedo
fighters. I clean out the enemy fighters first witht he interceptors
then use them for ship defence. The attack/torpedo fighters go in with
the MT missiles in their first attack to swamp PD. I like to try and get
a first strike against the opposing fleet. That's why I run MT missiles
more then SML. The range of the missiles for a first strike off sets the
decrease is firepower.
Ship deployment is usually in a tight circle. This keeps the area
defences overlapped and keeps the ships close together allowing them to
come into range at roughly the same time. For battles against Phalons
things get more tricky :)
Jaime
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From: "Barclay, Tom" <tomb@bitheads.com>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: some odds and ends
Date: Mon, 25 Dec 2000 19:32:54 -0500
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1) This metalstorm gun thing...
I was just thinking about the whole ammo-packed-removable-barrel idea
and it
occurs to me that there is probably one major issue (other than
logistical)
to consider. Zeroing. It seems to me that most marksmanship is the
product
of a trained shooter, in practice, with a well calibrated and sighted
weapon. Lack of any of these three components can flatline accuracy.
How is zeroing achieved in modern weaponry? Fire some rounds, adjust the
sighting system, fire some more. Repeat. Stop when happy. But the barrel
stays in place when ammo is changed. If you clipped the barrels in and
out,
there would probably be alignment issues. And you can't spend half of
your
barrel-mag of ammo sighting in the weapon every reload!
Now, you say, there could be some form of locking mechanism. But the gun
still has recoil, which would probably cause wear. As to would the
removal
and insertion of new barrels. In a conventional weapon, this wear occurs
where magazines are inserted... and therefore does not affect the firing
components (lest the mag falls out...). However, transfer this wear to
the
lock-in of a removable barrel weapon, and after some period of active
use,
you have wear that starts to impact long-distance accuracy.
Now, these weapons do offer some interesting advantages from a variable
rate
of fire PoV, or from the perspective of someone wanting lots of lead in
the
same place. They obviously also offer some advantage as far as a nearly
sealed firing system (probably more robust in field conditions).
But the question is will these weapons be lighter? I replace a
multi-barrel
block. Is that lighter than the mag? Both in terms of what I have to
carry
and the supplies I have to airdrop to my forces.
And how about ease of use? One advantage to a mag system (moreso I
suspect
with front-of-trigger mags than with bullpup) is the ability to keep the
weapon loosely on-target during rapid mag changes. And you can tape them
together for a quick eject-flip-insert cycle. Can you do this with
barrels?
Do you have to come off-target to reload? These things can make some
(perhaps small) difference.
2) I just got a Cockroach Tank and a Cockroach APC for SG2 (25mm) from
Eureka. Interesting grav vehicles. The APC especially has a really neat
look. I haven't seen pics on the web, but once I get mine painted and
built,
I'll put some up. I also got a rack of 25mm ESU Heavy Infantry. Very
awesome
figures - nice firearms, and the SAW is particularly well done - it is
probably the only real SAW (that is reinforced AR) I've seen yet - most
of
the others look like GPMGs. I must say the commissars dogs are pretty
wimpy
though - I'm going to replace them with some more intimidating ones
(think
Wolves...). :)
3)
On the 27th, I'll be running a large 1/72nd scale SG2 Eastern Front WW2
game. I'll let you know how our conversions work out, since they differ
from
those posted by the esteemed Mr. Elliot (who must have been on a fine
grade
of American Fiction when he rated the Sherman as good or better than the
Panther... ;). I'll maybe post a little AR after the new year along with
the
conversions we used.
Have a good holiday all!
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Subject: some odds and ends
Date: Tue, 26 Dec 2000 01:53:25 +0100
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Tom Barclay
> On the 27th, I'll be running a large 1/72nd scale SG2 Eastern Front
WW2
> game. I'll let you know how our conversions work out, since they
differ
from
> those posted by the esteemed Mr. Elliot (who must have been on a fine
grade
> of American Fiction when he rated the Sherman as good or better than
the
> Panther... ;). I'll maybe post a little AR after the new year along
with
the
> conversions we used.
Hmm If we are talking the sort of ranges where WWII inf platoons are
truly
effective then tanks with better then 50mm guns are very much of a
muchness.. Once you are within 3 or 400 yards then most things penetrate
most existing tanks so there really is little to choose between a
panther
and sherman with a 75mm AP gun.. Both types tank crews start to sweat
when
you can see the whites of their eyes..?=0)
Bob DeAngelis
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Subject: Re: Suggestions and Advice Solicited!
Date: Tue, 26 Dec 2000 20:37:18 +1100
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From: "Pat Connaughton" <patconnaughton@earthlink.net>
> I plan to aquire a set of each of the principle human fleets
represented
by
> FB#1. The FSE, NAC, ESU, and the NSL. Could the 'list suggest an Order
> of Battle for a typical task force of say 15 to 20 ships that woudl
> represent
> the appropriate mix of weapons and ships to typify each of the
> afforementioned
> spacial nations? SInce, plan to play a lot of FT this year, this seems
to
be
> the best way to approach this.
A good, balanced fleet could consist of:
50% Capital Ships
50% others
Taking some examples:
NSL:
3 Maria Von Bergunds (or Richtofens)
3 Heavy Cruisers whose name I forget
6 Waldbergs, with maybe a few Waldburg Ms
2 Escort Cruisers, the light cruisers with ADAFs whose name I also
forget.
ESU
1 Komarov(?) Super Carrier
5 Heavy Cruisers whose name I also forget
2 Beijing-Bs (Escort Cruisers with ADAFs)
6 Krivaks
2 Nanuchkas
NAC
2 Dreadnaughts
2 Vandenberg-Ts
4 Furious
6 Tacomas
All of the above come to about 2750 pts - add a few frigates as scouts
to
taste.
> Also, any comments, suggestions or notes on doctrine, fleet tactics
etc
> from the list would be welcome. Part of the fun of the game is to
attempt
to
> succeed while following the concepts of the nation that your're
representing
> on the gametable.