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Re: Ship Names

From: "Alan and Carmel Brain" <aebrain@d...>
Date: Fri, 29 Dec 2000 11:47:06 +1100
Subject: Re: Ship Names

From: "Chris DeBoe" <LASERLIGHT@quixnet.net>

> Murphy et al, Attys, also known as Muphy's Lawyers, have two light
cruisers
> configured for special
> The cruisers are
> designated Julia and Mandelbrot.

I see, they have the complete set.
From - Wed Jan 03 11:05:38 2001
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Date: Fri, 29 Dec 2000 10:53:05 +1000
To: gzg-l@csua.berkeley.edu
From: Mark Sykes <tardis@byterocky.net>
Subject: Re: Ship Names
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At 10:47 AM +1000 29/12/2000, Alan and Carmel Brain wrote:
>From: "Chris DeBoe" <LASERLIGHT@quixnet.net>
>
>  > Murphy et al, Attys, also known as Muphy's Lawyers, have two light
>cruisers
>  > configured for special
>  > The cruisers are
>  > designated Julia and Mandelbrot.
>
>I see, they have the complete set.

The more you look into the company the more intricate and devious it
becomes.

;-)

MarkS

Genetically: I am  half Murphy blood by the way.

All the way from Gallifrey...
Tardis...Actual portal to a virtual world

tardis@rocknet.net.au
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Subject: Re: Suggestions and Advice Solicited!
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On Thu, 28 Dec 2000 11:35:08 -0800 Jaime Tiampo
<fugu@spikyfishthing.com>
writes:
>Glenn M Wilson wrote:
>> No Fighters, no ADAF IIRC; only  PDA.  And only one or two on my
>> cruisers, IIRC.  Not sure about the capital ships the kids had...
>> >
>
>
>You'll need more :)

We needed more, we didn't have it, and, IMO, along with 1)the BC group
being significantly farther behind then it should have been despite have
orders written for turn 7 on turn 4, that's what killed our chances at
victory [along with 2)neither BC or BB group making any turns after turn
2 IIRC (make my two turns involving mid turn turns  look better then it
was...)] the last two turns of the game.

All this 'turn' talk has turned my head!

Gracias, Glenn/Triphibious
You don't have to be French to be a 'frog', or even human!
Nektons - Real Marines!
Starguard, Dirtside 2, Full Thrust, Ratner's Space Marines, Stellar
Conflicts and Uprisings, and Full Thrust/2nd.  Resistance is everything!

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On Thu, 28 Dec 2000 11:37:45 -0800 Jaime Tiampo
<fugu@spikyfishthing.com>
writes:
>Glenn M Wilson wrote:
>> 
>> Well, I only have FT/2nd right now...
>
>
>You should get FB1, or at least get ahold of the ship constuction 
>rules.
>There's a few changes between the two including an Area Defence Fire
>Control instead of the FT2Ed Area Point Defence.
>
>
>Jiame

How does this differ from ADAF ?

Gracias, Glenn/Triphibious
You don't have to be French to be a 'frog', or even human!
Nektons - Real Marines!
Starguard, Dirtside 2, Full Thrust, Ratner's Space Marines, Stellar
Conflicts and Uprisings, and Full Thrust/2nd.  Resistance is everything!

________________________________________________________________
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On Thu, 28 Dec 2000 11:37:45 -0800 Jaime Tiampo
<fugu@spikyfishthing.com>
writes:
>Glenn M Wilson wrote:
>> 
>> Well, I only have FT/2nd right now...
>
>
>You should get FB1, or at least get ahold of the ship constuction 
>rules.
>There's a few changes between the two including an Area Defence Fire
>Control instead of the FT2Ed Area Point Defence.
>
>
>Jiame

Before or After MT?  Not that I can afford to get either in the near
turn,,, I mean the near term.

Gracias, Glenn/Triphibious
You don't have to be French to be a 'frog', or even human!
Nektons - Real Marines!
Starguard, Dirtside 2, Full Thrust, Ratner's Space Marines, Stellar
Conflicts and Uprisings, and Full Thrust/2nd.  Resistance is everything!

________________________________________________________________
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ADAF was a selfcontained area PDS.
ADFC is now a "fire control" for your existing PDS.  It doesn't fire
itself,
but allows all your other PDS to act as ADAF for 1 ship per ADFC.

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[Pirates] Dame Captain Washalot
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM

> -----Original Message-----
> From: Glenn M Wilson [SMTP:triphibious@juno.com]
> Sent: Friday, December 29, 2000 12:29 PM
> To:	gzg-l@csua.berkeley.edu
> Subject:	Re: Suggestions and Advice Solicited!
> 
> 
> On Thu, 28 Dec 2000 11:37:45 -0800 Jaime Tiampo
<fugu@spikyfishthing.com>
> writes:
> >Glenn M Wilson wrote:
> >> 
> >> Well, I only have FT/2nd right now...
> >
> >
> >You should get FB1, or at least get ahold of the ship constuction 
> >rules.
> >There's a few changes between the two including an Area Defence Fire
> >Control instead of the FT2Ed Area Point Defence.
> >
> >
> >Jiame
> 
> How does this differ from ADAF ?
> 
> Gracias, Glenn/Triphibious
> You don't have to be French to be a 'frog', or even human!
> Nektons - Real Marines!
> Starguard, Dirtside 2, Full Thrust, Ratner's Space Marines, Stellar
> Conflicts and Uprisings, and Full Thrust/2nd.  Resistance is
everything!
> 
> ________________________________________________________________
> GET INTERNET ACCESS FROM JUNO!
> Juno offers FREE or PREMIUM Internet access for less!
> Join Juno today!  For your FREE software, visit:
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
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Subject: Re: Suggestions and Advice Solicited!
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Glenn M Wilson wrote:

>>You should get FB1, or at least get ahold of the ship constuction 
>>rules.
>>There's a few changes between the two including an Area Defence
>>Fire Control instead of the FT2Ed Area Point Defence.
> 
>Before or After MT? 

Before MT.

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 11:05:39 2001
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From: Allan Goodall <awg@sympatico.ca>
To: gzg-l@csua.berkeley.edu
Subject: Re: Proto SG2 campaign system
Date: Thu, 28 Dec 2000 22:02:00 -0500
Organization: Haphazard at best.
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<9DB05BB477A8D111AF3F00805F5730100D100735@exchange01.dscc.dla.mil>
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On Thu, 28 Dec 2000 07:36:07 -0500, "Bell, Brian K (Contractor)"
<Brian.Bell@dscc.dla.mil> wrote:

>Light Artillery has a minimum of 24" (SG) and all other has a mimimum
>of 48" (SG). 

Ummm. No. Sorry, it's more subtle than that. The only weapons with
minimum
ranges are mortars and rockets. From page 47, under "On-Table Artillery
Fire":
"Gun-type artillery may engage any visible target in this way, but
Rocket
artillery (MRLs) and mortars have minimum ranges below which they may
not
fire: these are 24" for light mortars and 48" for all other weapon
types." 

So light mortars have 24" minimum range, but medium and heavy mortars,
and
rockets, have 48" minimum range. There is no indication of what would
constitute a light mortar, though light, medium, heavy, and rockets are
listed
on page 46. 

Allan Goodall		       awg@sympatico.ca
Goodall's Grotto:  http://www.vex.net/~agoodall

"Surprisingly, when you throw two naked women with sex
toys into a living room full of drunken men, things 
always go bad." - Kyle Baker, "You Are Here"
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Date: Thu, 28 Dec 2000 21:29:16 -0800 (PST)
From: John Leary <john_t_leary@yahoo.com>
Subject: Re: RE-[FT] SML-AF
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Bif,
     Knocking the ball back to your court, 
with additional questions.
(between the XXXs) I have also placed 
initial questions and your replys together 
to make things a bit easier to follow.
(I hope)
JTL

--- bif smith <bif@bifsmith.fsnet.co.uk> wrote:
> john L raised these points, and I will try to answer
> these, and hopefully
> make some sense.

> >	The question that come to mind are;
> >1) Are you adding another phase to the turn?
> >   (i.E. The SLM-AF attack proir to fighter
> >  secondary movement phase)
> 1-No, I would use them in the fighter phase (not
> secondary phase), and after
> the fighters have moved (makers for SML-AF placed
> after fighters).
XXX
     At this point the SLM-AF is a direct fire
weapon that does not 'need' a marker, just roll
the die and remove fighters.   (The fighters are
within 12 of the firing ship and the firing ship
can ALWAYS place the marker where the fighters
cannot fire on it.)
XXX

> >2) Are you going to allow the SLM-AF to attack
> >   during the 'after secondary fighter movement'
> >   phase?
> 2-No, SML-AF dammage/kills taken immediatly.
XXX
     This rolls into number one.
XXX

> >3) Scatterguns are Kra'Vak weapons, the adoption
> >   by human forces (under any other name) smells.
> >   I suggest that the SUBMUNITION rules be used
> >   instead.	(I.E. The SLM-AF does 2D6 as a
> >   Submunition attack)> 
> 3-The game mechanics for scatterguns have allready
> been worked out and well
> understood. Reusing them in this way is the easier
> than trying to make a
> totally new game mechanic up for interception. 
> PS- I thought that sub-munitions cannot target
> fighters?
XXX
     The inclusin of non-human tech invites the
abuse of the other non-human tech under another
PSB format.   The use of sub-munition rules for
the to hit of the SLM-AF is acceptable as
an improved sub-munition.
XXX

> >4) The suggestion of a 12 unit range for the
> >   SLM-AF is rather silly, because it infers
> >   the firing ship will never exceed speed 12/16.
> >   I think that maintaining the intergrity of
> >   SLM launcher concept is more important that
> >   trying to use the SLM in a ADAF function.
> 4-I chose 12 MU so that the ship can engauge and
> destroy the fighters before
> the fighters can engauge the ship it`s self. The
> ADFCon funtion comes from
> the fact that the AF missiles are targeting the
> fighters independently. You
> were saying that a ship using these couldn`t fly
> faster than speed 12/16. I
> seem to remember someone saying the same thing about
> SML`s recently?
XXX
     Quite correct, about the SLMs in a persuit,
once above speed 36 you cannot hit anything in 
front of your ship.   Same thing here w/the 
SLM-AF.   Unless the real plan for these is 
to allow the enemy to attack your ship w/fighters
and use the SLM-AF on the second attack turn when
the fighters a 'captive' due to the last turns 
attack.
XXX

> >5) It will become necessary to add another phase
> > to the turn as the ammunition selection for
> >   the SLM grows, The 'record next turns selected
> >   round type'.
> 5-The rounds can be shown in the record sheets, the
> same way that ER-SML`s
> are now (but with a different symbol). The player
> has to decide if they are
> going to use the AF-SML, or the normal SML rounds,
> at the appropreate time,
> and hope they guess right, because they can only be
> used for one or the
> other in a turn, not both in one turn.
XXX
     This question returns to number 4 where 
range is the issue w/me.   Choice does not 
cause any concern as the player can use the 
most effective at his whim.
XXX

Bye for now,
John L.
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Glenn M Wilson wrote:

> Before or After MT?  Not that I can afford to get either in the near
> turn,,, I mean the near term.

Before. You can work with out MT if you have FB1. The new ship
construction rules and core system rules aswell as fighter info
clarifications are in FB1. You'll miss some minor stuff but you can pick
that up from others. by word of mouth before you buy the book. It's
still usefull, and I reference it often, but MT is not as important to
have right away as FB1 is

Jaime
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From: FAIVRE Renaud TPC-SRD <renaud.faivre@francetelecom.com>
To: gzg-l <gzg-l@csua.berkeley.edu>
Subject: [SG2] Questions
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Hello !!

Some questions about SG2 rules :

Reaction Fire :
Performing one action of Reaction Fire uses up the whole activation of
the unit
 
that fires. It may do nothing more that turn.
It's not possible for a QG squad to Re-active the unit by a successfull 
communication ?

Non Penetrating Hit Vehicule
In case of confidence test fail, the crew must bail out of the vehicule.
Even 
the vehicule is Suppressed ?

Aerospace Operations
Bombing mission by ground attack craft, should be dealt with as
off-table 
support in the same way as artillery. Does it mean that i must make a
fire 
support accuracy test and chose a warhead type for the bomb ?

Sniper
If a hidden sniper use he's normal move, he is spotted and his figure is
placed
 
on the table ?
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: RE-[FT] SML-AF
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> -----Original Message-----
> From: John Leary [SMTP:john_t_leary@yahoo.com]
> Sent: Friday, December 29, 2000 12:29 AM
> To:	gzg-l@csua.berkeley.edu
> Subject:	Re: RE-[FT] SML-AF
> 
> Bif,
>      Knocking the ball back to your court, 
> with additional questions.
> (between the XXXs) I have also placed 
> initial questions and your replys together 
> to make things a bit easier to follow.
> (I hope)
> JTL
> 
> --- bif smith <bif@bifsmith.fsnet.co.uk> wrote:
[snip]

> > >4) The suggestion of a 12 unit range for the
> > >	SLM-AF is rather silly, because it infers
> > >	the firing ship will never exceed speed 12/16.
> > >	I think that maintaining the intergrity of
> > >	SLM launcher concept is more important that
> > >	trying to use the SLM in a ADAF function.
> > 4-I chose 12 MU so that the ship can engauge and
> > destroy the fighters before
> > the fighters can engauge the ship it`s self. The
> > ADFCon funtion comes from
> > the fact that the AF missiles are targeting the
> > fighters independently. You
> > were saying that a ship using these couldn`t fly
> > faster than speed 12/16. I
> > seem to remember someone saying the same thing about
> > SML`s recently?
> XXX
>      Quite correct, about the SLMs in a persuit,
> once above speed 36 you cannot hit anything in 
> front of your ship.	Same thing here w/the 
> SLM-AF.   Unless the real plan for these is 
> to allow the enemy to attack your ship w/fighters
> and use the SLM-AF on the second attack turn when
> the fighters a 'captive' due to the last turns 
> attack.
> XXX
> 
[snip]

> Bye for now,
> John L.
-----End Original Message-----

I believe that the SML-AF would be launched AFTER fighter movement 
(unlike normal SML launches).

---
Brian Bell
bkb@beol.net
---
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: Proto SG2 campaign system
Date: Fri, 29 Dec 2000 07:58:57 -0500
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You are, of course, correct.

-----
Brian Bell
bkb@beol.net	  
-----

> -----Original Message-----
> From: Allan Goodall [SMTP:awg@sympatico.ca]
> Sent: Thursday, December 28, 2000 10:02 PM
> To:	gzg-l@csua.berkeley.edu
> Subject:	Re: Proto SG2 campaign system
> 
> On Thu, 28 Dec 2000 07:36:07 -0500, "Bell, Brian K (Contractor)"
> <Brian.Bell@dscc.dla.mil> wrote:
> 
> >Light Artillery has a minimum of 24" (SG) and all other has a mimimum
> >of 48" (SG). 
> 
> Ummm. No. Sorry, it's more subtle than that. The only weapons with
minimum
> ranges are mortars and rockets. From page 47, under "On-Table
Artillery
> Fire":
> "Gun-type artillery may engage any visible target in this way, but
Rocket
> artillery (MRLs) and mortars have minimum ranges below which they may
not
> fire: these are 24" for light mortars and 48" for all other weapon
types."
> 
> 
> So light mortars have 24" minimum range, but medium and heavy mortars,
and
> rockets, have 48" minimum range. There is no indication of what would
> constitute a light mortar, though light, medium, heavy, and rockets
are
> listed
> on page 46. 
> 
> 
> Allan Goodall 		 awg@sympatico.ca
> Goodall's Grotto:  http://www.vex.net/~agoodall
> 
> "Surprisingly, when you throw two naked women with sex
> toys into a living room full of drunken men, things 
> always go bad." - Kyle Baker, "You Are Here"
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: [SG2] Questions
Date: Fri, 29 Dec 2000 10:49:18 -0500
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> -----Original Message-----
> From: FAIVRE Renaud TPC-SRD [SMTP:renaud.faivre@francetelecom.com]
> Sent: Friday, December 29, 2000 4:49 AM
> To:	gzg-l
> Subject:	[SG2] Questions
> 
> Hello !!
> 
> Some questions about SG2 rules :
> 
> Reaction Fire :
> Performing one action of Reaction Fire uses up the whole activation of
the
> unit 
> that fires. It may do nothing more that turn.
> It's not possible for a QG squad to Re-active the unit by a
successfull 
> communication ?
> 
[Bri] Yes, the unit may be reactivated by a Leader Activation (uses 1 
action of the leader). I would also suggest that you look at the
excelent
Overwatch house rules by Thomas Barclay at
http://www.stargrunt.com/rules/ovwatch.html

> Non Penetrating Hit Vehicule
> In case of confidence test fail, the crew must bail out of the
vehicule.
> Even 
> the vehicule is Suppressed ?
> 
[Bri] Hmmm. The rules seem to contradict themselves. A non-penetrating
hit would seem to place the vehicle under suppression. Page 18 states
that suppression on a vehicle prohibits the crew from exiting the
vehicle.
I would say that, no the crew would not leave the vehicle until the 
suppression was removed. But I would suggest a house rule that the crew 
could not perform combat actions until they succeeded in the confidence 
check or remove the suppression marker.

> Aerospace Operations
> Bombing mission by ground attack craft, should be dealt with as
off-table 
> support in the same way as artillery. Does it mean that i must make a
fire
> 
> support accuracy test and chose a warhead type for the bomb ?
> 
> Sniper
> If a hidden sniper use he's normal move, he is spotted and his figure
is
> placed on the table ?
> 
[Bri] Yes, if a sniper chooses to use normal movement instead of 
hidden movement, he is placed on the table. I doubt that this would
happen
unless the sniper decided that leaving quickly was a better option than
staying hidden.

-----End Original Message-----

My comments above marked by [Bri]

-----
Brian Bell
bkb@beol.net	  
-----

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