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RE: [FT] seeking Salvo Missile advice

From: Jared Hilal <jlhilal@y...>
Date: Tue, 16 Mar 2004 03:52:43 -0800 (PST)
Subject: RE: [FT] seeking Salvo Missile advice

--- on 21 Dec 2003 Beth.Fulton@csiro.au wrote:
> G'day,
> 
> Mostly, I was actually thinking the fact they get a starting
> direction and velocity from the ship, which makes them way too deadly
> under vector movement (no experience with it in cinematic sorry).
> Then again that could be our own fault as we allow any starting speed
> so when using vector missiles you suffer quickly from "arrive, fire
> missiles, kill enemy at other end of the board, leave". I'll be keen
> to hear if you don't suffer from that.
> 

Well, we have played several games with our variant.
http://lists.firedrake.org/gzg/200312/msg00482.html

With the discussions about missiles and FB3 beta, I have some
conclusions to report.

Setup conditions:

We use a 4'x6' table, which we allow to scroll/float as needed.

All games with cinematic movement, as I have no oppenents interested in
playing vector.  :(

We used 1 MU = 0.5" with starting speeds >25 and 1 MU = 0.5" with
starting speeds <15.  Never started at greater than 35.

All setups were with forces in adjacent corners of the long table edge
initially on parallel courses, so either 65+ or 130+ MU apart ( 5'+ ),
broadside to broadside.

Smallest games were 4 medium or 4 capital ships on a side, largest was
2 squadrons of 4 capitals with 16 escorts each side, total: 16
capitals, 32 escorts in game.

In each game, both sides used SMs.  Capitals were generally BBG or BG,
TMF 250-300; escorts evenly divided between large and medium sizes, TMF
80-120.

Capitals had 2-8 launchers each, escorts 2-4.

What we found was that the effect was about right for what we wanted,
but the multi-turn SMs slowed the game down a LOT.  Perhaps as much as
2-3 times what it takes for a similar sized game.  It might be OK for a
PBEM or computer supported game, but for gaming in person with
miniatures it ended up being too much.

Additionally, we agreed that it was too easy to get volleys within 3 MU
of the target.

So we made a few revisions:

Definitions:
Salvo - all of the missiles from a single launcher.
Volley - all of the salvo's from a single ship directed at a single
target.

The missiles are launched after orders are written but before ships are
moved.	All of the missiles launched from a single ship against a
single target ship count as a single volley and are represented on the
board by a single counter, even if it contains salvos from several
launchers on the same ship.  Exception: a ship may launch more than one
volley at a single target if the launchers in question can launch
salvos at a given target but they cannot be placed together on the
table.

The volley counter is placed 6 MU from the launching ship, facing
directly away from the launching ship, anywhere within the launcher's
firing arc as long as the target ship is within the volley's front 120
degree arc, which represents the "sensor basket".  On a piece of paper
record each volley's ID, target, and speed.

Standard salvo missiles have a movement equal to 36 MU + part of the
launching ship's V.  SMs last 1 turn only.  If they do not reach their
target by the end of the turn, they are removed from the table.

Missiles launched into the F arc have Movement [M] equal to launching
ship's velocity [V] plus 36 MU.  Thus M = V + 36

Missiles launched into the FS or FP arcs have M = 1/2(V) + 36

Missiles launched into the AS or AP arcs have M = 36 - 1/2(V)

Missiles launched into the aft arc have M = 36 - V

We have not used any ships with missiles bearing into the aft arc, but
we see some possible problems with this M formula for the A arc.
UNTESTED OPTION for missiles launched into aft arc: when it comes time
to move the missile, move it on the launching vessel's initial V &
heading (as if coasting like vector movement), then move from there at
M = 36.

Missiles move after all ships have moved but before fighters move (FB
fighter secondary move).  After each full 6 MU moved, the volley may
alter course up to 15 degrees for no cost.  Each such course change may
be increased up to 15 degrees to a total of 30 degrees per course
change for a cost of 2 MU of movement per increased course change. 
Course changes may be made at the player's (seeker AI's) discretion
within these limits.

If the volley closes to within 6 MU of the target, it may make
additional attack course changes of up to 15 degrees each, 1 such
course change per 1 MU traveled, at a cost of 2 MU movement per course
change.  Volleys which come within 1 MU of their target may expend any
remaining movement on course changes at a rate of 15 degrees per 3 MU
remaining.

We use a turn gauge based on one from B5:FA which has 15 degree
increments marked around the outer edge and a 12-point cut-out for hex
bases.

Volleys within 1 MU of their target may attack their target during the
ordnance attack phase.

Anti-missile fire from ships and fighters happens as per normal rules. 
ADFC and non-escorting fighter attacks happen before missile to-hit
rolls, while PD and escorting fighter attacks happen after.

In order to attack the target ship, the missile volley must be within 1
MU (they moved after the ships, remember?).  Each missile rolls one die
to hit.  The number required depends on the position of the target
relative to the missile volley.

Target in front 2 degree arc: 1+
Target in front 30 degree arc: 2+
Target in front 60 degree arc: 3+
Target in front 90 degree arc: 4+
Target in front 120 degree arc: 5+
Target in front 150 degree arc: 6+

We use an integrated system of Stealth Hull, ECM, Sensor and FCS
levels.  We assume standard FB military designs have Standard (Level 2)
Stealth and ECM systems, fleet auxiliaries have Basic (level 1) Stealth
and ECM systems and Civilian ships have no Stealth or ECM (level 0). 
We assume that the standard FT rules for FB systems like beams,
p-torps, k-guns, etc. reflect targets that have Lvl 2 ECM and Stealth. 
For each level of Stealth and/or ECM above Standard (Enhanced,
Superior), the missile suffers a cumulative -1 to its roll.  For each
level of Stealth and/or ECM below Standard (Basic, None), the missile
gets a cumulative +1.

Damage is resolved as normal for SMs.

Options:
Standard missiles may be made Extended Range (+12 MU Movement) by
reducing the warhead to 1d3 (Light).
Standard missiles may be made Long Range (+24 MU Movement) by reducing
the warhead to 1 point (Mini).

Standard missiles may have Heavy warheads (+1d6 damage dice each) by
reducing base Movement from 36 to 24.
Standard missiles may have Extra Heavy warheads (+2d6 damage dice each)
by reducing base Movement from 36 to 12.

1-arc launchers are available (vertical launch tubes rather than a
turreted launcher) for 2 MASS & 6 pts.
5-arc launchers are available for 4 MASS & 12 points

UNTESTED OPTION: Allow the missiles to continue into additional game
turns, coasting in a straight line at constant speed.  Attack any enemy
ships which come within range (1 MU) and sensor basket (120 degrees). 
Missiles with dead drives attack at -1 to their to-hit roll.

UNTESTED OPTION for vector movement: the missile volley coasts on the
launch ship's initial velocity and heading, then maneuvers as described
above with its base Movement.  Or coasts 1/2 V(s) on H(i), use 1/2
Movement, coast 2nd 1/2 V(s) on H(i), use 2nd 1/2 Movement.  Vector
players would have to test this out.

We have tried this revision twice and it has worked really well so far.

J

PS: Beth, from your question, I get the impression that you set up with
opposing ships facing each other starting from opposite table edges. 
This would probably give dramatically differing results from what we
got since we use converging-course engagements rather than
reciprocal-course or intercepting-course engagements. 

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