RE: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 17 Aug 2006 10:30:35 +1000
Subject: RE: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]
I'd treat the *boom* chit as normal (but maybe remove half of them from
the
bag).
Lucky hits against magazines etc are still possible; the main hull
compartmentalization is the leading issue of how to model (thinking some
more, maybe size 10 hull sections to show compartments - but then
mobility
damage etc needs some thinking about).
Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/
> -----Original Message-----
> From: Roger Books
> Sent: Thursday, August 17, 2006 10:24 AM
> Subject: Re: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]
>
> How would you deal with a BOOM chit?
>
> I'd run FT movement and weapon arcs and use the rest of the
> combat from DS.
> One good missile strike can cripple a carrier. If I wanted
> survivability I'd raise the armour.
>
> Roger
>
>
> On 8/16/06, Robertson, Brendan <Brendan.Robertson@dva.gov.au> wrote:
>
> I have seen many attempts over the years, none of them
> really succeeded on
> their own to get the right feel.
>
> My feeling is that modern naval combat really need a
> mix of both FT and DS.
> Movement from FT and a mixed DS/FT combat system.
>
> Example:
> Destroyer
> Mass 30 (= 30 total DS size)
> Size 15 Main Hull (1/2 total size) = motive system costs etc
> Size 5 Forward Turret (Superior FCS + 2 x Size 5 HVC)
> Size 5 Aft Missile Battery (ZAD + 3 x Sup Heavy missiles)
> Size 5 Helideck (Size 3 VTOL)
>
> Build each part as a separate DS vehicle. In combat,
> weapons can be
> targetted against each section.
> One option with the main hull is to divide it into size
> 5 sections and when
> more than half of them are destroyed, the ship sinks.
>
> This would give the right "feel" and should work from
> pre-dreadnought
> through to modern. Going to make for *very* expensive
> vehicles from a
> points POV, but that's just a scaling thing.
>
>
> Brendan
> 'Neath Southern Skies
> http://home.pacific.net.au/~southernsk/
>
> > -----Original Message-----
> > From: Damond Walker
> > Sent: Wednesday, August 16, 2006 10:10 PM
> > Subject: [GZG] [FT] Modern Naval?
> >
> > Hey All,
> >
> > I'm toying around with hacking together a version of FT for
> > use with Modern Naval gaming. Has anyone done anything along
> > these lines?
> >
> > The trouble, as I see it, is to come up with a model for the
> > BILLIONS of various radars and sonars used by naval forces
> > today. I want to keep things cinematic but I also want to
> > capture detection of opposing forces.
> >
> > I've thought about using an opposed roll. Once detected the
> > vessel stays detected throughout the game.
> >
> > OR there is the option of just BAGGING IT. Assume detection
> > and game on.
> >
> > Damo
>
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