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Re: Missile Arrays

From: Ground Zero Games <jon@g...>
Date: Thu, 1 Mar 2012 09:56:07 +0000
Subject: Re: Missile Arrays

>textfilter: chose text/plain from a multipart/alternative
>
>Missile Arrays [used by Tauri in Stargate FT adaption]
>
>Mass: 1 mass/2 missile tubes (array size is measured in tubes)
>Cost: 2/mass
>Range: 30"
>Arcs: all (360 degree, homing)
>Damage: 1 pt per missile
>Mechanics:
>- Does not require launch during ordinance launch (does not have a
placed
>marker)
>- Launch is indicated during 'fighter and missile attack allocation' 
(this
>allows engagement by screening fighters or PDS)
>- During launch, missile array salvo should place a marker at the
target
>ship or otherwise indicate to target ship's player that a missile salvo
is
>targetted there and how big the salvo is (a salvo from an array is of
array
>size or half array size after 1 threshold)
>- Missile count is based on mass of array and is halved at the first
>threshold
>- If not shot down, missiles will hit target (not like unreliable SM
>targeting) doing 1 point per missile
>- Missile array has no ammunition limitation
>- Missile array requires a working FC to target but may share that FC
with
>other weapons targeting the same target
>- Fighters screening a ship may engage missile array as per SM
engagement
>by fighters
>- Fighters in open space may not engage the missile array projectiles -
>they move fast and are many and are resolved more like a direct fire
system
>
>I used this at ECC to simulate the SSN/SSBN like missle arrays the
Tauri
>ships had. The defending ships had to decide to use fighters (or not)
to
>screen their ships or devote their beams to engage the incoming
missiles.
>
>The damage is a lot lower than an SM's on average and definitely
maximum,
>but it is continous (no ammo), doesn't miss like SMs (not targeting,
>missing marker placement), and it has a 30" range.
>
>This is essentially a direct fire solution for missiles. It probably
>ignores some alien weapons like PBLs or shrouds (or at least, I haven't
had
>to consider how to deal with them) and their effect on missiles so in
that
>sense, it operates more like a K-gun or other high velocity kinetic.
>
>Comments?
>Opinions on cost?
>Suggestions on additions to cover other systems that should be
considered
>as defenses/counters?

How well did this work out in practice in the game, Tom?
My immediate reservation is that it's an "auto hit" weapon (well, OK, 
an "auto hit unless defended against", to be more exact) which is 
something I'd generally tried to steer clear of in FT.
How much do you think it would alter things if, for example, each 
missile getting through the defences did 1 "beam die" of damage (ie: 
0, 1 or 2 points) rather than just an automatic 1 point?

Jon (GZG)

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