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Re: FMAS Aircraft Rules

From: John Leary via Gzg <gzg@f...>
Date: Mon, 25 Jan 2016 17:59:28 +0000 (UTC)
Subject: Re: FMAS Aircraft Rules

Hi,Suggestion:Dropping the radar guided missiles from a tactical game is
worth consideration.These missiles have a range of up to 100 miles.
Bye for now,John L.<IO


    On Monday, January 25, 2016 7:34 AM, martin connell
<mxconnell@optonline.net> wrote:


 Sounds like fun Damo. Gives me a couple ideas to add to the game Steve
and I are working on.A couple of thoughts - Therules themselves are
stupid easy (probably too easy) but generally work likethis - I'd like
to get them into a state where I can hand out a QRS and getplaying:
1)Purely 2d. Makes sense. I have seen some rules lately the simplify to
“High”, “Medium”,and “Low” but I don’t see it delivering
enough value in this type of game. 2)Aircraft are rated with a min speed
and max speed.  Min is generally3" while Max is related to Mach number
e.g. Mach 2.2 = 22", Mach 1.6= 16", etc.  Aircraft will have two
ratings to game their ability tospeed up or slow down. 3)Aircraft will
have a turn rating but it is a function of the aircraft's speedvs. any
inherient quality of the aircraft in question (yeah yeah....). The
higher the aircraft's speed the longer the aircraft has to move before a
60degree rotation is allowed.  After moving a certain distance the
aircraftwill be allowed one 60 degree rotation left or right.  Carry
over offractional distances is allowed from turn to turn. 60 degrees
seem rather course – why not go with a clock face (30degrees) ala FT.
or are you playing this on a hex grid and I missed that... 4) Missiles
will generically be Heat Seaking orRadar Homing.  They will be treated
like aircraft but their turn ratingwill be one higher than an aircraft
of the same speed.  Aircraft movebefore Missiles. 5)Each pilot will
have a quality and motivation.  Some aircraft will haveguns.  Standard
FMAS stats here (impact and firepower).  Aircrafthave a structure
rating for damage rolls.  A generic "defenses"rating for ECM and the
like.  Aircraft will carry chaff and flares whichthe player can dump to
modify the incoming missile rolls a bit.  Pilotscan also conduct
"defensive maneuvers" that will dump speed equal totheir motivation
rating (mot 3 = losing 3" of movement) but allows for apositive shift in
their quality roll for defensive purposes. You may be able to handle a
pilot skill roll as well. Hi G maneuversincrease defense but could
result in short term black out. If you black outyour next turn will be a
random selection from D6 standard moves: 1) flystraight at last speed 2)
straight at half speed 3) tight turn… etc. 6)Players will alternate
activations.  Tailed aircraft must be activatedbefore non-tailed
aircraft.   7)Each activation allows for two actions.  One action
must be used formovement.  The other action for combat or other
non-combat actions allowedby the scenario.  For a movement action the
player first adjusts theirspeed and then conducts movement.  For a
combat action the player choosesbetween a missile launch or guns.  IR
missiles can only be fired bytailing aircraft (basically) while RH
missiles can be fired from all aspects. 8)There will be a very small
handful of special maneuvers that will allow wildmaneuvering while
dumping some speed.  Assuming the pilot makes a goodmotivation check. 
If they fail the motivation check they dump speed butwill not be able to
change direction.  Folks who decide to go Guns on themmay get a +1
shift.   ...there'smore but not much more...but the above captures the
general idea. You may want to add something like hero points like Steve
and Ioften do. Gives a chance for amazing story telling, unique events
within simplerules, etc. just a thought.Martin

On Mon, Jan 25, 2016 at 07:53 AM, Douglas Evans wrote:

Does this have anything to do with the attempt you made to fighter-bash
FT?    Is the 'inherent quality' going to be some modifier to the
distance-before-turn?    'Carry over of fractional distances is allowed
from turn to turn.' Have any fancy mechanism to simplify the
book-keeping?    Once again, any con outside of the heartland is
looking unlikely, but interested to hear more of your plans.    Doug 
  From: Gzg [mailto:gzg-bounces@firedrake.org]On Behalf Of Damond
Walker
Sent: Sunday, January 24, 2016 2:31 PM
To: gzg@firedrake.org
Subject: FMAS Aircraft Rules    I'm toying with some aircraft rules for
ECC using FMAS mechanics. The rules themselves are stupid easy (probably
too easy) but generally work like this - I'd like to get them into a
state where I can hand out a QRS and get playing: 1) Purely 2d. 
2) Aircraft are rated with a min speed and max speed.  Min is generally
3" while Max is related to Mach number e.g. Mach 2.2 = 22", Mach 1.6 =
16", etc.  Aircraft will have two ratings to game their ability to
speed up or slow down. 3) Aircraft will have a turn rating but it is a
function of the aircraft's speed vs. any inherient quality of the
aircraft in question (yeah yeah....).  The higher the aircraft's speed
the longer the aircraft has to move before a 60 degree rotation is
allowed.  After moving a certain distance the aircraft will be allowed
one 60 degree rotation left or right.  Carry over of fractional
distances is allowed from turn to turn. 4) Missiles will generically be
Heat Seaking or Radar Homing.  They will be treated like aircraft but
their turn rating will be one higher than an aircraft of the same
speed.  Aircraft move before Missiles. 5) Each pilot will have a
quality and motivation.  Some aircraft will have guns.  Standard FMAS
stats here (impact and firepower).  Aircraft have a structure rating
for damage rolls.  A generic "defenses" rating for ECM and the like. 
Aircraft will carry chaff and flares which the player can dump to modify
the incoming missile rolls a bit.  Pilots can also conduct "defensive
maneuvers" that will dump speed equal to their motivation rating (mot 3
= losing 3" of movement) but allows for a positive shift in their
quality roll for defensive purposes.  6) Players will alternate
activations.  Tailed aircraft must be activated before non-tailed
aircraft.     7) Each activation allows for two actions.  One action
must be used for movement.  The other action for combat or other
non-combat actions allowed by the scenario.  For a movement action the
player first adjusts their speed and then conducts movement.  For a
combat action the player chooses between a missile launch or guns.  IR
missiles can only be fired by tailing aircraft (basically) while RH
missiles can be fired from all aspects. 8) There will be a very small
handful of special maneuvers that will allow wild maneuvering while
dumping some speed.  Assuming the pilot makes a good motivation
check.  If they fail the motivation check they dump speed but will not
be able to change direction.  Folks who decide to go Guns on them may
get a +1 shift.    ...there's more but not much more...but the above
captures the general idea. Damo    



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