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Re: FMAS Aircraft Rules

From: Damond <damosan@g...>
Date: Mon, 25 Jan 2016 13:47:59 -0500
Subject: Re: FMAS Aircraft Rules

On a regular table I'd agree with you but the ECC tables are huge. That
said the scenario ROE will preclude the Phantoms from throwing radar
guided missiles ... at least initially. 

D.

Sent from my iPhone

> On Jan 25, 2016, at 12:59 PM, John Leary via Gzg <gzg@firedrake.org>
wrote:
> 
> 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 -
> 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.
> 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
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.
> 60 degrees seem rather course – why not go with a clock face (30
degrees) ala FT. or are you playing this on a hex grid and I missed
that...
> 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.
> You may be able to handle a pilot skill roll as well. Hi G maneuvers
increase defense but could result in short term black out. If you black
out your next turn will be a random selection from D6 standard moves: 1)
fly straight at last speed 2) straight at half speed 3) tight turn…
etc.
> 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.
> You may want to add something like hero points like Steve and I often
do. Gives a chance for amazing story telling, unique events within
simple rules, 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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