GZG List archives -- June 2006

Number 43 of 214 messages in this Archive
[Date Prev] Main Index [Date Next]
[Thread Prev] Thread Index [Thread Next]

[GZG] Heavy missile questions.



Thanks for the interesting responses.

>>>>is your design more appropriate to 2.5 or beta 3?<<<<

As I said in my original note, we're working with 2.5, and I'm just trying to resolve the issues arising from the collective amnesia about heavy missiles that apparently afflicted FT between MT and FB1 :)

>>>>I predict, though, that you'll find the HMs feel more like launching a couple of Exocets instead of the "six HUNDRED missiles" that Weber is enamoured of.<<<<

Heh... I think David Weber puts an extra zero or two on the end of every number, whether it's vessel length, fleet size, missile salvos or whatever. We have no intention of trying to simulate the "HH Hailstorm (TM)" of missiles; it's just the idea of long range heavy missiles that seems to have fired my young captains' imagination.

>>>>see if the heavy missile rules listed at the bottom of http:// mysite.verizon.net/laserlight/ft/if.htm help<<<<

They are definitely helpful. If this is the likely FT3 direction, I think that's what we'll go with, but on first reading:

1. The movement system makes sense, giving the missile the "element of surprise" in its launch move, but allowing fighter interception thereafter.

2. The EMP warhead version seems pointless. With only one endurance point, it presumably has a range of 18mu, while costing 2 mass and 6 points. A Class 2 EMP Beam battery apparently costs the same, has a longer range, has higher damage potential with re-rolls, AND can fire more than once per game. Or am I missing something?

It also seems a pity that the "EMP Beam mechanism" makes PDS immune from damage. I was toying with the idea of using EMP warheads as ARMs to push back a target's point defence, but that is obviously precluded. We haven't played with EMP weapons yet, but making anti- ship weapon FCS vulnerable to EMP while the FCS built into PDS is immune seems a bit arbitrary and "gamey".

3. We haven't played any of the alien races yet, so maybe I'm missing something, but I'm not generally keen on one-shot guaranteed-kill weapons such as the Kra'Vak Scattergun PDS appears to be against an incoming missile. On the other hand, those Scatterguns *are* single- shot weapons, so it might be tactically interesting to burn them off with salvos of missiles before attacking with fighters. I'm not sure how easy it would be actually to hit a KV ship in the first place though....

4. The Misericorde version could ruin your whole day :)

Best regards, Robert Bryett
rbryett@xxxxxxxx



_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l




  • Prev by Date: Re: Revised Missiles (long) was Re: [GZG] Heavy missile questions.
  • Next by Date: RE: [GZG]Heavymissilequestions. [SEC=UNCLASSIFIED]

  • Previous by thread: Re: Re: [GZG] Heavy missile questions.
  • Next by thread: [GZG] KublaCon 2006 After Action Report: StarGrunt II Scenario Kill the King! / Save the King!

  • Main Index | Thread Index | Author Index | Archive Index

    roger@nospam.firedrake.org
    Generated: Sat Jul 01 01:07:32 GMT 2006