GZG List archives -- July 2006

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Re: [GZG] Re: Full Thrust 2 questions



Adam Flynn asked:

1) Missles, as described in More Thurst, don't appear in the list of ship component icons in Fleet Book 1.

They are listed as "Missiles (MT type)" in the "Mass and Points Cost Table" on FB1 p.11, along with the other More Thrust systems (cloaking fields, reflex fields, ortillery etc.).


2) Can PDF fire be used to reduce the damage from a submunition pack? After all, these are described as rockets or missiles.

You mean "PDAF" (FT2 system) or "PDS" (FB1 system); "PDF" is an electronic file format, not a Full Thrust spaceship component. No, SubMunition Packs fire too many missiles for point defences to have any significant effect against them.


3) If a ship with an velocity of 7 is making a 1 point turn to starboard, do you round up or down when determining the half-way point of their movement to make the turn?

You don't round the movement distance at all, only the course change.

Essentially, does the turn occur at 3 or 4 inches along their current course? Or does it occur at 3.5 inches?

3.5 inches.

****
John Tailby replied to Jaime Tiempo:

As with all things, MT Missiles are something that requires moderation. If
you use 1 or 2 you might was well just aim them off the table. If you take
them in hoards they'll wipe out a fleet if the oposing fleet isn't design
to take them out.

Consider a simple purpose built Cruiser.
Cost: 270
TMF: 80
MD: 4
Hull: 24
FC: 1
MT Missiles: 15

15 Missiles require 30 PDS to take out.

Not exactly - if you assign 2 PDSs to each Heavy Missile, you will on average shoot down 75% of them... but the last 25% still get through.


Note however that the original question was about FT2 and MT, *not* about the Fleet Book rules. The original FT2 PDAF only hit MT missiles on a roll of '6', whereas the Fleet Book PDS hit them on '4' or better.

Each missile (if a standard unit) causes on average 7 points of damage.
That's 105 for the salvo.

Now in a game of 1500 points, you can take 5 of those, so 75 missiles
total, requiring 150 PDS to stop, causing 525 points of damage.

In your maths you have assumed that you can accurately guess the position of the enemy ship with all the missiles and that your damage is spread evenly though the enemy fleet.

Jaime also assumes that the defending PDS won't shoot down *any* of the incoming missiles. That sounds rather pessimistic to me :-/


****
>Granted that your plotting them all to hit the same target and they
>actually do.. With 1500 points, I am sure there is a DD or FF there that people
>use to soak up suck salvo missile bombardment..


Spread them out.

If you spread the MT missiles out enough to avoid risk overkilling small enemy escorts you virtually guarantee that some of your missiles will miss completely, and if the enemy doesn't have ADFCs on all ships you also maximise the number of defending PDSs. (If the enemy ships all have ADFCs they'll get to fire all their PDSs regardless of whether or not your missiles are spread out, of course.)


If you go whole hog into MT missiles you should be able
to whipe out just about all of the opposing fleet.

Soon after I bought MT, my local opponents at the time believed in this theory too. They reconsidered after a series of battles where their missile boats failed to inflict a single damage point on my beam-armed ships :-/ The updated Heavy Missiles are quite a bit harder to outmanoeuvre than the More Thrust version was, but no harder to outrun and easier to shoot down.


Best defence I've come up with is screening a bunch of banzai jammers a
good way ahead of the fleet with fighters then following the missiles in.

The best defence against MT/Heavy missiles launched from long range is to turn away and outrun them. If the missiles launch from *close* range, you want your BJs tucked in as close as possible to your real warships.


Regards,

Oerjan
oerjan.ariander@xxxxxxxxx

"Life is like a sewer.
 What you get out of it, depends on what you put into it."
-Hen3ry

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