On 5/24/07, James Austin <james@xxxxxxxxxxxxxxxx> wrote:
Well, I've spent the last couple of days reading some of the archives for this list, as well as reading through all the rules for FT and DS in detail, and now I've got a few questions for everybody if thats ok.
Fire away! (but of course Brendan already answered most of them :-) ).
But first up, I didn't mention last time about me. I'm a computer science student in Dunedin, New Zealand. I'm also a recently commissioned Territorial Force officer in the NZ army. Like I said, I'm new to tabletop gaming in general.
I said I had questions. In no particular order:
I havn't seen any reference to missiles (ie single shot missiles as decribed in More Thrust) in any of the canon ship designs in either of the fleet books. Only salvo missiles. In the desription of Salvo missiles in FB1, it doesn't seem to be saying that the intention was to replace the old style missiles, and yet they seem to have done so. Am I missing something?
You're not missing anything yet. The heavy missiles as outlined in MT are of the 2nd edition Full Thrust rules, whereas the Fleetbooks are of edition 2.5 (meant to be a bridge between the 2nd ed rules and the to-be-published 3rd edition rules; these are slowly being worked on as I type ;-) ). I *think* the current publicly available beta test rules for the heavy missiles can be found at the bottom of this page here:
http://mysite.verizon.net/laserlight/ft/if.htmThe heavy missile rules are currently being worked over in the playtest group to try and get them to fit into the FT3 rules. They may or may not fully resemble what is in the beta test rules right now.
In Fullthrust, are hangar bays and fighter bays effectively the same thing, or or they distinct? ie if a ship were to carry interface craft and fighters would it need seperate bays? Perhaps each fighter wing needs it own bay? Or maybe a ship just needs a certain amount of mass dedicated to space for bays and its all just one big hangar? I'm sorry but I cant quite wrap my head around bays in general. Anyone care to clear things up for me?
I think Brendan did this okay. Anything more I would add would be redundant.
One thing that I found unclear for Dirtside II was the rules for infantry firing upon vehicles. Do they still need to test for effective fire as described in the rules for infantry firefights? (It is a different situation when you're firing a missile at a tank
3.6km away than when you're enaging infantry at say 500m.) I'm guessing that IAVR shots are affected by checks for effective fire.
On that topic, do manpad LAD and mortars need to make effectiveness checks as well?
Wow, I've been looking at the playtest DS3 rules for so long, I've forgotten how much of DS2 works! Let me look this one up (but if Oerjan pipes in and contradicts *any*thing I say, go with his thoughts - of course, he's nowhere near a computer at the moment, so it may not be until next week before he chimes in ;-) ).
But yes, you need to still test for effective fire if you want your infantry unit to fire on a vehicle.
Man-packed mortars I would treat as 'standard' artillery. I could be wrong in how to handle that, though; I've actually never played with man-packed mortars (or LADs).
Well I think thats all the queries I have about the rules for now. However, I've still a couple more questions.
I've only read the rules for Dirtside and Full Thrust (ie the downloadable rules books) but can anyone suggest to me whether Stargrunt or Dirtside would be better as ground combat rules to interface with Full Thrust? This is the type of situation that most interests me right now: Multi battle scenarios involving invasions of planets, including the naval (space) battle to breach system defences followed by planetary invasions.
As Brendan mentioned, you can do crossovers, but you need to decide on scale for each if you want direct crossovers. Either SGII or DSII will work with FT for crossover games. I know people who have run FT games at local conventions with a boarding action SGII game immediately following the FT game (or happening concurrent to the FT game; requires two gamemasters to work really closely and well together, as events in one game might have effects in the other).
Some years ago a few guys (Los, Magic, Kr'rt) who are infrequently here (again, due to Work and Life) did a campaign game that involved FT, DSII and SGII. They wrote up the "Rot Hafen" saga as a result of their gaming. The original story webpages are gone, but others have salvaged them and reposted (I grabbed my copy and put it into a word doc). If you want, you can read it here:
http://www.cygnusx1.info/scifi/rothafen1.htmlIt's a pretty good story.
Before you jump on to suggest I should start small, well I will obviously have to do so to start with. But I do also intend to write game software with the purpose of from speeding the game (by doing calculations on a nearby laptop say), to possibly computerising the whole thing.
Full Thrust has been more or less recreated (more or less ;-) ) into FTJava, an online PBEM game. You can play 'live' from here:
http://home.nycap.rr.com/davisje/ftjava/index.htmlI used to play a fair bit, but then Life and Work took over my time to the point I haven't had any time to even look at the latest updates they've made. :-(
Finally, I've had no luck finding any locals who are into this, so if anyone on this list is in or knows of anyone in my area who plays any GZG games I'd like to get in touch.
Try here:
http://www.bcpl.net/~indy/full-thrust/location.htmlI maintain this webpage of players, but I cannot guarantee that the information is up-to-date if the people who originally furnished me their data have moved/changed emails w/out letting me know, or have dropped out of gaming altogether. The data is only as good as the input I receive.
Hope this is of some help!
Mk