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FT Competiton in Wollongong

From: "Geoffrey Stewart" <Geoffrey_Stewart@u...>
Date: Tue, 18 Feb 1997 18:11:52 -0500
Subject: FT Competiton in Wollongong

Hey Groovers!

I'll be running a FT competition in WOllongong This Easter, the details
follow:

_________________________________________________________________
FULL THRUST COMPETITION

WOLCON 97

WHEN	Easter Saturday and Sunday 29 & 30 March
WHERE	The Beaton Park Tennis Club, Wollongong
Sponsored by	<anyone interested?>

Full Thrust Wolcon 97

Introduction
The competition will be held on Saturday and Sunday, and on Monday we
will be
running demo games.  Tables and terrain will be available if people wish
to
play friendly games on Monday.
For further information contact Geoffrey Stewart: 
Telephone	(042) 299 367 (before 10 pm)
E-mail	Geoffrey_Stewart@uow.edu.au

Fleets
Only STANDARD SHIP designs will be used in the competition.
Players are to provide the following:
o	The Attack Fleet
	A fleet of 1800 points, chosen from List 1, with no more than
50%
	of points to be spent on any one class of ship.
o	The Defence Fleet
	A fleet of 1020 points, chosen from List 1 and/or 2, with no
more 
	than 50% of points to be spent on any one class of ship. Orbital
forts are a
	separate class of ships.
o	The Patrol Fleet
	A fleet of 800 points, chosen from List 1, with no ship to cost
more 
	than 100 points.
All fleets are to have the bases clearly marked or otherwise
distinctive,  so
opponents know if a ship is of Escort, Cruiser or Capital class.  

Battles
There will be four battles per day. There will be two planetary invasion
games, with players swapping, so each attacks and defends, two games
using the
Patrol Fleet, and four battles using the Attack Fleets under various
conditions.

Setup
Ship setup and starting velocities will be supplied for each battle.
Terrain,
such as asteroid belts, gas clouds and planets , will be preset. Special
conditions, such as solar flares, will also be specified.

Time
Each battle will run for two hours, plus or minus ten minutes,	except
the
last battle of the first day, and the first battle of the second day,
which
will run for one hour, plus or minus five minutes.  When time is called,
the
current turn shall be completed.

Notes on Rules For WOLCON
The following rule changes and options will be in force during the Full
Thrust
Competition at Wolcon 97.

Items from Book 1 NOT USED:
o	Sensors and Target Identification.  (Class of ship and all ship
damage will
be	visible to the opponent)

Items from Book 2 IN USE:
o	C batteries as anti fighter defence
o	Terrain effects (by scenario)
o	Damage control as per p21
o	Fighter Endurance
o	Advanced and Specialised Fighter types (fighter types cannot be
combined,	
ie a base of fighters can be Fast or Interceptors but not Fast
Interceptors)
o	Aces and Turkeys (optional, the player chooses)
o	Planets (by scenario)
o	Entering the table after battle has begun

Additional Notes
o	Ships leaving the table cannot return (including those who
misjump off
table)
o	Threshold tests shall be made openly so that both players know
what 
	system is being tested for and what damage was done
o	Fighters that spend a full turn on board a ship are assumed to
be fully
refuelled and rearmed, and can be relaunched.

Changed  Rules

Ramming
Ramming can only be attempted if the ship has been reduced to it's last
row of
hull boxes. Fighters may not ram.

New Rules

Gravity Sling
Any ship that has been in orbit around a planet may break orbit as a
gravity
sling. To do this it adds the orbit speed to it's starting speed and any
acceleration..
Example 1  A planet has an orbit speed of 12". A light cruiser in orbit
around
it could gravity sling, and achieve a speed of (12 starting speed  + 12
orbit
number + 6 drive) = 30!

Formations
o	Up to five(5) ships can be in a formation, each ship must be
within 4" of at
least two(2) other ships.
o	For the purposes of this calculation, an escort counts as one
ship, a
cruiser as two ships, and a capital as three ships.
o	Ships can either start the game in formation, or formate during
the game.
o	To formate, the ships must all be going the same velocity(ei
speed and
direction), and be within 4" of each other.
o	They move as a single ship, with all measurements from the
common centre,
therefore they must travel at the speed of the slowest ship.
o	A formation that goes into orbit forms up into line astern, with
the ships
touching tail to nose, if they break orbit, they do so line astern,
following
the lead ship
o	A formation fires as a single ship, ei at the same time and at
the same
target.
o	Each ship counts as an individual ship for initiative.
o	A ship in formation can "loan" an unused firecon to another ship
in the
formation that has lost theirs.
o	All ships in the formation pool their PDAF, so that any ship
that is
attacked may use up to all the pooled PDAF's, if desired.
o	In a formation only, an ADAF counts as three PDAF's.
o	Ships can break formation at any time, or ships can leave or be
added to the
formation at any time, provided the formating rules are obeyed. This is
specified at order writing time, and announced at the start of movement.
Example 1	Two(2)	corvettes and a battle cruiser are in formation.
They
would have available five(5) PDAF's, which could be allocated any way
desired
if one or more of the ships were attacked by fighters.
Example 2	After some battle damage,  the corvettes have lost their
firecons,
the battle cruiser could loan two(2) of it's firecons so the corvettes
could
shoot.

Close Escort
o	A fighter group may close escort a ship or formation, to do so
it is placed
in contact with the ship (or one of the ships), and announced that close
escort is occurring.
o	The ship, or formation, may not exceed the speed of the fighters
(12" or
18").
o	The ship, or formation, may not be attacked unless all the
escorting fighter
groups are engaged in dogfight.
o	Escorting fighters may not be shoot at a distance by other
fighters, they
must be engaged in dogfight.
o	Close escorting fighters may break escort at any time.

New Ship Types

Orbital Fort Class A	
Same as System Defence Cruiser without drives.	All batteries have 4
arcs.

Orbital Fort Class B		
Same as Superdreadnaught without drives, all batteries have 4 arcs.

Orbital Fort Class C		
Same as Fleet Carrier  without drives, all batteries have 4 arcs.

Victory Point Determination
The VP's for each ship are listed in the attachments.  Each time a full
row is
destroyed you receive the listed VP's, these are non cumulative. 
Partially
damaged rows are worth no VP's.

Example 1:
An escort cruiser is worth the following number of victory points -
15/30/45.
If it has taken one full row of damage it would be worth 15VP's
If it takes two full rows of damage it is worth 30VP's
If it is fully destroyed (all three rows) it is worth 45VP's.

Any ship that leaves the table is worth the points for the current
amount of
damage inflicted or half total points, whichever is greater.
Example 2:
A heavy cruiser is worth the following number of victory points -
20/40/63.
If it has taken no damage and leaves the table it would be worth 32VP's,
as
all fractions are to be rounded up, half of 63 is 32.
If the same ship leaves the table after taking 2 full rows of damage it
would
be worth 40VP's, as this is greater than half points.

If a player concedes, it is assumed for VP calculation that all of their
remaining ships have left the table and are worth the current damage
level or
half points, whichever is greater.
Destroyed fighters are also worth VP's.  A fighter that fails to return
to
it's parent ship is assumed to be destroyed.

Type 1 Ships

Ship Type	Points Cost	Victory Points

Courier 15	3

Strikeboat Bk2	26	0/4

Scout Ship	28	0/5

Lancer Bk2	39	0/6

Corvette	43	0/8

Frigate 65	5/14

Torpedo Destroyer Bk2	86	5/19

Destroyer	92	10/21

Super Destroyer Bk2	105	10/28

Needle Cruiser Bk2	187	10/25/41

Light Cruiser	190	10/25/39

Escort Cruiser	195	15/30/45

Strike Cruiser Bk2	198	15/30/50

Heavy Cruiser	238	20/40/63

Super Heavy Cruiser	267	25/50/75

Escort/Patrol Carrier Bk2	286	15/30/45/63

Battlecruiser	381	25/50/75/101

Battleship	447	30/60/90/123

Battledreadnought	431	35/70/110/147

Light Carrier	499	35/70/105/142

Superdreadnought	580	55/115/170/230

Fleet Carrier	687	50/100/150/202

Normal fighters 20	1 per fighter

Fast fighters	32	1.5 per fighter

Heavy fighters	32	1.5 per fighter

Interceptor fighters	32	1.5 per fighter

Attack fighters 26	1.5 per fighter

Long Range fighters	32	1.5 per fighter

Torpedo fighters	44	2 per fighter

Type 2 Ships
Ship Type	Points Cost	Victory Points

System Defence Ship	255	30/60/94

Orbital Fort Class A	203	30/60/94

Orbital Fort Class B	355	55/115/170/230

Orbital Fort Class C	397	50/100/150/202

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