Re: [FT] SML's and Banzai Jammers......
From: "Charles N. Choukalos" <chuckc@b...>
Date: Tue, 07 Dec 1999 09:24:38 -0500
Subject: Re: [FT] SML's and Banzai Jammers......
Alan,
Why not go with the simple rule of....
for each firecon on the SML firing ship... she can chose her target for
1
SML salvo. If the salvo is within 6" of the target ship after movement,
then
it is the target that is locked onto. So lets recap....
An FSE Jeraz could (assuming no damage) lock both of its SML's (from its
2 launchers) onto 1 or 2 targets of its choice (Written down or in our
case to speed up play balance we go with option 2 described below and
hence just allocate after ship movement ). So if you're flying one of
my
Free Cal Tex Kenedy class missle cruisers ( 4 SML launchers and only 1
firecon ...well, you can only lock 1 salvo onto 1 target of your choice
the other's act as normal ).
Thoughts/options:
(Idea): each fire con on firing ship allows you to lock onto 1 target
at
launch
if target is within 6", then you hit, otherwise the salvo
doesn't do
anything ( aka wasted... even if other targets are within 6" )
(Opt 2): as the original idea, but with a twist to speed up play and
keep
some
of us from delimbing others in our group. In this mode rather
then
write down the target we just count up the number of firecon's
on SML
equiped ships and we allocate that many total SML's on the
table
to
targets. Any other SML's act normally (aka closest target).
Note
though we do this "fast" aka no dilly dallying we don't allow
you to
measure other then yup this salvo is within 6" of this ship
ect...
(we use a template). That way there's no measuring and trying
to
optimise you're firing solution... we just wanted to represent
the
idea that a fleet of ships firing missles would be able to pass
control
back and forth and given what we can do now would just allow
targets
to be easily id'ed/painted/whatever... This is how we play.
It
works
quite well and keeps the rules lawyers at bay.
We've gone through quite an iteration in play. After a few lopsided SML
battles and a lot of SML equiped ships proving their various
vulnrabilities it was decided by our group that.
1. Fighters are generally better overall expendable munitions
(last longer, more multifacitited, no hit/miss deal... )
2. PDS and ADFC can eliminate much of the SML/fighter threat
3. Speed and manuverability can completely eliminate the SML threat and
do
an aweful lot to reduce/eliminate the fighter threat (Can still
escourt though )
4. Who wants to spend all the mass in SML's and then miss with all of
them and
have a handful of wimpy beams to shoot with... can you say toast for
your
fleet..... knew you could.
5. Its not realistic in a moderate+ sized fleet that there would be soo
many
scout ships (especially if they're nothing but ftl and drives!)
doesn't
make any sense. Ships should fit within a fleet doctrin that has a
balance
or focal point. If they're small ships they have to contribute
firepower
or something to the fleet. They also can't be an overly dominate %
of the
fleet's pts in less there's a reason
(1 exception: we have a campain... 1 player can't build
anything larger
then hull size 60. He tends to build "assult
scouts"
mass 14 sized ships ~50 pts/pop. They tend to
dominate
his fleet.... we allow this because it fits. )
Other then that I or another one of our players with a short fuse
and
Lots of muscle then mutters something about being needing a
punching
bag
ect... as we degenerate into a verision of Polish Full Thrust:
Kinda like
warfside polish poker but face hits are legal..... just kidding.
But the
majority of my group (3/4 players hate the munchkin approach and
just want
to have fun... we don't want any lopsided victories because of
balance
issues. We found our option 2 to be the best way to make SML's a
weapon
you'd want to put on your ships. So far we have the following
fleet
strategies...
(Cinematic movement. Decent size table... speeds range from 6" -> 24"
in
most of our games... every once in a while we play at 30+" speeds )
1. Beams & Screens (avg hull) fleets
2. Pulse Torps & scrn-1 + armor + strong hull (big ships only) fleets
3. SML's to the gills & weak hull + avg manver fleets
*Usually we do normal fleet book levels of pds/ship but add adfc to
anything
larger then a light cruiser (Great for SML/fighter defense)
*So far option 2 has been battling out with option 1 as the most common
it seems just when we're all ensconced in (2), we decide the ability to
hit
better at range pushes (1) ahead and then we flip around.
*We usually don't go all fighters. Usually only in larger fleet battles
do
we find fighters flying around and usually they stick to the fighting
escourts
(DD's go boom quick against 2 ftr groups). However the big guys
usually
have
too many pds and adfc pds that they're not worth targeting.
*option 3 is not all that common. Usually we start at speeds 12-16
range
or
so. If anyone is on option 3 then everyone usualy speeds up and trys
to
stay at range.
Anyway....... just some thoughts from our group. Give option 2 a try.
It makes SML's the way (we think) they should be.... nasty and visious
in
the right conditions for a couple o'rounds... then whoops.... you shot
your load you nasty boy... now time to squeal like a pig .........
Chuck