Proto SG2 campaign system
From: Andy Cowell <andy@c...>
Date: Wed, 27 Dec 2000 00:44:49 -0600
Subject: Proto SG2 campaign system
Ugh. I just got done typing up some notes for a company level SG2
campaign system. It's very raw-- I haven't even gone back over it
yet, but I think you can get the general idea. Let me know what you
think. There are lots of bells and whistles, but I was trying to keep
it simple by getting the framework in place with a basic infantry
company.
http://www.cowell.org/~andy/min/sg2/sg2cam.pdf
PS: I can't find my DS2 rules. What's the approximate range for
Rocket Assisted Mortars?
PPS: I forgot to add, reinforcements proceed as a unit from your table
edge to the company command unit, and from there to their platoons.
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Date: Tue, 26 Dec 2000 23:46:30 -0800
From: Jaime Tiampo <fugu@spikyfishthing.com>
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Glenn M Wilson wrote:
> >
> >Can't help you too much there. I play with ships that I've created
> >myself. I find the FB 1/2 ships to be lacking. We play with purely
> >vector movment and the ships in the books are designed for both
vector
> >and cinimatic which compromises them a bit.
> >
> Okay, I'm extremely green - tell me how this works, please?
How what works? Vector? Cinimatic? Building your own ships?
> >What I run for a fleet is a Super Dreadnoughts a few BBs a couple of
> >cruisers and a bunch of destroyers. I find ships larger then a
frigate
> >but smaller then a heavy cruiser aren't usually worth the points.
>
> Hmmm, Maybe the original use of such ships wasn't in fleet actions
at
> all just because of this. Didn't Light Cruisers in WW1 and WW2 tend
to
> stay far away from "Big Bad BB's" because of that reason? Maybe Light
> Cruisers should be used as per past historical actions (IIRC) in small
> actions and screening prior to heavies duke-ing it out? Wish I was
more
> knowledgable about historical naval practices...
Cruisers stayed away from BB fleets because they didn't have the armour
to protect them from the heavy shells the BBs fired, so I guess it is
close to the FT reason. If you want or need to make a light cruiser, I'd
go with an MT cruiser with some PD and maybe some neddle beams, but only
if it's going to be part of a larger, rounded fleet. That kind of ship
by itself isn't very effective by itself. Perhaps 2 MT missiles and then
1 class 3 a few class 2s and PDs.
> I did not understand the example in FT/2nd that shows "Carriers"
having
> "C" class guns... Wouldn't it be better to have larger guns "BB" types
> for that and stick to PDAF/ADAF weaponry plus screens?
The ships in FT/2ndEd are kinda weak in design. Check out Fleet Book 1
for better ships. The design system changed and for the better :)
Designing ships is more a personal style of play and intended use of
ship equation. Decide how you want to use the ship, then specialise in
that niche. If you want an attack carrier, decrease the number of
fighter bays and increase the heavy weapons, if you want a fure fleet
carrier, pump up the fighter bays, decrease the heavy weapons and give
it some good PD.
My views for fleet carriers is to put a lot of PDs and class 1s. The
dual fire modes of the class 1s can be usefull since it gives you
alimited offensive punch. If you're running fleet carriers most people
will ignore them as a target for awhile since by themselves they really
can't hurt anyone and the larger capital ships are much more an
immidiate threat. Sometimes putting 2 or so class 3s on a CV is usefull
as a harrassing unit :)
Additional construction advice is to make sure you have good armour and
shields. I put 1 shield on ships larger then a battle cruiser and 2 on
battle ships up.
> Well, my first and only FT experience has made me *very* missile
> conscious...
Yeah they're bastards in large numbers. Interceptor fighters and good
area defence helps.
> >Ship deployment is usually in a tight circle. This keeps the area
> >defences overlapped and keeps the ships close together allowing them
> >to
> >come into range at roughly the same time. For battles against Phalons
> >things get more tricky :)
> >
> Interesting deployment - runs directly counter to the spread out and
> flank them approach Mark uses...
>
A spread out approach devides your forces to much. I go for the
concetration of fire. Pick a target and fire at it till it's no longer a
threat and then move to the next target. Don't loose your plan by firing
at anything that causes you heavy damage. You're going to take
casualties but having concentration of fire is very important. If you
opponent bring his fleet in small groups instead of at a single time you
instantly outnumber his forces. Sure he has fresh ships coming in later
but you're causing a larger ratio of damage to him then he can to you.
It's basically like fighting several small battles with a large forse.
Best thing can do is use asteroids and other obsticals to separate his
sube fleets from each other and deal with them separately. If you're
playing with a lot of MT missiles, send them after his largest ships and
disable them as much as possible.
Jaime
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Date: Tue, 26 Dec 2000 23:59:20 -0800
From: Jaime Tiampo <fugu@spikyfishthing.com>
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Oerjan Ohlson wrote:
> Which makes the above-mentioned fleet composition sound a bit odd -
> destroyers are generally larger than frigates but smaller than heavy
> cruisers, yet Jaime uses a bunch of destroyers?
I ment larger then a destroyer :) Largest small ship I use is 32 mass
and the next one is up around 76 mass.
> Suggests that Jaime plays on a fixed-edge table or uses some sort of
> vector movement for the missiles. If you play on a floating
> ("unlimited") table with the MT missile rules published in MT (rather
> than one of the various house-rule FB conversions for MT missiles),
his
> opponents would be able to force him into close beam ranges to give
the
> missiles any chance of hitting simply by turning away. One of my
> opponents thought that massed MT missiles were a sure-fire way of
> winning... until my beam-armed fleet crushed his missile boats in four
> consecutive battles without my losing a single ship :-/
Yea we play on a static board, purely cause it's a pain in the ass to
move all the "scenery" around and we do use vector. Even with the
published rules (which are what we use) you can't get a vector ship to
manuever enough to dodge enough missiles. If you use cinimatic it's much
easier to dodge things. Vector makes area effect and target weapons very
powerful.
Jaime
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Date: Wed, 27 Dec 2000 00:03:04 -0800
From: Jaime Tiampo <fugu@spikyfishthing.com>
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Glenn M Wilson wrote:
> >the enemy. It's a sort of 'weave' tactic that has worked fairly
well,
> >and I've
> >used it to good effect with fleets ranging from my ESU to the Kra'vak
> >(which it
> >really works well with due to their high thrust and, more
importantly,
> >maneuverability) because what it does is to provide maximum coverage
> >of the
> >board and support for each of the elements. It also helps to ensure
> >that the
> >enemy will always be under my guns, instead of having to maneuver for
> >several
> >turns to get any shots. In addition, I've found that opponents tend
> >to focus on
> >smashing one element with the majority of their ships, leaving the
> >others free
> >to set up to munch their entire fleet while they're killing 1/3 of
> >mine.
> >
>
> Human nature, it's a constant...
Do you use cinimatic or vector? I find that splitting your fleet up is
the surest way of getting it killed in vector. Time and time has proven
it when the opposition fleet splits up my massed fleet always pummles it
with concentrated fire.
Jaime
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Subject: Re: Suggestions and Advice Solicited!
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From: "Glenn M Wilson" <triphibious@juno.com>
> >A good, balanced fleet could consist of:
> >50% Capital Ships
> >50% others
> >
> >Taking some examples:
> >NSL:
> >3 Maria Von Bergunds (or Richtofens)
> >3 Heavy Cruisers whose name I forget
> >6 Waldbergs, with maybe a few Waldburg Ms
> >2 Escort Cruisers, the light cruisers with ADAFs whose name I also
> >forget.
> >
>
> Are heavy cruisers in this example part of the 50% Capital ships? Or
is
> this 50% by "points" Can you tell i am extremely new at this? 8^(
In that case I envy you - you have a really, really good game you've not
gotten
into yet.
The 50% is "by points". A "Maria" is just over 400 pts, so 3 of em come
to
about 1250,
out of a total of 2750.
Heavy Cruisers are about 275 each, so 3 of em are just shy of another
850.
This leaves
about 700 - enough for a couple of Escort Cruisers at just short of 200
each, and a few
destroyers, frigates etc.