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Re: [GZG] Revised Salvo Missiles Update

From: "john tailby" <John_Tailby@x...>
Date: Tue, 20 Jun 2006 19:52:42 +1200
Subject: Re: [GZG] Revised Salvo Missiles Update


These rules just seem to make missiles a no brainier.

As soon as the enemy moves within 30" you salvo all your missiles. These
move to the target and then they hit on a 2+ after defensive fire.

Because these weapons fire after ship movement they work like plasma 
torpedos that can be shot down. (except they have better to hit scores
long ranges)

These weapons look very complicated. If you don't want the guess
of ordnance in FT then just use direct fire weapons.

If you want a composite weapon come up with something like "Rocket 
launcher". This could have range bands like a plasma torpedo and roll to
taking into account ECM instead of shields. The rockets could then do
damage and the defender could then use PDF to try and stop the rockets.

I can't see how your weapon proposal won't simply become the best direct

fire weapon in the game.

How has your playtesting gone with say a Richthofen class
a Roma class battlship?
In a quick simulation here's what it looks like happens. The 2 ships
(the FSE ship is the same speed and the NSE has overlapping front arc 
weapons). Inside 30" the FSE ship fires 2 salvoes into one volley at the

target. There are 12 missiles, each has only used 5 points of endurance
PDF suffers a -1 DRM. The PDF kills 2 missiles and another 2 miss on a
The NSE ship takes 8D6 damage, average 28 points.and loses 3 rows of
In return the NSE ship inflicts 4 points of damage with it's beam 3

At this point the NSE ship is crippled most of its systems are offline
the most difficult decision the FSE ship has is weather to use another 
missile salvo from close range or close and kill the enemy ship with

If this is how you want to play why would you not jsut pack ships full
missiles and antimissile systems.

I'd certainly like to use these rules with anti matter torpedos.


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