Re: [GZG] Monster ships
From: John Tailby <john_tailby@x...>
Date: Mon, 11 Jan 2010 19:00:18 -0800 (PST)
Subject: Re: [GZG] Monster ships
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Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lWe found it too
powerful with heavy missiles to have them only killed by point defences
on a 6. A 100 mass battlecruiser in a missile based fleet could easily
have 10+ missiles and would only need 3-4 hits to kill an opposing ship
of equal mass. Unless you run ships with masses of point defence and
engines the missiles will always find their target given the can
potentially have several goes to aquire their targets.
Also we don't play with the standard heavy missiles having the capabilty
to choose targets. Again we found that to be too good and too far ahead
of salvo missiles.
It gets very hard to talk about the game and experiences when different
gaming groups are running different versions of the game and different
rule sets.
We don't require missiles to use fire controls individually maybe that's
you limiting factor.
Not really sure what you mean by banzi jammers and it depends on your
rules about mixed and on table hyperspace assaults. We don't allow mixed
on table and hyper assault games because it makes it too easy to just
jump accross the table and do you might as well equip all ships with
close range weapons if you can tactical jump.
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From: Eric Foley <stiltman@teleport.com>
To: gzg-l@mail.csua.berkeley.edu
Sent: Tue, 12 January, 2010 2:58:27 PM
Subject: Re: [GZG] Monster ships
Yeah, I've been somewhat pondering what to do with this. On the one
hand, I think it's not a bad idea to treat MT missiles sort of like
plasma bolts for point defense fire, because if you treat them the same
as individual salvo missiles then they get a little _too_ easy to shoot
down and they'll have no effectiveness at all. At the same time, I
think it's a good idea to let fighters shoot at them as well, which
wasn't possible in More Thrust. We wound requiring each MT missile to
use an individual fire control partly because of this. Area defense
got a lot better in the fleet books, though, although we wound up mostly
using salvoes in the old group.
Resupply for missile ships and carriers is a potential issue, but a lot
of this depends on how easy you make it to resupply them. The decoy
drones aren't going to work very long if the other side's even the
slightest bit balanced or inventive, though. Even if there's way too
many of them to ever reasonably shoot them all with conventional beam
support, it's still so easy to just send a similar swarm of drones into
the midst of the banzai jammers and FTL bomb the lot of them, even if
you don't feel like actually arming them. Different variants of this
can pretty much trash anything that tries to exploit the design rules
with 1 hull point, really. Take a few scatterguns and ruin soap
bubble carriers too, for instance.
There's really a lot of different things that can work in battles if
you've got the logistics to support it, though, but you usually have to
have at least a semi-credible Plan B for it to work. Good carriers and
missile ships still usually need to keep it semi-honest with beams or
K-guns at some point, because sometimes it takes a lot of work to get
through point defense.
E
-----Original Message-----
>From: John Tailby
>Sent: Jan 11, 2010 11:37 AM
>To: gzg-l@mail.csua.berkeley.edu
>Subject: Re: [GZG] Monster ships
>
>
>Charles
>
>Our gaming group dropped the penalty to PDS hitting the MT missiles a
long time ago. A couple of players made fleets whose doctrine was
Missiles, Beam 2 and PDS, very like a modern naval fleet. With the
increased protection agaisnt PDS fire they were a very superior weapon
system especially when compared to Salvo missile weapons.
>
>Unfortunately massed missiles and fighter squadrons make for a rather
boring game. The ships sit at opposite ends of the table and moves waves
of counters at each other.
>
>I agree that missile armed destroyers especially if equipped with
stealth technology to protect against long range sniping are pretty
effective strike ships
>
>