[
Costing Large vs. Small Ships
, PBeM Turn Sequence
, Simple Simon Sensors
, Fighter/Pilot Survival
,
The Karma Wheel
,
High Resolution FT
, SML/Fighter Speed Solution
]
Revised Costing: Replacing Basic Hull Cost=TMF equation with COST = (TMF^2)/100 | |||||||||
Carrier aternative: Cost Mass for Fighter bays as 1pt/Mass to avoid overpenalizing carriers. | |||||||||
Newcost | Carrier mod | ||||||||
Nationality | Class Name | Mass | Ftr Bays | NPV | NPV-R | NPV-RCV | %dif | ||
NAC | Harrison | 6 | 21 | 15 | -29% | ||||
Arapaho | 12 | 41 | 30 | -27% | |||||
Minerva | 16 | 61 | 48 | -21% | |||||
Tacoma | 24 | 81 | 63 | -22% | |||||
Ticonderoga | 30 | 100 | 79 | -21% | |||||
Huron | 50 | 167 | 142 | -15% | |||||
Furious | 64 | 219 | 196 | -11% | |||||
Vandenburg | 80 | 261 | 245 | -6% | |||||
Majestic | 106 | 358 | 364 | 2% | |||||
Victoria | 120 | 406 | 430 | 6% | |||||
Excalibur | 140 | 1 | 472 | 528 | 513 | 12% | 9% | ||
Valley Forge | 190 | 2 | 642 | 813 | 766 | 27% | 19% | ||
Inflexible | 140 | 4 | 483 | 539 | 487 | 12% | 1% | ||
Ark Royal | 200 | 6 | 690 | 890 | 757 | 29% | 10% | ||
NSL | Falke | 8 | 27 | 20 | -26% | ||||
Stroschen | 14 | 47 | 35 | -26% | |||||
Ehrenhold | 20 | 67 | 51 | -24% | |||||
Waldburg | 30 | 100 | 79 | -21% | |||||
Waldburg/M | 30 | 101 | 80 | -21% | |||||
Kronprinz Wilhelm | 48 | 161 | 136 | -16% | |||||
Radetsky | 58 | 195 | 171 | -12% | |||||
Markgraf | 82 | 271 | 256 | -6% | |||||
Maximilian | 100 | 333 | 333 | 0% | |||||
Richthofen | 104 | 351 | 355 | 1% | |||||
Maria Von Borgund | 120 | 414 | 438 | 6% | |||||
Szent Istvan | 150 | 1 | 500 | 575 | 558 | 15% | 12% | ||
Von Tegetthoff | 200 | 1 | 670 | 870 | 844 | 30% | 26% | ||
Der Theuerdank | 220 | 4 | 737 | 1001 | 892 | 36% | 21% | ||
FSE | Mistral | 8 | 28 | 21 | -25% | ||||
Athena | 14 | 48 | 36 | -25% | |||||
Ibiza | 18 | 61 | 46 | -25% | |||||
San Miguel | 34 | 112 | 90 | -20% | |||||
Trieste | 42 | 139 | 115 | -17% | |||||
Suffren | 54 | 181 | 156 | -14% | |||||
Milan | 62 | 206 | 182 | -12% | |||||
Jerez | 88 | 293 | 282 | -4% | |||||
Ypres | 96 | 318 | 314 | -1% | |||||
Roma | 110 | 377 | 388 | 3% | |||||
Bonaparte | 160 | 1 | 531 | 627 | 608 | 18% | 15% | ||
Foch | 250 | 3 | 855 | 1230 | 1129 | 44% | 32% | ||
Bologna | 170 | 4 | 580 | 699 | 626 | 21% | 8% | ||
Jeanne D'Arc | 280 | 7 | 955 | 1459 | 1209 | 53% | 27% | ||
ESU | Lenov | 6 | 21 | 15 | -29% | ||||
Nanuchka II | 14 | 48 | 36 | -25% | |||||
Novgorod | 22 | 73 | 56 | -23% | |||||
Warsaw | 28 | 93 | 73 | -22% | |||||
Volga | 34 | 115 | 93 | -19% | |||||
Tibet | 48 | 162 | 137 | -15% | |||||
Beijing/B | 60 | 201 | 177 | -12% | |||||
Gorshkov | 70 | 240 | 219 | -9% | |||||
Voroshilev | 78 | 262 | 245 | -6% | |||||
Manchuria | 94 | 312 | 306 | -2% | |||||
Petrograd | 116 | 386 | 405 | 5% | |||||
Rostov | 138 | 1 | 458 | 510 | 495 | 11% | 8% | ||
Tsiolkovsky | 150 | 4 | 512 | 587 | 528 | 15% | 3% | ||
Komarov | 220 | 1 | 751 | 1015 | 985 | 35% | 31% | ||
Konstantin | 240 | 6 | 842 | 1178 | 1002 | 40% | 19% |
Modified Turn Sequence:
1. Write Orders.
2. Damage Control
3. PDS Fire.
4. Fighter Fire.
5. Missile Fire (not launches).
6. Ship to Ship Attacks.
7. Fighter/Missile Launches.
8. Movement of Units (Ships, Fighters, Missiles, etc.)
9. Scanning.
Sensors operate on both Tactical and Strategic scales.
Tactical:
All sensors have three
tactical sensing range bands (SRBs). Information is additive as range decreases.
Special:
For
greater detail, think of increasing severity of injury with higher die numbers:
1: Pilot, Just a scratch or two
2: Pilot knocked around/ shaken up, but easily treatable. No down time.
3: Concussions, broken bones. Recovery in days/weeks.
4: Critical injuries but recoverable over time (weeks+)
5: Dead
6: No body recoverable.
Pilot and fighter survival is moot if no one stays around to recover/rescue, or if an enemy victor systematically wipes out cripples and escape pods.
Other
details:
Heavy fighters, Interceptors, Agile fighters get -1 to die roll for pilot
outcome only
Kravak anti-fighter weapons add + 1 to die roll, 7 counts as "Even" for
fighter survival
Plasma bolts add + 1 to die roll, 7 counts as "Even" for fighter survival
The Karma Wheel - Each side in a conflict may modify a single die roll of theirs by +1, or a single die roll of the opponents by -1. Sixes produced by Karma count as "Natural" for reroll purposes. Natural sixes reduced to fives count as fives. Karma is determined at the start of a scenario, and can be defined in many possible ways. Some examples:
"Solving" SML/Fighter speed problems
This sounds a bit complex at first, but I think should execute pretty simply in 3 steps. I hate added complexity, but think this may really be workable.
1) Launch salvo missiles in vector form. That is, apply the launching ship's velocity to the salvo before moving the salvo's 24 MU (or 36 for ER) in the allowed arc directions.
2) Move target, keeping track of end speed and heading (heading and facing may not be the same in vector), then close Salvo to target in range as per normal rules.
3) Determine Attack Velocity (AV). AV has two components - the Salvo vector and the target vector.
So:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Probably some numbers would
need to be run, but I think SML overall effect
and therefore cost, should
not be too affected by these alterations. High
vs. low veolcity games
(and high differential velocity) will balance
somewhat differently,
natch.
Quick and dirty examples:
Head-on attack: FSE is
moving 16", NSL is 12" head on. Salvo is launched,
placed 16" ahead of the
FSE ship, and moved an additional 10" forward to
come within 3" of the
NSL ship.
AV is 16+10+12+3 = 41"
or a -3 on the missile lock roll.
Orthogonal: FSE and NSL are
at the same speeds but NSL pulls a 2 point turn
and is hit at 3 o'clock.
AV is 16+10+3 =29": No
missile lock modification.
Chase: Raider tries to take
out a convoy escort:
Raider at speed 30" direction
1 Convoy is 6" direction 1.
Raider launches salvo,
which is placed 30" ahead. Slavo moves additional 24"
to reach 6" radius convoy
escort.
AV is 30+24-6+6 or 54:
Missile lock roll is at -4 or -5 depending on the
fractions.
Fighters next:
For fighters, I lean towards
"fixing" them by giving them vector movement at
all times.
AV is determined similar to
Missiles:
1) Move fighter with vector,
then move target ship with whatever movement,
then apply fighter reaction
move as desired. Determine total start-endpoint
distance traveled for
the fighters.
***Target of a reaction
move must be announced. A fighter group ma ynot attack
non-targeted ship with
a reaction move even if it is base to base, though it
may egage other fighters.
2) Add, ignore, or subtract
target speed as with SMLs
3) Close fighters to base-to-base
contact. Actual fighter distance moved is from startpoint to ship being
attacked.
4) Total up Attack Velocity
with 2+3
To engage any target - including
other fighter groups, the attacking fighter
AV has to be less than
42 (+12 for fast fighters) (OPTIONAL: +12 for
interceptors vs other
fighters, +12 for torpedo fighters vs. ships). this is taken from the Normal
24" move of fighters +6" attack range +12" range for reaction move.
At the start of each turn (before
movement orders are written) a fighter
group that attacked a
ship last turn can declare that they are "pressing the
attack". That means that
the fighter groups move with their target (as in
screening). This gives
the advantage that once attacking a ship, they can
stick with it, but the
disadvantage that the target ship can peel out of
formation and drag the
fighters with them away from the action. The fighters
can choose to break their
attack _after_ movement by spending a CEF to move
12" in any direction (adding
it to the target's ships _ending_ velocity for
the purpose of next turn).
Fighters breaking off a pressed attack can't
attack another ship this
turn, but can engage in dogfights.
Passing attack: If the
AV is higher than the max required for engagement. Reduce the
number of dice in the
attack by 1 for each 6" or part thereof above the max AV. So two fighter
groups closing head-on
at 24" each (AV 48) could
each make passing attack at 2 dice less. No furball ensues.
Breaking to Engage: If a fighter
group reaches a target with its normal move, but the AV is still too high,
it could apply it's
reaction move to "break
to engage" This would result in the fighter group not moving on the board,
but reducing the AV
(and the group's speed)
by up to 12. In the head-on fighter example above if Group A spends a CEF
to break to speed 12, the AV for both groups is now 36, and they can both
engage full attacks. Next turn the furball drifts 12" in B's direction of
travel (Direction determined by A+B's vector, speed determined by the slowest
of A or B.).
(Extra Detail) Fighter furballs
drift. Add the incoming velocity vectors of
all fighter groups in
the furball to determine the direction of drift. Speed
of drift is the speed
component of the slowest fighter group that that
joined the furball.
Other thoughts from the list:
>So I take it you're not
going to see any dogfights first turn after launch
>unless the ships are
less than about class 2 range apart, either that or
>your fighters spend
ages chugging into battle - I guess people who play at
>higher speed could
up the dogfight AFV though.
Yes.This is one of those things
that would need to be tweaked by playtest. Fighters would also likely have
a harder time
engaging in cinematic
than in vector - maybe adding CEF would balance that.
[
Costing Large vs. Small Ships
,
PBeM Turn Sequence
,
Simple Simon Sensors
,
Fighter/Pilot Survival
,
The Karma Wheel
,
High Resolution FT
,
SML/Fighter Speed Solution
]
Last Update: December 21, 2002, NRI