326

(47 replies, posted in Iron Stars)

Type that revised Bantam up and post her  smile

The first Austrian ship I put up was in MS word format, so you could just type over the existing cells then zip her up as a PDF.  Give her a new name, too.  I wanna see more LPs, which is why I was sad to see one Brit design Dan was talking about miss The Merchant War  :cry:

Matt
PS -- I know we don't have a concrete process for approving ship variants (I work with engineers and we just got ISO audited, so what do you want?) but I'll give my "thumbs up" for the Goalkeeper MK. II variant (haven't seen the first one in action yet).  I don't know how other folks feel or how many 'yea' votes we need to get the thing plunked in as part of the IS official fleet roster  :?:

327

(47 replies, posted in Iron Stars)

I'd limit Lightning Projectors to British hulls for now (although yer free to do what ya want) it seems that kit is proprietary to the RNES smile

Using the suggested guidelines for hull variants, you could take any Brit design and chuck secondaries and lights to make room for upgunned primaries (or tweak the armor and engine performance). 

Taking light guns off a ship's profile and going all big gun -- like Fisher argued -- gives you a cheap ship killer, point wise.  But if you're going to do away with light guns and secondaries, I'd make sure you have supporting vessels nearby.  D12 guns firing point blank at a destroyer with a momentum of 8 are going to need a 9+ to hit, even if that DD is unarmored, and you've just spread yer firepower by attacking a teeny ship that doesn't deserve that kind of attention. 

I actually think it's a good call in terms of their point cost that all big gun ships are relatively cheap.  It can really turn out to be a case of over-specialization if you're not careful (ie -- just imagine what a squadron of Harpunes could do against a battleship that's left in the open with just a ton of primaries to defend itself).

328

(47 replies, posted in Iron Stars)

Yessuh smile

The shop has four 4X4 tables out on the floor.  Most of the time they're loaded down with board games covering WW2 (Memoir 44 is a big item there, along with some Naval titles) to Zombie!  to Steve Jackson stuff to an assortment of Clickie accessories.  It gets cleared off of two tables when we play.  When he has his MechWarrior sessions, they clear off all four.

We typically have 4 folks playing IS when we get together, with a few shoppers stopping to watch.  The foldup counters get people interested enough to hear about it (it's amazing, but clickies are SOOOOOooo big here I think a lot of locals just don't want to take the time to paint).  But a coupla guys I know have looked at the minis online and have said they like what they see smile

It isn't happening that often right now.  Gaming here in the boonies seems kinda cyclical.  Hot and cold. :?

329

(47 replies, posted in Iron Stars)

Screw it, I'm too tired to write up the narrative I wanted to and apparently I'm slotted to do yard work all day.  So here is a brief summary of Turk ship performance.

I used the Uyumayan, Sadik, Cellat and five destroyers against Tsargrad, Severomorsk and Spiridoff (eek). 

In terms of my battleship (Cellat -- a modified Machtigsten): The fire arrows made all the difference at first, as the warheads drew first blood on Spiridoff.  I expended all of them at once and got four hits, 3 of them penetrating.  Those quick 12 VPs helped, because from then on the damn thing just outgunned me (8D12s against 4D10s).  The Turks should have decent BBs, but not unstoppable ones, and this held true. 

Cellat had support in the way of my destroyers, who rushed it at near suicidal range.  I expected to lose these guys and their life expectancy was indeed crap. I was able to get four out of the five Kovalas right at PB throughout the battle, launching 8 D6(X2) torpedoes and landing 2 hits.  Four more points of hull damage, for 16 VPs, but then the Spiridoff's 30 FRIGGIN light guns and oodles of secondaries blew three of those little guys to dust, which means my opponent got 15 VPs in exchange.  So a flat out draw in terms of those exchanges. 

With the cruisers, I was a bit more lucky.  Uyumayan and Sadik were outmaneuvered at first due to initiative rolls and the Russian's superior speed.  But my gunnery rolls shone early on, landing a pair of hits on Tsargrad.  Here, the fire arrows proved wildly unpredictable, 20 rolls and only ONE penetrating hit.  But still, Tsargrad took some hull hits, lost engine speed and miserable Russian gunnery rolls gave me an edge.  (I think fire arrows are great, flavor-wise, with the Ottoman fleet.  But in terms of winning/losing, I strongly prefer powerful torps -- D10s and D8 weapons -- when going against capital ships). Each cruiser had five left after those first volleys, but the rockets never amounted to much here.

The Turks are a very colorful fleet, though, because Cellat has poison gas shells with its secondaries, and these were what killed Tsargrad, as a long range contribution from my battleship later in the battle saw billowing waves of chlorine gas slaughter the last surviving Russian crewmen -- the cruiser left to drift dead in space  8).  Severomorsk was hurt bad, Tsargrad was dead, and Spiridoff ended up losing 10 hull points and a few secondary and light guns.  Cellat was losing its ass by the end -- a dozen hull hits and some vaporized mounts, and I lost three destroyers. The turn limit helped me here.  My cruisers took a few knocks, but came out on the winning side. 

I may add a smallish cruiser to the Turk roster.  But I like the theme so far, and I already know what kit they will NEVER see:  lightning projectors, FACs or Hales. 

I dunno if anyone else will get a chance to try them, but I'm happy with how they're working out.  It'd make my day to see 'em get the nod and maybe (one day) some art work to go with the polished PDF.

330

(47 replies, posted in Iron Stars)

Coupla things.

AAR for the Russian vs Turk battle fought today is pending (most likely no one cares but yer getting it anyway  big_smile ).  I just have to polish up my notes because I wanna do it right.

Setup.... The Uyumayan and Sadik cruisers, along with the Cellat battleship and a handful of Kovala DDs (remember, those destroyers are just British Alphas with a new name) took on two Tsargrad cruisers and the Spiridoff.  The title we offered at the table was "Be Careful What You Wish...." as the ambitious Ottoman Ether Fleet -- whatever its official name -- was about to tackle one of the toughest ships represented in the IS rules so far.

Just to let Aresian know -- The other table saw your Goalkeepers replacing the Gammas normally used in TMW's Scenario 6# "That Dirty Little War."  I didn't get to watch everything, but some general observations.

The British player didn't field his Goalkeepers as a dedicated flotilla/squadron/whatever.  He ringed them about his capital ships to offer an "umbrella."  The Austrian player experimented a bit himself and substituted a few Harpunes with Seraphs (better suited, he thought, to try and cope with the DE's rockets).

Two Seraphs actually teamed up and got lucky by killing one Goalkeeper without loss to themselves (lucky damage rolls).  But the 2 Harpunes that tried to exploit this small victory were shot down by other nearby escort ships.  Which should show you that rockets, at least in this instance, did their job of preventing FACs from completing their runs. 

Austrian Huszars then shifted their priorities and started tagging the Goalkeepers.  The exchange between the opposing destroyers was somewhat inconclusive.  I know the Austrian player lost a few destroyers by the time the game ended, and the British player did as well.  But other than that one Goalkeeper lost to the Seraphs, I don't know exactly what happened.  I do know that the British player liked the Goalkeeper's anti-FAC capabilities (each DE is pretty much guaranteed to down at at least one -- maybe 2?  see below --- of those fast movers when left free to act). 

When the Goalkeepers got pinned in place by the Huszars, a few Harpunes got through and managed to ding up British warships with their torpedoes.  But from what I heard, the Goalkeeper was seen as filling a niche.  The Brit player wouldn't necessarily replace ALL of his standard Gammas with them, but he would use at least a few.

(LAST MINUTE EDIT -- Forgot to mention the Brit player fired a handful of Hales at each of those two Harpunes mentioned above.  Figured a 5+ to hit, five shots couldn't possibly miss.  May have been a bit of overkill, but it looks like he was right).

331

(3 replies, posted in Discussion)

congrats on that smile

332

(47 replies, posted in Iron Stars)

Turks are going up for a playtest session this weekend against the IS rulebook Russians (my figuring is a clash between the Russian Imperial Fleet and the Turks).  We'll see how they do.

I also have a couple of friends wanting to play a TMW scenario, and I think I'll bring the Goalkeeper stats along to replace the Gammas used in the default version smile

Matt

333

(47 replies, posted in Iron Stars)

Y'know, I DID get your email.  And I tried to reply.  But I've been sending stuff to a few folks from the work address and I don't think my replies are getting through.  I will write ya back using the yahoo account.


Sorry to leave ya hanging.

Matt

334

(47 replies, posted in Iron Stars)

Technology limits -- most likely (I agree the Brits would not part with lightning projectors). 

But not really size.  In real life, those dreadnoughts the British were going to sell Turkey were very respectable combatants for their time.  That's why Churchill quashed the deal.  He needed them, and with all the question surrounding which way the Turks would go, he wasn't going to let them have that kinda firepower (if I remember my Massie correctly). 

Here is my offering of the Turkish Navy.  I gotta double check and make sure the Young Turks were actually in charge when I have them.  If not, background will need some very minor tweaking. 

I based the three heaviest ship classes off existing British and German ships, using the tweak limits listed earlier in this thread.  I chose fire arrows because I think that fits the region better (the Russian have them, the Chinese have them and I think they should be fielded by Asiatic powers). 

Beyond that, there's some good variation in the kit they're fielding, because I want to reflect the idea that they are ships purchased from different industrialized powers. 

The light cruisers are OK, but nothing special.  They're the only truly original design out of the bunch -- but they're not overwhelming.

The destroyers I think fit really well.  A handful of aging British boats that are stolen shamelessly from the IS rulebook and given a new name.

Lemme know your opinions on the ships and the attached fluff smile

Matt
PS Aresian -- email address is the same as my ID, just add @yahoo.com at the end.

335

(47 replies, posted in Iron Stars)

My bad.  Greece had two old US BBs.  Someone else (Turkey?) got the old German kit.

336

(47 replies, posted in Iron Stars)

In terms of fleshing out the minor powers, I'd think a solid approach -- since this thread will hopefully serve as  home for more variant ship designs -- would be to model many of their hulls off vessels already represented in the rules.

Real life precedent -- leading up to WWI, minor league players trying to establish wet navy fleets purchased many of their ships from more industrialized/wealthy states.  IE, Germany sloughed off some of its obsolete pre-dreadnought battleships to Greece, which also saw one wealthy patriot actually purchase a modern armored cruiser based off the Italian Pisa design.  At roughly the same time, Turkey was looking to buy British dreadnoughts and light cruisers and French destroyers. When war broke out, England reneged on the deal and kept the two dreadnoughts for itself -- something that really steamed Turkey off and made it all that more likely to join Germany and its allies.

With the KF cluster being exploited by at least two of the major powers mentioned above (Germany and the UK), I don't think it'd be a stretch to see minor league players use the same approach and start buying modified versions of the older ship classes already represented in the rules.

337

(47 replies, posted in Iron Stars)

Aresian --

The following links offer some historical info on the rebuilding of the Russian navy (first imperial, later communist) following their war with Japan.  Time frame is 1909-1917. 

I just thought it might offer some ideas of ship philosophy and some names you could plunk in.  The online book, in particular, shows were Russian shipyards were focusing their attention (ie the Novik destroyer, some battlecruisers, etc).  Who's to say this approach couldn't be mirrored in ether fleet development?  And following the civil war described in the first rule book, it's probably a safe bet both the Reds and the Whites are looking to rebuild their fleets.

In terms of getting them in the current timeline (IS is now up to 1909/1910), you could always have skirmishes between established Russian designs and your new fellas.  Or else have the Commies make a stab at Sakhalin, which starts as a minor conflict and eventually includes a couple of ether clashes between the Reds and Japan. 

Matt

http://members.fortunecity.se/mikaelxii/ww1/Russia/Navy.html

http://www.neva.ru/EXPO96/book/chap11-1.html

But hey, I just saw you already have a scenario drawn up.  Never Mind big_smile

338

(47 replies, posted in Iron Stars)

I had the design as a pdf.  I just didn't think it would compress enough to be a valid attachment.  I was wrong.  I doubt folks are going to re-download it just to have an adobe doc, but here it is again, just in case.

339

(47 replies, posted in Iron Stars)

Aresian's Goalkeeper Destroyer Escorts attached here.

340

(47 replies, posted in Iron Stars)

Here's an example of what I was thinking (zipped attachment).

Note armor goes down by 1, thrust goes up by 1, guns have been tweaked and the stabilizer chucked in favor of a single atherkatapult (one special item replaced).

Histories are optional, but I think they give a good idea of what you were thinking.

I have no idea of what the process would be, tho.  If we should have a poll, people post their responses or Inspector 12 stamps "approved" smile ......

Matt

341

(47 replies, posted in Iron Stars)

We'll call it suppository if ya think the idea's "poopy."
smile

As for acting your age, I'm 32 and according to the wife, my sense of humor hasn't caught up yet.  But the 5-yr-old gets a kick out of me.  big_smile

342

(47 replies, posted in Iron Stars)

I don't know if folks think this is a good ideer or not, but I was thinking -- with the debut of the Goalkeeper DE -- that the forum here might be a good place for players to put their IS creations on display.  We could establish a dedicated thread.  My suggestion would then be to take an existing ship class already depicted in the rules and play with its profile.  A few guidelines might be:

1.) Don't add or subtract from the Hull value, as tonnage would be the same.

2.) Don't replace more than one class of special kit (IE maybe the existing hull carries a couple of FACs.  You can ditch those craft when building your variant, but can't then move on and replace any other bit of equipment -- such as stabilizers, rockets, etc....)

3.) Don't modify armor by more than + or -1.  The same goes for Thrust.

Other than that, you could be free to do what you want.  Yank Light Guns in favor of MGs.  Upgrade your primary guns.  Chuck your secondaries.  Whatever you want.

Then, if we get enough nods from IS players (including MJ12 supremo Dan)  we could slap a "chapter approved" label or whatever you might want to call it on the design.

This could allow players to take their favorite fleet, and "modernize" its ships or otherwise tweak their capabilities as they see fit -- while still keeping the existing counters and miniatures to represent the ships on the table.  In my mind, I see ships fielded in the first rulebook perhaps chucking some of their secondary guns to make room for upgraded primaries -- subscribing to Fisher's "all big gun" theory.  The odd left over point could go to machine guns or whatever to increase the ship's protection against FACs, as Joeys and Raubervogels become more and more prevalent in deep space warfare.

This idea hold any interest?

343

(18 replies, posted in Iron Stars)

Chuck five MGs for a pack of Hale Rockets, and you'd have a platform that could kill FACs as far away as 12" -- a good way to hit them before they reah your freighters. 

Some capital ships, like Germany's Barbarossa, have the potential to just obliterate FACs in this fashion.  Sucker packs 20 Hale Rockets.  But I never had a problem with that, as Hales are expendable. 

Once they're gone, they're gone, and it's up to you to make sure you spent them wisely.  If your capital ship has no chance of hurting that BB that's parked 10" away with just its guns, you might regret having sacrificed a bunch of your rockets on that measly torpedo bomber.

344

(18 replies, posted in Iron Stars)

FACs are a pain to defend against when you're just fielding capital ships.  That's why the Brits came out with the Q-ship.

In pickup games that included dogfights, the frigging Astro 101 "Sprite" gave my Austrian pilots a lot of headaches, as their Hale Rockets don't suffer range penalties and hit on a 5+.  On average, a Sprite could take out a couple of Harpunes at little risk to itself before the torpedo bombers even reached their targets.

But if you used the Goalkeeper like its name implies -- maybe hanging back close to the freighters while a forward screen of Brit fighters engages the Austrian torpedo platforms -- I bet you'd see some pretty good results.

Conceptually, FACs aren't supposed to be able to rearm during a scenario.

345

(18 replies, posted in Iron Stars)

Freighters don't carry weapons, so there's no reason for searchlights.

I imagine stations would be the same as ships.  If it rates as a VL hull, then it has 5 beams it can use.  FACs are built as if single hull vessels, even if they are more fragile, so in playtesting I had FACs having one beam (the same as any VS ship). If you don't want to bother rolling for the tons of FACs that might be on the board, use the automatic illumination rule.

346

(1 replies, posted in Iron Stars)

I'm not interested in seeing a lot of "celestial phenomena" in my games, but a friend has posed the question of what it would be like to actually fight within the KF Cluster as presented in TMW.

I'm trying to think of some house rules for a scenario:

1.) Collisions

2.) Secondary Explosions

1.) I picture the KF Cluster as being pretty darned cluttered.  So I was thinking of just having ships roll once they reach a certain momentum.  IE -- take a D10.  You take a hit on a 10 if your momentum is 4, a 9+ if your momentum is 5, a 8+ if your momentum is 6 and so on.  FACs are supposed to be a bit more nimble, so maybe they would get a separate table or just wouldn't face this risk.

The other idea is simply to have tangible playing pieces ( I have styrofoam balls cut and painted up to look like rock) that might just move in a random direction during the End Phase -- the things are being buffeted about by all the big explosions and stuff.  If they hit you, you take damage.

The idea of the KF cluster restricting movement is the main reason for the Khevenhuller, which is slow, but well protected for its small size and fields oversized weaponry for a ship its size.  It's a deep space version, thicker skinned incarnatio of an Austrian monitor.  It can be outrun by just about any DD, but its armament lets it stand off and snipe at escort class hulls.

2.) Secondary explosions come from the thought that the Cluster is being mined for its mineral/ore deposits.  What if there's a more volatile substance than Wasserstahl that gets released by all those mining crews?  If your ship takes a hit, there's a chance for additional damage as the impact on your hull causes surrounding dust/gases to cook off.

Just brainstorming.

Matt

347

(18 replies, posted in Iron Stars)

That DE is nice.    smile

And I like seeing the reasoning behind it.  Ships with a little history help add flavor to the game.

348

(7 replies, posted in Iron Stars)

Regarding TMW?  Just curious what folks think.

349

(2 replies, posted in Iron Stars)

Or just something to look out for.  The Austrian Hunyadi class CH has two versions represented in the book.  The version in the actual fleet section, complete with an illustration, has the ship as a 19-hit hull.  The version shown in the scenario-specific ship displays at the back of the book (the sheets you can xerox when playing a battle) is a 24-hit hull version.  The ship went through a lot of revision when the glitches in the ship building spreadsheet were first discovered, and it looks like two variations made it into print.  Both are legal.  The 19-hit hull one is the one I prefer, however, since 24 just seems too big to qualify as a "heavy cruiser."  It's more like a BB.  But since both are legal, I guess it's up to folks which they would rather use.

Matt

350

(8 replies, posted in News)

TMW is #1 at RPGnow as of 5 PM EST Saturday  big_smile

Kinda happy about that.  Adds a special note to coming back home from vacation.

Matt