351

(8 replies, posted in Iron Stars)

I don't know if you see the above approach as awkward, but really it would impose only one rule on the weapons, and the affected stat would be derived simply by looking at the targeted ship.

You see gas as too rough on little ships, and yer probably right.  I see it as limited against larger ships unless they're half dead.

352

(8 replies, posted in Iron Stars)

Originally you were talking about having a set number of crew boxes based on hull size (Hull/2?)

You can mix some ideas.

Have crew-targeting weapons roll on the target's damage track, but anything other than a hull hit is ignored.

The fact that you only have half as many crew boxes as hull bits, though, means that when the shells do penetrate the hull, they hit twice as hard.

This way, VS ships would die after taking 1 to 2 crew hits (we'd be talking 1 hull/2 rounded up all the way to 3 hull/2 rounded up).  But achieving those hits would be a little harder than the way it is now. 

A small ship like the Tycho could take 3 such hits (5 Hull/2). 

The Gauntlet could take 10 crew casualties (19/2).

This way, VS ships are still killed by at most 2 crew hits, but by getting rid of the "automatic" damage previously seen in poison gas, you make it less likely to happen.  On the other end, heavier ships will have to view poison gas and other crew-targeting weapons as more of a threat.

353

(8 replies, posted in Iron Stars)

Could you have non-hull hits by poison gas or other crew casualty inflicting weapons (IE -- if it hits the secondaries, primaries, light guns or armor) simply be ignored?

The reason is that a large explosive round can take out a weapon or damage the ship's thrust without actually piercing its hull and exploding deep in the guts of the target.  For engine hits, maybe the sails are damaged, or the screw warped.  For weapons, hell, the turret's jammed, the external portions of the weapon blown apart, whatever.

But gas is only good if it gets inside the ship.  So only apply its damage if it lands a hull hit.

354

(8 replies, posted in Iron Stars)

Matt has said no because of the following reasons (all based off playing TMW's "Things to Come"):

Against Large ships -- like the Orpington or a Gauntlet class BC, it really doesn't pay to employ this kind of kit (because of the overlap) until the target is on its last legs.  IE -- If I'm targeting a BB with 20+ hull hits, if I start with weapons that inflict crew casualties, but then switch to conventional guns (I don't stick with my original strategy), all that damage I inflicted is pointless, as I have to start over.  Against sizeable vessels, weapons employing poison gas really should be used to apply the coup de grace.

Against smallish-medium ships, I think weapons like poison gas mounts are no better, or worse than conventional pieces because while poison gas has the potential to wipe out the ship very quickly, it can do nothing to eliminate guns or propulsion.  So as long as the target is still alive, it's hitting you just as hard as it was before taking any damage.  Example would be that in the scenario, Vaterland and Freiheit could bloody the Tychos pretty quick, but not quick enough to stop them from finishing their torp runs. 

Against 1 or 2 hull destroyers -- yeah -- crew casualties are a bitch (noted that in the AAR post in forum).  But I don't know how unbalanced that makes the weapon.  Most 1 or 2 hull destroyers can be taken out by a single torpedo, or a (X2) conventional gun.  Hell, FACs eat the little destroyers alive.  And as they're worth all of 7 VPs, usually, that doesn't make me blink. 

So in the one scenario I've played that features poison gas (I've played it twice, some friends of mine, once), it really hasn't felt like it's tipping the game one way or another. 

Maybe I'm wrong smile

355

(6 replies, posted in Grand Fleets)

I had some house rules drawn up for RADAR (early) and WWII fire control. 

Kevin may have the notes, may not.  But they affected the game in two general areas. 

The first was in detection.  In scenarios with poor visibility, RADAR had a chance of detecting an enemy ship several nautical miles away.  Wanted to show spotty performance.

In terms of fire control, the idea was to simulate the "computers" and such used by the US Navy.  A good narrative description of how they worked is included in "Last Ride/Stand of the Tin Can Sailors."    Forget the exact title.  But the idea was that the computers took the to-hit penalty associated with target speed down a peg. 

From what I've read, Japanese fire control never really went far beyond WWI level stuff.  They had IR optics, but never really developed FC computers, so Grand Fleets should model them fine.

356

(6 replies, posted in Grand Fleets)

I know Kevin had a few WW2 scenarios drawn up that were primarily gun duels between cruisers and destroyers (Guadalcanal and the like).  They looked awfully fun.

357

(30 replies, posted in Miniatures)

I don't even know why folks would need to carve them up.

With all the sails and their lines, a lot of these ships could be pieces for an eldar like race.

358

(30 replies, posted in Miniatures)

Holy spit, those are sharp.
:shock:


The wife's gonna kill me.

359

(8 replies, posted in Miniatures)

That poor dolphin  :shock:

360

(8 replies, posted in Miniatures)

I'm thinking of gnabbing some Hallmark 1/6000 ships for my WWI Grand Fleets battles.  I already have a handful of larger ships from different manufacturers, but my budget is such that Hallmark is tempting AND reviews seem to show the detail on them is surprisingly good.

I've looked at the pricing online -- where I can find it -- and it seems I can field a medium sized battle for something like $30. 

Anyone know a good online retailer here in the US to go to?

361

(17 replies, posted in Iron Stars)

I should just stay out of discussin re: mechanics big_smile

Typing out a post while taking a break from work always leads to me posting something I don't like.

362

(17 replies, posted in Iron Stars)

Haven't seen this happen, but looking at the rules I could see where it may pop up.

But then, I don't think it's a drastic problem.

I think it might be worth checking out the ships here before adding on any other rules.  The template can't be centered any further away than the ship's momentum, which is half its speed, right?  So the furthest ANY  capital ship currently listed in the rules as having mines could "fling" these templates is 6".  not exactly artillery

It isn't like these things are being flung across the board.   If you were saying mines were placed based off SPEED, then that would be another matter entirely.  But you're saying momentum, which is something else. 

I've been slapping these things on tables like mad lately.

Then again -- if someone were to build a Thrust 10 ship with a ton of mines, it could be a problem.

363

(5 replies, posted in Iron Stars)

Yeah, but every one that turns out well has gotta be an endorsement for POD.  I understand that's a thick book.

364

(5 replies, posted in Iron Stars)

IS rulebook looks solid  smile

Now's I got my pdf version in a binder, and an actual hardcopy to show folks.

No one here's got reason to care, but it'll look sharp sitting on the game table at the session on Saturday. 

Matt

365

(42 replies, posted in Iron Stars)

I have no idea what Dan's saying.  I'm the perfect frigging model of an agreeable, non-contentious gamer.  And I leave well enough alone.  tongue


Now moving on the the idea that MY brain and MY tactics should somehow become involved in what happens during a battle.  I'll just say nothing terrifies my ship crews more  big_smile

366

(42 replies, posted in Iron Stars)

Sounds OK.  But I think that should be the last bit before we actually test it, agreed?

I think it's shaping up to be a fairly viable bit of kit.

If you have guesstimates on how that would be costed (however rough), I could introduce a ship packing boarders at the next gaming session.

Boarders, plus the Dantes we talked about before, are the only new things I was hoping to bring to the table with the Eye-talians, anyway.

Matt

367

(42 replies, posted in Iron Stars)

Having said that.....would it be feasible to have a boarding party that rolls a "4" be able to destroy a special piece of kit instead of targeting the crew.?

Let's say I have a bunch of boarders on a ship equipped with a Babbage Engine, or Stabilizer, or a FAC that hasn't been launched.  If that unit rolls its "4," could we let the controlling player eliminate one of the special items listed on the target's display, instead of going after the crew?

This might add a little more depth to the rules, and it would still keep them simple.

368

(42 replies, posted in Iron Stars)

Boarding actions are attrition -- pure and simple.

Not a whole lot of room for tactics or finesse  in the cramped companionways of a spacefaring vessel.

Lookit how they're portrayed in BFGs.  Basically, huge scrums with lowbrow ratings wielding axes, pipes, pistols and shotguns.  The side that wins is the side that can throw in the most men.

Step back to Age of Sail and lookit "Master and Commander."  A bunch of Brits and a Bunch of Frogs killing each other at PB range on a narrow wooden deck. 

I think the mechanic is solid for a quick play space game, which is what IS is supposed to be.  Other than Marines offering a level of defense -- which is being included -- what more would we want to cover? 

Anything about targeting specific systems is asking too much for a bunch of clumsy, metal suited guys sent through space to blast their way through an opposing ship's hull.  They're there to kill the other side's crew.

369

(42 replies, posted in Iron Stars)

OK, an example then.

Ship moves up to its target, distance 4" and comes within 2 of its opponent's Momentum.

Base die type of D4 means it has to roll 2+3 for range -1 for matching momentum = 4 to hit with each party.

Lesse it has....I dunno....four of these onboard.  It makes decent rolls and hits with 2 parties.  The other two are gone for good.

The defending ship has 7 hull boxes left.  It gets two defensive rolls.  So now both sides are rolling 2D4 during the End Phase, right?  Any 4 by the defending player kills a boarding party.  Any 4 by the boarders inflicts a crew casualty.

Doesn't sound hard to remember.  And powerful enough to be a viable tactic in the game.  A nice starting point.  8)

370

(42 replies, posted in Iron Stars)

I also like the fact that hull boxes allow for defending rolls, as it makes it impractical to conduct an attack on a ship that still has a ton of integrity left.

371

(42 replies, posted in Iron Stars)

I like that.  If that's what you were thinking, then we were closer to a common ground than I thunked.  And I don't mean to come across as whiny.  I was just out in the mini-van with disinfectant wipes cleaning toddler puke out of the 2-year-old's car seat  :cry:

It keeps the range short.  I like the requirement to present broadsides to do it, and I like the damage mechanic.  I like the idea that it's an expendable asset.

Are we putting a cap on the die type that can be rolled by the attackers?  D4, D6, D8? Seems like you wanna cap it at D4 or D6. 

If you wanna make it a little harder to pull off, I would tighten up the momentum difference modifiers.
IE
0 = -1
1-2 = 0
3-4 = +1

372

(42 replies, posted in Iron Stars)

I don't equate the game to Age of Sail.  I'm just pointing to an era where deck to deck boarding actions took place and trying to translate it over.  We're not dealing with a wet water  navy.  We're dealing with guys chugging through outer space with reverse engineered Martian Tech  big_smile

If it's just going to be a device to finish off already crippled ships (and that's fine), then I don't think it should be a weapon system, period.  Go back to making it a tactic that can be employed by any hull, and assign die types based off size.

Because if boarding only happens when your opponent is 3/4ths dead anyway, it ain't worth the point investment to buy the kit when it's only going to be used once every couple of games.

It's OK  if you don't think boarding crews are a viable addition to the game.  I'll just find something else to set the Italians apart.  It don't sound like yer in love with the idea, anyway  :wink:

373

(30 replies, posted in Miniatures)

big_smile  big_smile  big_smile  big_smile  big_smile  big_smile  big_smile

374

(42 replies, posted in Iron Stars)

But see, looking on it now I think the momentum rules are too restrictive.

I like the difference in Momentum idea.  If you're concerned about approaching ships, angles of approach and all that, then just put in a stipulation that the two vessels have to be within N inches (again, I think 3 is a good number) and on similar course and headings.

IE -- if the targeted ship is pointed NE, then the attacking ship has to swing up alongside it, meaning it's also pointed to the NE and the two vessels are presenting broadsides to each other.  Then the modifier is the difference in momentum.

Think on the pirate flicks you've seen -- the pirates don't swing across to another ship when they've crossed its T.  They've always pulled up alongside.

So how about that, the two ships are on the same heading, the difference in Momentum is the main modifier AND then use the following guidelines:

LGs and MGs able to fire through applicable arc affect roll.

Attempt is made during the End Phase.  Natural "1" is a fumble.

Damage is applied as crew casualties, with the same kind of X1, X2 or X3 multiplier you seen on other weapons.

375

(42 replies, posted in Iron Stars)

OK......

Boarding units can be D4 or D6 or D8 (reflecting troop quality/improved tech). 

To-hit is 1/2 the die type.  IE 2, 3 or 4 plus the following modifiers:

Combined momentum of attacking and targeted vessel (Per Dan):
up to 2 combined momentum = +0
up to 3 combined momentum = +1
up to 4 combined momentum = +2
up to 5 combined momentum = +3
up to 6 combined momentum = +4

This means the involved vessels could have a combined SPEED that turn as high as 12".  Ideally, you shouldn't be trying unless the combined speed total was 4".  And to be moving the max combined SPEED will make an attempt impossible by all but the best units. 

The other mod, I still think, should be the number of LGs or machine guns equipped on the tageted ship.  Heavy weapon crews may not be necessary, because TMW is introducing machine guns, which are mean to serve as a kind of point defense.

So, for every N number of LGs or machine guns that can fire out the targeted arc, +1 to the roll. I still like the idea of defensive fire.

I don't think range should be a mod, on second thought. Just set a concrete distance, as the tethers connecting these guys to their parent vessel can only be so long, and their unit integrity remain over a certain distance.  So say 3", max. Besides, you don't want too many mods.

Finally, the natural 1 would be a fumble and see the boarders tumble off into space, lost forever.

Damage could be purchased just as it is with any other weapon, simulating the size of the boarding party.  Which means bigger ships will have more room to pack a greater number of hard hitting units.  Damage is applied as crew casualties.

But the actual attack would be conducted during the End Phase, because since Light Guns need to be neutralized, the attacker would wait til the last moment to release its marines.

Example:  A Southam class cruiser has taken some Thrust hits, dropping its top Engine Performance to 2.  Its Momentum entering the Current Turn was 3, and it floors it as best its able.  Its speed reaches 5, and its momentum at the end of its Movement Phase will be 2.5, rounded up to 3.

An Italian battlecruiser is able to close within 3", and its momentum is 3.  So the combined momentum is 6, or a +4 modifier.  This would make an attack possible only by a D8 unit, and even then, not if the defending ship still had enough LGs to interfere with the boarders' attempt. 

The attempt is made AFTER the combat phases, in the hopes that Light Guns will have been attrited.

The Italian ship's boarding stats might be D8(X2), meaning a succesful hit will see two crew casualties marked off.  Again, during the End Phase.

This makes for a potentially damaging, but very limited weapon.

How does it sound? 

Matt