126

(5 replies, posted in Iron Stars)

Frigging Delta.

I'm starting to think departure times are really just two-hour warnings for when you MIGHT be leaving.  Thank God it's a direct shot to Tampa and they probably won't lose the luggage.

127

(5 replies, posted in Iron Stars)

"night time" battle should be confused affairs with missed opportunities and all that.

128

(5 replies, posted in Iron Stars)

The rules for star shells make sense as you're not firing at a vessel so much as lighting up a patch of space.  You then get to spot anyone who drifts through that area during the following turn -- so I don't see the problem there.

And with searchlights, you're directing the beams on to an enemy hull and then following them into the next combat phase.  Searchlights can only reach so far, and anyone you light up during the end phase is likely going to be in range during the next turn. 

May not be everyone's bag, but they've never felt awkward and I've never heard any complaints about the rules when we play over here.

129

(12 replies, posted in Iron Stars)

Plane leaves here in a bit -- work made me take a laptop with wireless connection to vacation -- but I have a promise from my boss he won't email me.  Had to go through the motions of taking it.  Once I hit Florida, this f---ing thing goes in my dad's closet.

I don't FACs are annoying.  I love them.  And I think figuring out when/how to use them adds a lot of depth to the game as they aren't exactly like fighters as most folks understand 'em.

I just have a friend who's learned to hate the Central Powers (Germany and Austria) because he has yet to figure out how to fend off attack craft.

So with him, I have a handshake agreement to never included more than 3-4 in a game (usually meaning a lone Huszar CL).  And I just got tired of having to give up my style of play -- which is to have the ability to launch at least a handful of the little buggers during the course of a game.  I wanted an optional rule to placate him.  But I may have to tell him to either suck it up, or else just play straight gun platform battles with him.

130

(12 replies, posted in Iron Stars)

No need to apologize.  big_smile  But I'm not a fan of adding another phase to the game. 

I thought about offering it up as a seperate phase, but to me that just adds more steps to track as opposed to making a notation on the ship's sheet.  I was thinking of the earlier means just because it seemed to cut down on the number of dice rolls you'd have in a turn and it (rather than rolling for all those light guns and MGs, you'd have one toss for an FAC running the gauntlet) and it, too, would force FACs to weather flack before making their attack runs. 

And it didn't seem to give the light guns too much power if they're losing the ability to be used in any other fashion that turn.

To each their own smile

131

(12 replies, posted in Iron Stars)

I still think ships are in need of a defensive tactic against opposing FACs, as the bst they can come up with (for now) is to kill an offending torpedo platform AFTER it has conducted its run (if the capital ship is any shape to shoot back).

Could we look at creating an area around ships, dependent on the number of Light Guns and Machine Guns they can bring to bear through a firing arc, at which point it starts to get HOT for the attacking FACs?

Right now, attack craft entering a minefield die on a 8+, right?  (I think that's the stat in TMW).

Could we look at something like the following

Guns# / Zone
2-3 / 1"
4-5 / 2"
6-7 / 3"
8+ /  4"

You mark down how many light guns and MGs will be throwing up defensive fire during your movement phase.  Then any FACs that press their attack and enter a certain range have to roll and make sure they got through.  If they roll an 8+, then just like mines, they go Boom. Guns used this way cannot make to-hit rolls, and the normal arc limitations apply.

IE -- Blanco Encalada has 10 light guns.  She assigns them to throwing out a carpet of FAC flack during her movement phase.  Any FAC coming within 2" of her is going to be hit on a 8+ (2" because only five light guns can fire out of any arc, and 5 guns in the above chart shows a 2" defensive zone or whatever you want to call it).  If the FAC wants to press its luck and fire its torpedo at less than 2", it runs the risk of dying.  If it plays it safe, then it peels away early and has to suffer the standard range penalty to its attack. 

AMS Nordlingen has 14 light guns and three machine guns.  That means it can assign up to 17 pieces to defensive fire.  7 of its light guns and two of its machine guns can fire out of any given arc, which means it's defensive zone goes out to 4".  A FAC with a d8 torp could target the ship, needing an 8+ to hit (4+2 for armor +2 for range).  But a FAC with a d6 torp would HAVE to come within that envelope, and runs a risk of being blown to scrap.  It's up to the player about what he wants to do.

I think something like this could help destroyers and destroyer escorts perform fill the role they're meant to fill.  Guarding the backs of the big boys.  I mean, put a destroyer with six light guns and four machine guns next to a battleship, and it could lend cover.

Just an idea.

132

(23 replies, posted in Iron Stars)

October, 1911 -- The explosion at Hankou was a masterpiece of intelligence work. Within seconds after lighting the fuse (literally) Russian agents had  cemented Sun Yat-Sen's dependence on the RSDLP for financial and military support to maintain his utopian “Republic” -- all for the simple reason that he had no where else to go.

For years, China's notorious political exile had sought support for his “Three Principles of the People” – only to find that any school of thought with Socialist leanings garnered nothing but fear and resentment amongst the world's industrial powers.

The Revolution sparked by the Potemkin mutiny of 1905 had displayed Communism's reliance on violence. Four years later, Lenin's military was still waging war with Czarist forces throughout central Russia. And escalating tensions between the Japanese and their Soviet counterparts over Korea only served to alienate the revolutionary even further. Small wonder then that in November of 1909 he resigned himself to accepting Communist patronage as a guest of the Revolutionary War Council.

Back home, Sun's organization (a coalition of political dissidents who labeled themselves the T'ung-meng hui) was well intentioned, but poorly organized. It took little effort for spies to infiltrate its network. And when ammunition stored in the Houkon safe house detonated, the Chinese authorities who responded found weapons, supplies and the fledgling party's membership rolls. The rebels were forced into action at a time when they were still hammering out a common ideology.

The Republican Revolution managed to overthrow the Qing dynasty in short order. By December of 1911 Sun had returned to his homeland, nominally in control of 15 of China's 24 provinces. But the widening rifts between the movement's leadership “necessitated” Soviet intervention to keep the newborn nation from crumbling.

Along with weapons and munitions, Russian advisors brought a wealth of knowledge that gave the Chinese president an edge over the regional warlords standing in the way of national re-unification.

In March of 1912 the Whampoa Military Academy took in its first crop of officer candidates,  instructing cadets in everything from political theory to logistics to the latest fleet tactics employed by the world's ether fleets.

Administered by a Kuomintang politico named Ch'en Ch'i-mei, the Academy would produce skilled and motivated officers ready to command China's first generation of ether ships -- a pair of heavily gunned cruisers manufactured under Soviet supervision.

By May of 1914, however, Ch'en was openly questioning Soviet intentions.  Sun's Kuomintang, a party formed around the T'ung-meng hui, was the latest political embodiment of Chinese nationalism.  And more than ever, ideolouges were calling for an end to foreign intervention in China's internal affairs. 

To Ch'en, such a goal was impossible when Beijing was infested by Soviet military attaches.  Men who who  increasingly influencied the conduct of nationalist campaigns, or else imposed Marxist concepts on a government which -- until now -- had only flirted with the idea of Communism. 

In July of 1914, Ch'en was assassinated.  Authorities assumed the culprit was connected to one of the nebulous "counter-revolutionary" cells funded out of Tokyo.  But when intercepted communiques pointed to a young Soviet official named Mikhail Borodin, Chiang Kai-shek, an up-and-comer in the Kuomintang and Ch'en's former protege, took matters in his own hands.

Within weeks of Ch'en's death, KMT troops loyal to Chiang assumed control of Chengzhou Island and attacked Russian centers throughout Guangzhou province.  Crate loads of documents were forwarded by courier and Sun, confronted with growing evidence of Vladivostok's plans, ignored Soviet protestations of innocence.  By early September, Beijing had been "cleansed" of foreign interlopers.  But any elation on the part of Chiang and his allies was short-lived......

This is kinda abbreviated.  And as it's just on the forum, it's my unofficial attempt at creating a background for the Chinese fleet.  But there ya go  smile

133

(21 replies, posted in Iron Stars)

You still have a range advantage with big guns while using one of those mods -- it just reduces it somewhat.

A D12 gun against a Large Ship with an Armor of 3 needs a 10+ (9 + 1 for size if using option 1) to hit at point blank range, but can feasibly hit its target up to, what, 15" away?

A D8 gun trying to hit an Armor 3 target isn't going to be able to damage a similar target at that range.

I guess for me, it's just that it feels right.  In wet navies, and we are basing a lot of these designs off old real-world wet navy ships, you wouldn't see a battleship having much luck nailing a destroyer with an 18" gun -- not unless it had ample time to correct its fire.  So the the unaltered to-hit roll, untouched by any modifier, just doesn't feel right to me.

134

(21 replies, posted in Iron Stars)

the reason smaller ships are harder to hit is because they are faster. However, if they are not using that speed, then they shouldn't be rewarded for it.

If two ships are moving at a decent clip (say 30-35 knots in a wet navy setting), then the one that has an easier time changing direction is going to be harder to hit.  So doesn't that mean we're talking size?

Speed and maneuverability are not the same thing.

I could be wrong......

135

(13 replies, posted in Iron Stars)

that's kinda cheesin it, though, isn't it?

136

(21 replies, posted in Iron Stars)

I go with size myself because the wet navy battles I've read about seem to show that it's size and maneuverability that throws of gunners more than sheer speed.

137

(23 replies, posted in Iron Stars)

Picked up a hardcopy at Barnes and Noble today (ya gotta love the 5.98 bargain shelves) to add to my resource material -- Sun had accepted a Soviet advisor after the 1911 revolution.  And Chinese thinkers would later claim that the Russians did not know how to treat the KMT -- a political spin off of Sun's original organization and a "friendly party" to the Soviets. There was Socialist thinking in that first batch of political leaders.  They just didn't marry themselves to the idea fully.

I'm not fighting to keep China commie -- at least for long.  But they all relied on the Russians at first (to one extent or another), and I think I've just amped that a little -- which again I think is a result of how other countries would have viewed such revolutionary movements following the birth of the RSDLP.

Now if you wanna give a reason for  the split, it could be because angry elements in the KMT -- again, reluctant in reality to tie themselves irrevocably to the Russkies -- push Sun to the side by 1914 or 1915 and try to toss the Reds out by force.  During WWI, Red Russia may be kept out of Europe's hair because it's settling the whole issue of who controls mainland China (or at least Manchuria).

138

(13 replies, posted in Iron Stars)

I like 'em. smile   My only concern would again be in any ship carrying more FACs than it could reasonably launch before getting its butt kicked.  The Austrians have a medium ship with nine FACs, and it's been rare that I have had the chance to get them all off -- figuring the 3 per turn allowed to a medium ship.  I think you're going to have the same problem.  But in the games where it does happen, those ships are really useful.

And I think the Brits SHOULD start to use some more lightning projectors in their designs -- so nice.

139

(23 replies, posted in Iron Stars)

Kind of turning  into a debate and I dont know why smile .  I haven't contested what you want done with China, whatever you want is fine, but I did take some courses on Communism in (of all places) High School -- thank the Jesuits -- and in college as I pursued my worthless political science degree.  Sun did have some elements of socialism in his ideology.  I'm not disagreeing that he would have friction with the Reds almost immediately.  And in the fluff so far, the only reason he pairs with them at all is that he had nowhere else to go.  I do see Japan being even more paranoid about a nationalist China than it was in real life.  And I do see anyone with any trace of Socialist thinking being shunned in the IS setting by Western powers after the 1905 revolution.

The tone I guess I didn't establish in here is that the Soviets are being very heavy handed in trying to manipulate Chinese politics and will wear out their welcome.  It ain't exactly a friendly relationship, even in the few graphs that are down so far.

Rename the torpedoes anything that works for ya, if you like the mechanics and concept behind them.  That's more important than the name.

I'm not even presuming I should be the big brain behind China.  Anyone else has ship designs, throw them up.

140

(23 replies, posted in Iron Stars)

Actually, Sun Yat-sen wanted a Republic.  Label is splashed all over historical descriptions.  And he was big on "the People" as he did have socialist leanings.  But I understand what yer saying -- the Sino-Soviet split could happen, I'll talk to you about what the heck they could end up arguing about.

The actual fluff is in the works.  I just wanted to propose some ships. smile

141

(23 replies, posted in Iron Stars)

Nu Jiang class Cruiser
Hull: 13 (M/3) HVP: 65
Armour: 3
Thrust: 5
Primaries: 4d8(x2)
Secondaries: 4d8(x2)
Light Guns: 2d4(x1)
Equipment
Machine Guns x2
Fire Arrows: 15 (three batches of 5)
Sister Ship: Songhua
[1-12] [13] [14-15] [16-17] [18-19] [20]

The backbone of the new Chinese ether fleet.  It has a similar gun layout to the battleship.  No torpedoes.  Instead, the more traditional fire arrows.  It's still well armored, pound for pound.  But it continues the theme that these guys won't win a race.

I am going to draw up definite fleet fluff.  This is just the basis for what's to come.

Hope folks like it.  smile  Dad's in town this weekend, otherwise I'd test the two designs.

142

(23 replies, posted in Iron Stars)

Chinese Flagship
Anhui class Battleship
Hull: 24 (L/3)  HVP: 130
Armour: 4
Thrust: 4
Primaries: 4d12(x2)
Secondaries: 4d12(x2)
Light Guns: 6d4(x1)
Pinyin Torpedoes: 4d8(x4)
Equipment
Machine Guns x2
Boarding Parties: 10 (two batches of 5)

[1-14] [15] [16] [17] [18] [19-20]

The Anhui class in my mind, has primaries turrets fore and aft, then it has those same guns in mid-ship turrets, which can't fire across the ship's hull due to poor layout (thus they're secondary instead of primary).

It is a symbol of national pride for the People's Republic, but its construction nearly wrecks the economy and its crew is green and untrained.  Note the Pinyins.  If people like it, I can continue with a few more.  It maintains the Russian emphasis on heavy armor (+1 BAV for a large ship) and it has lost some mobility in return.  But its armor is equal to that of a VL ship, and it packs a heavy punch.....while its size means that D12 guns will be at a slight disadvantage when trying to target it.

Boarding parties, yep.  FACs, nope.  ALong with the Pinyins, it's re-emphasizing the lack of value placed on life by the ruling elites.

143

(23 replies, posted in Iron Stars)

themattcurtis wrote:

Chinese weapons could include:
Torpedoes or Fire Rockets?
Decent Primary guns, but heavy on armor or speed?
I would like to incorporate boarders
Of course some FACs
No poison gas, as I see that as a European tactic
Keel Bomards? -- I don't think so



Why "Of course some FACs"? FACs imply trained crews, which I don't know if we can assume the Chinese would have... at least not yet. They don't have an organized military to draw upon.

But boarders most definitely. They might even be the ones to take it to the logical (?) extreme...

And while perhaps not Keel Bombards, it'd be interesting to see the Chinese experiment with BIG primaries.

"Of Course FACs" wasn't meant as snide.   big_smile I thought it had been established it would be foolhardy for any new player to enter the theater without FACs.  And I'm picturing these ships entering the field in 1914 or so.  In two years (counting off from January of 1912), I can start to see SOME crews.  Just not a big fleet as of yet.


Boarders I like, and I was thinking of another potential mechanic, which you can nuke if you don't like.

Guided torps/'suicide weapons.  Communist China's cruelty towards political prisoners or soldiers convicted of crimes against the newborn people's Republic shocked even the Soviets.  Shoved inside teeny tiny vehicles packed with explosives, they were given the option of redeeming their families in the eyes of the state by ramming opposing vessels.

I keep trying to set darker tones to IS, but it reminds me of penal battalions (Soviet) and human wave attacks and I think it adds a different flavor to the fleet.  Take a conventional torpedo and allow it to re-roll a miss.  The OR and size cost is bumped up as if the torpedo is actually two die sizes bigger.  IE, on a D8 X3 torp a Size 12 cruiser will lose 5 SUs and see its rating go up by 7 points.  With this, it loses 7 SUs and sees its rating go up 8 points.  You could limit the range of the torpedo (ie the die size) by saying the space normally taken up by propulsion is now reduced to make room for that poor pilot.

What's "martyr" in Chinese?

144

(23 replies, posted in Iron Stars)

I don't see them fielding 2nd generation Russian weapons either.  The Russians sparked the Chinese Revolution in this timeline because they KNEW the natives were not organized (nor did they have their ideology well enough defined).  That way, when they toppled the Qing dynasty, they would HAVE to accept Soviet help -- military, technological, administrative, etc etc....to keep the whole thing from toppling over. That being said, they're still going to be a large puppet state that isn't exactly trustworthy for a while in the eyes of the RSDLP.


So fairly traditional hulls.

But I don't want a straight continuation of the standard Russian ships.

Chinese weapons could include:
Torpedoes or Fire Rockets?
Decent Primary guns, but heavy on armor or speed?
I would like to incorporate boarders
Of course some FACs
No poison gas, as I see that as a European tactic
Keel Bomards? -- I don't think so
Not a whole lot of folks use gyroscopic stabilizers, so a fast, slashing fleet might be kind of neat.  Small ships, built on the cheap, with legs and maneuverability, but not very expensive and easy to hurt.  Emphasize numbers over quality.

145

(23 replies, posted in Iron Stars)

I want to re-introduce China as an "ether presence."  Here's my stab at continuing its timeline.  In my mind, the masses are put to work through industrial programs, as the Soviets who are REALLY gaining control of the country don't know what to do with rural population base.  The construction of new ether hulls is one such unifying project.  Anyway.....


October, 1911 -- The explosion at Hankou was a masterpiece of intelligence work.  Within seconds after lighting the fuse (literally) Russian agents had forever cemented Sun Yat-Sen's dependence on the RSDLP for financial and military support to maintain his utopian “Republic” -- all for the simple reason that he had no where else to go.

For years, China's notorious political exile had sought support for his “Three Principles of the People” – only to find that any school of thought with Socialist leanings garnered nothing but fear and resentment amongst the world's industrial powers.  The Revolution sparked by the Potemkin mutiny of 1905 had displayed Communism's reliance on violence.  Four years later, Lenin's military was still waging war with Czarist forces throughout central Russia.  And escalating tensions between the Japanese and their Soviet counterparts over Korea only served to alienate the revolutionary even further.  Small wonder then that in November of 1909 he resigned himself to accepting Communist patronage as a guest of the Revolutionary War Council.

Back home, Sun's organization was well intentioned, but poorly organized.  It took little effort for spies to infiltrate its network.  And when ammunition stored in the Houkon safe house  detonated, the Chinese authorities who responded found weapons, supplies and  the fledgling party's membership rolls.  The rebels were forced into action at a time when they were still hammering out a common ideology. 

The Republican Revolution managed to overthrow the Qing dynasty in short order. By December of 1911 Sun had returned to his homeland, nominally in control of 15 of China's 24 provinces. But the widening rifts between the movement's leadership “necessitated” Soviet intervention to keep the newborn nation from crumbling. 

And yada yada yada........what kind of kit should we be looking at?

146

(7 replies, posted in Iron Stars)

Actually, I mis-typed.  ALL weapons are halved according to the rules in The Merchant War.  Not just guns.  So rockets can hit FACs up to 6" away. It's never been an issue until now, because no one has ever picked off an FAC from 12" before in one of my games. 

And no, I don't think they're too powerful, because it's a trade off.  I really think that against capital ships, Hale Rockets and Fire Arrows are pretty ineffectual.

Against FACs, they're a lot stronger.  And to me, the FX imagery I have in mind makes it seem plausible.

I picture the rockets as a big, snarling mess of contrails and warheads just tearing all over the place.  They're a saturation weapon.  And close up, they're going to be moving fast enough, and affecting enough space around them, that FACs -- as fragile as they are -- shouldn't WANT to be moving through that patch of space.

147

(45 replies, posted in Iron Stars)

Alright, everybody.  Might as well go home, Todd ruined it for everybody!

Tell Todd thanks, kids......



"THHHHHHHHAAAANNNNNNKKKSSSS TOOOODDDDDDDDDDD......" lol

148

(2 replies, posted in Iron Stars)

See?  Totally vanilla thread and folks want no part of it MUHAHAHAHAHAHA lol

149

(2 replies, posted in Iron Stars)

Here's an idea -- thread on IS tactics employed by gamers here.

I can start, because I'm always willing to talk about what I do to ensure the needless deaths of my crews.

FACs (selection)
I never like to have a torpedo bomber only approach to FACs, if torpedo bomber is even an applicable label.

If I have a carrier housing six of the little ba---ards, I like to have at least two of them being assigned to a CAP role (again, probably the wrong terminology).  IE -- with an Austrian or German fleet, two would be Gefrassig, while the other four would be Harpune. The idea would be to have at least a couple of platforms with the right weaponry to shoot down inbound fast movers.  Light guns and machine guns and rockets on ships just aren't enough to kill them before they reach you, unless your opponent has screwed up and isn't watching where his FACs end the turn.


FACs (active or re-active)
ALWAYS like to go active when I have FACs on the board.  It maximizes their "shoot first" ability. 
IE -- I have my four Harpune FACs with torpedoes.  I'm rushing an enemy cruiser that's screened by a couple of friendly attack craft.  If I've got the right range and momentum, I can walk my torpedoes into that hull before anyone can respond.  Who cares if the defending FACs move after I do?  They're gonna scoot close to guarantee a kill.  But they can't stop the attack run.  And if I land a X4 torpedo into a battleship, that's four hull points, at 3 to 4 points each.  12 to 16 VPs, and I lose a single 7 point FAC in return.  If, as the Pescecane is feasibly capable of, I land TWO hits, I have eight hull points worth 3 to 4 apiece.  That means 24 to 32 victory points for me.  Yeah!!!

For those FACs on CAP duty, going active against an attacking FAC torpedo bomber means I can move close to the ship I'm trying to protect.  And if that enemy is stupid enough to run at that cruiser or BB, the defending attack craft gets to shoot first -- and if you're fielding a Gefrassig, that ensures those torpedoes are never going to get launched.

FACs (load outs)
I like two powerful D6 torpedoes.  X4 damage has meant I can get two on one FAC.  And at point blank range, that means even against a battleship with an armor rating of 4, It's likely I will land at least one hit (3+2 for the reduced protection + 0 for range = 5+).  Two attempts at making 5+ are 66%.

A single long range (D10 or better torpedo) isn't quite as good in my mind, as the advantage of an FAC is mobility, not range.  And a single D6 with X5 damage is an "all or nothing" one shot deal.

I like what you have smile

Gonna proxy them with Russian counters (seems fitting).  Now to come up with some scenarios to throw them at the Turks.  Put a Greek battleship to counter Cellat, and throw some Balkan ships against Ottoman cruisers like Uyumayan.