126

(4 replies, posted in Iron Stars)

wminsing wrote:

Actually, I'd be interested in hearing what people think of piracy in Iron Stars.  At the 'present day' I have a hard time seeing Ether-pirates as viable, but as traffic increases from the earth following asteroids and commericial space stations are built I can see several ways it could arise.

-Will

You're forgetting the sinister influence of the World Crime League, that fiendish alliance of criminal masterminds from across the globe.  With access to vast illicit wealth, stolen technology (both Terran and Invader) and the genius of Moriarty, Fu Manchu, and others, the grim specter of ether piracy is all too real.  Even now, their hidden shipyards (first used by Nemo and Robur) are hard at work producing ether vessels to further their dastardly schemes of crime, chaos and conquest.

You didn't *really* think Cavor's sphere was stolen by a young English boy, did you?  Oh no, there were WCL agents behind that disappearance.  If they'd succeeded in purloining his formula as well, the governments of the world would even now be trembling beneath the iron grip of a coalition of tyrants.

Rich

smokingwreckage wrote:

"...carbine MUNITION explodes...."

The other way is funnier.  smile

I didn't think so either, but I haven't dug out my rules to check.

More amusingly, the fluff text is *very* silly:

"Like all shard weapons, the shard carbine explodes into metallic fragments on contact."

Now who wants a gun that explodes into metallic shards when you touch it?  smile

Rich

I like those, they're a nice mix of utilitarian designs with flawed oddballs like the Bucharest adding some real personality.  Well written fluff text, too.  I admire your restraint in not letting ship sizes and costs spiral up to first-rate power status.

Rich

130

(2 replies, posted in Iron Stars)

Interesting AAR, sounds like the Greek Primaries were rolling hot while their Torps were nearly worthless.  Given the damage multipliers involved, I'm not surprised that cost them the game.  Doesn't take very many x5 Torp strikes to ruin your day.  smile

131

(13 replies, posted in Iron Stars)

Nice AAR.  Sounds like the Ersatz had a bit of bad shooting there?

132

(11 replies, posted in Iron Stars)

Sleipnir is Odin's eight-legged horse, given to him as a gift from Loki.  Also (like many critters in Norse myth) an offspring of Loki, who could give Zeus a run for his money in the "Deities That Sleep Around A Lot" category.  Must be something about being able to shapechange that makes you randy.  The eight legs symbolize a variety of things depending on who you listen to, including compass directions and a coffin being carried by four pallbearers.

Interesting ships.  That carrier's dirt cheap for what it brings to the table, although the FACs will add a lot of cost, won't they?

Rich

133

(5 replies, posted in Iron Stars)

Works for me.  They need some ships to guard their "neutral port" space station, right?  smile

Rich

Oh, I'm sure the Turks would have some reason or another.  Smuggling (what, exactly?) or suspicion of piracy, something like that.  They were always good at finding excuses for being SOBs.

Rich

My two cents:

I'd argue that landlocked countries might be *more* likely to spend on ether ships, since they don't have a wet navy to worry about.  Which would put Switzerland and Peru on the list as well.  And is there any hope of getting listings of the mysterious pirate craft (no doubt belonging to the World Crime League) that have been reported by some convoy escorts?

I can see going light on fluff, but some brief description and analysis of the various design doctrines and ship classes would be in order.  The real Jane's is a bit of a dull read, and you don't want that in a gaming supplement, no matter how "crunchy" it is...long listings of just ship stats are, well, boring.  Something like the writeups in the Full Thrust Fleet Books would be about right.

Rich

cricket wrote:
hundvig wrote:

You really think restricting torp launch rate is a non-factor?  Our torpedo boats/destroyers always seem to empty their tubes all at once around here, on the assumption that they won't live long enough to get two chances at a good salvo.  Maybe that's just our play style, though.

Perhaps "non-factor" is an overstatement, but I don't know quite how to quantify it.

Which, in practice, is the same thing. big_smile

Fair enough.  Not that cool an idea anyway.

Thought of more, in a related theme:

Built By Low-Bid Contractor - Increases damage chart "spread" of Hull hits by 50%.  Dan only knows what that does to your DR.

Poor Engine Shielding - Increases damage chart "spread" for Engine hits by 50%.  Same comment applies.

and an alternate idea for Vulnerable Gun Mounts that requires less math - Increases damage chart "spread" for Primary Batteries by 50%.  Changes OR, probably?  Probably not appropriate for Secondaries or Light Guns, since it would actually help shield your Hull quite a bit for very little.

Alternately (and more simply) you could just have any damage to a "vulnerable" location double (or triple?), but you'd have to stick in restrictions so that (for ex) one-hull ships can't claim a discount for taking double hull damage.  No cheese need apply.

Say, should we start a new thread for this, and leave the poor Burmese...err, Thais in peace?  smile

Rich

137

(4 replies, posted in Iron Stars)

Agreed, I think she might have trouble actually getting all her birds in the air before she starts taking shots.  OTOH, I haven't played with her yet, so maybe I'm wrong.

Does make me think we might want to consider a piece of equipment that would allow an increased FAC launch rate, though.  "Launch catapults" or somesuch.  Maybe something similar for accelerated recovery, too.  "Docking gantries?"

Rich

I'd go with them as "chosen by the designer" rather than as an innate aspect of certain combos of weapons and hull size.  That way you can differentiate between a more advanced power that *can* build (for ex) a heavily-gunned ship that works properly, and a second-rate navy that just slaps on the biggest guns it can get without allowing for the side effects.

The numbers you cited sound good to me, but I'm not a pro game designer so what do I know?  smile  Doesn't sound like any of them should produce huge changes in cost, which is as it should be.

You really think restricting torp launch rate is a non-factor?  Our torpedo boats/destroyers always seem to empty their tubes all at once around here, on the assumption that they won't live long enough to get two chances at a good salvo.  Maybe that's just our play style, though.

Rich

139

(16 replies, posted in Iron Stars)

themattcurtis wrote:

All irrelevant.  The French are established and my ships ain't in there.

On the plus side, I got the other red, white & blue written up. Fans of the Keel Bombard should like the United States Ether Service.

You talkin' to me?  Let's see the stats!  smile

Rich

murtalianconfederacy wrote:

Hah!

Maybe a rule saying that when all the guns fire at once, the ship loses a hull point? big_smile

Something like that would make a neat addition to the ship design system.  Allow players to take flawed designs with built-in drawbacks in exchange for a reduction in cost.  I can think of examples, but what the cost (well, rebate) would be I'm not sure:

Overgunned - Every time the ship fires a Keel Bombard or more than 1/2 of its Primaries in one turn, it suffers a x1 damage roll (d20) as it shakes itself to pieces.  Reduce OR contribution of Keel Bombards and Primaries by ?

Clumsy - Ship makes turns as though it were the next size category larger.  Not available for VL hulls.  Reduce DR by ?

Poor Turret Layout - Ship can never fire more than 1/2 of its Primaries at a single target.  Reduce OR contribution of Primaries by ?

Poor Tube Layout - Ship can fire only 1/2 or its Torpedoes in a single turn.  Reduce OR contribution of Torpedoes by ?

Vulnerable Gun Mounts - Some or all of the ship's guns are vulnerable to magazine flashbacks.  Any damage scored against an affected gun wrecks that mount *and* triggers another (d20) damage roll...which can destroy another Vulnerable gun and trigger another damage roll, ad infinitum.  Reduces DR by ?  Or maybe OR contribution of the chosen gun(s)?

Good way to add a little more character, and to reflect the often-shoddy nature of experimental naval architecture.

Rich

141

(60 replies, posted in Iron Stars)

One obvious question on the whole "ether charge" idea is whether and how they affect "surface" ships.  If the "bang" only zaps submerged targets, that's fine.  If they can damage other stuff, we need to think about how much ranged AoE attacks are worth.

Myself, I'd vote for the former option.  Maybe the "charge" emits energy that causes feedback in the inviso-field/sub-ether dynamo/whatever, rather than actually causing physical damage through explosive force...

Rich

142

(60 replies, posted in Iron Stars)

frigatesfan wrote:

One thing I [size=150]love[/size] about Iron Stars is the little-chit-free playing surface.

You'd hate playing with my guys, then.  We mark momentum with counters on the tabletop, and there are usually rather a lot of minefields on the board by turn two or so.  Admittedly, my nice homemade mine templates aren't "little" chits, but still...  smile

Rich

143

(6 replies, posted in Iron Stars)

I'll be darned, I thought she sank after she was captured (from the boiler explosion you mentioned).  Who knew?

Rich

144

(60 replies, posted in Iron Stars)

Re: the "contact marker versus removed from the board" thing, past experience in other games tells me that anything involving secret/hidden movement is probably a Bad Idea, as it adds a lot of complexity in most cases, especially on a gridless playing field.

OTOH you don't really need to replace the sub mini with a contact marker...just make some "submerged" chits to indicate which subs are under.  Maybe use anonymous contact markers at the start of a scenario, until the sub in question surfaces, which would conceal exactly what you're facing at first.  Or are subs not going to be able to loiter while "submerged" for any extended period of time?

Rich

145

(60 replies, posted in Iron Stars)

Aetheric shock charges, you mean?

146

(4 replies, posted in Defiance)

Thanks for the reminder, I always forget to vote on these things.

You're literally the only game even worth looking at in the minis category this year.  Confrontation?  Bleah...

Mind you, they'll probably still win, but that doesn't mean they don't suck.

Rich

147

(60 replies, posted in Iron Stars)

Just limiting them to no momentum will make them pretty slow compared to "surface" ships, as well as making them vulnerable to gunfire the turn they first "surface" (assuming the momentum-vs-gunsize chart is in use, rather than the ship-size-vs-gunsize one).  I like the "crew casualties for staying under too long" idea a lot.

Good fluff, too.

148

(60 replies, posted in Iron Stars)

Note that the rough ideas for rules that I posted would work just as well for an inviso-power sub as for a sub-ether diver.  The tech fluff is largely irrelevant to the game mechanics in this case.  A true "stealth" sub (whether disguised as a rock, or just painted fancy) would probably require different rules, though, with more of an emphasis on spotting ranges and the like.

For me, a sub that can't perform the equivalent of "diving" (ie becoming hard to hit without special weapons, and having restricted attack options) or "surfacing" isn't really a sub.  Part of that requirement should include some kind of time limit on how long you can stay under...maybe the inviso-cloak overheats rapidly, or the sub-ether is just plain dangerous to loiter in, or whatever...but you should have to surface or face damage at some point.

Rich

Okay, Thailand I could see with these.  And yes, I think you've "etherized" their historical pocket battleships quite nicely.

Shame the game doesn't have rules for oversized guns shaking a ship to pieces, really.  It should be even more of a problem in space...what's worse, a little water coming in, or all your air bleeding out?  smile

Rich

150

(6 replies, posted in Iron Stars)

Fair enough.  One assumes they'll be using the neutral Swiss space station for resupply and as a liberty port?  smile

Rich