Sure, if there's going to be an Iron Stars RPG.
Otherwise, no. :?
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mj12games.com/forum → Posts by frigatesfan
Sure, if there's going to be an Iron Stars RPG.
Otherwise, no. :?
Stealing from Starfleet Battles, the WYN live in this little pocket of space protected by a zone of dirty space that affects all those electronical things that Iron Stars ship don't have, but which would suffice as a "heavy gravity" zone.
As I recall, those scenarios have the zone occupying either the board edges, so that it takes a while to recover before you can operate normally - perhaps invoking the Searchlights optional rules too (it's really thick 'n' dark space), then off you go to get the bad guys;
or, have a zone in the middle of the table, extending the entire length and maybe 6" thick, and place each side's objective on the other side of that morass.
Maybe it's a gaint comet's tail and entering it pushes you sideways 2" for every 1" you attempt to move through it. Perhaps the zone damages your ship (as a x1 torpedo) for every turn stuck in it. Really dangerous to a fast ship, since its hull boxes are few; unpleasant for a very large ship, since it'll be in there for 2 turns or more.
MRB
heavy gravity zones - <shrug>
Just an idea of not-mine that's a region of space where it costs double movement points to get through. Perhaps it's Martian technology or something older, perhaps it's a natural phenomenon. Perhaps it's just an area marked out on the board. :wink:
ff
I always use terrain in miniature games, regardless of scale. It gives a focal point of the battle. Battles are usually over something, my fort, my rock, whatever.
As for scale, planets are out. I usually make one edge of the map a planet.
But small moons, asteroids, or wrecks of ships are easy to create. Brigade Minis makes a simple crashed 'nef. Maybe they could make a crashed ship for Iron Stars.
I use styrofoam balls. Round for moons (poke in lotsa craters), crushed for asteroids (poke full of holes first), and if you wanted a crashed ship, then poke in a model or part of a model into the asteroid and add other bits depending on the strength of the impact.
Stealing from other miniature games, you could add listening posts, variations on the Russian redoubts without guns; airbases (on asteroids), heavy gravity zones, automated weapons, lifeboats, derelict freighters, and ...well that's a start.
frigatesfan.
I don't find the dice rolling tedious, since I think it adds suspense to the game, but if someone wants an alternate idea,
make a damage deck. Use plastic cards with the damage sections written on them. Put in twice the number of each section into the deck. So if there's 12 hull, make 24 hull cards. When damage is taken, shuffle the deck and draw X cards. Dealing out X cards is faster than rolling and consulting X dice.
Back again,
Frigatesfan.
Thank you for your assistance. I will pass your comments along!
Michael B.
A snippet of conversion from Saturday night's IS game:
"Lightning guns are broken, so I will never build a ship with them."
"I know lightning guns are broken, so I will always build ships with them!"
Alright smart forum members, discuss! Are lightning guns broken? What's the best defense against lightning guns? Is dice luck a sufficient weapon equilizer? Does he cost of lightning guns actually offset their power? What's your take on my opponents' opinions?
I don't put lightning guns on my ships. I don't consider them broken because every weapon succombs to the luck of the dice.
Please advise and post your opinions.
If using spotting in a battle with lots of ships milling around, you spot your target at the end o f one turn, but in the following movement phase, several other potential targets come into range. Now, your lit target is further away from many other potential targets, that you must attack at double range.
Starshells would certainly solve the problem, but I haven't picked up that expansion yet.
My gaming group played a scenario over the weekend over the "dark side" of the planet, using the searchlights/spotting rules.
We found it awkward to spot at the end of the turn, then move on a new turn and shoot at normal ranges only at the ships we spotted last turn.
Wouldn't moving spotting to either the beginning or the end of the movement phase make more sense?
Or, is automatic spotting supposed to be a free action that occurs out of sequence?
If we have a 225 point BB...then having this cost $225000 (or 2 if simplified). For a small country with a raw GDP of only $50000 (or 0.5), this ship proves a significant investment
Could one assume that ships constructed during 1904-5 (the first IS book) could be picked up at a cheaper price 10 years on (since we seem to be discussing the economies of these countries at the brink of the first World War)?
Could congeve rockets (1904-05) be picked up cheaper than hale rockets (1908-09)?
Or is every technology meant to be available at the same time? And does every nation have to be at the top of the technological tree?
Would a 225 point BB with all the bells and whistles cost the same as a 225 point BB with just guns and torpedoes? Since the construction system allows one to arrive at the same point total in a variety of different ways, then surely something else has to be factored into the economic cost of warships.
Mike B.
Wow.
Got to stay behind these frightening ships!
Pity there's no defense against lightning projectors.
frigatesfan: murtalian was not dismissing your concern, but pointing out that the game will not be broken if you allow the Germans to have Fire Arrows, for example.
My only concern is seeing a lightning projector ship with a poison gas battery and hale rockets and fire arrows too across the table.
That about sums up my concern here.
I actually enjoy the ship ideas people are throwing about. My Japanese destroyers are 10 thrust ships. That's how I want to play them. And I'll stick a canon escort with them.
This is my last post on the subject. On to better things. Or the sub discussion... :wink:
And, as to frigatesfan's issue, I don't think it'll matter.
Really? Wow, that's nice. Hey, let's throw away all the nations and just play with generic ships!
A game with no historical basis (real or imaginary) lacks focus. Ship design philosphy is part of that history. But, I like the ship construction system for this game (it's part of the reason I've bought into it).
Hey here's an idea, let's build a Japanese cruiser with:
Hull: 6, Armour: 0, Thrust: 8, PG: 2/d6(x2), SG: 4/d6(x1) Poison Gas,
LG: 4/d4(x1), Torpedoes: 6/d6(x3) and Mine Factor: 3.
What's that? This is a canon German cruiser? Oh well, I don't think it will matter.
Ah. My bad. I haven't bought SF yet.
But if every nation has access to every weapon, and every nation is fighting in the same "ocean", and every nation's admiral uses the same tactics (one player will play with the same style for any nation's navy), then what makes one nation's navy different from another? Why have individual nations at all? :?:
16VPs seems awfully expensive for a destroyer.
Would the Japanese pay that amount for a destroyer?
Would Britian give a temporary ally lightning projectors?
The light/dark side thing is kinda intresting, but very limited usage can't honestly see them being used much.
Diff. between Sub and destroyer, is the Destroyer is the length they can sail, the speed, and vartity of Jobs a Destroyer can do, subs arn't much good for convoy escort afterall.
Submarines were a limited use weapon! Their unsporting nature won't truly be a commonplace thing for at least another 15 years.
On sea, I can see the difference between a submarine and a destroyer, but in space, surely they amount to the same thing?
And while, I loved the idea behind the Surcouf and its ilk, heavy gunned submarines were all spectacular failures.
Now, give the Japanese a large fleet submarine that carries one FAC, that I can handle, even if I have to wait until 1943!
One thing I [size=150]love[/size] about Iron Stars is the little-chit-free playing surface.
So to reiterate, I suppose, I like the difficult to detect hull. Perhaps no automatic searchlight spotting. Range to hit is always doubled. I wonder if submarines are best used on the dark side of the Earth? A submarine in the sunshine must be an easier target.
No tender, else we have the trouble of differentiating between FACs and subs.
Limited deployment: early 20th Century, we have the Germans, the British, the Austro-Hungarians, the French (Hey, where are the French!!!), and the Italians (ditto!) building submarines even though it would take the First World War to decide how best to use them -- stop building fleet submarines, start building little minelayers and commerce raiders.
How are submarines and destroyers to be differentiated? Who would continue to build destroyers? Do destroyers become adapted to the role of anti-submarine warfare for convoy protection?
If, once found, submarines are relatively easy to destroy, then they cannot mount armour; historically submarines are not very fast, so they cannot have much thrust, but surely it makes no difference up in the aether; weapons vary--submarines, historically, again, mount secondary guns, light guns, torpedoes, and mines; submarines, historically couldn't really mount rockets, but for a "surface" attack, why not?
:idea:
Hmm. Surface attacks on the light side of the Earth; "submerging" subs disappear to the dark side. Submarines hang around the terminator, looking for targets to raid? That would be interesting. Perhaps they need to return to the light side to recharge batteries (when were solar power cells invented?).
Oh, sad
This is rapidly degrading into a "cloaking device" technology thing.
I was thinking, or trying to think, while at work today, that the ether-sub would hang around in the upper atmosphere, where the new fangled aeroplanes could not travel and true ether ships have difficulty maneuvering.
They dive to hide. They must surface to attack, and unlike submarines of today, travel much slower while "submerged". I think I'll have that right. I'll go off to my books on the subject.
How about a new ship class, S or VS, that gets double its normal armour for the sake of attacking it, but not double armour for actually rolling hits?
Mike B.
I see the brainstormers of the group working away in their shipyards, but how about taking all these new ships out into the world and knocking around a few less than simple situations to get their hulls worked into. Gads! I type poorly. But how about it?
I suppose I could go first, but as I can see from above, I need to get my thoughts in order.
MRB
I was thinking that aether-subs would float about in the lower tendrils of the ether layer where larger ships travel. They could only attack with torpedoes and would only be susceptible to aether-depth-charge attacks, or in keeping with what's already around, patterns of charges (mine factors). Submarines would only track hull and thrust hits for damage and could not (this is prior to WWI, after all) mount guns. Because the sub-ether lacks gravity defying properties of proper ether, submarines could only travel very slowly and could not actually stop without coming up into the proper ether. Perhaps keeping in tune with early submarine warfare, the submarines would suffer a penalty firing torpedoes up through the sub-ether to hit shipping?
I picture aether-subs to look about as stripped down as Brigade's Pirate torpedo nefs (without the spar at the front). The miniatures could simply be put on a half height flying stand to represent their sub-ether-ness.
Just my two cents.
Mike B.
I thought about picking it up, but it looks like GW released it and dropped it.
I can find no mention of the game apart from the original release in White Dwarf.
From the write up at the GW online store site, it looks like it's supposed to have additional armies available...
$50 for a game that GW isn't supporting isn't my idea of fun.
Let's hope I'm wrong.
Canadian made British etherships?
Sub-ether vessels?
Ether depth charges?
small colonial British and German etherships flying moon colony flags?
Say, how far along the timeline is IS going to go?
Will there be a Spanish Civil War expansion? Please stop before we hit WWII!
I don't have that much cash!
No, no! :oops:
I like the A-H [why did I call them A-G?] from a game perspective, but let's face it, historically, the A-H were not too popular. Too much pomp and circumstance from such a small empire. Stepping on toes, I imagine.
themattcurtis,
I wuz going to make a space station without the rules I've yet to introduce to my gaming group.
I wanted something the Russians, Japanese and British to attack, so I figured to use a space station> But all I see are British stations, SO, thouoght I, why not make one for the Austrohungarians? Everyone hates the Austrohungarians.
But okay, okay, I'll just use a thrust crippled A-G Battleship instead.
mj12games.com/forum → Posts by frigatesfan
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