Re: IS shipyard (variant hull repository)

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.

Re: IS shipyard (variant hull repository)

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

Re: IS shipyard (variant hull repository)

themattcurtis wrote:

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.


I think that would be absolutely the way to go.  I would also assume that there would be size limitations and some technology (like lightning projectors and everything in TMW except MGs) that the major powers wouldn't want to be willing to give up (or that the minors could afford).

Re: IS shipyard (variant hull repository)

Hey Matt...

did you get my initial mail on IS Tech?

Re: IS shipyard (variant hull repository)

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.

Re: IS shipyard (variant hull repository)

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

Re: IS shipyard (variant hull repository)

themattcurtis wrote:

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

Got stuck in my spam filter, retrieving it now....

Re: IS shipyard (variant hull repository)

themattcurtis

Now that you mention it... I have to agree about ship sizes now.  And I for one like the Turks ships and fluff.

And when thedugan mentioned Argentina earlier it got me thinking. 

Say there was a rumor of hydrosteel deposits in a certain region near the River Paraguay.  Tensions mount with both Paraguay and Bolivia claiming the land.  Both sides want not only the hydrosteel, but control of the river means access to the Atlantic.  (Especially important to Bolivia as it lost it's Pacific coast in the War of the Pacific against Chile.)  The war could be expanded by Paraguay offering a trade deal to Chile for help and Bolivia calling upon it's ally during the War of the Pacific, Peru.  So in essence you get a Chaco War 20 years earlier and enlarged.  I'd have to do a some more research, but shouldn't be too hard to get the old Triple Alliance nations of Argentina, Brazil and Uruguay and the northern trio of Equador, Columbia and Venezuela involved for a general South American war.  Just thinking out loud for the moment.

Re: IS shipyard (variant hull repository)

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

Re: IS shipyard (variant hull repository)

themattcurtis wrote:

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

You've got to let me know how that goes.  Tres cool.  You've made my night.   big_smile

Re: IS shipyard (variant hull repository)

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).

Re: IS shipyard (variant hull repository)

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.

Re: IS shipyard (variant hull repository)

themattcurtis wrote:

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 "other" table?!? As in, you had two games running at once?

Man, I'm jealous...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: IS shipyard (variant hull repository)

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. :?

Re: IS shipyard (variant hull repository)

That's exactly what I was hoping to hear about the Goalkeeper.  And using them as an umbrella for the ships they're escorting is how I've used them so far.  Definitely a niche supplement to the standard Gamma and not a replacement.  As that great tactician Hannibal Smith would say, "I love it when a plan comes together."  big_smile

Re: IS shipyard (variant hull repository)

I didn't get to fight a battle yesterday, unfortunately, but Im planning on designing a couple of vessels with heavy primaries and FACs on-board, getting a couple of destroyers/cruisers as well and fighting it out...:D

Has anyone designed a vessel armed only with primaries which are lightning projectors? I have, and I played a couple of turns against a standard fleet to see how they went. One thing I can tell you is that you do get an increased range advantage over most other vessels...:D

Re: IS shipyard (variant hull repository)

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).

Re: IS shipyard (variant hull repository)

murtalianconfederacy wrote:

Has anyone designed a vessel armed only with primaries which are lightning projectors? I have, and I played a couple of turns against a standard fleet to see how they went. One thing I can tell you is that you do get an increased range advantage over most other vessels...:D

Two things on the LPs:

1) They are indeed RNES "proprietary". smile

2) They suffer from the same issues that posion gas does; i.e., their effectiveness is dependent upon the target. Against low-armoured targets, you end up wasting their cost -- against high armour, they are probably more effective than their cost.

Thus, there is the potential for abuse...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: IS shipyard (variant hull repository)

One thing to consider, if you exchange a large number of light guns for a small number of heavy ones, you've also just changed your hit location chart so that your hull is going to get hit a lot more often.  Each hull lost will be worth less (maybe) because your overall cost will probably be lower, but you'll be losing them more often.

That said, the Bantam class is a much better ship with 4d10(x2) LPs as primaries instead of the 4d10(x3) conventional guns.  Those strong secondaries make up for any slight weakness against light-armor targets in my book.

Rich

Re: IS shipyard (variant hull repository)

hundvig wrote:

One thing to consider, if you exchange a large number of light guns for a small number of heavy ones, you've also just changed your hit location chart so that your hull is going to get hit a lot more often.  Each hull lost will be worth less (maybe) because your overall cost will probably be lower, but you'll be losing them more often.

This is factored into the point cost -- the number of hull hits on the d20 is used as a divisor to the defensive rating. Thus, a ship with Hull 1-6 would have twice the defensive rating as one with Hull 1-12, all other things being equal.

That said, the Bantam class is a much better ship with 4d10(x2) LPs as primaries instead of the 4d10(x3) conventional guns.  Those strong secondaries make up for any slight weakness against light-armor targets in my book.

But the strong secondaries remain a constant, whether you have LPs or not... by reducing the x3 damage to x2 for a 5% increase in point cost (166 to 175), you're not gaining much hit potential against armour of 3 or less.

But I agree -- it's definitely an imposing design.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: IS shipyard (variant hull repository)

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  :?:

Re: IS shipyard (variant hull repository)

Added one last ship to the Ottoman roster -- the Sebat class CL (has a sister ship named Kuvvet.  A modification of the British Tyco.  Six just seems like a nice number for a starting fleet.

Fluff is finalized, at least in my mind, as well.

So feel free to try 'em or just read 'em and throw yer feedback this way.

Matt

Re: IS shipyard (variant hull repository)

Using the conversion guidelines, I wrote up an ad hoc carrier platform for the RNES. 


Matt