Topic: FAC construction questions

Okay, having digested Merchant Wars, a few questions:

1) FACs have a very limited menu of weapons and equipment they can choose from, including Congreve rockets and their variants.  Hales are clearly included here, but are Fire Arrows a variant for purposes of this rule?  I'm guessing yes or someone would have said something about the Spiral design in the ship depository already, but I'd like to be sure.

2) FACs don't have an armor value at all, right?  They can't buy themselves up to a one, unlike real size one ships...I think.

3) Are gyros really forbidden on the little guys?  They probably don't really need them, but it would be nice to have the option...especially when facing size three VS gyro-ships who can actually out-turn you.  smile

4) Do FACs always start play attached to a ship, or can they begin deployed?  For that matter, can you field FACs without carriers?  I'm guessing not, from the fluff about Fisher's failed scout-plane concept.

Rich

Re: FAC construction questions

I can only answer #2, which is: they can't buy themselves armour. You hit them, they're dead. Ships with huge light batteries (Russian vessels) have a good chance of killing them out of their own range--heck, the "What If" scenario I played out, one FAC died before even getting within range, and the second fell foul probably of the same gunner then next turn...Thats why more FAC designs, I think, are using rockets. I mean, you've got a 12" range there at once...

Re: FAC construction questions

It should be relatively easy for FACs to pick the range at which they engage ships, based off speed alone.

Note that hulls in IS, if given enough time, can effectively move up to twice their listed speed in a Turn.

IE -- a battleship starts the game with a momentum of 2, and has a thrust rating of 4.  During the first turn, it can move up to 6", which means it ends with a momentum of 3". During the third turn it can move up to 7", ending with a momentum of 4, which means it can move 8" the turn after that.

So your average FAC should be able to, at some point in the game, move at least 16".  It can hover out of gun range (remember distance to these things is doubled) until it's ready to conduct its torp run, then scoot in to PB range and let loose (seeing as how it moves last and shoots first).


Use Your FACs right and really the only long distance threat (the only weapon that can stop them from at least conducting their attck runs)  is a rocket system.  Althought if they're left sitting a few inches from a cap ship with lots of Light Guns, they're toast. In my games, two torp carrying FACs are a serious threat to an unsupported light cruiser like the Tycho.

To me, the fact they always move after DDs, and shoot first, gives 'em plenty of legs.  Remember these aren't fighters so much as they're understood today, as teeny assault boats/attack craft/whatever.  The Brits originally dubbed them as planes because they didn't know how to categorize them.

Re: FAC construction questions

Ah, and one more:

5)  There are two identical-stat fighters in the MW book (one German/Austrian and one British, I forget the names offhand) that have different point values given.  Which one(?) is incorrect?

Rich

Re: FAC construction questions

hundvig wrote:

1) FACs have a very limited menu of weapons and equipment they can choose from, including Congreve rockets and their variants.  Hales are clearly included here, but are Fire Arrows a variant for purposes of this rule?  I'm guessing yes or someone would have said something about the Spiral design in the ship depository already, but I'd like to be sure.

Fire arrows are indeed a rocket variant, and may therefore be mounted on FACs.

2) FACs don't have an armor value at all, right?  They can't buy themselves up to a one, unlike real size one ships...I think.

A FAC may never have an armour value.

3) Are gyros really forbidden on the little guys?  They probably don't really need them, but it would be nice to have the option...especially when facing size three VS gyro-ships who can actually out-turn you.  smile

Actually, a VS ship with a gyro is merely able to turn as well as a FAC, not better than one.  A FAC may turn up to 180* regardless of when during its move the turn occurs.

4) Do FACs always start play attached to a ship, or can they begin deployed?  For that matter, can you field FACs without carriers?  I'm guessing not, from the fluff about Fisher's failed scout-plane concept.

FACs may not begin the game on the board, unless specifically stated in a scenario.

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: FAC construction questions

Re: gyros, yep, missed the "before" part of "before, during or after" when I read the description.  As Radner would say, never mind.

But which one is priced wrong, the Wurger or the Meteor, hmmm?  smile

Rich

Re: FAC construction questions

hundvig wrote:

But which one is priced wrong, the Wurger or the Meteor, hmmm?  smile

They should each cost 9 points.

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com