Topic: Using IS for Aeronef

I have both IS and IS:Merchant War and love them both.  I plan on using the rules for both space combat using IS Miniatures and terrestrial combat using Aeronef miniatures. 

I was wondering if anyone had developed any additional rules for terrestrial combat, such as elevation, ramming, ground batteries, ships, bombing, etc.

Also, I think fighters would be a bit different on Earth than FACs in space.  Most likely lighter armed with maybe one gun and the rest machine guns.  Or with bombs and torpedos.

Any thoughts?

Thanks,

Pat

Re: Using IS for Aeronef

Gunslinger wrote:

I have both IS and IS:Merchant War and love them both.  I plan on using the rules for both space combat using IS Miniatures and terrestrial combat using Aeronef miniatures. 

I was wondering if anyone had developed any additional rules for terrestrial combat, such as elevation, ramming, ground batteries, ships, bombing, etc.

Also, I think fighters would be a bit different on Earth than FACs in space.  Most likely lighter armed with maybe one gun and the rest machine guns.  Or with bombs and torpedos.

Any thoughts?  Thanks, Pat

I think Dan is distracted with 'Aces at Dawn', so I'll chime in like my opinion means something. :-)
(no, honestly, Dan's pretty good with the 'creative input' I've suggested - just some things I think would be cool are either too weird, too expensive to execute, require more in the way of support material, or just plain not something that's gameable - hey, I do artwork, it's a REQUIREMENT that I'm a little odd - just look at Van Gogh!)

I think such things have been suggested, and I know I've suggested using Iron Stars in lieu of Aeronef only partly in jest.

I think that you could use Iron Stars for the Aeronef set just fine as is, I'm wondering if you couldn't use the 'Aces at Dawn' demo rules for aircraft, with some house rules to wedge it all together....I've only glanced at the rules - but the period is the same.

We've tended to expand on the Iron Stars world, and not too much on the rules end - we've another Iron Stars book coming out, but it's nowhere near finished, and I think the parties that are involved (I am, anyway) with other projects or just too pre-occupied with real life.

I hate overtime, but I like having gas money and the kids get cranky if I don't take 'em to a movie every now and then...

from work...happy! happy! Joy! Joy!

Re: Using IS for Aeronef

well, funny you should say that as the Aces rules started as the fighter combat system for IS in my mind, Dan had a completely different idea, which is cool smile

Anyway, if you have house rules to glue it all together, I'd love to see them.

AND, you can play Aces with just the demo rules, of course, it's a Majestic Twelve Game after all smile

Re: Using IS for Aeronef

thedugan wrote:

I think Dan is distracted with 'Aces at Dawn', so I'll chime in like my opinion means something. :-)

Not really. big_smile

I mean, "not really" in that I'm not distracted by AaD -- that's Jim's baby.

I think that you could use Iron Stars for the Aeronef set just fine as is, I'm wondering if you couldn't use the 'Aces at Dawn' demo rules for aircraft, with some house rules to wedge it all together....I've only glanced at the rules - but the period is the same.

The "problem" with Aeronef (if you can call it a problem; I like the game just fine, actually) is that it's abstract when compared to IS. Therefore, the question is not what to add to IS in order to play Aeronef, but what to add to the 'nef game stats in order to make them playable in IS.

I intend to bring IS down into the atmosphere in the near future... whether or not it will be directly translatable to Aeronef-type craft or something totally different I haven't decided yet.

Oh, and I doubt very seriously if AaD could be made to squish in to a game of IS -- the two engines are very different, and are of a completely different scale.  i.e., an experienced player would be hard-pressed to run more than 3-4 planes in AaD, while a game of IS could include dozens of FACs.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Using IS for Aeronef

Gunslinger wrote:

I was wondering if anyone had developed any additional rules for terrestrial combat, such as elevation, ramming, ground batteries, ships, bombing, etc.

God, there's that ramming thing again... wink

Seriously, I've got to find that reference that talks about ramming as being totally over-hyped as a tactic in wargaming -- it rarely, if EVER happened on purpose in "real life".

Anyway, Kevin had done some elevation rules when we were toying with an Aeronef expansion to Grand Fleets... and we're hoping to have some rudimetary bombing rules in the next book for IS. Otherwise, ground batteries and naval ships would likely be very easily represented using the existing IS mechanics.

Also, I think fighters would be a bit different on Earth than FACs in space.  Most likely lighter armed with maybe one gun and the rest machine guns.  Or with bombs and torpedos.

Err... that's kinda what the FACs in TMW are, right? Lightly-armed with MGs and torps...

The idea of fighters in the atmosphere would have to be worked out in the "fluff" first -- we've pretty much established that Cavorite would be unwieldy for levitation-type purposes...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Using IS for Aeronef

Yup, Dan just playtested with me, and helped immensely with the rules, but I'll happily take all the credit

big_smile big_smile  big_smile

Re: Using IS for Aeronef

The only time ramming would be seriously considered as a combat tactic is in one of three cases typically;

1)  The captain/ crew just plain wig-out or are affected by something in the atmosphere (such as events reflected in a recently released movie).

2)  It's a last gesture of defiance from an only partially wigged out captain/crew against a passionately hated enemy.

3)  The act of self-sacrifice in a vessel no longer capable of fighting and that is going to die anyway, will turn the tide of battle in favor of that vessel's nation.

Beyond that...there really isn't a valid reason for ramming.  We won't even go into the piloting/ evasive maneuver issues involved.  :roll: oi!

Re: Using IS for Aeronef

My question of ramming was more centered on torpedo spars than to actual ramming.

Since IS says ships can't touch, I guess I took this literally and therefore assumed torpedo spars, which require a ram or contact, would be nullified.

As to Aeronef stats in IS, I was just going to build the ships from scratch using your ship design rules.  I wasn't going to try and translate the 'Nef rules or stats into IS.  Basically I was going to look at the model and build from there.  WYSIWYG design.


Just clarifying my questions and intentions.

Thanks!

Re: Using IS for Aeronef

My question of ramming was more centered on torpedo spars than to actual ramming.

Since IS says ships can't touch, I guess I took this literally and therefore assumed torpedo spars, which require a ram or contact, would be nullified.

As to Aeronef stats in IS, I was just going to build the ships from scratch using your ship design rules.  I wasn't going to try and translate the 'Nef rules or stats into IS.  Basically I was going to look at the model and build from there.  WYSIWYG design.


Just clarifying my questions and intentions.

Thanks!

Re: Using IS for Aeronef

cricket wrote:
Gunslinger wrote:

I was wondering if anyone had developed any additional rules for terrestrial combat, such as elevation, ramming, ground batteries, ships, bombing, etc.

God, there's that ramming thing again... wink

Seriously, I've got to find that reference that talks about ramming as being totally over-hyped as a tactic in wargaming -- it rarely, if EVER happened on purpose in "real life".

I'd make it horribly improbable, as reflected by REALLY bad to-hit rolls, and the ability to dodge on the 'targets' part and give the 'rammer' a bad damage modifier and be done with it.....

You might also throw in a mandatory 'morale rule' on the part of the ramming vessels part if the player decides to ram - the pilot simply refuses to ram....

Make it clear that it's not the authors intent for ramming to occur, and it's OPTIONAL...

cricket wrote:

Anyway, Kevin had done some elevation rules when we were toying with an Aeronef expansion to Grand Fleets... and we're hoping to have some rudimetary bombing rules in the next book for IS. Otherwise, ground batteries and naval ships would likely be very easily represented using the existing IS mechanics.

I think some cross-barrier games would be a GOOD thing.

cricket wrote:
Gunslinger wrote:

Also, I think fighters would be a bit different on Earth than FACs in space.  Most likely lighter armed with maybe one gun and the rest machine guns.  Or with bombs and torpedos.

Err... that's kinda what the FACs in TMW are, right? Lightly-armed with MGs and torps...

I'd think that FACs are actually pretty heavy compared to fighters, but then - the FACs deal toe-to-toe with battleships - something that fighters couldn't do.

FACs aren't that much faster than Aethernoughts - planes are FASTER then their targets by an order of magnitude.

FACs and Aethernoughts are both 3D, surface combatants are firmly 2D.

FACs have to hold atmosphere, a plane can be open-topped.

FACs would be pretty resistant to airplanes, but you could swarm a FAC with a bunch of planes.

cricket wrote:

The idea of fighters in the atmosphere would have to be worked out in the "fluff" first -- we've pretty much established that Cavorite would be unwieldy for levitation-type purposes...

Unwieldy? No more than hydrogen bags.

The only difference would be that you'd have to deal with some local self-generated turbulence - but then a zeppelin was pretty badly affected by normal winds.

I'd wager an Aeronought would make a GREAT carrier for standard aircraft, there's this updraft to toss the planes upward.....:-)

Re: Using IS for Aeronef

Well of course you could use cavorite to fly 'nefs.  Shutters on the wings, though you'd have to have forward wings as well as aft for stability.  Or along the keel with "air funnels" over the shutter areas.  To balance this upward force would employ the same principles Bedford and Cavor used on their sphere.  Panels placed in locations to offset and balance out other directional effects.  Helm control may be supplemented by shutter control.  All highly complicated of course and shutter damage in combat would make some pretty interesting control issues.

At least...that's one way to look at it.  big_smile

Re: Using IS for Aeronef

Go0gleplex wrote:

Well of course you could use cavorite to fly 'nefs.  Shutters on the wings, though you'd have to have forward wings as well as aft for stability.  Or along the keel with "air funnels" over the shutter areas.  To balance this upward force would employ the same principles Bedford and Cavor used on their sphere.  Panels placed in locations to offset and balance out other directional effects.  Helm control may be supplemented by shutter control.  All highly complicated of course and shutter damage in combat would make some pretty interesting control issues.

At least...that's one way to look at it.  big_smile

Hydrogen, on it's own, will escape the lower atmosphere eventually. It's pretty light, and would tend to stay on the outer portions of the enviromental envelope. Given a little push from solar radiation, it will eventually escape the atmosphere. Good thing water is a stable molecule, and hydrogen so reactive, or it's goodbye oceans. :-)

Cavorite is even more so, it would escape the atmosphere, not because it's light, but because it cuts off any gravitic interaction.

Zeppelins float, largely because they are - due to their EFFECTIVE density- lighter than air.

You would structure an 'Aeronaught' (I submit we sue this term, to avoid any nasty copyright problems with 'Aeronef' - unless there's some copyright problem with 'Aeronaught') in such a way that the vast majority of the ships bulk is hidden by the cavorite shell. Any excess outside of the cavorite would be affected by the Earth's gravity. This portion that is drawn to the Earth would need to be just enough to make the ship neutrally bouyant in air. You could make it more or less bouyant by the use of your shutters, and use internal propellers as ducted fans to manuever. You could also hang your main engines outside the hull ala the old 'Zeppelins'...

You'd have 'updraft' from the force of the air above the ship moving very quickly upward, as it is suddenly weightless. BUT, the inrush of air would also tend to mix with the air above the ship, and negate any atmospheric losses on the Earth's behalf, as the air entering would push the weightless air back out of the cavorites influence. You have turbulence, but not anything catastrophic like loosing all the Earth's atmosphere to space - despite a novice's observations that such would be the case in Well's book.

You'd get some 'interesting' climb rates if you happened to pass over another ship, though....
:-)

I would tend to think that large ships would be the norm, as smaller ships would have less of a margin of safety in respect to it's bouyancy reserve.

You could also run steam systems aboard Aeronaughts, as you 've probably got room to put in a cooling tower for the steam condensers in the larger ones. The smaller 'naughts would likely run like old steam locomotives and be very overpowering at short ranges - but run out of water rather quickly as they haven't room for cooling towers - and so simply vent their used steam to atmosphere like the old steam locomotives did.

Cannonball Express, anyone?
:-)

Re: Using IS for Aeronef

In truth, you'd not need anything so dangerous as steam to power the ship.  Your duct fans could do it.  Cavorite below the fan with draw vents, air gets sucked in and pushed past the fan, causing rotation at pretty good clips resulting in power generation.  Lateral mounting vs vertical could result in something much akin to a turbofan prop. 

Taking this one concept at another angle, the vents that may dangerously vent air to space could have a cavorite 'reflector' plate mounted at an angle to project the air laterally (also providing movement thrust) and despensing with that nasty potential of venting to space (if Cavor's assumptions were correct in that regard).  This would mean the areas behind, or rather, fronting the vent ports would be very dangerous for other vehicles due to turbulence. big_smile

Re: Using IS for Aeronef

Go0gleplex wrote:

In truth, you'd not need anything so dangerous as steam to power the ship.  Your duct fans could do it.  Cavorite below the fan with draw vents, air gets sucked in and pushed past the fan, causing rotation at pretty good clips resulting in power generation.  Lateral mounting vs vertical could result in something much akin to a turbofan prop.

I'd think that this was doable, BUT....

It'd be slow - the power of the wind would pretty much limit you to 50 knots or less (well, it's not THAT slow). If someone knew the proper math, perhaps we could get a better idea - it's just my gut feeling that you're not talking airliner speeds.

Re: Using IS for Aeronef

I don't think airline speeds would be necessary truely. smile

50 knots back then would be PLENTY fast compared to most other ships.  That would give both a strategic and tactical advantage overall.  It wouldn't be right to have the ships faster than the planes anyhow... lol

Re: Using IS for Aeronef

Honestly, though, I rather like the idea of a steaming Aeronaught, it's very 'period'... Your 'gravitical propellers' would take a fair amount of room, I'd wager.

Locomotive engines wouldn't take nearly so much room. Also, the outlet of the 'nozzle' would have to point somewhat upwards if you use 'straight winds' to propel the ship. If you fashion a 'collector-turbine' and use it to drive a gearbox and then a prop, it's going to half that speed, I'd wager. Also, the ship would have to be rather large to start with in order to accumulate enough updraft to produce any useful thrust.

How about the largest Aeronaughtical Transports using the Grav Sails, and the smaller ones using locomotive technology? Later on, in the 20's and 30's, you'd have Diesels playing a part, as they did in Zeppelins.

An Aeronaught's captain might be loath to give up all that space for cargo, when a locomotive or diesel (even with fuel bunkers) would take up less than a third of the room. You'd have 'collector ports' all along the underside of the ship, each requiring expenditure of rather pricey cavorite metal shutters(or some other means), your thrust will be limited by the size of those intake ports.

You might not need the shutters, but you'd certainly need the intakes, which would require *some* duplication of the cavorite shell.

There's always the possibility of using both or all three, depending on the size of the ship, and it's mission - I see merchants opting for locomotive propulsion for the most part. Coal is rather compact, and steam propulsion is rather proven. Diesels are unreliable until the '30's, and the other option would be rather wasteful of space.

I can see some form of 'cavorite a.p.u.' being used to provide power for a dynamo pretty universally. Electrical demands were pretty small back then, and you could use it to trickle charge a battery bank for the wireless.

Re: Using IS for Aeronef

Nope.  The props could be quite small actually...say about 2-3 feet in diameter.  The air intakes probably about 2-3 times that with the ducting constricting down.   The props themselves have nothing to do with propulsion per se, but electrical generation, much like hydro-electric dynamo's in dams...only in this case rather than water cascading through, it will be air.   Nature abhors a vacuum, and if cavorite is propelling air away from it (or rather blocking the gravitational effects on the air in a particular direction) then the force of that escaping air itself will be the propulsionary force.  No fuel needed making such freighters extremely economical in a strategical sense.  8) 

The whole trick to it of course is figuring out the speed of the air away from the cavorite and then the thrust to mass ratio to establish if using it this way would be even possible.  If nothing else, then the fan generator itself could produce enough energy to power electric motors for actual props, again, eliminating the need for fuel and space needed for it.  In most cases, the electric motors would likely be individually sized to power individual props (much like your dirigible example) saving space against even steam or diesel powered generators.

I'll have to break into my engineering books to see how this would all work out.  big_smile

*thinking* you know....if the numbers crunch right....something like this would totally and irrevocably change the face of the world.  A suddenly (relatively speaking) environmentally safe and cheap (again relatively) form of energy production...

windmills suddenly become cavorite wind towers...tidal bore generators could use the same technique.  Build a large eliptical torus and you could have a hydrological perpetual motion generator... :idea:

Re: Using IS for Aeronef

Okay...just because it's been nattering around in the back of my head along with a few dozen other things (I REALLY need to get the maid to clean up back there)...I put together IS construct stats for Aeronef and added a bombing rule.  The construction stats pertain mainly to hull sizing, BAV, BTR, and turning issues so that the IS construction system and rules can be used for the remainder of things. 

These are WAY un-official and not meant to irritate the mighty powers of the aether and air.

Re: Using IS for Aeronef

:oops: one thing I forgot to mention in the bombing rule due to domestic distraction (yeah...that's a good excuse) wink was that the target point marker may be placed anywhere behind where the attacking vessel has passed over that turn or no more than 1" per altitude level straight ahead of the attacking ship.