Topic: TMW Questions

Most of these questions came from looking at Scenario 8 God Save the Queen.  Maybe they could be summed up by "Does the Queen need God's help?"

Do stations have the ability to use Torpedo Nets?  The rules state that all ships size medium and larger have them.  Does that apply to stations?  Seems the only drawback would be that the station then could not make it's 45 degree turn.

FAC rules state that they're subject to all ship rules except for the exceptions listed.  This means that they're subject to the hazards of running a mine field.  And only have a 50/50 chance of surviving for each inch they move in one.  Harpune making a run on the Celestial Queen is suicide considering the distance they have to cover getting into launch range.

If those suppositions are true then it looks like the best tactic is to make an allout run to the Queen using the Harpune as escorts for the other fighters and hoping the Seraphs' rockets and the torps on the ships can do the job.

Re: TMW Questions

aresian wrote:

FAC rules state that they're subject to all ship rules except for the exceptions listed.  This means that they're subject to the hazards of running a mine field.  And only have a 50/50 chance of surviving for each inch they move in one.

Dammit.

Damn damn damn.

I knew I'd forget something. sad

FACs are only hit by a mine on a roll of 9-10 per 1" moved. This is how we playtested it, and while moving through the minefield is still very dangerous, odds are good that at least some will survive long enough to attack the Queen.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: TMW Questions

aresian wrote:

Do stations have the ability to use Torpedo Nets?  The rules state that all ships size medium and larger have them.  Does that apply to stations?  Seems the only drawback would be that the station then could not make it's 45 degree turn.

The space station does not have torpedo nets. (Insert techno-babble reason why not here...)

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: TMW Questions

I thought fighters would have an easier time in a minefield.  And that makes perfect sense now.

And no psbs needed.  With that kind of armor the designer's probably figured it would be redundant to add torp nets.

Re: TMW Questions

And to go along with the Merchant War theme... I'm posting a zipped version of a Gamma variant that I'm going to try out at some point.  Basically the Goalkeeper is a Gamma with MGs replacing the LGs.

Re: TMW Questions

aresian wrote:

And to go along with the Merchant War theme... I'm posting a zipped version of a Gamma variant that I'm going to try out at some point.  Basically the Goalkeeper is a Gamma with MGs replacing the LGs.

Very nice!

I can't wait to hear how it works out in practice...

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: TMW Questions

That DE is nice.    smile

And I like seeing the reasoning behind it.  Ships with a little history help add flavor to the game.

Re: TMW Questions

I've got more questions after thinking about using the Goalkeeper and they involve searchlights.

Is there a need to roll night/day for battles taking place in the belt?  There's no planet to block the sun.  Also anyone have an educated guess as to how far away from the sun you'd have to be before searchlights become mandatory? 

Are freighters and stations equipped with searchlights?  And what about fighters?  (I have this mental image of a group of flashlights duct taped to the outside of a fighter.   big_smile )

And I think there ought to be an option to add searchlights.  All alone in the dark a ship like the Goalkeeper is going to have a heckuva time trying to pick out fighters without help or additional searchlights.

Re: TMW Questions

Freighters don't carry weapons, so there's no reason for searchlights.

I imagine stations would be the same as ships.  If it rates as a VL hull, then it has 5 beams it can use.  FACs are built as if single hull vessels, even if they are more fragile, so in playtesting I had FACs having one beam (the same as any VS ship). If you don't want to bother rolling for the tons of FACs that might be on the board, use the automatic illumination rule.

Re: TMW Questions

aresian wrote:

Is there a need to roll night/day for battles taking place in the belt?  There's no planet to block the sun.  Also anyone have an educated guess as to how far away from the sun you'd have to be before searchlights become mandatory?

I guess the answer would be "no"... all fights within the cluster would be "daylight".

As far as distance before searchlights are mandatory, I'd say we don't need to worry about that at least until we take the fight to Mars. smile

Are freighters and stations equipped with searchlights?  And what about fighters?  (I have this mental image of a group of flashlights duct taped to the outside of a fighter.   big_smile )

Huh. Stations should have 'em... freighters not so much. FACs, I dunno.

And I think there ought to be an option to add searchlights.  All alone in the dark a ship like the Goalkeeper is going to have a heckuva time trying to pick out fighters without help or additional searchlights.

I guess that's possible. What seems a fair SU price?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: TMW Questions

cricket wrote:
aresian wrote:

Is there a need to roll night/day for battles taking place in the belt?  There's no planet to block the sun.  Also anyone have an educated guess as to how far away from the sun you'd have to be before searchlights become mandatory?

I guess the answer would be "no"... all fights within the cluster would be "daylight".

As far as distance before searchlights are mandatory, I'd say we don't need to worry about that at least until we take the fight to Mars. smile


Are freighters and stations equipped with searchlights?  And what about fighters?  (I have this mental image of a group of flashlights duct taped to the outside of a fighter.   big_smile )

Huh. Stations should have 'em... freighters not so much. FACs, I dunno.



And I think there ought to be an option to add searchlights.  All alone in the dark a ship like the Goalkeeper is going to have a heckuva time trying to pick out fighters without help or additional searchlights.

I guess that's possible. What seems a fair SU price?

Just off the top of my head.... if a MG is 1 then 1/2?


And I was thinking the KF Cluster was in the main asteroid belt beyond Mars.  Should have read closer.  Wondered why they went way out there and Mars had been bypassed.  All clear now.

Re: TMW Questions

I know.  Me again and more questions.  I take it that for FACs that they can fire all of their MGs out of one arc?  That seems implied in their description.  I also take it that FACs cannot be rearmed after they are recovered and relaunched.  The rules didn't state that they could and that makes sense, just double checking.

The RN ships Banneret and Herschel are missing from the Scenario Six ship sheets.  And Scenario Seven has a completly different list of British ships versus the scenario discreption.

And what happens if you do not take any or all of the extra points from having freighters?

Re: TMW Questions

cricket wrote:
aresian wrote:

And to go along with the Merchant War theme... I'm posting a zipped version of a Gamma variant that I'm going to try out at some point.  Basically the Goalkeeper is a Gamma with MGs replacing the LGs.

Very nice!

I can't wait to hear how it works out in practice...

Dan


Well I tried it out.  First time using FACs as well.  I gave the Brits 4 freighters to escort with 4 Goalkeepers against 7 Harpune.  For this I was just interested in how Gks would work against fighters so I didn't add any other vessels.  Finally realized that FACs are not fighters, they're torpedo boats or PT boats basically.  Also the combination of speed, manuverability and move last shoot first make them a real pain to defend against.  I put the freighters in line and posted the Gks in a diamond pattern around the freighters.  That was the only way I could see to provide coverage for all of the ships.  The Harpune split into two groups and attacked each of first two freighters.  The second group blew theirs apart with torps and the first group had to finish off theirs with MGs.  When the Gks got to open up they took 3 with MGs and 2 with torps.  (In a normal game I think I would have saved the torps for larger fish.)  After that with all their ordinance expended the Harpune would withdraw.  By attacking the first two freighters the rear Gk was left out of a firing position.  Goalkeepers can make fighters pay a heavy price for their attacks, but they can't stop them from completing an attack run.  They'd have to be stacked up 3 deep creating a MG minefield for that to happen.

Re: TMW Questions

FACs are a pain to defend against when you're just fielding capital ships.  That's why the Brits came out with the Q-ship.

In pickup games that included dogfights, the frigging Astro 101 "Sprite" gave my Austrian pilots a lot of headaches, as their Hale Rockets don't suffer range penalties and hit on a 5+.  On average, a Sprite could take out a couple of Harpunes at little risk to itself before the torpedo bombers even reached their targets.

But if you used the Goalkeeper like its name implies -- maybe hanging back close to the freighters while a forward screen of Brit fighters engages the Austrian torpedo platforms -- I bet you'd see some pretty good results.

Conceptually, FACs aren't supposed to be able to rearm during a scenario.

Re: TMW Questions

themattcurtis wrote:

In pickup games that included dogfights, the frigging Astro 101 "Sprite" gave my Austrian pilots a lot of headaches, as their Hale Rockets don't suffer range penalties and hit on a 5+.  On average, a Sprite could take out a couple of Harpunes at little risk to itself before the torpedo bombers even reached their targets.

Makes one wonder if the Goalkeeper shouldn't sacrifice a couple MGs for some rockets?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: TMW Questions

Chuck five MGs for a pack of Hale Rockets, and you'd have a platform that could kill FACs as far away as 12" -- a good way to hit them before they reah your freighters. 

Some capital ships, like Germany's Barbarossa, have the potential to just obliterate FACs in this fashion.  Sucker packs 20 Hale Rockets.  But I never had a problem with that, as Hales are expendable. 

Once they're gone, they're gone, and it's up to you to make sure you spent them wisely.  If your capital ship has no chance of hurting that BB that's parked 10" away with just its guns, you might regret having sacrificed a bunch of your rockets on that measly torpedo bomber.

Re: TMW Questions

aresian wrote:

The RN ships Banneret and Herschel are missing from the Scenario Six ship sheets.  And Scenario Seven has a completly different list of British ships versus the scenario discreption.

Arrgh.

I have fixed this and other minor problems in the book... Those who have purchased the PDF will receive an update link shortly.

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: TMW Questions

Actually I wasn't unhappy with how the Goalkeeper turned out.  And I can't believe I forgot about rockets.  I think I'll post a Goalkeeper Mk2 soon and dump the torps in favor of rockets.  I like the MGs because they're not limited by ammo.  And the rockets will still let it have a limited anti ship capability.  The one thing I do like about this design is that it gets a destroyer back to the origins of it's name... torpedo boat destroyer.

Re: TMW Questions

Here's a zipped pdf of the original Goalkeeper and the Mk2 version.  The Mk2 replaces the torps with a 10 pack of rockets.  Point cost goes from 11 to 12.  And the points are 12 whether she carries Congreve or Hale rockets.