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Post by ffilz on Dec 9, 2016 15:39:39 GMT -5
OOC: where is the crater (base) in respect to the orientation on your map? Yea, that will be helpful. Unfortunately, mechanically there isn't much we can do except for some kind of good idea. Getting back to the crater for supporting fire is definitely our best bet. If the fighters break off and try and lay ambush again, we will just have to wait them out or find a clever way to sneak off world...
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Post by Mighty Darci on Dec 9, 2016 15:42:45 GMT -5
Agreed!
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Post by brumbar on Dec 11, 2016 22:35:55 GMT -5
If we can fire a missle backwards i would suggest that. Give them something to think about as we head back to tye crater for cover
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Post by makofan on Dec 12, 2016 11:44:42 GMT -5
Marci makes a hard left, then dives back towards the home crater. She won't shake the fighters for long but, only needs a few rounds before she receives covering fire.
1) Does Marci accelerate from 2G to 4G? 2) It is now Ordnance launch phase. Launch 1, 2 or 3 missiles at the closest fighter?
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Post by ffilz on Dec 12, 2016 11:56:59 GMT -5
Marci makes a hard left, then dives back towards the home crater. She won't shake the fighters for long but, only needs a few rounds before she receives covering fire. 1) Does Marci accelerate from 2G to 4G? 2) It is now Ordnance launch phase. Launch 1, 2 or 3 missiles at the closest fighter? You mean V2 to V4... Hmm, trying to understand rules, do missiles require a to hit roll? A fighter can't do anti-missile fire (no computer to run Anti-Missile).
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Post by Mighty Darci on Dec 12, 2016 13:48:44 GMT -5
Marci makes a hard left, then dives back towards the home crater. She won't shake the fighters for long but, only needs a few rounds before she receives covering fire. 1) Does Marci accelerate from 2G to 4G? 2) It is now Ordnance launch phase. Launch 1, 2 or 3 missiles at the closest fighter? OOC what are all of my acceleration options? IC: Yes, accelerate from 2G to 4G. I propose firing 1 missile each round at the nearest of the remaining ships for at least a few rounds.
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Post by makofan on Dec 12, 2016 14:41:37 GMT -5
Marci makes a hard left, then dives back towards the home crater. She won't shake the fighters for long but, only needs a few rounds before she receives covering fire. 1) Does Marci accelerate from 2G to 4G? 2) It is now Ordnance launch phase. Launch 1, 2 or 3 missiles at the closest fighter? You mean V2 to V4... Hmm, trying to understand rules, do missiles require a to hit roll? A fighter can't do anti-missile fire (no computer to run Anti-Missile). Yes V2 to V4 These particular fighters have no Anti-Missile program so a single missile will hit automatically for 1-6 hits, and a cabin hit is an insta kill
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Post by makofan on Dec 12, 2016 14:43:06 GMT -5
Marci makes a hard left, then dives back towards the home crater. She won't shake the fighters for long but, only needs a few rounds before she receives covering fire. 1) Does Marci accelerate from 2G to 4G? 2) It is now Ordnance launch phase. Launch 1, 2 or 3 missiles at the closest fighter? OOC what are all of my acceleration options? IC: Yes, accelerate from 2G to 4G. I propose firing 1 missile each round at the nearest of the remaining ships for at least a few rounds. Excellent ideas. Yes, your speed right now is 2V where V is some arbitrary unit of measure I could find if I cared to look it up. You can adjust your velocity by your Maneuver rating, which is 2, so you can slow down to 0V or speed up to 4V, or any speed in between
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Post by ffilz on Dec 12, 2016 15:20:31 GMT -5
Accelerating to V4 would be away from the crater right? It might be good to know how many range bands away the crater is.
Given the missile rules, one missile per fighter is plenty.
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Post by makofan on Dec 12, 2016 15:22:00 GMT -5
Well, you could be V4 laterally and I will just turn the range band sideways... The model should not be the enemy of the simulation
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Post by ffilz on Dec 12, 2016 16:46:12 GMT -5
Well, you could be V4 laterally and I will just turn the range band sideways... The model should not be the enemy of the simulation Yea, not sure there's any advantage to not just going straight back... I'm considering how this plays out carefully since I have considered using the range band combat myself. Note that at the scale (one range band is 10,000 km), a world takes up at most three range bands.
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Post by makofan on Dec 12, 2016 16:47:29 GMT -5
I am going to scale this back for more tactical situations. Look for a complete post tomorrow (or tonight if I get it done)
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Post by makofan on Dec 12, 2016 17:07:38 GMT -5
Just for fun - each hex is a range of 1. A ship can make as many turns as its Maneuver rating but move at least 1 hex after each facing change
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Post by ffilz on Dec 12, 2016 17:10:52 GMT -5
I am going to scale this back for more tactical situations. Look for a complete post tomorrow (or tonight if I get it done) Yea, I was wondering if it made sense to change the scale. There might be some situations where it would change the ability to race for the 100 planetary diameter limit. The largest planet would only take 13 turns with 10,000 km range bands to get to 100 planetary diameters, so one change by changing the scale might be to make it harder to make a run for it and jump. On the other hand, it would be cool to have more of a maneuvering game for liftoff from world. Hmm, with Penzance being Size 1, 100 diameters is just actually just 4 turns full acceleration with 10,000 km range bands...
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Post by makofan on Dec 12, 2016 17:17:42 GMT -5
I just posted a map. If I go with a 100 second turn and a 10km hex, 1V = 360 km/h or 225 mph
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Post by Mighty Darci on Dec 12, 2016 22:03:30 GMT -5
I just posted a map. If I go with a 100 second turn and a 10km hex, 1V = 360 km/h or 225 mph OOC: Is this 225 MPH at 1V and 900 MPH at 4V or is this acceleration with ever increasing speed? The reason I ask is that the distance from Earth to Mars at the maximum distance is 249 million miles and minimum possible distance is 33.9 million miles. At 900 MPH that would be about 4.3 earth standard years to make the trip. Even with ever increasing speed, I don't think we could carry enough fuel to travel between planets or can we? More than a month between planets would be problematic. Or do we do mini-jumps to move around a system?
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Post by ffilz on Dec 12, 2016 22:39:08 GMT -5
I just posted a map. If I go with a 100 second turn and a 10km hex, 1V = 360 km/h or 225 mph Off by 10. 1g for 100 sec is 1000 m/sec or 3600 km/hr Hex would be 100 km to be 1 hex per turn.
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Post by makofan on Dec 13, 2016 0:01:46 GMT -5
Well, whatever, suspension of disbelief and adjustment of scales \Now we have a tactical map to have fun with
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Post by coffee on Dec 13, 2016 9:04:34 GMT -5
I just posted a map. If I go with a 100 second turn and a 10km hex, 1V = 360 km/h or 225 mph OOC: Is this 225 MPH at 1V and 900 MPH at 4V or is this acceleration with ever increasing speed? The reason I ask is that the distance from Earth to Mars at the maximum distance is 249 million miles and minimum possible distance is 33.9 million miles. At 900 MPH that would be about 4.3 earth standard years to make the trip. Even with ever increasing speed, I don't think we could carry enough fuel to travel between planets or can we? More than a month between planets would be problematic. Or do we do mini-jumps to move around a system? It is an acceleration, so it does keep adding if you keep accelerating. the trick, on long voyages, is to accelerate halfway, turn the ship around, and then decelerate (i.e., accelerate in the exact opposite direction) for the other half. this brings you to your destination at a relative stop. (This is all explained a bit in Book Two, but not all of you have Book Two.)
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Post by makofan on Dec 13, 2016 12:15:42 GMT -5
What I am trying to do here is use Book 2 vector movement simplified on a hex grid and use range band calculation Marci applies full throttle while hanging a hard left to get back to the security of the crater. Adele gets a lock on the lead snub fighter and launches a missile (it will have +6V -4V = 2V next movement phase). Now they just have to hang on and hope to get lucky. The fighters close in and fire again, 4/9/5/9, coming oh so close, but if she keeps accelerating Marci should be dragging them over the crater and into gunfire next turn.
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Post by ffilz on Dec 13, 2016 12:33:38 GMT -5
Launch another missile and keep running for the crater.
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Post by Mighty Darci on Dec 13, 2016 13:54:28 GMT -5
Launch another missile and keep running for the crater. Agreed!
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Post by makofan on Dec 14, 2016 17:18:34 GMT -5
Marci guns it for the safety of the Plymouth crater, and the Quo Vadimus' first missile hits the lead fighter blasting it right out of the sky. The three remaining ships keep firing as Adele pumps out another missile but never come close. Then Adele drags them over the crater lip and a battery of laser flak pumps out. Two of the three remaining fighters are sent spiralling to the ground out of comtrol, and then Adele's second missile kills the last fighter pilot. The crew has just survived their first space combat! MECHANICS Turn 3 Missile damage <1d6>=2 hits Damage location rolls are 4: drive hit and 12: critical The drive hit takes out its maneuver drive Critical roll: 6 explodes
Turn 4 # fighters 8, 6, 8 miss Base laser fire - 4 triple turret beam lasers rolls are 8, 9, 11, 5, two fighters are hit for 3 damage each each craft loses its drive and weapons
second missile hits last fighter for <1d6>=4 hits Location rolls are 6, 9, 4 and 4, with 2 cabin hits killing the pilot
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Post by brumbar on Dec 14, 2016 19:13:20 GMT -5
"Nice flying Marci" "Nice shooting as well"
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Post by Mighty Darci on Dec 14, 2016 19:44:22 GMT -5
"Nice flying Marci" "Nice shooting as well" "Thank you, kindly!" "Adele, great shooting, you nailed two of them with two shots! Can't ask for anymore than that!" On the horn to flight control and the listening laser battery crew, " Great shooting down there and thank's for the help! Quo Vadimus over and out, catch you on the flip side."
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Post by Mighty Darci on Dec 14, 2016 19:48:55 GMT -5
Bringing the ship around and pointing her at the stars, heading out to reach our departure point, cutting throttle back to V2 and keeping an eye out for any other hostiles.
Remarking generally to the whole crew, "Looks like someone as a spy or two in Plymouth, they have some idea of what we are about and don't want us to get there. We'll need to be on our toes and watch each others backs. This brings up memories and fun times!"
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Post by ffilz on Dec 15, 2016 0:52:36 GMT -5
Bringing the ship around and pointing her at the stars, heading out to reach our departure point, cutting throttle back to V2 and keeping an eye out for any other hostiles. Remarking generally to the whole crew, "Looks like someone as a spy or two in Plymouth, they have some idea of what we are about and don't want us to get there. We'll need to be on our toes and watch each others backs. This brings up memories and fun times!" There's generally no reason to accelerate at full blast to the jump point. Ships are not limited on maneuver fuel. BTW, per Book 2, maximum transit time from Earth to Jupiter (assuming they were on opposite sides of the sun) would be about 120 hours (for 900,000,000 km) or 5 days for those who were wondering about the time to get places. Makofan's off by 10 error definitely would have made that seem very long (50 days).
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Post by Mighty Darci on Dec 15, 2016 8:57:43 GMT -5
Cutting throttle back to V1.
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Post by makofan on Dec 15, 2016 13:59:34 GMT -5
You plot your course for Miscatoon and *jump*. You now face six days in transit
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Post by makofan on Dec 15, 2016 14:04:02 GMT -5
Map of Miscatoon posted in Subsector data
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