Starship combat

A thread of 2 messages, 14 August 1991 to 9 September 1991, in the order they were sent.

#2769 Starship combat

Hi,
I had asked earlier but not received any response on this. So I will
repeat the question:

Has anyone out there really run starship combat using MT rules?
I am interested specifically in whether other people were involved
in running the battle or was it done solitaire. Also what was the
sizes of craft involved.

I have an added question:

Anyone running a campaign using MT rules involving large craft. >10kt
displacement. I know someone posted a battle earlier involving a Vargr
strike but I am not sure whether the rules were High Guard or MT or
homebrew...

Speculations questions welcome.

Ameer

#2857 Re: Starship Combat

In regard to the rule requiring the forfeiture of a shot for each sensor
task beyond the first:

Yes, that rule is actually in the Ref's Manual.  I agree that it doesn't
seems like it should work very well -- but ofcourse, we already know about
the extensive editing on the MT rulebooks, right? :)

I understand the concept of forfeiting a shot in return for taking the time
to do some more sensor scans, but I don't think that that rule works
well for that.  I toyed with the concept of using a "scout escort" covered
with sensors to feed scan information to a EMS-active silent fleet.  The
idea was to keep from exposing the important ships to automatic sensor
locks while allowing them to use the data from the escort.  The problem
is, you need to install a LARGE number of weapons on a ship in order to
get a large number of sensor tasks.  Unarmed ships only get two sensor
tasks.  Even if you have a giant crew of sensor operators.  To me, this
makes little sense.  And if you need to defend the escort from incoming fire,
you need to put extra weapons on it for defense.

What if you put laser rifles on the ship?  They don't even take up turret
space.  Do you get to do the subtraction from those "batteries" instead of
the main weaponry?  (Probably not, it would be a silly work-around, but
they _are_ weapons...and you'd still get to shoot them if you can't use
them for sensor tasks!)

The idea to involve the computer makes sense, and maybe skills of the ship
commander and the sensor operator should play a role; faster identification
and orders to fire control about targets would help more of the batteries
have a chance to fire for effect.  Any more ideas out there?

- --Steve