08-14-2013, 10:58 AM | #41 | |
Join Date: Dec 2012
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Re: [Spaceships] Combat Examples?
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I'm still tinkering with the idea of using the size/speed table for calculating bonus to hit from high RoF - I think it goes awry too quickly above about 25 as written. |
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08-14-2013, 11:44 AM | #42 | ||||
Join Date: Jul 2008
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Re: [Spaceships] Combat Examples?
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So that's a favorable modifier at 1 million miles (-54). A favorable modifier on a roll your sensor specialist can retry every three minutes, so that's more of a minimum range for detection. Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-14-2013, 12:24 PM | #43 |
Join Date: Dec 2012
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Re: [Spaceships] Combat Examples?
Doesn't RAW tell you to combine them into one big salvo anyway, if they're the same type of weapons all firing at the same "target" - in this case, a flight of missiles?
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08-14-2013, 12:30 PM | #44 | |
Join Date: Jul 2008
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Re: [Spaceships] Combat Examples?
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Effective use of or defense against missiles calls for a lot of gunners. Preferably dedicated AIs.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-14-2013, 01:05 PM | #45 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: [Spaceships] Combat Examples?
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Whether it's plausible or not, I don't know. I can't recall now what context I initially saw this in.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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08-14-2013, 06:54 PM | #46 | |
Join Date: Aug 2007
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Re: [Spaceships] Combat Examples?
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I did go back and add the Telescopic Vision in an edit this afternoon I also added in the bits were you can "run silent" by turning off your fusion reactor and suing a stealth hull too. That's a possible -11 from the bonuses. It didn't really change the bit about not being able to launch missiles from arbitrarily long ranges. If you want to be strict about RAW missiles are given maximum ranges and those do not exceed 100,000 miles.
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Fred Brackin |
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08-14-2013, 07:44 PM | #47 | |
Join Date: Jul 2008
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Re: [Spaceships] Combat Examples?
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Also, the modifiers are for different things. You lose the +10 if the target is hidden among debris or cloaked, for instance, neither of which seems to impinge on the 'in space' modifiers, while a ship in entirely plain sight takes away (most of) the +24 if there's a planet behind it. Look, you can talk about either combat system if you want, but you can't pick and choose bits from each and pass off the combination as official. The tactical system in SS3 has no range limits for missiles that I'm aware of...if you can find some, give me a page reference. The simple combat system in SS1 does, but it also has missiles arrive instantly.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-15-2013, 07:49 AM | #48 |
Join Date: Jun 2013
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Re: [Spaceships] Combat Examples?
I should note that needing to detect enemy ships is really only a limiter on the defenders. Space is huge. The probability of two (groups of) ships coming across each other is vanishingly low - unless one already knows (within some error) where the other one is. How good are the sensors on missiles? It seems to me that, if you have a decent idea of where the target is, you could launch missiles "blindly," then have the missiles actually zero in on the target once they've detected it. Let's say (stealing the previously-determined bonuses) that missiles simply have +0 sensors and lack telescopic sight. That puts automatic detection at 15,000 miles, right? So, if you know your target's location (or, rather, their location by the time the missiles get within range) within 15,000 miles, you can blindly fire the missiles from anywhere and still be able to have them hit. If you don't know the target's location within 15,000 miles, you'll need to get within 3,000,000 miles for automatic detection (+4 sensors, with +10 for telescopic sight negates another -14 in range penalties), at which point you can launch your missiles. If you don't already know your target's location within 3,000,000 miles (or whatever your ship's "detection limit" is), you probably aren't ever going to find it.
All that said, would it be possible to let the old Missiles vs PD SNAFU rest? I think this thread is meant to be for discussion of actual combat examples, not for discussion of why people haven't bothered to run combat. Unfortunately, I don't currently have access to Spaceships, or I'd go ahead and run a couple examples... |
08-15-2013, 10:06 AM | #49 |
Join Date: Aug 2007
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Re: [Spaceships] Combat Examples?
So it does. It still doesn't make launching missiles from arbitrarily large distances a viable tactic in all settings and at all times.
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Fred Brackin |
08-15-2013, 10:32 AM | #50 | |
Join Date: Jul 2008
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Re: [Spaceships] Combat Examples?
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It's also not in quite a lot of settings that require massive alterations to the Spaceships setup to match and which generally should not use missiles as written at all. Or in David Drake's RCN universe which could probably largely use Spaceships but requires custom missile rules, and may not actually work because I suspect you couldn't really hit anything more mobile than a moon with missiles that are completely unguided...
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Tags |
spaceships, spaceships combat example |
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