MgT 1 BCr Squadron Tournament

I concur. I'm in, but I would leave the legendary crewman out. The single high tech item will just get confusing too.
 
Highly recommened guys - Octagon does an awesome job!

Don't know if I'll have the time for this one - so you new comers can breathe easier :D

Hehe - TL 13? and J-4?. :twisted:

(#7 is an interesting twist, but I probably wouldn't mess with it yet myself)
 
c) A ship may repair a maximum of three hits per section per turn

I think this is way too generous. :) According to the rules only "characters" can conduct damage repair - not sure how to take this. For non capital ships how about 1 + the auto repair value in toto?

d) A system may have a maximum of three hits repaired on it during one combat
to clarify - if, on turn 5 a system receives it's 4th hit having all previous damage repaired - it is now irrevocablly reduced to level 2 ?

regards
 
ColHut said:
c) A ship may repair a maximum of three hits per section per turn

I think this is way too generous. :) According to the rules only "characters" can conduct damage repair - not sure how to take this. ...

I believe Octagon has this covered - and the above rule c is just an additional limitation...

Octagon said:
f) Damage control personnel may have no other duties
 
smiths121 said:
I think the legendary crewman will just give you a bigger headache in resolving the combats, as you'll need to decide where to put them if you see what I mean, or complicated orders such as if m-drive damaged then legendary crewman stops manning the 100 ton bay and becomes damage control etc.

Uhhh, I was thinking he/she would be really good at one skill, not all skills, but since no one is interested it is irrelevant.
 
ColHut said:
to clarify - if, on turn 5 a system receives it's 4th hit having all previous damage repaired - it is now irrevocablly reduced to level 2 ?

Correct, the 4th, and further, hit to a system may not be repaired in combat.
 
Agreed - would leave legendary crewman out.
Since you've put thought into not skewing things one way or another, putting in a factor that comes down in favour of "the one big ship with the one big gun" (for a gunner) or similar is probably not ideal.
 
Thread Necromancy, YAY!

I was just wondering if there was any chance of there still being a second round of this tourney; this was rather cool and I wouldn't mind setting up a squadron for it myself.
 
Could be interesting. Was a great thread to read - and helped no end with actually understanding the space combat rules (since at the time I'd just started)
 
So, no chance of a round 2 (short of me running it myself, despite not really being that familiar with space combat rules)?
 
Maybe. Wouldn't mind having a try myself, so might offer to do it. Will have a think about squadron costs, constraints, etc.
 
Funnily enough, when I tried building a small squadron under the proposed round 2 rules, I found I had more trouble finding space for bays and state rooms than with money. Given the Jump 4 requirements, any given ship needs to dedicate about 45% of its tonnage just to fuel.
 
hector said:
Funnily enough, when I tried building a small squadron under the proposed round 2 rules, I found I had more trouble finding space for bays and state rooms than with money. Given the Jump 4 requirements, any given ship needs to dedicate about 45% of its tonnage just to fuel.

Well, not exactly one could use another ship as a jump carrier, leaving more room for weapons on the non jump ships. There's the technology upgrades to reduce the size of some stuff such as the bay weapons.
 
AndrewW said:
hector said:
Funnily enough, when I tried building a small squadron under the proposed round 2 rules, I found I had more trouble finding space for bays and state rooms than with money. Given the Jump 4 requirements, any given ship needs to dedicate about 45% of its tonnage just to fuel.

Well, not exactly one could use another ship as a jump carrier, leaving more room for weapons on the non jump ships. There's the technology upgrades to reduce the size of some stuff such as the bay weapons.

I submitted a fleet to Octagon for round 2 based around a 1400 ton carrier and 6 x accurate particle beam barbette armed 40 ton fighters (the idea came to me from one of Andrew's posts about particle barbettes on fighters). Each fighter had reinforced hull twice (8 tons 0.8MCr) for +6 Hull - cheapest way to get hull onto the board in my opinion. Only thing I missed was need some cargo to protect row 10 on the small craft damage table (cargo goes to J-drive, which of course they have not got so counts as structure).

I ended up spending money on big sensors DMs, based on the detection roll and the effect it had in the battle in the first round.

I'll dig the fleet out if anyone is interested.
 
Great and exciting read!
Looking forward to submitting mu own ships if you run another.

This ended in a draw but I think that BP (Red Fleet) would have had an overwhelming victory had the barbettes continued to fire on the main ships. I was quite surprised that you targeted them at fighters that had little or no chance of doing any damage.

.
 
Okay...found my copy of High Guard (in the upper paleolithic layer of crud in my room).

Happy to run this one.

Rules and Notes:

Rules set for all design and combat are:
MgT core rulebook (No alternate drives or power plants)
MgT Book 2: High Guard
Referenced S&P Article (include reference if you use one)

It is assumed you have all licenses and permissions you might wish from Imperial Authority.

Design Limitations (A bit looser than last time):
1 BCr (1,000 MCr) for full purchase of all vessels. The first example of any class must be paid in full, including architect’s fees. Additional vessels of the class may be purchased at 20% discount.

Computer programs must be purchased within allotted budget.

Consumables and Expendables (Ammunition, Supplies, Processed Fuel and Crewmen) need not be purchased within the budget but must obviously have space assigned to them and any special variants you intend to use noted.

Vessels may be designed up to TL13

All vessels must be capable of a minimum of thrust 3

All vessels must be jump-3 capable or have an assigned hangar or docking clamp aboard a vessel so capable whilst it is aboard.

The fleet must be capable of scooping and refining a quantity of fuel equivalent to 10% of the total fuel tankage of the fleet within 30 Hours (i.e. one 24 hour refining period following a single scoop mission)

The fleet must have power plant reserves and staterooms capable of 2 weeks sustained combat deployment. This requires vessels to have the manpower to meet at least the minimum requirements of 'Fully Manned', including Officers. See the player's guide.

Small craft and battle riders need not meet this requirement but again must have suitable provisions on board their nominated base ship, and their base ship must also have ground crew for them, as defined in the capital ship crews in High Guard. The flight crew should include the normal ratio of officers.


You are considered to have an unlimited reserve of manpower to draw upon, with all crewmen having appropriate skills, stats or blind luck to accrue a +2 DM in all roles they could concievably be required to serve in.
 
You might want to create a new topic for this to separate it from the first one for future reference.
 
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