MgT 1 BCr Squadron Tournament

For future referance:

All fixed mounted weapons on a single ship and weapons on a single turret should have a single to hit roll and sepparate damage rolls.


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I disagree. Fixed weapons still have some very limited traverse. Also, some are very differently spaced compared to others. I think one piloting roll can affect them all, but they all roll separately to hit and for damage
 
barnest2 said:
I disagree. Fixed weapons still have some very limited traverse. Also, some are very differently spaced compared to others. I think one piloting roll can affect them all, but they all roll separately to hit and for damage

Not when they are all firing at the same ship.
 
They are still firing from different parts of one ship. Therefore different angles etc. This is only on very large ships, in the capital ship range.

EDIT: also, they will presumably be firing at different bits of the enemy ship.
 
I think one piloting roll can affect them all

"Help line up a shot" can indeed affect multiple gunners.

Not when they are all firing at the same ship.

They are used with a single check if they are being fired in the same barrage (i.e. from a single triple mount), or if you've got enough to invoke the barrage rules. And yes, fixed weapon mounts are fairly widely spaced around the hull - one reason for the "% of targetable weapons" rule.

Gunfire out of a ship during a single turn represents 6 minutes worth of fire - it's quite possible for some to hit and some to miss over that period of time.
 
Well done Iocarno for volunteering.

Think I have a fleet for this already - although gave away SOME of my concept - oh well never mind, gives me a chance to fix it.

In round 1 (and never run round 2) Octagon had a detection roll to set range, which I think rather affected round 1 (or I am under-rating sensors big time). How do you see detection happening - start at very long or medium or a roll?
 
On the subject of fixed mounts, as they tend to be small craft orientated.
A crewman can only take on a single role, pilot is quite useful as he can line the shot up, dodge and generally fly the fighter.

Fire Control/5 fits nicely into TL 13.
 
Fired up the openoffice - got stuck.

Refuelling requirements - is that gas giant refuelling or ocean refuelling (effects streamlining - and cost!).

I take it the 30 hours refuelling requirement is salad dressing and you mean 10% in one day (as the rules measure in a day) - do not want to miss saving a ton!
 
I take it the 30 hours refuelling requirement is salad dressing and you mean 10% in one day (as the rules measure in a day) - do not want to miss saving a ton!

Processing capacity for 10% in one day.

30 hours comes about because processing takes 24 hours, but the actually scooping mission takes 1-6 hours as well and you've kind of gotta do that first!

How do you see detection happening - start at very long or medium or a roll?

Will depend on the scenario; whether ships are scrapping near a planet, or one fleet is approaching from deep space, or there is some sort of fiendish ambush involved. These may vary.

Detection will help prevent a surprise round, but the situation of potential suprise will only come up in a few possible scenarios - you can't sneak up on someone at 6G with guns and sensors ready for battle.


EDIT: The first fleet has made it's appearance. Cheers to Hector for being first off the mark.
 
Okay, Barnest2 has also submitted his forces. Will wait until the end of the weekend to see if anyone is joining them.... It'll take both fleets that long to arrive anyway. :)
 
I have a question on the Battle report (page 2 of the topic).

Does anyone have an idea, how the sand-caster reaction is resolved?

I see, it sometimes respond to several attacks and sometimes few. Also, sometimes ship fires 2 or 3 sands.
 
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