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  • #16
    I do have to ask....

    What are you trying to accomplish

    Ship to ship combat seems a little out of scale for T2K's individual fighter level (IMHO).

    If you are trying to get individual PC's skills in the game, it would be easier to graft mods into Harpoon or Shipwreck than to reinvent the wheel to add large vessel combat into T2K - though almost any attack is due to a sum of crew actions rather than a particular individual's skill.

    The weapon effects are generally beyond the top end of the scale (T2K also does not include rules for determining damage to vehicles, equipment, or people from aerial bombardment by 250-2000 kg bombs).

    If you are trying to get land (vehicular) weapons to damage ships, you can find similar weapons in Harpoon (75mm = 3", 120mm = 4.7", 127mm = 5"; 155mm = 6").

    If you want to go through the exercise, by all means. I do that sometimes just to see how a design sequence works compared to actual designs.

    But I am curious as to what you want to get out of it.

    Uncle ted

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    • #17
      Originally posted by unkated View Post
      The weapon effects are generally beyond the top end of the scale (T2K also does not include rules for determining damage to vehicles, equipment, or people from aerial bombardment by 250-2000 kg bombs).
      Directly, no, but indirectly it does through FF&S. A 250kg bomb is equivalent to a 22cm warhead, which is a C:85 B:92 Pen:26C HE blast at TL8 (1990s equivalent). A 2000kg bomb would be around 38cm, which is C:253 B:159 Pen:50C as an HE warhead.
      Writer at The Vespers War - World War I equipment for v2.2

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      • #18
        Originally posted by The Dark View Post
        Directly, no, but indirectly it does through FF&S. A 250kg bomb is equivalent to a 22cm warhead, which is a C:85 B:92 Pen:26C HE blast at TL8 (1990s equivalent). A 2000kg bomb would be around 38cm, which is C:253 B:159 Pen:50C as an HE warhead.
        I would suggest that there are far better and more accurate modeling systems for naval warfare and the effects of weapons on warships, as well as the interaction of guidance and countermeasures than in FF&S.

        Uncle Ted

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        • #19
          I wouldn't say that using warships in a direct battle sense is overall a wise idea as they can generally create too much overkill.

          However, you can use them in an indirect way as a GM. For example, a squad has to retrieve someone from a compound which is about come under naval gunfire; you could start having shells land and blowing up random buildings.

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          • #20
            Originally posted by unkated View Post
            I would suggest that there are far better and more accurate modeling systems for naval warfare and the effects of weapons on warships, as well as the interaction of guidance and countermeasures than in FF&S.

            Uncle Ted
            This is undoubtedly true. How many of those systems are written for GDW's House Rules and are compatible with the game system this forum is dedicated to
            Writer at The Vespers War - World War I equipment for v2.2

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            • #21
              Sorry was getting ready for my game on Sat so haven't had time to work on ships or check post.
              to the question of what I want to accomplish.

              First, I have a game that's coming-up that well be a crew on one of the last Arleigh Burke destroyers "USS Farragut" as it tries to Sails home after the recall order. since it will have no support it must make brave hostile waters find fuel along the way as the crew struggles to survive. This will be while dodging subs and other surviving enemy surface-ships. Also the same challenge that had the wet navy rule had twilight 2000 2.2 rules for navy careers.

              Second, I also intent to run a game at a later date where the world is locked in the 3rd World War and nukes have not been used. So having these ship stats will work for that.

              Third, FF&S is the same engine that was used in 2.2 so the system are compatible. FF&S also can handle navy weapons with ease with the proper information. And some modified rules from Brilliant Lances this should be possible to accomplish.
              Last edited by Tnchi2a; 01-09-2017, 05:04 AM.

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