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Ground Battes and Fighter Squadron Divisions
Viper7784Date: Sunday, 12-Dec-2010, 4:12 PM | Message # 1
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Ok i got the ground battle rules 90% done i just need help with one thing. Now i do remember on the old site we did have ranges to the ground battles as well since i dont have a copy we need to come up with new ones so i would like some imput on how many ranges you guys would like to have keep in mind several weapon types we have.

Infintry weapons (sniper rifles, ewebs, and portabe missile launchers will have slightly longer ranges)
Vehical weapons (Vehical light are like heavy infantry and vehical heavy is like capital ship light)
Planet to planet weapon systems

Steve has stated and i fully agree we need to have the fighters split up into diffrent catagories based on how good the fighter is to prevent lets say the empire from having squadrons full of Tie Defenders. I will be going through all three lists (GA, Imp, Black Market) and list them in their appropriate catagory. The catagorys will be as fallows.

Elite
Veteran
General

I hope to have both of these done by Wednsday so please if you have any comments or ideas for the Ranges or anything you want specfically addressed in the battle rules please state them here.


By the power invested in my torpedos, I now pronounce you DEAD.
 
Merkillum_VeersDate: Sunday, 12-Dec-2010, 6:33 PM | Message # 2
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Well, I was working a bit on the ground battles thing... so some of my ideas are still on the board. Ranges could be, close (within 500 meters) Medium (501-1000 meters) and Long (Over 1000 meters)
Then there could be the ultra artillery category, like planetary weapons and such, which could be done by region or section. Example... they have a quadrant range of fire. So, positioning of those platforms will be strategic, similar to Ground to space batteries.

Just a few ideas though....

 
Divebomber311Date: Sunday, 12-Dec-2010, 10:00 PM | Message # 3
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I have the old ranges from MSN however Id rather have something different from that. I will however leave that to you.

I am Divebomber311
One of the Original Big Three Managers
Head of the Once Feared Shadow Dragon Syndicate
Conflict will rage again
You Will fear my fleets again!
 
Viper7784Date: Wednesday, 15-Dec-2010, 6:33 PM | Message # 4
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Ok i wont have the rules or the fighter split up done but once steve and i get together to talk about a few things and for me to get the old info ill be able to finish.

By the power invested in my torpedos, I now pronounce you DEAD.
 
Viper7784Date: Sunday, 19-Dec-2010, 1:47 PM | Message # 5
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The easy part is over with achieving space superiority. Now the hard part, taking over the planet.
1. You must get to the planet surface. That means you must brave the incoming fire from the planet to space weaponry if you haven’t taken them out before during the space battle and get past the planetary shield.

2. Once you make a base of operations you must take over the fallowing installations.
a. Capital Building (Civilian Leadership HQ)
b. Defense HQ
c. Energy Distribution Center HQ
d. Communication Center HQ
e. Economic Center HQ

3. Unless otherwise stated in the faction HQ all of planetary HQs are located in the fallowing locations in the capital city which essentially makes a square with the capital building in the center.
a. Capital Building-Center of City
b. Defense-Northeast corner of City
c. Energy Center-Northwest corner of City
d. Communication- Southeast corner of City
e. Economic-Southwest corner of City

4. Fighters and bombers can be used to bomb and strafe enemy positions but like in space they must take one round to prepare for their run then on the second post they may do their intended deed.

5. Fighters and Marines from the warships in space can send their compliment to the ground to reinforce their ground comrades. If these reinforcements are coming from the defensive fleets they must post them heading to ground. The full marine compliment will not be able to head to ground in one post (would probably take 3 to 4 trips to get all the marines to ground depending on the amount of shuttles.) Management will decide how many marines if disputed.

6. Any remaining from stations not destroyed can still be effective in the defense by providing support fire from space.

7. Reinforcements like space will depend on where they come from. If you have your regiments spread out on the planet it may take a couple of posts for them to get there. And again the time it takes will be determined by management.

8. Unless otherwise stated planet to planet weaponry are arranged equally outside the city.

9. Unless otherwise stated planetary Fighter bases are placed on the same side as the planet capital.

10. Attacker goes first

11. Keep OOC posts to a minimum if a problem arises and cannot be worked out between you and the other player contact management.

12. Heavy weapons (turbolasers and artillery) fire every other round.

13. Weapon ranges as fallows.
a. Close Quarters (Infantry Carbines/Pistols).
b. Short Range (Infantry Rifles/Repeating Blasters)
c. Medium Range (Infantry Sniper Rifles/Man Portable Missile Launchers, Vehicle Short range weapons like blasters)
d. Long Range (Standard Vehicle Weaponry and Planetary Defense Weaponry)
e. Extreme Range (Heavy Vehicle Weaponry, Heavy PDWs, Artillery)

14. If you do not post a unit moving they stay in the same range bracket.

15. While not a rule but a note, the Tri Tracker anti fighter PDW will reach into the space atmosphere range.

16. Defenders. DO NOT JUST SURRENDER THE PLANET if space forces are defeated. Have fun and attempt to win on the ground. There are strategies at defeating a larger invading force so be creative. If you are losing use it as a learning experience to get better.


By the power invested in my torpedos, I now pronounce you DEAD.
 
Viper7784Date: Sunday, 19-Dec-2010, 1:49 PM | Message # 6
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Fighter Status
As you may or may not have read or heard we want to continue to keep things fair when we use fighters. We don’t want the GA to send out all their fighters in Stealth Xs. So we have labeled each fighter in one of 3 catagories and how many of each per 6 squadrons: 1 Elite, 2 Veteran, and 3 Regular. I based these numbers on an imperial fighter wing which is 6.

Black Market Fighters
• Elite: Starviper, A-Wing, HB-271 Bomber, Skipray Blastboat, B-Wing
• Veteran: Manta Assault Fighter, Clutch, A-9 Vigilance, Tie Interceptor, Delta Escort Shuttle
• Regular: Tie Fighter, Headhunter, T-Wing, Tie Raptor, Starchaser, Howlrunner, Hornet Interceptor, Y-Wing, Tie Bomber

Imperial Fighters
• Elite: Tie Phantom, Tie Defender,
• Veteran: Tie Hunter, Guard Tie Interceptor
• Regular: Scimitar, Avenger

Galactic Alliance Fighters
• Elite: Stealth X
• Veteran: C-Wing, X-Zero
• Regular: K-Wing, S4 E-Wing, XJ3 X-Wing


By the power invested in my torpedos, I now pronounce you DEAD.
 
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