Thread: Here a totally Traveller topic I think

7 posts.

With GDW being such a prolific producers of board and miniatures games.
Why was there not more in the way of Traveller related games? I mean Brilliant Lances and Battle Rider where good sellers right? Was there thought to do a conversion of the Last Battles games for the board/surface gamers? I was so looking forward to Striker II/Armor 21 but then iI was totally disappointed.


I mean in the Rebellion Era was begging for a FFW type game,I mean there was so much that could have been done,why not?
I can't really think of a section of the Rebellion that would be particularly interesting to play FFW style. The whole thing struck me as indecisive meatgrinder stuff. Maybe something in the later stages, when the big fleets had mainly been vapourised.

On the other hand, I've long thought that Arbellatra versus Gustus could be a good basis for a game. Arbellatra could be unenthusiastically supported by the Vland fleet, while the Antares fleet could be trying to link up with Gustus. Can Arbellatra beat Gustus before that happens? Obviously my old friend Soegz would have his own counter, and a big stack of cruiser squadrons to push around.

I was quite intrigued by the concept of Armor 21. It sounds like it would have been Frank's baby, but I'd love to hear anything Dave has to say about it.
I'd extend the HEAP table on page 141 to higher tech levels:

TL Multiplier
9 12
10 15
11 18
12 21
13 23
14 26
15 30
16 36

(These are HEAP equivalents of the various explosive power sources on page 67,
which I'm taking as representative of maximum energy densities at higher
tech levels. I suppose they'd get new names, since they aren't high explosives
any more - TL10-11 is "PlAP (Plasma Armor Piercing)", TL12-13 is "PPlAP"
(pulse plasma armor piercing) and TL14 is "FAP" (Fusion armor piercing).
This should let infantry-carried HEAP rounds be a little more respectable
against (at least) light tanks.
There's actually pretty good reasons for grav vehicles to fly NOE.  First, being high up is a good way to make yourself into a target.  Second, I've always imagined that the belly of a grav tank, however well armored, would be vulnerable to taking a grav generator or propulsion system hit, much as the treads of a tank are vulnerable today.  Damage one of those systems and what you have is a heavy piece of machinery that either can't maneuver or can't "float" and it's going to have to sit down some place in cover while the issue is corrected.
Indeed I envision anti-grav tank mines being something that sits at ground level, waiting for a target vehicle to fly over, at which point it pops straight up at an interception point and *whack!*.  Evading them would involve flying very, very low and very, very fast or deploying infantry out ahead to make sure there's nothing nasty hiding over the next ridge.

You are going to want to have access to the TNS updates for the Rebellion, as they were helpful in piecing together some of the action.
I'll dig up what I have and post it here if there is interest.
Thanks

On Mon, Apr 20, 2015 at 4:49 PM, Harold Hale
[Traveller_TNE] <> wrote:

>
>
> You are going to want to have access to the TNS updates for the Rebellion,
> as they were helpful in piecing together some of the action.
>
> I'll dig up what I have and post it here if there is interest.
>
>
>
Sure, we last discussed it back in 2009 and the fix was posted in message 6445:

idn't want to create work for you Rupert! As I said, I've used your formula since the 1990s. For consistencies sake, I think you should use it with all KE warheads, especially however those high-tech mass drivers which otherwise go through mountains.

ME PV
12+ (ME^(1/2)) x 14
<12 (ME^(1/2)) x 15 (but never higher than 48)
< 9 (ME^(1/2)) x 16 (but never higher than 45)
< 7 (ME^(1/2)) x 17.5 (but never higher than 43)
< 5 (ME^(1/2)) x 18 (but never higher than 35)
< 1.5 (ME^(1/2)) x 10 (but never higher than 12)
< 1 ME x 12 (but never higher than 10)
< 0.5 ME x 16 (but never higher than 6)
< 0.3 ME x 22 (but never higher than 5)


The other fix for mass drivers is to read point A.2. on page 110 of FF&S Mark 1 Mod as actually meaning "Muzzle velocity at tech level 8 is [UP TO] 3000 metres per second..." thus making it clear that the muzzle velocity figures are the max available but not the only values that can be used at each tech level.

And of course use the correct range formula from the official errata.