Showing posts with label Full Thrust. Show all posts
Showing posts with label Full Thrust. Show all posts

Tuesday, October 8, 2019

Foreven Shipyards Ships Painted

So, despite some minor issues with the primer (Testors grey) interacting with the Smooth Fine Detail Plastic of which the Foreven Shipyards models are composed, I'm well pleased with the results.

Gazelle-class Close Escorts
Vargr-class Corsair
Type M Merchant
Type M Merchant
The solution to the slow-curing tack seems to have been to hit the model with a puff of dull-cote. This was mainly an issue on the Vargr.  The Gazelles and the Merchant where primed with an oil-resistant base that's meant to cover grease spots for latex house paint. Worked a treat.

After the convention, I may go back and pick out some more details, but by-and-large, they're ready for the table top....





Wednesday, February 26, 2014

Ziru Sirka Battleship

 
This is a scratch built Zirukaruna (Vilani for "Grand Emperor") Imperial battleship for playing the old GDW game Imperium with miniatures, using a combination of Full Thrust and/or Power Projection: Fleet. This ship represents the BB1 Battleship that becomes available in the game by successful petition to the Shadow
Emperor.



I'm trying to keep to the rough outline of the Imperial counters from the Imperium board game. Bits assembled from a table tennis/ping pong ball, with the lens ring of an old toy flashlight, plus particle batteries from the bits box. The aperture from the CPAWS spinal mount is a small drinking straw/coffee stick.


My design sequence is, admittedly, rather Byzantine - I try to keep to the original ratio of beams, missiles and shields as laid out in Imperium. The ship is designed using the MegaTraveller sequence, then converted to Power Projection.


As far as performance goes, this TL 11 brute masses 22,000 dt, lumbers along at Manoeuvre 2, has Jump 2 and is armed with a 1.75 gigawatt CPAWS spinal mount, two 100 ton CPAW bays, eight 50 ton missile bays, and a plethora of  lasers and sandcasters.

Being only partially streamlined, the Zirukaruna relies on support tankers for refueling; though it is possible to undertake wilderness refueling, the Vilani find it difficult to envision a battleship operating in wilderness conditions....Ω


Thursday, October 22, 2009

Babylon 5 Full Thrust: Earthforce Sourcebook

Meanwhile, in Space, in an altogether different franchise…

Back in the Golden Days of TV Space Franchises. we would gather in a friend’s basement to play war games. But first, we would watch a series that told of the Third Age of Mankind, and a place named

BABYLON 5

(Cue dramatic music)
My circle of wargame pals have been Bab 5 enthusiasts since the mid 90’s. Me, I liked the pilot, though I must admit to initially only catching the last half. Anyway, we’ve been table-top gaming B5 for a good while.

When an invitation from my friend DJ (in gaming aka Ming the Merciless, and not because he looks like Max von Sydow) arrived to teach the Full Thrust system to his friend, Jay, I decided to teach it using the B5 Earth Force Source Book modifications.

The scenario was set during the Earth Alliance Civil War (and sometime before the episode “Severed Dreams”). An EA Loyalist patrol (commanded by Jay) of two Omega Destroyers and an Olympus gunboat encounters an EA Separatist patrol (commanded by DJ) of two Hyperion cruisers and an old Nova dreadnaught (these are the B5 side, cheer for them!). Each side’s objective was to clear the enemy from this sector (which happened to be the Euphrates Sector, but more of this anon).

BTW, Jay vs. DeeJay? Isn’t that a bit confusing? Such is the tragedy of a civil war…

Turn One: Both task forces began the game at speed 4, representing a normal cruising speed. The Loyalist taskforce enters through the jump gate, accelerates to 8, and deploys fighters. The Separatists also launch fighters. Both sides are evenly matched with fighters - this does not bode well for the fighter jocks.



Turn Two: Both sides fighters flashed forward, and immediately locked themselves into a series of furballs. The Separatists turned to starboard to attempt to keep distance, while charging up the lasers on the Nova. A single flight of starfuries slipped past the otherwise-occupied loyalist fighters to strafe one of the Omegas. The Loyalists accelerated (rather unexpected by both the Seps and the ref, who thought Jay might be more cautious, considering his first game and all…impetuous youth) and by doing so caught the Nova at medium range.


The Loyalist heavy lasers flashed, and an entire damage row disappeared from the Nova. Several lasers fell off, including those charging. Oh dear.

Turn Three: The Loyalist Olympus gunboat had zipped forward last turn, wee little railguns powering up. As the two rough battle lines passed, and pulse cannons exchanged a deadly caress, the Olympus discharged two high velocity depleted uranium sabots at the Nova. One struck, dealing two points of damage, which is really a pittance, unless it leads to a threshold check, which this did. More systems went down, fell off, or were sold off by the PTEN.

Turn Four: The Separatist commander considered that without his main laser platform (the Nova) his two cruisers were no match for the Loyalist taskforce, and accelerated for the jump gate. The Loyalists let them go, having a bigger fish to fry – a 2.5 million ton fish...a place named:

BABYLON 5…(cue dramatic tag music)…















Post-Game Thoughts

It had been about four years since I’d played the Full Thrust/B5/EFSB mod. Back in the day, we had migrated over to this from Babylon 5 Wars, a fun but somewhat slow game from the now defunct Agents of Games. Even back then, we tended to avoid using the elder races, as they were just too powerful for an enjoyable game. For FT purposes, we stick to the Narn-Centauri conflict, the EA Civil War, and some White Star – EA/Shadowtech scenarios.

Due to the nature of the conflict, EA fighters tend to charge into dogfights like English Civil War cavalry rush into melee, thereby removing themselves from the rest of the battle. Ah, this war without an enemy…

Fighters in Full Thrust are too effective as written for use in B5 games, so we usually halve their effectiveness – 1 die attack per two full starfuries. Starfuries are rated as heavy, so they take a hit on a 5 or 6, with a 6 eligible for a re-roll.

The scenario plan actually came from the FT/Traveller mod, Power Projection: Fleet. The PP:F scenario engine is useful beyond measure.

Losing his main laser platform is hardly like DJ on a normal day. Post-game discussion had us agreeing that the Nova should have been kept back, behind the Hyperions. This would have allowed the cruisers to coordinate their fire with the Nova, which could easily have knocked out an Omega Destroyer. Jay’s rapid advance caught DJ off guard – apparently Jay has learned from other games not to let DJ’s battle plans develop.

Upon seeing the miniatures, Jay commented that he remembered the Babylon 5 series from when he was a kid. Saying nothing, I could not help but notice the umbilicus trailing him as he walked about the game table.

Impertinent youth…Ω