Strategies?

For anything not in the above. Ground combat/personal combat. Anything to do with CS, but not already covered.
Jarvis
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Strategies?

Postby Jarvis » Wed Dec 16, 2009 4:49 pm

Hello everyone,

OK, I'm new to the world of CS, and I don't have the main rpg book, so I'm actually making a new version of the game using a bit more strategic version of the Cortex/Serenity rpg system from Margaret Weise. But I have some questions for pirate raiding strategies. I'm good up to air to air combat with different types of planes, but what about zeppelins? What is the pirates strategy for raiding zeppelins? I get that they have to take out the engines, and deal with the "escort fighters," but then what? Is it like old pirates, where they have to board the airship, or do they just shoot it down and deal with the crash? Then they have to fence the goods?

Is there any official rpg answer, or should this be left to the GM?

Any answers would be very helpful

Thanks ahead of time,

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Thom
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Re: Strategies?

Postby Thom » Wed Dec 16, 2009 11:40 pm

Most games of CS are not played with a GM. Certainly not in the official tabletop game rules. BUT. . . Myself, I prefer to play the game campaign style with a GM running NPCs and the players all on the same side as we like to combine role play with our tabletop games. You just gotta wing it for the most part!

As to strategies? I have no clue!
Flying the Crimson Skies

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Grant
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Re: Strategies?

Postby Grant » Fri Dec 18, 2009 5:32 am

First, Hey great to see you.

Second, I hope this will be okay. I had a HUGE post typed up, the power blipped and I lost it all :evil:

Anyway...here goes.

#1. The CS RPG I have no clue, never tried playing it. It was designed with CLix in mind and...I am..somehow prejudiced..never even tried it.

#2. How is the Serenity RPG? I've heard of it, and thought of getting it and trying to convert it to CS.

#3. I am making one, however it is mostly involving fighting. Most of the RPG elements would be vocal interaction with players,etc. so it probably wouldn't translate to baordgame as easily.

As for pirates boarding zeppelins....ooohkay:


Generally all boarding actions are preceded by two things: Shooting down the fighter escort, and destroying the zeppelin's turrets.

#1. Official Canon FASA boarding gave us two options. Both involved loading boarders into a cargo bay, or clinging to wings (The latter always seemed ridiulous to me though).

Low freefall, in which the plane passed slow over the zeppelin and dropped boarders. They freefalled onto the zeppelin, then dug in grappling hooks into the zeppelin's cloth. They then rapelled down the side to the gondola, or to the engine nacelles and entered through the gunner's hatches.

Walkoff. In which the plane stalls right overtop the zeppelin, and allows the boarders to simply walk off the cargo bay and onto the zeppelins top, again, usually rapelling down the side. The downside to this is if the cargo plane fails a stall roll (Die roll) it will crash into the zeppelin.

#2. Yahzuk gave us two alternatives: The Zipline, in which the aircraft fires a rocket with attached zipline into the zeppelin, and deposits it's boarders that way.

OR the boarding aircraft can dock onto a hook and deposit it's boarders directly into the launch bay. I personally don't care for it, as I don't see an enemy plane being allowed to dock onto a zeppelin (Much less pulled inside), and even if it did, it's boarders would be VERY vulnerable to fire, which in my opinion, 4 greasemonkeys with Thompsons could take most out.

#3. As I don't have official rules, I have zeppelins also capable of boarding enemy zeppelins. If enough engines (And rudders, to prevent hard turning and snapping the cables) are destroyed, docking lines are fired between the attacking and crippled zeppelin, with ziplines carrying boarders running between them, and possibly, if enough under friendly control, temporary suspension bridges.

On all landing types, various difficulties (Die rolls) are required for success.

However whenever a zeppelin is attacked (Usually) for valuables, they are intended to be boarded. Crashing would destroy most valuables. SOMETIMES, however a pirate gang could accidentally destroy a zeppelin (Igniting hydrogen cells for example), OR be paid to destroy a zeppelin.

None of this si covered by the "official" RPG, which is really just a combat game.

Hope that helps!

P.S. Fencing goods. Might be done in a nation who is enemy to the captured zeppelin, but most likely only in pirate refuges, such as Appalachia, Colorado,etc.etc.

Jarvis
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Re: Strategies?

Postby Jarvis » Fri Dec 18, 2009 1:28 pm

Thanks a lot,

That answers most of the questions I have. I have some more question for my game. Roughly, how many shots does it take to take out a turret on a Zeppelin? 2 or 3 attack runs? How big is the crew of a zeppelin? Any idea on cargo limits? or plane limit?

In reply, the Serenity game is a personal favorite of mine. All the Cortex (system used) are good. For the purposes of Crimson Skies, the vehicle combat is a little vague. There are slightly better rules in the Battlestar Galactica, but they are still kinda nebular. I'm planning on making a little more Crimson Skies friendly rule set. Right now, I've got the general set of rules in my head, and I plan on putting them down on paper (e-paper?). If anyone is interested in this, I could use some computer help. I'm decent at writing, and setting down the rules, but I have no ability to make a pdf.

I'll do this and post it if anyone is interested.

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foxmalcolm
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Re: Strategies?

Postby foxmalcolm » Fri Dec 18, 2009 1:57 pm

It might be helpful to read through the old posts as on a couple of occasions we have delved into an rpg rule conversion for CS before.

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Grant
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Re: Strategies?

Postby Grant » Sat Dec 19, 2009 4:23 am

Turrents take about 2-3 passes, sometimes less depending on how lucky you are ;)

Crews range in size from 30 or so for tramp zeppelins, up to 200 for combat zeps.

Take a look in the Zeppelins section, and download Yahzuk's "Zeppelin rules" topic that is pinned :) Some good info, that I believe is as good to recreate Crimson Skies zeppelins as of yet. Fox Force Five is working on one, it's in German and we'll see whenever it's converted to English.

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Re: Strategies?

Postby Phoenix » Mon Aug 23, 2010 7:20 pm

In regards to how many passes it takes to take out turrets, that depends on how much firepower you've got. Rockets and heavy cannons will destroy a gun pod/engine in only a few passes, while light machine guns could take quite a while. In regards to crew, there's not much in the books. Most civilian zeppelins have somewhere between 10 and 30 guards, with military zeppelins having perhaps half again as much. The rules do point out though, that these guards are a small minority of the zepp's crew: at least on a civilian zepp, most of the crew is either civilian airmen/mechanics or food/service crew, who are not trained for combat and who will generally just surrender to whoever is holding the biggest gun.
Good judgement comes from experience. Experience comes from bad judgement.
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Re: Strategies?

Postby SteampunkIronRider » Thu Jan 19, 2012 6:40 pm

I know it's been over two years since anyone's replied to this thread, but Jarvis, if you have OpenOffice.org (an open-source Microsoft Office clone) installed on your computer, it has an "Export to PDF" option on the File menu.


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