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"Robitech Veritechs in Full Thrust" Topic


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1,516 hits since 17 Oct 2014
©1994-2024 Bill Armintrout
Comments or corrections?

Capt Flash17 Oct 2014 6:45 p.m. PST

So that is my question. How would one represent Robotech's Veritech capabilities in Full Thrust. I'd think variable role fighters could do it and maybe represent it by switching between stands of fighters and 15mm.co.uk's fleet scale mecha. Any thoughts to help a FT novice out?
Thanks in advance!
-Edgar

Lion in the Stars17 Oct 2014 7:12 p.m. PST

Make sure you check for pictures of the Japanese fighters (FT-1321 and FT-1321A), too.

I'd actually call them Fast Fighters, maybe even Fast Heavy fighters. The reduced damage being a function of the Veritech's agility, not innate toughness. Obscenely expensive like that, but very good. 9 points per fighter expensive.

I need to watch Macross again, because I don't entirely remember the Valkyries being good anti-ship strikers. If the Valks aren't good anti-ship fighters, I'd also rate them as interceptors. Still 9 points per fighter, but Death Incarnate to other fighters.

Coelacanth17 Oct 2014 8:05 p.m. PST

In Fighter mode they get a movement bonus, in Battroid mode they get a defense bonus. You would definitely have to use the "Ace Pilots" rule, too. NPC pilots die like flies in that show.

Ron

stormspear18 Oct 2014 7:02 a.m. PST

veritechs didn't go far from the SDF1 and there were a lot of zentradi ships and they were all huge go with super Valkyries 1 of those had as much fire power as a full squadron of regular veritechs

Covert Walrus18 Oct 2014 8:41 p.m. PST

In FT rules put together since, the Japanese Imperial Navy variable fighters – close enough to yours – had a rule of variable attack; For an additional endurance point, they could change each turn from interceptors to standard fighters, allowing them to go after other fighters then make ship attacks or vice versa. Well worth the extra points.

Quaker18 Oct 2014 10:54 p.m. PST

The Valks were either used to intercept the Zentraedi anti-ship mech, or to launch their own anti-ship attacks. Local defense was left up to destroids. Mecha were meant to carry out anti-ship attacks with heavy missiles and boarding actions.

And most of the Zentraedi ships weren't much larger than the carriers that got integrated into the SDF-1.

Lion in the Stars19 Oct 2014 1:53 p.m. PST

Agree with Coelocanth, you should definitely use the Ace rules.

@Covert Walrus: Do you have a source for those rules? Or a PDF you could share?

Delthos19 Oct 2014 3:06 p.m. PST

Here is where the rules for IJSF multi-role fighters are.

link

TheBeast Supporting Member of TMP20 Oct 2014 7:12 a.m. PST

In other discussions, someone else brought up the variable fighters, and for the life of me, I couldn't think of a reason for anything that could switch modes per turn; damn powerful!

However, for Robotech, perfectly understandable. FM.

Doug

Lion in the Stars20 Oct 2014 12:59 p.m. PST

@Delthos: Thanks!

I'd almost be willing to allow a change from Interceptors to Attack fighters, though Torpedo fighters might be more accurate.

I'd still consider adding the Heavy Fighter ability to represent the obscene maneuverability of a Veritech.

Capt Flash20 Oct 2014 1:55 p.m. PST

That's actually a good point about the Veritech's maneuverability, Lion.
I'm also looking into how to potentially model that in Tuffley's Tac Ship…

Covert Walrus21 Oct 2014 4:23 p.m. PST

@Delthos – thanks for the link, I was a bit busy to reply :)

Makes sense also for this ability in FT, given that the ISJF models have the Katana ( Veritech) fighter for multi-role and the Wakizashi Interceptor for close-in fleet support duty.

chironex22 Oct 2014 11:03 p.m. PST

"And most of the Zentraedi ships weren't much larger than the carriers that got integrated into the SDF-1"

500m just for the scout cruiser. And that's from the Macross franchise (Macross II, specifically), in Robotech many of the Zentraedi ships' sizes were quoted as being larger than they were in Macross.

Also, Valkyries/Veritechs were useful against ships; given the alien craft had such voluminous interiors you could walk through their corridors in battloid mode.

Lion in the Stars23 Oct 2014 9:25 a.m. PST

Also, Valkyries/Veritechs were useful against ships; given the alien craft had such voluminous interiors you could walk through their corridors in battloid mode.
But that's not really a measure of their fighting ability during a space battle.

Guess I need to re-watch Macross again (been meaning to, anyway. Gotta get color schemes for my massive load of incoming Valks and Destroids from the Robotech Tactics KS)

TheBeast Supporting Member of TMP05 Nov 2014 10:06 a.m. PST

Has anybody looked at WargameVault>Art of War>Fighting Vehicles II : Multi-Mode Fighters and other Combat Mecha for Full Thrust, Dirtside II and Stargrunt II?

Sounds like older ideas on the Full Thrust side, though. "I also included some rules floating around the GZG mailing list on using multi-mode fighters in Full Thrust."

Doug

Eli Arndt06 Nov 2014 1:20 p.m. PST

Most systems I have seen interpreting mecha with existing fighter rules usually give them whatever "pin-point" targeting ability they have. This is to represent the common Anime themed tactic of skim the hull of ships or even walking on them, and attacking key systems at close range.

-Eli

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