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CT Starships & Mayday

Enoff,

These cards of yours are simply fantastic. The graphics are in the top tier of those found in published wargames in this long time grognard's opinion.

Do you have a copy of the rules you'll be using?

Thanks again for sharing this fantastic material with us.


Regards,
Bill
 
Hey Bill

I am looking at the pdf version of Mayday that is available and the 1981 LBB Starship rules. I do have most of the available publications of Traveller in some digital format.

Just having fun figuring out the rules :)

as I confessed to Shapshifter my TV died or couldn't receive a digital signal so I just sit around working on graphics and reading old sci-fi novels :)
 
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I should have a battle example this weekend to show how everything works together.

I'll do screen-shots and a turn by turn commentary.

I think I should be able to handle several missiles along with ships.

Going to look like the 1000 counter game
 
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Had to create a Turn-Sequence chart to record turns and what sequence the turn is at.

Turn Sequence Chart
http://www.lexweb.us/mayday/turnsequencechart.jpg

raw I'll probably tweak it more

Updated my missile chart again, mainly rearranging things to make it look cooler
http://www.lexweb.us/mayday/intrudermissilechart2.jpg

Here is another screen shot of all the panels for the Native player
http://www.lexweb.us/mayday/screenshot2.jpg

Screen shot of the panels for the Intruder player
http://www.lexweb.us/mayday/screenshot3.jpg
 
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I Decided to read the Special Supplement 3 on Missiles, glad I did.
It explained a lot of questions I had about missiles in Mayday/CT Starships.

Wording is so vague on Missiles in Mayday I thought a 6G6 Limited burn missile (the standard missile in the game) would go 6Gs for 6 Turns. With nothing on turning I was going to assume that the missile could use that 6Gs to turn or accelerate in any direction. That misunderstanding made me assume that you could hit something pretty far away.

Special Supplement 3 on Missiles clears that all up.

Except for a Discretionary burn propulsion system, its going to be hard to hit anything outside of a turn or two.

A limited burn missile might get to make a 1G or 2G turn if launched at lower than max speed but most fuel will be gone after the first turn.

Changes my whole perspective and I can see its useless to fire missiles at long ranges except at stationary targets.
 
Here is another screen shot of several panels at once.

http://www.lexweb.us/mayday/screenshot4.jpg

The background is the main map zoomed out so you don't see the hexes but you can see the past (red), present(white), and future(green) positions of the moving objects. The blue object to the upper left is a stationary moon.

The other panels are at half zoom so you can see the main map. Turn-Sequence Chart, Native Starship status, Intruder Starship status and Intruder Missile Status.

The Freetrader is entering from the bottom of the map heading towards the moon. The rogue Scout is attempting to intercept before it reaches the moon.

Again I tweaked the missile chart to reflect fuel usage and launching G.
 
Well lost track of this project I was working on got re-interested by reading Poul Anderson's "Trader to the Stars"

I found a review of Mayday by Tony Zamparutti in the old SpaceGamer magazine. He mentions some things that I didn't notice in the rules for example about damage

"Battles in MAYDAY involve a lot of maneuvering. Unlike TRIPLANETARY, players do not have to worry about running low on fuel, but programming ship’s computers does keep them busy. Combat involves a hit table which determines which part of the ship has been disabled. These hits can be repaired indefinitely (God knows how…), and the only way to destroy a spaceship is to hit it four times in one turn (or three times in three successive turns). Thus, it is not very easy to disable an enemy, unless of course you try to board his ship."

I hadn't noticed the rule about hitting Three times in Three successive turns to destroy a ship.
 
Just gotta say, Enoff, that all this stuff you're doing is gorgeous. Keep it up.

Special Supplement 3 on Missiles clears that all up.

Except for a Discretionary burn propulsion system, its going to be hard to hit anything outside of a turn or two.

That's mostly true, and it's one of the frustrations for me in the contradictions between LBB2/Mayday and High Guard - As they play out, SS3 missiles aren't much of a much at long range. (For the most part, I just chuck all of it out the window and go with 6G missiles that move like ships. Eventually, they hit.)

One thing to remember, though, is the way that Maneuver/Evade and Auto/Evade affect a ship's ability to change vector in Mayday: If you're using auto/evade, you can't add to your vector at all; if you're using Maneuver/Evade you can, but at 1G less than normal. So if a ship is busy evading laser fire, it's going to be more vulnerable to missiles, especially if it's a slow ship to begin with. If you need to change your vector more to avoid a missile, you have to stop evading, making yourself more vulnerable to laser fire. It's possible to "pin" a ship to its vector by keeping it covered with laser fire, then lob in a missile.
 
Thanks jawillroy for the tactical ideas and pointing out some of the programming options. Slowly getting back into this stuff :)
 
Thanks jawillroy for the tactical ideas and pointing out some of the programming options. Slowly getting back into this stuff :)

I was reviewing Mayday rules on the train on the way in today, and I was struck by what it said a "Homing" missile: that it constantly alters its future position "at least one hex per turn in the direction of the present position of the target." Unless I'm being stupid and missing something, doesn't that mean that a homing missile will always be one step behind its target, and never intercept it unless it stops moving entirely? Wouldn't that be the case, even if the target could only accelerate 1G and the missile had 6Gs and unlimited fuel.

On the other hand, if a missile always alters its future position in the direction of the future position of the target, it'll always hit... if it has sufficient Gs and fuel.

I find Mayday's description of "Limited Burn" missile performance to be somewhat opaque. What's your take on it, compared to SS3?
 
Yes I believe the Missile supplement explains what the different propulsion systems are.

I have to go back and look at my books and notes.
 
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and I was struck by what it said a "Homing" missile: that it constantly alters its future position "at least one hex per turn in the direction of the present position of the target."

All that means is that out of the 6 hexes you can adjust the "future" hex of the missile (remember you change you next turns vector with the "future" marker) you must move the marker AT LEAST one hex towards the location of the targets "present marker". The other 5 hexes worth of vector can be any direction. Faster, slower, ahead of where you think the target will go etc.
 
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