The Altmark

Discussion in 'Southeast Attack Squadron' started by pew-pew-pew, Jun 11, 2007.

  1. pew-pew-pew

    pew-pew-pew Member

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    I found that the BC team has made a new ship to add to there collecton!

    The Altmark: A pretty large transport moving at 34 seconds.... Few parts have been made though
     
  2. Tugboat

    Tugboat Facilitator RCWC Staff Admiral (Supporter)

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    You don't need a lot of parts for a transport ship :) 2-channel radio, motors and servo stuff. The superstructure is pretty simple, as well.
     
  3. pew-pew-pew

    pew-pew-pew Member

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    Wow so transports are easy? i thought they were difficult to habdle because they're pretty much moving target practice.... i Also noticed the Cleaveland light cruiser... But it's one big light cruiser... Around the size of The Andrea. I see the Cleavland in My Battlestations: Midway computer game, And to me it looked like a Battleship!
     
  4. Tugboat

    Tugboat Facilitator RCWC Staff Admiral (Supporter)

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    Easy to build, easy to run. In MWCI, there is what is called a "push" rule... if a convoy ship touches a warship, the warship has to go to shore for a 30 second time out :) If you have a small convoy ship, it'll give the warships fits. The convoy scenarios at last nats were the most fun for me EVER. I ran a small freighter, and an LST (Landing Ship, Tank), and the cruisers would try and try, but the little convoys almost turn in place, so you can keep the solid bow or stern towards them (preferably the bow)...
     
  5. crzyhawk

    crzyhawk Well-Known Member

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    The Cleveland is only 10k tons, and armed with 6" guns. It was no match for the Andrea Doria. If you compare it's size to the Des Moines, you will see that the Cleveland is really an average sized cruiser.

    Good Mike
     
  6. pew-pew-pew

    pew-pew-pew Member

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    Hmm... the Push rule sounds cool :) Would a Merchant be good as a second or third ship?
     
  7. Kotori87

    Kotori87 Well-Known Member

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    In fast gun, merchant vessels are not often used because they are not part of the standard game. They are used in campaign games at large events like nats. I don't know why they are so limited like that, because they would otherwise be an excellent ship to have around.

    In big gun, merchant vessels are part of the standard game. You simply set up a course, and the ship must complete the course to score points. Because they don't have cannons, they are much simpler to build, operate, and maintain than other combat ships. This makes them an excellent beginner ship. They are also cheaper to build. They provide experience with construction that can then be applied to an armed ship. They also teach you how to sail a relatively slow, unmaneuverable ship, so when you get a more mobile ship you can appreciate the difference. Finally, you can pass them on to new members who are looking for a ship so they can join the action.

    Of course, some people just can't wait to start shooting, so it may be better to start with an armed ship.
     
  8. pew-pew-pew

    pew-pew-pew Member

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    ive been looking up on merchants and i found a hull that bowing ship yards makes, the Liberty Ship, now, is there such thing as a good merchant ship and a bad one?
     
  9. Tugboat

    Tugboat Facilitator RCWC Staff Admiral (Supporter)

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    Yes, P3 there is, good question :) A bad one (from a combat standpoint) would be something like the Europa or Titanic. Huge, slow, can't turn. BAD. Really cool looking, but guaranteed to lose the convoy battle. A GOOD convoy ship would be an LST, or a freighter between 20" & 34.9". Small enough to turn FAST, and a hard target to hit for the guys shooting at you.
     
  10. pew-pew-pew

    pew-pew-pew Member

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    An LST would be really cool! They're fast, right? But wouldn't a Merchant, such as the Liberty Ship, handle more damage than an LST? Seeing that The Liberty Ship Has more Volume than an LST?
     
  11. Tugboat

    Tugboat Facilitator RCWC Staff Admiral (Supporter)

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    If you allow the enemy to shoot holes in it, yes. The point of the smaller ships is that it's nearly impossible one-on-one for , a warship to outmaneuver a small maerchant or LST.

    Remember, though, that the push rule is only in some fast gun clubs. In big gun, it's just a ram.
     
  12. pew-pew-pew

    pew-pew-pew Member

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    I had no Idea Merchants had good Manuverability... But is an LST faster than an average warship or Merchant?
     
  13. Tugboat

    Tugboat Facilitator RCWC Staff Admiral (Supporter)

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    Depends on the rules used by your club. If you guys are still making your own club, then you'd have to tell me what rules you're using for speed.
     
  14. pew-pew-pew

    pew-pew-pew Member

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    I think We'll BE going Big Gun Instead of Small. ANd BE using WWCC's rules. Is it okay to use their Rules?
     
  15. Tugboat

    Tugboat Facilitator RCWC Staff Admiral (Supporter)

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    You can use whatever rules you want :)
     
  16. pew-pew-pew

    pew-pew-pew Member

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    Good.. that will keep us from Making a Five Page Rule Set!
     
  17. djranier

    djranier Well-Known Member

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    We have a small gun club here in Florida and Georgia, is their a large gun club in either state? You may want to go large gun, but if you actually want to battle, find out what club is local to your area to make your decision, so that you actually have someone to battle with.
     
  18. Tugboat

    Tugboat Facilitator RCWC Staff Admiral (Supporter)

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    He and his father are intent on forming their own club, based on living in Miami and being far from the Orlando and Savannah battle areas.

    Did you wind up selling your Nelson?