Search found 96 matches

by Keith
Wed Jan 23, 2008 1:00 pm
Forum: Other Miniatures Games
Topic: No Vree Ships with the Carrier Trait
Replies: 18
Views: 3544

The point of the Carrier 1 trait is that it lets you launch 1 flight a turn. You can do that with any ship which carries auxillary craft. Unless I have missed something in all ships in the book with the carrier X trait the X is greater than 1 so allowing quicker deployment of craft. The sole purpose...
by Keith
Tue Jan 22, 2008 1:04 pm
Forum: Other Miniatures Games
Topic: No Vree Ships with the Carrier Trait
Replies: 18
Views: 3544

No Vree Ships with the Carrier Trait

We have just started a campaign including the Vree and have noticed they have no ships with the carrier trait. This has implications for regenerating fighters between campaign turns (i.e. they can't). Other races may be similarly handicapped but we have not investigated this. In order to overcome th...
by Keith
Thu Oct 18, 2007 9:16 pm
Forum: Other Miniatures Games
Topic: Initial Placement Question
Replies: 23
Views: 5188

Personally I prefer it as the rules currently state. Alternate placement of ships/squadrons devalues the whole set up initiate roll (and the suble advantage of fielding more scouts).The advantage then tends to be based on "initiative sinks". The last game I played illustrates this. It was a 9 point ...
by Keith
Thu Oct 18, 2007 8:57 pm
Forum: Other Miniatures Games
Topic: Its Impossible to Win a Campaign
Replies: 11
Views: 2398

All the various ways of ending the campaign are useful. Thanks to you all. If players 2 & 3 continue to fight over a single target, eventualy they are going to wipe each other out. Then player 1 steps in with a thousand ships in his fleet. :) You would be surprised! We tended to take the long tem vi...
by Keith
Tue Oct 16, 2007 9:58 pm
Forum: Other Miniatures Games
Topic: Its Impossible to Win a Campaign
Replies: 11
Views: 2398

Its Impossible to Win a Campaign

There is a fatal flaw in mutliplayer campaign games with many strategic targets making it almost mathematically impossible for a player to win. Imagine a 3 player game with 12 strategic targets (quite possible if the other riefits tables keep turning up "additional strategic targets"). Assume, for s...
by Keith
Tue Oct 16, 2007 9:47 pm
Forum: Other Miniatures Games
Topic: Player fighting more than one batter per Campaign Turn?
Replies: 27
Views: 5157

Just as an additional complication as a house rule we allowed the player winning initiative to pass when it became their turn to declare an attack giving them the option to see what the other players were doing if they wished. This gives rise to a more complex sequence but also gives the winner of t...
by Keith
Tue Oct 16, 2007 8:57 pm
Forum: Other Miniatures Games
Topic: Blue Stars
Replies: 91
Views: 14014

The way I intrepreted this rule was that it allowed a Blue Star to jump into a battle if allowed by the scenario (an option available to any ship with the jump point trait) and then jump out again. Note this second jump, allowed in 1st Ed, is now no longer allowed for other vessels. I considered thi...
by Keith
Sat Oct 13, 2007 10:52 pm
Forum: Other Miniatures Games
Topic: Point Value, just curious
Replies: 30
Views: 5382

I didn't though that this thread coudl get so large. :shock: You should see some of the earlier threads on the subject! From my persepective is that a perfect system is impossible. The relative value of a ship is dependant on the opposition. As an illustrationWhen fighting the Minbari (at least at ...
by Keith
Wed Sep 26, 2007 10:52 pm
Forum: Other Miniatures Games
Topic: A thought on Adaptive Armour
Replies: 11
Views: 2218

I feel that it works out much easier to apply the fraction as you take the damage, that is the real time saver. Very true but also incorrect by the letter of the rules. If we record as we go along. Assume a TD weapon gets a single hit - result 3 damage (I'll ignore crew for simpility) - AA means 1 ...
by Keith
Wed Sep 26, 2007 10:38 pm
Forum: Other Miniatures Games
Topic: A thought on Adaptive Armour
Replies: 11
Views: 2218

The one problem lies in the fact that you don't get the same effect by doubling the original crew/damage score and applying that to incoming weapons fire. Agreed, the system does include half points of damage that is currently ignored by the rounding down of damage and could put a significant dampe...
by Keith
Wed Sep 26, 2007 10:35 pm
Forum: Other Miniatures Games
Topic: A thought on Adaptive Armour
Replies: 11
Views: 2218

Where it gets complex is whn you have 12 tripple damage beam dice hit a single target with 8 criticals (it has happen in a game). In this case your original damage (without Adaptive Armour) is 36 damage, 36 crew. Rembember this then roll each critical. Calculate the effects of the first critcal - Tr...
by Keith
Wed Sep 26, 2007 9:42 pm
Forum: Other Miniatures Games
Topic: A thought on Adaptive Armour
Replies: 11
Views: 2218

They would not be any harder to kill. I realise now the original post was not clear but the idea was that you no longer halve the damage they take, hence the saving on the maths.
by Keith
Wed Sep 26, 2007 9:32 pm
Forum: Other Miniatures Games
Topic: A thought on Adaptive Armour
Replies: 11
Views: 2218

A thought on Adaptive Armour

I have found that ships with the adapitve armour trait complicate the game mechanic. I am used to marking of hits as they are taken. This makes life relatively simple, particularly if there ar a number of critical hits, but because the damage and crew losses from all the dice of a single weapons sys...
by Keith
Wed Sep 26, 2007 9:10 pm
Forum: Other Miniatures Games
Topic: Fighters in Ambush
Replies: 5
Views: 1450

Re: Fighters in Ambush

I would play it as follows:
A: If they are escorting
They may intercept fighters attaking the ship they are escorting and act as interceptors for said ship if they wish.
B: If they are flying alongside the ships
Nothing, unless enemy fighters chose to engage them in a dogfight.
by Keith
Wed Sep 26, 2007 8:54 pm
Forum: Other Miniatures Games
Topic: Taking War level ships in Raid fleets.
Replies: 32
Views: 4958

Last battle I fought was between the Vorlons and ISA. It was a5 point battle but he ISA fielded a Victory and a G'Quan the volons, fileded a light cuiser a destroyer and 3 transports (so similar to a war choice in the 5 point raid situation). The G'Quan got destroyed by a single shot fronm the destr...
by Keith
Fri Jun 08, 2007 11:53 am
Forum: Victory at Sea
Topic: New Additions
Replies: 59
Views: 18283

Woohoooo upgrade VaS to a D10 and redo all the stats in the book yay A good idea giving more scope for ships stats, but like thats ever going to happen One of the things that came out of the ACTA threads was that statistically there is little extra scope gianed by adding sides to a dice. Similar ef...
by Keith
Mon Jun 04, 2007 12:04 pm
Forum: Victory at Sea
Topic: New Additions
Replies: 59
Views: 18283

I write this at the risk of returning to the (or at laeast a) point. If Mongoose is short of space in the supplement, why not have two. If you have do this one could contain the historical ships and the other the "what ifs"?

This might make everbody happy.
by Keith
Tue May 08, 2007 9:37 pm
Forum: Victory at Sea
Topic: Effective Range of Torpedoes
Replies: 19
Views: 5997

If you really must modify something for the sake of it then why not just make the modifiers -1 for over 5" -1 for the 2 pnt turn The rest is as in book What about long lance? I suggest another +1 for over 10" and yet another +1 for over 15". This would cut their effectivness down to size but would ...
by Keith
Tue May 08, 2007 9:30 pm
Forum: Victory at Sea
Topic: Going Evasive, strickly fair?
Replies: 6
Views: 2180

But would it be fair to the player going evasive if they don't know if they get the benefits of the action until they have put themselves in harm's way? LBH In my experience the evading player already has this problem. In most cases the choice is either go evasive (uncertain but superior "dodge") o...
by Keith
Sat May 05, 2007 1:08 pm
Forum: Victory at Sea
Topic: Effective Range of Torpedoes
Replies: 19
Views: 5997

Effective Range of Torpedoes

The relative power of destroyer (and cruiser) launched torpedoes has always rung a little untrue to me. In game terms cruisers seem a wate of time. One on one against a battleship they loose (as they should). One one one against a destroyerthey take a torpedo salvo and get about a 50/50 shot at taki...