Search found 96 matches
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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...
- Wed Sep 26, 2007 9:42 pm
- Forum: Other Miniatures Games
- Topic: A thought on Adaptive Armour
- Replies: 11
- Views: 2218
- 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...
- 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:
They may intercept fighters attaking the ship they are escorting and act as interceptors for said ship if they wish.A: If they are escorting
Nothing, unless enemy fighters chose to engage them in a dogfight.B: If they are flying alongside the ships
- 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...
- 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...
- Mon Jun 04, 2007 12:04 pm
- Forum: Victory at Sea
- Topic: New Additions
- Replies: 59
- Views: 18283
- 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 ...
- 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...
- 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...