I agree, they are a good thing. I don't like that the severe crits are as common as the not-so-severe crits. Maybe put the crit table up to a 2d6 chart, to provide some sort of rarity for vital system crits and the really ugly crits on each chart.
I think that they are about right, but that they happen way too often. I would prefer to see them limited in frequency with Precise weapons getting more as normal. EDIT: I tend to have lucky dice. This means that I get lots of crits usually, but that my normal opponents don't want to play as much. :...
Whether or not its been stated, the Spirit of this thread is, from what I can gather: With two equally skilled players, given two random races in a random priority level, do they both stand a fair chance of being able to select from the ships avaliable to them and put together a fleet with at least...
Umm...
First problem is the fleet I'm playing. Some, I usually never bother to take scouts. Others, lots of times. If I do take 'em, the use I put them really depends on what my opponent brought to the table.
The other possibility for casual or one-off scenarios is a competitive bid. Establish the contents/conditions of one force and then create an opposing, overbuilt force that will clearly win the game. Then take turns bidding off pieces of the overbuilt force. Whoever removes the last piece from the ...
A point handicap would be extremely hard to quantify and I don't think it is necessary at all. If you lose a lot, practice more. I have found that, as a general rule, I will get my butt whooped for a while before I learn how to whup @$$ myself.
I ended up voting for Legend... I remember getting ready to watch that and thinking "This should be a pretty fun ride. I get to learn about the Rangers, see ships blow up, get to see G'Kar again, and some new extra spiffy Ranger ship." Then the show started...."OK, got the crew...they got a used For...
The point there is that I don't need to chase them as they are not running away. They are going to be very close to a ship jumping to hyperspace. If the Hermes wanted to run, I agree that I would not catch them. However, it would stop the bombing.
OK, so let's look at this: 3 Hermes who are cycling their JP's to Bomb a station. If I remember right, it takes 3 rounds for a jump engine to reset itself. So, in a ten round fight, you would be able to activate 8 jump points on the station. At 6 AD/JP that 48 dice SAP, Trip Dam. Since 1's always mi...
Here's a reason I just thought of why no one ever jumps right on top of a station: (it ain't allowable by the rules though, but could prove an interesting exception) If a ship jumps out close enough to a station to harm it then the station is able to use multiple 'target' arcs of fire on said ship. ...
My two cents would be to show which part of the Ka'Ri the individual ships/fleet is associated with, or maybe to invoke the blessings of sacred Narn like G'Quan himself.
If you don't like it then house rule that JP's can not be formed within a certain distance of stations. Maybe the mass shadow of a structure that large keeps the points from forming.
prelude_to_war wrote:Why not?!? The Narn have camo afterall...
Camouflage is supposed to make something harder to notice. It should not function like neon lights that say "Hey! I'm right over here. Come on...shoot me!"
No tactic is questionable if it works. That being said, the JPB is not necessarily an overpowering effect. Certain ships would be well advised to never use them as it would keep said ship at dangerously close ranges to the enemy. Others, like the white star, are nimble enough to use them to damage s...