Recent content by Keith

  1. K

    No Vree Ships with the Carrier Trait

    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...
  2. K

    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...
  3. K

    Initial Placement Question

    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...
  4. K

    Its Impossible to Win a Campaign

    All the various ways of ending the campaign are useful. Thanks to you all. You would be surprised! We tended to take the long tem view when fighting a battle in a three or four way campaign. If you take the one off fight approach of "win at all costs" you soon find yourself at a disadvantage...
  5. K

    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...
  6. K

    Player fighting more than one batter per Campaign Turn?

    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...
  7. K

    Blue Stars

    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...
  8. K

    Point Value, just curious

    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 battle level and above) there is little value in...
  9. K

    A thought on Adaptive Armour

    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 damage is noted. The hit is a critical which causes an extra hit- TD so an extra 3 damage - AA means...
  10. K

    A thought on Adaptive Armour

    Agreed, the system does include half points of damage that is currently ignored by the rounding down of damage and could put a significant dampener on ships like the White Star where the dodge means only relatively small amounts of damage form each weaapon system get through. I'm not certain it...
  11. K

    A thought on Adaptive Armour

    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...
  12. K

    A thought on Adaptive Armour

    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.
  13. K

    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...
  14. K

    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. Nothing, unless enemy fighters chose to engage them in a dogfight.
  15. K

    Taking War level ships in Raid fleets.

    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...
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