Stonehorse
Mongoose
So it has been a good while since 2nd edition hit the shelves, in that time a few issues have cropped up.
These are Beams, Critical damage, Stealth, and Swarm fleets.
Now a good number of people have come up with ideas to fix these issues.
Burger's idea on Beam is;
This weapon rolls a number of dice equal to its AD. On a roll of 4 or 5 it scores 1 hit on a roll of 6 it scores 2 hits. Any dice that miss may be re-rolled.
Not a very complex change, but one that will both tone down beams and give them some reliability.
For Critical damage I think it should be extra D6 points of damage with the weapons relevant special rules applied. Ships that have their speed reduced I have found end up becoming more mobile as they can then turn tighter corners... which I think counter acts the idea of a ship going slower.
Stealth... is a big mess, too many rules that result in some pointless maths. Stealth I think should just that the ships Hull always counts as 6... Regardless of what is being aimed at it. This helps reflect that the ships endurance comes from being hard to hit. This also helps stop the hit or miss Stealth is, and makes the game more enjoyable for both sides.
Swarm Fleets. This I think is the easiest to fix.
Add a ship count that is the number of the PL being played, plus half of the number rounding up. For example in a 5pts Raid game there could be 8 ships.
Feel free to add any other ideas to these, or feedback.
These are Beams, Critical damage, Stealth, and Swarm fleets.
Now a good number of people have come up with ideas to fix these issues.
Burger's idea on Beam is;
This weapon rolls a number of dice equal to its AD. On a roll of 4 or 5 it scores 1 hit on a roll of 6 it scores 2 hits. Any dice that miss may be re-rolled.
Not a very complex change, but one that will both tone down beams and give them some reliability.
For Critical damage I think it should be extra D6 points of damage with the weapons relevant special rules applied. Ships that have their speed reduced I have found end up becoming more mobile as they can then turn tighter corners... which I think counter acts the idea of a ship going slower.
Stealth... is a big mess, too many rules that result in some pointless maths. Stealth I think should just that the ships Hull always counts as 6... Regardless of what is being aimed at it. This helps reflect that the ships endurance comes from being hard to hit. This also helps stop the hit or miss Stealth is, and makes the game more enjoyable for both sides.
Swarm Fleets. This I think is the easiest to fix.
Add a ship count that is the number of the PL being played, plus half of the number rounding up. For example in a 5pts Raid game there could be 8 ships.
Feel free to add any other ideas to these, or feedback.