A message to Burger and the other long standing fans

Under p&p the 2for patrol ships have to be squadroned. But forcing squadroning of low-level ships in high level games is an interesting idea.
 
There were many suggestions of how to fix the hunting packs rule. In fact Matt held a vote on it. In the end the most popular option was "scrap it".
 
So guys, are there any other bits in 2e & P&P which are considered by many to be broken that would directly affect the following fleets

Narn
Centauri
Minbari
Drazi
Shadow
Vorlon

Ta

Andy
 
Personally I would say not 8)

Event without "hunting packs " which as a Centauri player I consider uneeded, we still get excellent new carrier - further enhancing what I consider the fleet with the most options.

The Shadows get a few new abilities which can be useful - would have liked a skirmish level ship...........(like the Vorlons got a Raid)

The Minbari strengthen their already formdiable Anti-fighter defences.

Narn get a "boost" to the G'Quan - but its not overpowered :lol: slight boost to the other big Narn ships.

Vorlons fill their PL gap and get a situtaional useful Special Action

Drazi - minor boost - but nothing massive - can get more ClawEagles and the Fireraptor is slightly better (nowhere near good enough) - not sure about their SA............
 
Track that target special action, although available to all fleets, is a great boost for the Drazi - in fact makes them much more competitive without 1000 init sinks. Much better than their own new SA :)
 
Thanks guys, i did notice the track the target one, was not 100% sure what it did.

Am I correct in saying it basically allows you to fire when you move, but you have to reroll hits?

Andy
 
not really - it allows a ship that successfully makes the check to fire a boresight weapon at a designated target as if it was a F arc weapon.
 
That's almost an accurate description of the Drazi-specific special action "Start Attack Run". All you missed out was that the ship also rolls 1D, if the result is a 6 then the ship fails to pull out of its attack run and rams the target.

Also, just to clarify, "Track That Target" works with aft boresight weapons as well - a successful CQ means you can attack the designated target if it's anywhere in the aft arc.
 
noticing the comment on forcing squadrons on lower P/leve ships perhaps they should change the initiative sink order to be you move a minimum of 1 fleet allocation pointat a time?
could botch over a fleet design 1 ship a few levels above priorty game with remainder of pointys in int sinking ie 5 point battle 1xarmageddon and 1x mix to make battle point... but could be interesting to try out...
 
The only other thing worth mentioning is the 'redundancy' rule - it's an optional one but a very good option, making it significantly harder to inflict a critical effect on a big ship.

The big guys still take an extra 2D6 damage, or 3 crew loss, or whatever you rolled, but they DON'T lose their weapons systems, or engines, or traits anywhere near as easily. It goes a long way to balancing up armageddon and war priority ships when taking on a swarm of lighter gunships.
 
I've found the "every turn" form of redundancy too powerful. So we make the free hits a "per battle" thing instead. It allows big ships to shake off the first few powerful blasts as they close range, but doesn't make them so tough that they can essentially ignore criticals throughout the game.
 
Democratus said:
I've found the "every turn" form of redundancy too powerful. So we make the free hits a "per battle" thing instead. It allows big ships to shake off the first few powerful blasts as they close range, but doesn't make them so tough that they can essentially ignore criticals throughout the game.

IIRC that was the original proposal - not tried either so be very interested to hear all feedback. I did give one fleet this as a special ability (per battle version) in one of my supplements and it seemed to be fine.
 
silashand said:
msprange said:
We have also been toying with the idea of a points-based CTA 3.

And that is all I will say about CTA 3 for now :)

All I want out of CTA 3 would be a way to easily convert B5 fleets to the new system, e.g. all the existing rules mechanisms such as hull armour, damage points, special rules, etc. would be reflected in the new rules so it would be possible to still play B5 under the new edition even if it isn't the supported backstory. If the new system did not include this then I doubt I would play it. Not because it might not be a good system, but I played CTA for B5, not the other way around. JMO though :-).

Cheers, Gary
That's why I came to CTA. In fact, when I talk about it, I don't talk about "Playing CTA." I talk about "Playing B5."
 
Ditto. While I don't go as far as renaming the game, I did start with the premise that I was getting nice models of ships from the show, and in addition a game to play with them. Which is why all my models are ships which can be seen on screen. (And also why I started off with the Shadows boxed fleet, one of the few fleets consisting entirely of ships which appeared in the show.)
 
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