Armour and hull values in ACtA:SF

Nerroth

Mongoose
I had a thought about how the various armour and hull values are (or are not) currently presented in A Call to Arms: Star Fleet; though before I go on, I should note that I'm still waiting for my FLGS to get the rulebook in, so I should apologise in advance for any errors found therein.

In the SFU, (normal) armour is an ablative system, a leftover (in most cases) from the days prior to the development of shields; it's no coincidence that older hulls like the Federation CL and Romulan War Eagle are noted to be armorclads. (In those particular cases, the "armour" is not a separate "belt" which could be taken off; it's part of a system integrated into the ships' hulls that they can't get around.) While you can, in principle, repair destroyed boxes of armour in SFB or FC, in practice it's a poor choice to spend one's all-too-rare damage control points on; not least since the systems in the actual ship are often cheaper to repair, to say nothing of how much more efficient it is to repair one's shields instead. So, armour is really a one-off ablative system; once it's gone, it's gone (for the remainder of the scenario, at any rate).

Also, from what I gather, some of the hull counts used to generate certain ship's hull values are not quite in step with how the ships should be; something which will no doubt be looked at in the course of generating the incoming errata file.

However, if the way in which hull values are to be generated is being adjusted, might it be an idea to take a fresh look at how armour is treated here?


I'll go with an example which has been contested many times already; the Federation Light Cruiser. (For those not familiar with FC, feel free to ignore the Fleet Scale version; only the Squadron Scale Ship Card on the second page is the "real" one.)

At present, it's been argued that the ship should be represented one of two ways; to either ignore the current Armoured trait and simply beef up its hull score, or to lower its hull and have it be Armoured. However, with the way the current Armoured trait works, the ship is said to have too powerful a set of defences in the game system; which in itself is not quite how it should be. (Yes, the armour is nice; but it's only supposed to be good the first time.)

However, what if, instead of a generic Armoured trait, the ship was instead given a specific armour number; akin to the Shield number it already has? The Armour number would be directly based on the (six) armour boxes shown on the Ship Card; the trait could work by having any hits which penetrate the shields reduce this value first, before scoring damage on the hull. However, unlike shields, the armour value would not be repairable; it would be a one-time deal.

Then, when drawing up an errata file to work out the ship's proper hull value, you would simply ignore the six armour boxes (since they would be factored into the ablative Armour trait) and use the balance of boxes on the Ship Card as a basis of establishing how durable the actual ship itself would be.

That way, you could do something similar for other armorclads; let there be a numbered trait for their ablative armour, and use the hull score to show the actual bulk of the ship itself.


This might be a more representative way of featuring armour; you have a certain at-start value, it gets used up as your shields start to buckle, and once it's gone, it's gone.

Or am I completely off-base here?
 
On the Federation Texas class Light Cruiser:

The description in ACTA:SF just talks about a "heavily reinforced Hull" rather than armour - hence why it has a larger damage score than similar ships of its points cost.
This durability is represented by different mechanisms in the different games but has the same overall result?

The armour value as you describe does not seem to do anything in game terms other than just call the first 6 pts of damage taken armour rather than damage - what does it actually add to the game having two seperate damage tracks? I might be missing something but unless the armour does something its pointless?

The only possible way to make it work would be to say that you can't score criticals until the armour track is depleted........
 
Over on the BBS, Scoutdad mentioned that in an earlier draft of the rules, the armour trait was "ranked", which allowed it to absorb hits from each incoming volley.

However, rather than the all-in-one trait which it ws replaced with, I would have rather kept a numbered value, but have it run out once used up (since in FC and SFB, once the armour is gone, it's usually not worth trying to repair it again during the course of a scenario).

Armour should be an ablative shield that helps the likes of a War Eagle or Fed Old Light Cruiser handle the first punch well; the fact that the WE can't hold its own the way the OCL can after the armour is gone should be reflected in the actual hull scores.
 
An ablative shield? Isn't that pretty much the same as throwing on a few damage extra boxes like they did for the OCL? I mean sure that means it can be critted for the first few hits and it pushes the crippled threshhold up a few points, but I don't think its really that big a deal.
 
Armoured ships essentially taking 16.6% less damage.

In FC/SFB

The War Eagle has 5 armour and 54 SSD boxes.

The Snipe B has 3 armour and 28 SSD boxes.

The King Eagle has 5 armour and 71 boxes

The Texas class has 6 armour and 75 SSD boxes.

So yes, armour is overstated a little, but I think phasers being Precise, and thus auto damaging on the attack table, balances it out, as it means armoured ships can soak phaser damage on the roll of a 1, which non-armoured ships cannot.
 
Yup, basically "law of averages" say that for every 6 damage points the ship has, the armor will stop one extra hit.

The Snipe has 6 damage points, so "on average" the armor will stop 1 hit.
The Battle Hawk has 8 damage points, so "on average" the armor will stop 1 or 2 hits.

I'm conflicted on the armor rule, personally I'd be tempted to simply given the ships a couple extra damage points to represent the armor (say 1 damage point for every 2 armor). The armor rule works, but feels a bit fiddly/random for my tastes. Most of the ships with the trait will die before it has more than one or two chances to work (and potentially could never work). Then again, the chance to soak phaser fire isn't too bad.

Then again, once I get my book and a few games in I might end up thinking it works fine and this is nothing but useless theorizing.
 
What I was trying to get at is a way to have the armour trait be consistent across the various ships that are supposed to have it (both in the game already, and which may or may not be options for conversion further along the line later on).

If there is any reason to have an armour trait at all, it should be reasonable (and representative of the source material) enough to be used for every ship which is supposed to be an armourclad; especially in cases where the ships in question (the War Eagle and King Eagle) are variants of the same base hull.

Alternatively, if it is better to simply factor the armour into the overall hull score, then that should be consistent instead; though I do feel that ignoring it entirely does lose some of the historical flavour of the ships involved.
 
Foolish consistency is the hobgoblin of little minds.
-- Emerson

As I have pointed out, hull points aren't just hull points, they also have effects on things like crippling thresholds and tractoring opposing ships. Things like armour should not be consistent just for the sake of being consistent. All these things are just tools in the game designer's toolbox to get the effects desired.
 
Nerroth said:
Over on the BBS, Scoutdad mentioned that in an earlier draft of the rules, the armour trait was "ranked", which allowed it to absorb hits from each incoming volley.

And that did NOT work.
 
Greg Smith said:
Nerroth said:
Over on the BBS, Scoutdad mentioned that in an earlier draft of the rules, the armour trait was "ranked", which allowed it to absorb hits from each incoming volley.

And that did NOT work.

Big surprise - it didn't work on the initial public version of the Vuldrok either.
 
starbreaker said:
Greg Smith said:
Nerroth said:
Over on the BBS, Scoutdad mentioned that in an earlier draft of the rules, the armour trait was "ranked", which allowed it to absorb hits from each incoming volley.

And that did NOT work.

Big surprise - it didn't work on the initial public version of the Vuldrok either.

Which is why I wasn't arguing for it to be retained as it was; but rather, to only be available as a one-off ablative system (as it more or less is elsewhere).

But, again, at the risk of demonstrating yet more little-mindedness, if it's better to simply ignore the trait altogether and count it all as hull, fair enough, though the WE and KE really ought not to have such a big change in what is essentially the same hull with new engines.
 
Nerroth said:
If there is any reason to have an armour trait at all, it should be reasonable (and representative of the source material) enough to be used for every ship which is supposed to be an armourclad; especially in cases where the ships in question (the War Eagle and King Eagle) are variants of the same base hull.

Alternatively, if it is better to simply factor the armour into the overall hull score, then that should be consistent instead; though I do feel that ignoring it entirely does lose some of the historical flavour of the ships involved.
Gary -

I normally stay out of gameplay and tactics discussions. However...
I think it sends the wrong message to the larger community (and folks new to the SFU setting, in particular) to be making game-mechanic comments/criticisms about ACTA, before you have even read the rulebook, let alone played the game.

It's premature and feeds a perception of problem(s) which may or may not be there.

Read the rulebook, play ACTA:SF, then comment away. I think you typically have constructive comments, but doing so without real experience or data is not doing anything but "crying wolf".

You write well. A lot of folks respond to well-written essays. However, by doing so about a subject with no data one way or the other, it could also possibly making some folks think twice about the game That is completely unfair to the hard work the playtesters put into validating Mongoose's game mechanics.

ACTA is not SFB, nor FC. The two different ways to define a ship as "tough" seem to be by-design and may be what ACTA needs to work, as a game, for balance purposes/variety/etc.,etc..

Modeling the SFU setting's attributes and nomenclature is important, but more important is modeling the game-results. Until you can show that this "issue" is causing battles to favor one side or the other, in a statistically meaningful way that is different than the other games using the SFU setting, then there is no "issue", there is only idle speculation that causes undue stirring of the pot.
 
locarno24 said:
Big surprise - it didn't work on the initial public version of the Vuldrok either.

The newer Vuldrok one works quite nicely, essentially increasing the chances of a bulkhead hit.

Yep, they just need to tone down the rams a bit and maybe fiddle with some point costs and they'll be viable. They're still quite strong IME but (once the Myrkwyrms are neutered) they can be beaten, which just wasn't the case in the first iteration.
 
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