Average Battle Length

Average Battle Length

  • 1-2 Turn

    Votes: 0 0.0%
  • 3-4 Turns

    Votes: 0 0.0%
  • 5-6 Turns

    Votes: 0 0.0%
  • 7-8 Turns

    Votes: 0 0.0%
  • 9+ Turns

    Votes: 0 0.0%

  • Total voters
    0
My Dilgar battles are usually short and horrifying, typically with either total victory or defeat against anything but ISA and Drakh in 5-6 turns or so. If not, the matter has been deicded by then; it's a matter of the exact specifics of how you arrived at the 17-3 or 20-0 result, one way or the other.

The Dilgar seem to think that ties are for girly-men.

I have yet to have a Drakh battle that didn't either go to the time limit or go at least 9 turns. One tourny battle that was a total meltdown against the Minbari went 6 turns, and I still had about 8 raiders still on the board. (Was still fighting 3 1/4 Tinashis, though, so I was losing badly).

For Drakh, the 10 turn limit MATTERS.
 
I voted 5-6 turns.
Usually its apparent by then who is gonna lose, so if its me i usually concede at this point.
However, if there is still a possibility for victory, then by all means, fight on! :D
 
About 4-5 before you normally know who'll win although as anyone I've played in tourneys will attest to, it's normally an 8 turn plus epic when in tournaments (yes, I'm looking at you TGT).
 
Am I the only one who thinks Minbari should get +1 to stealth rolls? They know the tech pretty well and have very advanced sensors :)
 
i did wonder that. If you can make your ship stealthy you should be able to break other peoples stealth. Maybe more of their ships should have the scout trait. If minbari scaners are powerful enough to jam a hyperion, they should find stealthed ships less of a problem.
 
Valen is my name said:
i did wonder that. If you can make your ship stealthy you should be able to break other peoples stealth. Maybe more of their ships should have the scout trait. If minbari scaners are powerful enough to jam a hyperion, they should find stealthed ships less of a problem.
2nd ed. has something along these lines...

Anyway, back on topic :)
 
back to topic, most games are quite short because if one side has more firepower it will win quite quickly, and if the firepower is equal the damge levels will also be about equal so after a few turns most ships will just be heavily damaged, or at least a lot on one side will. only exception i can think of is if you get lots of dodge or stealth against dodge ships. Eg, loads of white stars against minbari.
 
Have to agree that there are too many variables...

lots of scenario issues
lots of race issues...my abbai know in couple of turns against centauri, but against brakiri it will usually go the length.

That said, straight up call to arms, Cent vs Narn or EA vs EA...4-5 turns tells you who wins ban incredible dice. Sadly the game is a game of incredible dice...I won a Cent vs EA fight based on just running my remaining ship in til I got the 6-6 crit. Sure I lost four ships...but I still won when I should have been fried beans.

Ripple
 
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