I was initially sceptical of the new beam rules due to the scale of the changes and the difficulty in getting the balance right across different ships. That said when the new rules turned up we all happily gave them a go.
Having played quite a few games now our groups found that a lucky beam hit has been responsible for winning the battle in two thirds of the games. The always hitting on 4+ while mainly balanced does still manage to produce gigantic hits on a far regular basis than it used to and this has been in just plain damage before you even factor in criticals.
It’s just unsatisfactory to have these freakish (yet common rolls) all but decide a game, a bit like the old no guns critical used to in 1ed.
Also as it essentially mitigates the advantages of high hull ships (which in most cases means the higher priority level ships) we’ve found that it just means that battle + ships have become far more vulnerable. As one of larger ships big advantages previously was that they were hard to hurt partly due to the protection that a higher hull afforded them. This has been dramatically mitigated (against quite a lot of opponents anyway) by the fact that they can now be damaged as easily as lower hull and priority ships. Indeed as they are harder to hurt with conventional weapons they become something of a beacon for beams. As higher priority ships are rarely worth their weight in lower level ships anyway, we weren’t enamoured with having another mechanism that makes them comparatively easier to damage.
Interested in knowing if it’s just that we’re really have been getting freakish roles or if this is just part of how 2ed plays.
Having played quite a few games now our groups found that a lucky beam hit has been responsible for winning the battle in two thirds of the games. The always hitting on 4+ while mainly balanced does still manage to produce gigantic hits on a far regular basis than it used to and this has been in just plain damage before you even factor in criticals.
It’s just unsatisfactory to have these freakish (yet common rolls) all but decide a game, a bit like the old no guns critical used to in 1ed.
Also as it essentially mitigates the advantages of high hull ships (which in most cases means the higher priority level ships) we’ve found that it just means that battle + ships have become far more vulnerable. As one of larger ships big advantages previously was that they were hard to hurt partly due to the protection that a higher hull afforded them. This has been dramatically mitigated (against quite a lot of opponents anyway) by the fact that they can now be damaged as easily as lower hull and priority ships. Indeed as they are harder to hurt with conventional weapons they become something of a beacon for beams. As higher priority ships are rarely worth their weight in lower level ships anyway, we weren’t enamoured with having another mechanism that makes them comparatively easier to damage.
Interested in knowing if it’s just that we’re really have been getting freakish roles or if this is just part of how 2ed plays.