Capital Ship Battles

AnotherDilbert

Emperor Mongoose
I think some necessary fixes have been lost:
Nerhesi said:
Weapons that can be defended against with Screen Defence are pointless, because all screens are used against all attacks, not just one.
Not intended - something lost/changed in the last word change and format change to PDF I'm sure.
1. Screens Defence should be XX / XX (Nuclear / Meson)
2. Screens Defence is a pool that can be used, EACH TURN, to reduce damage received by the appropriate weapons. This pool is refreshed each turn.

Missile attacks are chanceless, since Salvo Defence is used against all salvoes, not just one.
As above - not intended, something lost/changed and should be updated to reflect.
1. Salvo Defence is a pool that can be used, EACH TURN, to reduce the incoming salvo by a chosen amount. This pool is refreshed each turn.

Best bay is Ortillery since it ignores range restrictions.
Definitely not intended - I accept the blame as in my back and forth with Matt I missed the edit that dropped range from the weapons. This absolutely needs to be in resulting in damage format becoming, for example, 100 / 100 / 25 / 25 (simulating Short / Medium / Long / Very Long Ranges). You're absolutely right in that without this, mass drivers are suddenly the best weapons and hitting you at very long range :)

Very thankful for the extra set of eyes as we went pretty quickly from initial drafts, to a couple of revisions to PDF format :)

Discussed here:
http://forum.mongoosepublishing.com/viewtopic.php?p=900057#p900057
 
HG said:
Screen Defence
A target’s Screen Defence score is deducted from the damage caused by any weapon that has the word meson or fusion in its title (such as a meson spinal mount).
1) When we calculate damage, we add all weapons together, stripping weapon types. Note the Fleet Combat Roster on p79 lists damage per turret and barbette, but no weapon types.

2) Nuclear Dampers stop Meson Guns, but not Nuclear Missiles?
 
I think the range issue is covered by this text on p.80

Note that if you have weapon systems with different
maximum ranges, you should calculate damage at each of
the ranges possible ...
 
The Fleet Weapon Damage table on p80 lacks a lot of weapons. Either it needs to be completed, or we need a guideline to complete it ourselves.

How else can we calculate the stats for a Tigress?

(The fuel tankage on the Tigress is wrong, the decreased fuel advantage is -5% fuel, not -10%. But lack of jump fuel is traditional on the Tigress.)
 
AnotherDilbert said:
(The fuel tankage on the Tigress is wrong, the decreased fuel advantage is -5% fuel, not -10%. But lack of jump fuel is traditional on the Tigress.)

Will get fixed.

Updated: Fixed now.
 
Great to see that all of that is fixed!

Any chance of updating Fleet Combat Roster with separate screens and different damage per rangeband?
 
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