Changes for 3rd edition ACTA

What changes do you want for 3rd edition ACTA?

  • A. Change initiative

    Votes: 0 0.0%
  • B. Change Fleet Allocation Point system

    Votes: 0 0.0%
  • C. Change Beam rules

    Votes: 0 0.0%
  • D. Change designs and/or their priority levels

    Votes: 0 0.0%
  • E. Other

    Votes: 0 0.0%
  • F. A, B, C, D

    Votes: 0 0.0%
  • G. A, B

    Votes: 0 0.0%
  • H. Nothing, 2nd edition is good to go.

    Votes: 0 0.0%

  • Total voters
    0
neko said:
1) You only have 1 list.
2) You have the flexibility of tens of lists, maybe even hundreds.

Just to take a single example from the current list, Third Age starts at 2250, whilst the Third Age Explorer has an ISD of 2240+. At the moment you just can't take that varient of the Explorer for the first 10 years of its life, and the only way to shoehorn it in using the current tactic of split lists would be to have yet another list called "EA: Still The Early Years But Almost The Dawn Of The Third Age Of Mankind".
Now just imagine that with every ship out there at the same tiime.

So yeah, it's quite a bit different from having 3 lists.

Then comes the balancing of single ships into play. Meaning that it should be woth of taking an Orestes in Place of an Omega or so.
 
Tolwyn said:
Then comes the balancing of single ships into play. Meaning that it should be worth of taking an Orestes in Place of an Omega or so.
That should theoretically be the case anyway. Don't forget though that there would be little or no overlap between the ISDs of those two ships, and even if there was, selecting one of the few appropriate years would most likely rule out taking other ships.

Triggy said:
Pretty much all of the top and bottom lists of ships will definitely have changes (except the Xaar and Nemesis at the moment)
Why no love for the Nemesis? :cry:
Good to see the Shadow Fighter and Shadowfury on that list though, even if never did manage to get myself a Shadow fleeet sorted out...
 
I screwed up and missed the Xaar, Triggy. I even knew about that one. That is an absolute must.

Good catch.

One the Amu:
I'm a Drakh player who's been fielding the Amu for a while, thought it was overpowered --- and that's when I thought it was still Hull 4! I read that it was Hull 5 and and said something very similar to

"What the F#%& ?!"

I haven't fielded it since. It feels .... slimy. Fielding it in Battle-level fights is just mortifying; the horde of skirmish ships just runs around hoping for the 6-3 crit or to kill the GEG while the ton of Pulse batteries just obliterate the things. 20 dice of AP, Twin-Link is a lot. Woof.
 
I am sorry the Gquan is overpowered. What! The Gquan is terrible.So are its raid vairants, it doesnt hit hard enough, yet its not tough enough. Its inbetween.
 
Can't equate drahk huge hanger ships with fighters... the interaction with initiative and bore sight makes them very different. (and hull 5 with geg is very different from hull 5...)

Ripple
 
No. 1 Bear said:
I am sorry the Gquan is overpowered. What! The Gquan is terrible.So are its raid vairants, it doesnt hit hard enough, yet its not tough enough. Its inbetween.
Just a typo - it's meant to be underpowered :oops:

CZuschlag said:
I screwed up and missed the Xaar, Triggy. I even knew about that one. That is an absolute must.

Good catch.

One the Amu:
I'm a Drakh player who's been fielding the Amu for a while, thought it was overpowered --- and that's when I thought it was still Hull 4! I read that it was Hull 5 and and said something very similar to

"What the F#%& ?!"

I haven't fielded it since. It feels .... slimy. Fielding it in Battle-level fights is just mortifying; the horde of skirmish ships just runs around hoping for the 6-3 crit or to kill the GEG while the ton of Pulse batteries just obliterate the things. 20 dice of AP, Twin-Link is a lot. Woof.
Indeed - The change I'd recommend is to make it Hull 4. This has the dual effect of making no difference vs beams (generally seem more at higher PLs) and making it weaker at lower PLs, which is where the "mini-fleet in one ship" effect really has an effect as the enemy have no chance of harming the Amu before it launches everything, unlike in higher PL games...
 
It does have other weapons - the Octurion outguns in its balistic weaponary but the is substantailly ouclassed by the Amu's beams - 6 dice single damage at a paltry 18" vs 16 dice double damage at 20".

It has twice the damage and GEG 4 against being only Hull 5 (but still with GEG 4) and slow.

depends if the Amu is supposed to be equal to a War level ship on its own? or more ?
 
Da Boss said:
It does have other weapons - the Octurion outguns in its balistic weaponary but the is substantailly ouclassed by the Amu's beams - 6 dice single damage at a paltry 18" vs 16 dice double damage at 20".

It has twice the damage and GEG 4 against being only Hull 5 (but still with GEG 4) and slow.

depends if the Amu is supposed to be equal to a War level ship on its own? or more ?
Given its loadout, it should be about equal to a War PL ship, certainly not any more than this anyway. As it stands, its firepower is at least as good as a War PL ship and its toughness is a lot better.
 
You do have to be careful on the toughness side -- the ship is still a crit-magnet (GEG doesn't help in the slightest). You can certainly knock out a ship without killing it.

In retrospect, we might be better served keeping it at Hull 5, but knocking down the Damage and Crew ratings a bunch. If you had access to something like Redundancy 1 or 2, I'd say otherwise.
 
the amu damage is high but its firepower is only on par with other warships. however 20" is short range for even a warship and speed 4 means it wont get there quickly.
ok it can carry alot of other vessels but then it needs them to go against other arma ships. survivability is good but as has been said crits can screw it, especially speed ones, -4 would be worst.
 
-4 is just one bad one of many. These all REALLY hurt:

-- No special actions. ARRRGH! I'm going to eat a ton of criticals, so access to All Hands on Deck is very important. Initiate Jump Point has been critical on occasion, too.

-- Lose a trait. I hate the trait loss on the 6-6 crit more than the damage. Very few of the traits are remotely "free": Carrier, Huge Hangars, or GEG loss is devasating, but also shocking is Command +2 and Advanced Jump Point. Flight Computer is the only one that is shruggable.

-- Engineering. No repairing anything ... ever! This crit usually forces a Jump Point opening next turn and a race to leave the board before the ship gets parked. You actually want the 1-6 or 2-6 more ... at least then, you drift forward... through the jump point!
 
OK, Don't shoot me, but everyone has stated that the Abbai are broken and need fixed. We have been playing a campaign and after 5 turns they have not lost a game. This includes games agaisnt the Centauri, Narn, PSI Corp, and Pak'Ma'Ra. I know it sounds crazy, but they have not lost period.

When you have a Patrol level ship with 5 shields a Skirmish level ship with 10 shields Hulll 6, It is un-believable hard at lower level games to do any damage. In the last game agaisnt he Centauri the player picked 2 Demos, which I thought would really hurt the Abbai. Nope, didn't happen.

I played them with the Narn and grant it he hit my G'Vran with a 1-6 crit. he then hit it with the Comms disruptor which totally ruined my day.

There is a general consesus that they are tougher than they look. He doesn't even use the Kotha's

Anyway, I have delayed posting this until tonight's game, becasue I thought the Centuari would win.

Now it's time to duck for cover!

tom
 
Keep in mind that the Milani's Hull is 5. It is the variant Marata that has Hull 6, Shields 10/2, and very light firepower, all of which is range 8 or less. The regular Milani is Hull 5, Shields 8/1.

Does this explain why they are doing so well?
 
tschuma said:
OK, Don't shoot me, but everyone has stated that the Abbai are broken and need fixed. We have been playing a campaign and after 5 turns they have not lost a game. This includes games agaisnt the Centauri, Narn, PSI Corp, and Pak'Ma'Ra. I know it sounds crazy, but they have not lost period.

One of my gaming group rolled out his brand new Abbai fleet against my ISA at 5pt Raid. My WhiteStars literally tore them apart - I was always able to position my ships so that I could fire at him and he couldn't get anything off at me. Neither of us could see any way that the Abbai could have done any other than to just die horribly!

Against the specific fleets you listed, I would've expected them to lose against the Centauri, but make more of a game of it against the others. However, I'd expect the Abbai to consistently lose to ISA, Vree, Brakriri, EA and Minbari if they were thrown into the mix.

Regards,

Dave
 
The ISA, Shadows, and EA Crusade are coming up in the next couple of turns. A lot of the games ahve been relativly large games, where there are anywhere from 4 8 Tiraca. 1 Dic e beam, Precise can be deadly, especally when they are in a squadron. He is using the Marata and Shield 10 on a Sirmish level is better then even the Shadow at Raid.

The first game he played was against the Centauri and the Centauri player quit after the first turn when the the Juyaca destroyed a Primus. Ok so it was 1 turn, and the Centauri player gave up, which he won't do anymore. After this game, quite a few ships got some good upgrades from the refit table. When you get the Enhanced Shields on a Patrol ship, now it si 10/2! then some even received Interceptors on top of the shields.

The Tirace throughs almost as much dice as some Skirmish level ships like the Ikorts/Brikort Ka'Tan/Ka'Toc. Twin-linked is a great asset. If a Bimuth gets in the middle of your fleet, it can get ugly. I wish the Narn had an upgrade in their secondaries.

Grant it my dice sucked in the game I played agaisnt him, and I had 4 ships with 1-6 crits, in which 1 was the G'Vrahn. When a Bimuth with 14 Twin-Linked dice roll agaisnt a hull 5 ship, there are going to be hits and with the critcial hit table the way it is, it's a killer. Also with Carrier clash, which is what I played agaisnt him, there really isn't much room to manuever.

Maybe with the change the Matthew has stated about the FAP breakdown will help.

I also hope that they look at the Narn. I know Matthew stated in S&P that the Narn wer born again hard, but I really don't see it when compared to 1e ships. Most stayed the same and some, I think got worse, with the FAP breakdown.

Time to duck again!

Tom
 
Oh, I forgot, the Demos is the most broken Skirmish ship out there and should be banned from play! Yes the 2 Centauri players in our campaign have a ton of the them and the really blow. 10 AD Double Damage Twin Linked and 6 AD SAP, Precise every other turn, on a Skirmish level ship, that is Agile and 2/90's! I cringe when they start shooting. The Narn don;t have anything close at Skirmish, much less anybody else.


I know that it has been discussed before, but I had to add my 2 cents.

Ducks again!
 
Back
Top