Commanders options?

billclo

Mongoose
Any way Commander's options can be added to the game so that we can spend any leftover points rather than wasting them?

Proposed optional items:

Additional reload for Federation Combined ADD/Drone rack. An Drone 1-2 ship may buy one, an Drone 3-4 can buy 2. Cost: 10 pts each.

Additional reloads for ADD launchers. ADD 1-2 can buy one, ADD 3-4 can buy 2. Cost: 10 pts each.

Additional Marines (up to 50% more than normally carried): 5 pts per Marine.

Long range drones (range up to 48"), one salvo per ship only. Max 10% of the ships in a fleet able to purchase this. 15 Pts per salvo. Does not apply to Drone ships (D6D, D5D, Fed equivalents) as they probably will have this option built in. Ships with substantial cargo space dedicated to storing reload drones (Kzinti DN) may buy 2 salvos.

Crew quality improvements:
From Level 4 to 5: 20 pts.
From Level 5 to 6: 50 pts.
May only choose 20% of the ships in a fleet. Dreadnaughts may not have level 6 - due to less combat experience because the ships aren't committed to battle as often due to rarity.

What'cha think?
 
Its a good idea to try to use up those annoying 5 or 10 points you get by using the fleet you want not a fleet that costs exactly 1000 points.

Still.

Extra reloads for the ADDs will make a dent in Kzinti usefulness’ at range, they are complaining about the 3 ship Drone limits now, giving an ADD 1 or 2 ship another ADD or those Fed BCHs ADD6 is not going to make them happy.

The 3 ship limit means that most ADD1 ships can survive a single turn fairly undamaged using up the ADD in doing so and are vulnerable on the next turn. This gives them two turns where they will take minor to moderate damage from a heavy Drone attack. Klingon ships with ADD2 will have ADD3 which is enough to close with and start taking out Drone ships before they are in any serious danger themselves.

Improving crew quality, you could also say the DNs get the cream of the officers and crew and have lots of time to train, Drill and practice for all those special actions so DNs can be crew rating 4, 5 or 6.

I think more along the lines of the legendary crews as well.

Doctor, 4+ against losing a marine.
Outstanding Damage control teams, +1 on damage control.
Prime team, counts as 2 marines or gains a +1 on hit and run raids.
Exceptional Engineer, gain +1" of movement (normal and APE). Requires shouting "Capt'n the engines cannae take it with a mock Scottish accent every time the extra speed is used. :lol:
Legendary Weapons officer. + 1 to hit all weapons (a scary person who would need to cost a % of the ships total cost)
Outstanding weapons team. A single weapon gets +1 to hit (IE one line, also known as Fed photon crews :lol: )

Look at the thread for legendary offices
 
Hrm, I thought bilclo was suggesting reloads for the ADDs for after they are empty, not additional shots to start with?
 
adm said:
Hrm, I thought bilclo was suggesting reloads for the ADDs for after they are empty, not additional shots to start with?


Correction, after thinking on it some more...

I think it would be best to say that after an ADD runs out of ammo during a turn, during the End Phase you can use your spare reloads to bring the rack to partial strength.
Example: A Fed BCH buys 2 spare reloads. During the turn it loses 3 ADD while defending against 3 drone salvoes. It's down to 1 for the rest of the turn, then during the End Phase it can use it's 2 purchased spare reloads to bring it's ADD/Drone strength back up to 3. If the ADD/Fed rack is reduced to zero during the turn, well too bad, you'll have to wait until the End Phase to partially reload them.

Capt Jonah,

Wouldn't that force the Kzinti into Disruptor range where they can be hit with return Disruptor fire, thereby helping alleviate one of the big complaints against heavy drone users?
 
I really like having something to buy with that 20 or 30 points left over.

I absolutely like a crew quality upgrade OR for that matter, a downgrade if you wanted to gain points by taking a lesser quality crew (within reason).
 
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