Taran said:I would suggest you don't play with me, because I'm not even going to be nice about it.
Park your ship in my boresight without realizing it and I am going to grin like a Cheshire Cat and blow you away. No warning.
To be fair, this is the standard rules as written. There is nothing in the rules about declaring boresights, or politely reminding your opponent that he is stopping right in your sights.wkehrman said:2) You've made the issue clear
No you're not! :twisted:Ripple said:One reason I don't like the boresight rule as written. It seems, like many rules, to be intended to cause arguments. I always find myself wondering why Mongoose feels I needed help in that area, as, to my knowledge, I'm quite good at getting in arguments.
Ripple
Ripple said:One reason I don't like the boresight rule as written. It seems, like many rules, to be intended to cause arguments. I always find myself wondering why Mongoose feels I needed help in that area, as, to my knowledge, I'm quite good at getting in arguments.
Ripple
Ripple said:funny thing is Dag'karlove, if thinking about it would help, folks wouldn't be having the argument.
Think about late in a fight, Drazi Firehawk (the raid ship) is all that left vs two hermes. You'd think two hermes would be no match for it, but the reality is the firehawk will never get a single shot off, if the scenario is Annihaltion the Drazi have lost. In fact, given no time limit and fighters counting as ships, the Drazi will lose 100% of the time vs any races with fighters in any numbers. Why? Because boresight is stupid, fighter rules have issues, and a few other fun things about the game.
We like the game so we try to find ways to fix the holes without changing the nature of the game. As we have different ideas on how to do that, it leads to some spirited discussion. Don't like that aspect of the thing... don't read the posts where it comes up. As valid as telling someone to not play the race/ship/game...
Ripple
Ripple said:Dag'karlove...
Okay we're retreating to fluff instead of game mechanics...
So tell me again how a ship that is in front of me, stays in front of me, and is not more maneuverable than me (yup... same speed and turns, but the Firehawk is agile...) can avoid my axial laser when it has a sister ship but not when it doesn't (roughly 50% of the time anyway)? What is the fluff that reliably creates this situation? Surely it can't be the technology, that doesn't change when there is no sister ship... so what is it?
Distraction? Funny, when there are a dozen ship running around I have no problem. I got it the other hermes is jamming me, but wait... why wasn't it always jamming me...hhhmmm.... Defensive maneuvers on my part! but again... when I'm jinking madly due to a dozen ships targeting me I don't have the problem.
Oh, and since you skipped over the fighter part... how exactly do the drazi deal with fighters? Can't be their own fightes... not good enough, can't give up the sinks to buy them (so the axial laser works), and no true superiority carrier... fleet or otherwise. Yet they are the largest empire outside of the big five at the start of the series.
Just saying don't answer a mechanic question with a fluff answer. I can fluff off just about anything with a bit of work, but it doesn't actually address the point. So the drazi can only win that scenario (or any scenario where the opponent brings all fighters, since they count as ships now) is to ALWAYS kill more ships than the opponent, regardless of actual value, so that his guns work.
I just see this as a flaw in the rules, in the vision of the Drazi (they're dogfighters by nature, but can't buy down to a two to one, and they suck as fighter pilots?) and in the application of some scenarios. As I like the game I try to bring these holes to the attention of the designers, and house rule things for home play to make the mechanic work, as well as the fluff.
I don't see either act as an offense vs the holy book of rules, though perhaps Matt does, in which case he can smite me.
As to bore sight, I actually like the idea. I just think an important rule was left out to simulate the ship actually spending its time trying to stay on target. The SA idea... 'follow that ship' (or whatever) would cover the fictional reality quite well of a ship spending real effort trying to keep an 'axial' laser on target.
Our staged movement doesn't allow for this, almost no phased movement system does. Real time computer games can handle it, and impulse games where each ship moves a tiny amount of its movement per impulse, handle it better, but don't have the cool mini's, so I'd like to find a compromise with how we do it now, and actually covering the idea.
Ripple
Ripple said:Dag'karlove...
So tell me again how a ship that is in front of me, stays in front of me, and is not more maneuverable than me (yup... same speed and turns, but the Firehawk is agile...) can avoid my axial laser when it has a sister ship but not when it doesn't (roughly 50% of the time anyway)?
Distraction? Funny, when there are a dozen ship running around I have no problem. I got it the other hermes is jamming me, but wait... why wasn't it always jamming me...hhhmmm.... Defensive maneuvers on my part! but again... when I'm jinking madly due to a dozen ships targeting me I don't have the problem.
Oh, and since you skipped over the fighter part... how exactly do the drazi deal with fighters? Can't be their own fightes... not good enough, can't give up the sinks to buy them (so the axial laser works), and no true superiority carrier... fleet or otherwise. Yet they are the largest empire outside of the big five at the start of the series.
Just saying don't answer a mechanic question with a fluff answer. I can fluff off just about anything with a bit of work, but it doesn't actually address the point. So the drazi can only win that scenario (or any scenario where the opponent brings all fighters, since they count as ships now) is to ALWAYS kill more ships than the opponent, regardless of actual value, so that his guns work.
I just see this as a flaw in the rules, in the vision of the Drazi (they're dogfighters by nature, but can't buy down to a two to one, and they suck as fighter pilots?) and in the application of some scenarios. As I like the game I try to bring these holes to the attention of the designers, and house rule things for home play to make the mechanic work, as well as the fluff.
Ripple said:So tell me again how a ship that is in front of me, stays in front of me, and is not more maneuverable than me (yup... same speed and turns, but the Firehawk is agile...) can avoid my axial laser when it has a sister ship but not when it doesn't (roughly 50% of the time anyway)?
Triggy said:I still see the point about "how does a hiding Hermes increase the manouevrability of the other one?"
It's an issue and at the moment, the best solution appears to be the talked about "follow that target" special action.