Sulfurdown said:
Has anyone come up with a good way to track the status of criticals? It's one of the most frustrating things of the game for me that at the end of a turn in a large battle I can't remember which criticals I can start work on repairing.
Has anyone tried allowing crits to be repaired immediately and how that impacts the game?
I know there are a variety of "ship sheets" out there that people use. I tend to like the ones that have a fair amount of space to keep notes. I try to keep something of a running list. It's difficult to demonstrate in an electronic format, but something like this:
TURN 1
Move - <CHECK> (So I know I've moved that ship)
Fire - <CHECK> (So I know I've attacked with that ship)
list Criticals taken
DRAW A LINE ACROSS THE PAGE
TURN 2
etc
etc
This kind of format allows me to keep track of the necessities (in addition to the CHECK-list, I typically use small dice next to the ships that have already moved - that way, one knows exactly what's left to act.)
As for repairing criticals immediately, I can see where that might seem more practical from an individual player's point of view. On the other hand, from a game/campaign point of view, I think it makes a lot more sense that one must wait until the next turn to attempt repairs. That way, there is at least one turn where one's opponent can try to take advantage of the damage inflicted. (In other words, it's entirely possible that causing a critical hit is completely useless. If the opponent manages to repair at the end of every turn, then there is never that minimum of one turn to push for an advantageous attack!) - (I hope that makes sense)
Happy Hunting!
- Mister_ELK