Critical Tracking

Sulfurdown

Mongoose
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?
 
well any crits you havent recieved that turn can be repaired, so only have to keep track of a few each turn.
 
My sheets have a box to write criticals. I just write the turn number they are inflicted in too, for example "-2 speed T3". Then at the end of turn 4, I know I can repair it :)
 
all the ship cards I've done (and the SFOS sheets that Burger's Armageddon sheets are based on) have great blocks for critical tracking. Check them out if you haven't already.

Chern
 
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
 
We have coloured cardboard squares with the effects written on them.Place them by the effected ships.

Red- for permant crit effects
Yellow- for crit effects that effect you next turn ( we have a different crit chart this why we need these.)
Green-SA effects like 5+ save etc
Blue- things to remind you what SA you used like APTE

We have more SA's due to our house rules but with this system it makes easy for you & your opponent to get track of things. Wished had got off our asses 2 yrs ago & done it.
 
I'm contemplating scavenging an old plastic poker chip set for something similar to what you have, Target. Just need to find the permanent marker.

EDIT: I have been using the SCSes built by the forum guys (kudos!) I even tried putting some together myself (not as easy as I thought). But they don't seem to have the POP that I'm looking for. It's easy for me to miss that -1 speed or -1 AD on a ship until later in the turn when it's too late. That's why I was asking for how people track their crits to see if there was some methods that would work better for me.
 
So much easier if it's with the ship, not only for you but your opponent. Makes such huge difference as said in my previous post wish we had done it earlier. For something that is so simple to do makes such a great contribution to the game.
Our biggest trouble was finding coloured carboard thick enough, ended up using the fileboxs that you make up for the cardboard which was the way cheaper than coloured cardboard.
Crazy.
 
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