Deep Space

hiffano said:
I despise CBD on a whitestar. look i can dodge half your shots, then half the damage on the few shots that get through and then have a 1 in three chance of ignoring what tiny tiny damage you do, and then i can repair a bit a turn too. oh by the way, after a round or two you will never get your main weapons to bear on me cos i am more maneuvarable, faster, and conventiantly have a front arc, so don't even have to line up my shots very well. .

actually, i just hate Whitestars, horrible ships.

Actually, CBD happens before the halving of damage. unless I missed an update to the FAQ...

And wth is a "lump hammer"?
 
Taran said:
Actually, CBD happens before the halving of damage. unless I missed an update to the FAQ...

And wth is a "lump hammer"?

? So it's dodge/ Close Blast Doors and then you half the damage?
 
Locutus9956 said:
Cant agree about CBD, its not really that much better on whitestars than any other ship its just that theyve got so many other ways of avoiding damage that it can be a tad annoying ;)

The possible scout function I think is a perfectly fair trade off for the nial flight.

A benefit to CAF, well it always had it it just had to line up a turn in advance but to be honest I personally dont see that as a problem still.

The 2nd AD. Now HERE I agree with you. Ive long been in favour of upping the Whitestars Beam potency BUT ALSO MAKING IT BORESIGHT. Just upping its potency just makes the ship a tad too good potentially (but then again most ships in 2nd ed have been upgunned a bit so I wouldnt say its that bad still...)

Out of curiosity what would you consider your '10 most broken ships' (exlcuding the gaim who are being redsigned)
Well making the White Star boresighted was the only reason I would ever have allowed the 2nd AD. Sure 1AD is annoying as you miss half of the time but 2AD is too powerful without restriction.

Burger said:
skavendan said:
Burger said:
No, adaptive armour comes before CBD.

Are we utterly sure on this? Or should we let you 2 fight it out ;)
Here it is on rulesmasters
It's explicit in the main rulebook where it lists the order that you use Dodge, Interceptors, etc. No need for a Rulesmasters ruling!
 
lastbesthope said:
I think that rulesmasters discussion predates the 2E rulebook order list though.

LBH
It does!

This actually makes it a lot less concrete for Burger to use as proof (it is evidence though).
 
Triggy said:
Well making the White Star boresighted was the only reason I would ever have allowed the 2nd AD. Sure 1AD is annoying as you miss half of the time but 2AD is too powerful without restriction.

I was quite happy with the extra AD since the 50% miss chance was pretty poor.
 
Greg Smith said:
Triggy said:
Well making the White Star boresighted was the only reason I would ever have allowed the 2nd AD. Sure 1AD is annoying as you miss half of the time but 2AD is too powerful without restriction.

I was quite happy with the extra AD since the 50% miss chance was pretty poor.
It is very poor for a Raid PL ship and that was the problem - an upredictable ship isn't great but 2AD is debatably too powerful. Hence why it was/is a big balance issue.
 
I agree with Greg on this one - usually fighting the damn things :)
1 AD beam on a raid ship is too weak..................IMHO
 
Triggy said:
It's explicit in the main rulebook where it lists the order that you use Dodge, Interceptors, etc. No need for a Rulesmasters ruling!

Unfortunately, it does not seem to be. Because I grabbed my rulebook and was going to use that as an argument in my favour.

pg 25
[snip]
ship attacks
....roll attack dice
....dodges
....interceptors
....shields
....roll on attack table
....GEG
....critical hits
....CBD

Adaptive Armour is not mentioned.

However, it was played the way I stated it at the Mavencon tournament.
 
Indeed AA is not mentioned in the turn sequence. And I don't see any reason for the rulesmaste ruling from 1e to still be valid. None of the wording has changed, therefore it should remain valid, just as othe rulings have in the past.
 
Still, as I said, it was played CBD then AA at Mavencon, an official tourney.
Time for a new rulemasters post?
 
The current whitestar is too much...

first issue is of course that defenses multiply out an any single ship... more layers the more angry you opponent. Just too many opportunities to roll well, with the fighter-interceptor thing, dodge and CBD every point of damage going in has a pretty good chance of going away, and what's left gets halved. Anyone know the number of AD interceptable you have to throw before you can expect to get to one damage? Two? (assuming the fighter will only stop two, think it's twelve to get two past the dodge component... but drop that back, something like 36 regular AD to get two damage onto the star?) And mind you, this assumes you are even able to be attacked, given your maneuver advantages.

second issue is the firepower... yes a 1 AD beam was annoying at times, and now that it's not CAFable it is even more so.... but you have to pay for the uber survivability somehow. At least with the bore sighted ship that was sent to us to look at, you gave up some of your defense (maneuver) to get your best shot. Given the WS was one of the best ship under the old rules and it got two defense upgrades (fighter-interceptor and CBD, which is much more useful on a ship that takes very little damage to start with) the firepower upgrade was in no way justifiable. You wanted to make it more reliable so more fun to play, fine... pay for it somehow. I wanted my Drazi to be more fun to play... they gave me dodge but I had to pay for it with lower hull. I did get a firepower increase, but mild compared to doubling the main gun.

Remember that folks... it wasn't a 1 AD upgrade, it was doubling the main gun, with the best traits in the game bar quad, and the best arc in the game. On a ship that was already upgraded...

Ripple
 
I would say you CBD on damage that goes through.

Also if the White Star gets the upgrade interceptors now that makes a nastier ship to hurt.
 
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