Initiative and Boresight Redux

You know, you could just work it so when you activate a ship it moves and fires. That would fix your problem. You line up the omega and fire it. then the other ship moves. You dont have to worry about Init sinks then. Initiative is still important since it will let you fire first, but you wont have to worry about the large fleet vs. the small fleet problem.
 
Ripple said:
Sadly the drazi only really have one ship that is not boresighted, the Darkhawk, a slow loading skirmish hull. Otherwise you end up at battle and above hoping for range 8. Well the fireraptor has the same missiles nowdays... so maybe you could go for that...

Hmmm...the battle level ships have a BS range of 15 and 18, so you're already pretty close, probably closer than that to get the ship you wanted in the first place. They have decent speed, maneuverability considering their Hull 6 and good damage capacity. You did LOSE initiative in this case, so it seems you would close the blast doors and take your bruisers in. If you rely on your boresights 100% of the time, I am guessing you will fail closer to that percentage than you would like. Yes, I was suggesting that a Darkhawk or 4 (depending on scenario PL) would round out a fleet nicely as the token lost-initiative group. If we get intermediate time between games at the campaign, I'll have to try out the Drazi first hand. Purple!
 
sidewinder said:
You know, you could just work it so when you activate a ship it moves and fires. That would fix your problem. You line up the omega and fire it. then the other ship moves. You dont have to worry about Init sinks then. Initiative is still important since it will let you fire first, but you wont have to worry about the large fleet vs. the small fleet problem.

It would certainly encourage the use of squadrons! I've tried using them with my Narn, but their reliance on boresights means I always end up breaking them up almost immediately because I need the initiative sinks.

Regards,

Dave
 
sidewinder said:
You know, you could just work it so when you activate a ship it moves and fires. That would fix your problem. You line up the omega and fire it. then the other ship moves. You dont have to worry about Init sinks then. Initiative is still important since it will let you fire first, but you wont have to worry about the large fleet vs. the small fleet problem.

Sounds like a good solution, the question becomes what happens to the order of things as it is? When do fighters move and fire?
 
Ripple said:
Sadly the drazi only really have one ship that is not boresighted, the Darkhawk, a slow loading skirmish hull. Otherwise you end up at battle and above hoping for range 8. Well the fireraptor has the same missiles nowdays... so maybe you could go for that...

Only reason I comment is that many games are decided in the first few turns... 'positioning' for a turn usually means you lost, it will just take you a few turns to realized it. But that could just be our group...

Since second ed many drazi fleets will have ships that can be used as sinks every other turn or so... Solarhawk is too tempting... but it still really cramps fleet choice... and I thought part of this was to get away from swarms as the answer...

Ripple
Ripple,

What did you think of the idea I posted earlier (expanding CAF)?

ShopKeepJon
 
Ripple said:
The original post idea was a decent mix idea... but i don't feel it was better than either Raking Fire or Follow That Target... so I'm still looking.

What I particular draws me to the solution I proposed is that it does involve a contested crew quality check, which makes it much less of a certainty that it can be pulled off. In addition, the modifiers are designed such that the more manouverable ships are more likely to win the check. I believe this is likely to balance it better so that reduction in AD is unnecessary.

The idea of moving and firing each ship in turn is quite appealing, but with the current squadron mechanic I think you'll just end up with super squadrons of big capital ships being the fleets of choice rather than the "swarm" fleets that the current system tends to favour.

Regards,

Dave
 
We talked about the issues with move and fire previously. It removes a lot of the strategy of the game as it stands now. You fix the one issue (boresight/sink interaction) but you lose a lot of flavor to do it. Formations become irrelevant as range influencers, big ships become much more potent as smaller ships can no longer move to aviod fire, terrain loses much of its value as a defense.

ShopKeepJon's idea for a CAF upgrade does seem to have some merit. My first objection is that SA's are declared at the beginning of the turn, so you would need to tweak the declaration of target or it's only good vs things you've already boresighted.

Second objection might be the drazi need to toned down under it, as with few non-bore weapons they aren't giving up much. But not sure what other folks win percentage with them is, I've done well I think, and would not want all those triple damage beams being too flexible (60-70% win rate, compared with my poor Abbai's 20-25%).

Ripple
 
Back
Top