Davesaint said:
So What? How does this make it easier to see a ship that has the stealth trait than it did in the Armageddon version of the rules? Stealth numbers went up for the Minbari, you lost the Scanners to Full ability for the fighters, and you gain an ability that is questionable at best to beat the stealth by firing. The range breaks for stealth are the same. So that Tinashi at range 21 Starts at Stealth 5+, goes to 6+ because of range. Can be reduced to 5+ if you make your 50-50 roll with your scout. So the first ship that fires on it has a 33% chance of actually seeing the Minbari ship to give you a chance, assuming of course you hit with the weapons you fire at the Bonehead, to reduce the stealth to a 50-50 shot again. I fail to see how this makes it easer to see a Minbari ship then it was in Armageddon. Using that same Tinashi, 4+ stealth in armageddon, up to 5+ stealth due to range, down to 4+ with the scout. 50-50 chance to see with the first ship you fire at. A 17% better chance to actually shoot at the Tinashi. But then again, it's easier to break stealth in 2nd Edition. :roll:
Dave
Basically, as Scouts are more useful in general now they are more prevalent in all fleets; Fighters rarely got to perform Scanners to Full if the Minbari player was halfway competent; Thresholds have been adjusted too.
At the end of the day, we tested them out and although they are still fairly hit or miss (literally) due to the Stealth mechanic, they are just about balanced in 2nd ed.
The situation you describe is a Minbari player's optimal position - at long range. Therefore you attempt to deny them that advantage. It was rare that we ever saw a shot at over 20" in any of my playtest games due to closing quickly with the enemy and firing at the closest targets. Scouts often stay in cover as they are so essential to winning the game and the tactics tended to be fairly similar no matter who the Minbari were facing.