Locutus9956
Mongoose
katadder said:thing is smoetimes stealth goes for you sometimes against. take the tourney i took minbari, over 4 games my opponents only failed 4 stealth rolls all day so I fired the techs for forgetting to turn it on.
And that is really the crux of it that we keep coming back to over and over again, no one who knows the game will, in their right mind, claim stealth is unfair or unbalanced, it fails as often as it works generally these days if both players know what theyre doing.
If the Minbari player is better stealth rolls will generally be harder as he will hold range, destroy scouts and so on, whereas if his opponent is cunning and closes range, uses scouts and now, takes pot shots with weaker ships and fighters to lower stealth for the big guns then he will have an easier time of things so, yes, player tactics DO have a fair impact on stealth.
BUT
If your having a good dice day then against a stealth based fleet 9/10 times your going to win as you pass the stealth rolls and blow the fragile ships to bits, and if your having a bad dice day then 9/10 times your going to lose as you fail to scratch the elusive blue bonheaded gits

You can shift the threshold for HOW bad or good a dice day you need to be having to win or lose but it still feels a bit too much like the entire game hinges on whether your lucky or not with your stealth rolls, no amount of modifiers will change that as long as the priciple stealth mechanic of one dice roll or all your fire from that attack misses remains the same.
katadder said:minbari ships are now generally more fragile. whilst alot of fleets gained firepower they gained fragileness and occasionally an increase in stealth.
Again, it's not a case of whether it's balanced or not, the stealth rule is still hugely flawed. As an extreme example if you fight a battle between 2 IDENTICLE Minbari fleets if one player has better dice luck on his stealth rolls he's going to win.
Now I'm not going to get dragged down in yet another 'Stealth sucks' argument as frankly this topic is so old now it should be in a museum. Don't get me wrong, I love ACTA and 2nd edition is a massive improvement but until someone at Mongoose realises that most peoples issues with the stealth rule is not that it's unfair but that its an annoying fun draining frustrating mechanic and that the solution is not just to add more and more ways of modifying the target number this topic is just going to keep coming back.
The only real solution I feel is to change the mechanic in some way that stealth, when it works reduces the effectiveness of the attackers fire, rather than entirely negate it. A perfect example is interceptors, which are in my eyes a really nice mechanic that both feel right and give a good 'Babylon Fivey' atmosphere to the game.
Many options have been suggested in the past, reduced weapon range, reduced attack dice, 6s needed to hit, increased hull values while stealth is working, stealth saves on a per hit basis, loss of weapon traits, theres no end of possible alternatives, but as it stands, tart it up however you like, add all the modifiers in the world it's STILL essentially the same mechanic from the original box of roll a die and see whether you win.
And that to me is a real shame
