Keeper Nilbog
Mongoose
Fully agree about giving a go to the Gorn as is, not really totally sure they will live up to expectation, but i've been suprised before.
andypalmer said:Given that plasmas in ACTA can fire every other turn, I would think that a strategy of firing half their plasma every turn would be a better approach in "dancing" games than waiting for the bore sight shot. Even waddling around, I would hope they could turn sufficiently to get the "off-side" shot off each turn.
Sadly you would need to use the reload action to reload used plasmas which has a power drain downside and if you are firing half your plasmas every turn you would need to be on constant reload. Since you cannot opt to not fire your plasmas and giving up phasers is a lot of fire power you end up on 6" move for the whole game.
Turn 3: Reload everything, slowing to 6" and maintaining the phaser barrage
Nomad said:Turn 3: Reload everything, slowing to 6" and maintaining the phaser barrage
Why are you slowing to 6"? Move 12, fire phasers, don't fire any other weapons (you don't have any available anyway).
billclo said:One thing to take note of, not that it matters for ACTASF particularly, is that the Gorns were not designed to nor did ever fight Klingons. They fought Roms, and ISC mainly.).
billclo said:I think that with even the BC being lumbering, that having enough smaller ships to discourage the enemy from closing to knife-fighting range is going to be a must. Keeping the enemy at 8"+ will be a real necessity. That would also mean that in many cases the plasmas will be less effective due to range and energy bleed.![]()
I think that the Gorn, being saddled with more Lumbering ship than any other race are going to be hard to play. DN=Lumbering, sure. BC/CM? Give them a turn score of 8" or so and be done with it (8 so if they choose All Power to Engines they can make a second turn).
Sgt_G said:Personally, I find it quite odd and more than a little disconcerting that one of the major playtest groups played dozens if not hundreds of games and not once put one of the major empires on the table.
Finlos said:This almost sounds like a challenge.... I think if my group does set up a campaign I'll take Gorn and just see if I can't make them work. I have been reminded on several points now that this is a fleet game and that not only where you move your ships but also the order in which you move your ships can be critically important.
edit: Initiative sinks become even more important with Gorn, I would think.
As far as Gorn defenses vs. drone bombardments goes, "Use your tractors, dammit!" (I think I quoted that properly)
deadshane said:Purchasing initiative is sort of a waste. All you can do is bring some command +1 ships just to negate your auto -1.
All the while everyone else STILL gets a +2 on you or at least a +!.
I figure "why bother?"
Almost as thankless again as miniature casters.scoutdad said:In defense of the playtesters here:
It's not always possible to catch everything, especially when working on a fast track project.
Battlegroup Murfreesboro came to the party late. We started playtesting mid August and had to have the final reports in by mid November to meet the publishing deadline.
During the ~90 days we had to playtest, we went through 5 different versions of the rules.
that was roughly a new set every two weeks. Some changes were more far ranging than others, but every single revison eradicated much of the previous data and required playing everything all over again.
We played multiple games each Saturday for nearly the whole 12 weeks, but I guess we should have played more.
For what it's worth, we're already working on the ACTA: SF2 ships and rules so hopefully there won't be as many issues when that is released.
Playtesting: A thinkless job... almost as thankless as Game Design! :wink: