Move and fire ship activation

Banichi

Cosmic Mongoose
Well Juzza and I tested out the move and fire method of ship activation today. (By which I mean that you move a ship, fire with it, then your opponant does the same. Until everything on the table has done its thing)

In The first game he took his ISA,

1x Whitestar gunship
2x Whitestar
4x Bluestar

And I took my Centauri

1x Liati
1x Centurion
4x Demos

(In hindsight I realized that to make the test better I should have taken my EA, to see how this system worked with a boresight fleet. But never mind. Juzza's ISA, and my Centauri have history)

Most of the SA are unaffected by the change to activation style. But the three main defensive ones, CBD, Intensify defensive fire, and run silent, posed a problem. (cheers Foxmeister) In that a ship could potentially fire apon someone before they could have raised their defence. There are two possible ways (that we have thought of anyway) to play them.

A. We used the scout trait straight after finding initaitive, before fighters. We contemplated lumping these three SAs in with scout. so you had to decide whether or not to use it before any ships moved. The logic being that ships don't wait until it looks like they are going to be shot at before turning on their defences. This way needs a bit of foresight to be used I guess.

B. The "if your ship gets shot before you activate it then hard cheese" method. The logic being that the attacker got the jump on you before you could get your defenses up.

We ended up using the second method.

The game went quite well (apart from the fact I lost :oops: ,but never mind) It still felt like ACTAs. The gameplay seemed to move along faster, and we did notice that we were moving, and attacking with our big stuff at the begining of the turn. Instead of what seems to happen with the current system, were the big stuff tends to move last, so it can react to what is happening on the table. Although this might have been a bit due to the fact that Juzza and I are both relatively aggressive, go for the throat , players. And the fleets we were using lent themselves to this type of play.

The second game was quite small, due to time, but was perhaps more interesting.

I took

2x Vorchan
1x Centurion

My opponant (Juzza sat this one out) took

1x Omega

The main thing we found with this game was that Move & Fire just about totally eliminates sinking. The EA lost the initiative in all but 1 turn, but dispite the fact that in nearly every turn the omega moved first, and even in the turn it didn't, the first ship I moved was behind something, he was still able to use his boresight beam every turn. The game ended with victory to the Republic, but the last remaining vorchan was crippled, and not in good shape, and the omega had suffered a 6-5 crit, that may have mucked the test up a bit.

In both games we moved and fired flights in the normal fashion, but before the big ships moved. The change didn't cause much of a hiccup there. Except that it made it easier to target flights with ships, so their dodge score became a bit more important. But by playing it so that to target the flights your opponant would have to ignore something important, made us think more about both what we did with our flights, and what we used to attack them with. In truth, even playing against white and bluestars, I didn't feel like my flights were unfairly targeted.

We found that the Move & Fire activation system (apart from the aforementioned SAs) doesn't muck up many of the games systems at all. There is no need to change any of the ships stats to fit, and the crit and damage table are completely unaltered by the change. One thing we noticed was that instead of wanting to win init so you could make your opponant move first, you tended to want to win it so you could get that first move and shot in. Especially if you had a ship that had one foot in the grave, and the other on a banana peal. (pauses to chase fly with flyswot) And didn't look like it would last another shot.

Also the second game hinted at the fact that move & fire might give big ships some of their bite back against small ships. Although I fully realise that this might be a big conclusion to make from one game.

One think that worries me using this system would be the potential of squadroned bombardment ships to get a nasty alpha strike in. Thats something we might have to try, just to see what effect it has on the game.

Time permiting we are going to try a Narn/Centauri battle later this week using this method of activation. So we can see on a bigger scale how it affects a boresight fleet. If anyone else wants to give Move & Fire a try, let us know how it went. I'd be interested to find out what other people make of it.
 
Plenty of games use this method and it works fine, including games with SA-like mechanics. Chronopia being one - units can take "wait" or "ready" actions to prepare special defences, counter-charges and so on, but if that unit isn't activated when it's attacked it hasn't had chance to do that. Simple as, really.

I like the idea of this activation sequence for ACtA. Initiative sinking really annoys me, although this would be another form of it in sone ways. It would make the boresight issue a lot better, though - and rob Triggy of his dirty moving-out-of-arc trick. Drat him.
 
Here's a third option for SAs: SAs run from when you activate a ship up until you next activate it.
This would mean that you can still get the jump on a ship before it puts an SA into effect, but at the same time ships won't find their blast doors flying open at the end of each turn.
 
I agree. I've always liked the idea of the Move and Fire method, though I've had great difficulties in getting any of the groups i"ve played with to test it. I frequently played EA back then and I was the only person using boresight, so I stood alone in having serious issues with initiative sinks. : /
 
nekomata fuyu said:
Here's a third option for SAs: SAs run from when you activate a ship up until you next activate it.
This would mean that you can still get the jump on a ship before it puts an SA into effect, but at the same time ships won't find their blast doors flying open at the end of each turn.

That's an interesting proposition. I like it!
 
Interesting idea ill have the group with play this way for a couple of games and see what they think. One thing to solve the SA issue is to do what BfG does in that if its a def SA one can do this at any time but if they alreayd issued a SA that turn this stays on them through their next turn for its affects.
 
nekomata fuyu said:
Here's a third option for SAs: SAs run from when you activate a ship up until you next activate it.
This would mean that you can still get the jump on a ship before it puts an SA into effect, but at the same time ships won't find their blast doors flying open at the end of each turn.

I kind of like this idea for the defensive SAs as well. Would probably mean that you would have to make some counters or something to make keeping track of them easier.
 
Banichi said:
I kind of like this idea for the defensive SAs as well. Would probably mean that you would have to make some counters or something to make keeping track of them easier.

One simple and cheap way of doing it, would be to use the old fashion method of dice. Number the SA's 1-15, I'd suggest in the order thay're presented in the book, and place a d20 with the appropriate number displayed beside the ship. Good thing about using a d20 is that it has 5 spare numbers to be used for extra SA's, such as the ones in P&P as well as any house ones that you may come up with.
 
One thing I found with this system of move then shoot is, it is very hard to advoid being shot. Allthou both fleets were well matched the game was really quick to the point and very bloody (after 3 turns I only had 4 bluestars and 2 WS fighters left)

normaly i can minimise incoming shots by picking on weaker arcs, and using blue stars to ini sink so my bigger ships don't take to much incoming fire. With move and fire, it was the oposite my bigger ships got picked on and took all the incoming fire, my blue stars moved last and took none.

I can definitely see that a white star fleet will be taken down a notch or 2, as where fleets like EA and narn will get a huge boost
 
You just need to learn to maneuver more carefully. You're used to the current system. I bet you could run the ISA just as effectively with a few more games under your belt.
 
About to say, don't draw too many conclusions from just a fight or two folks.

It took a while for someone to get the Sag line of death figured out.

I find it hard to picture why the Vorchans couldn't evade the Omega's fire, at least the main beam. Centurion is kinda stuck of course, Vorchan maybe in turn one?

Flying drazi a lot sometimes you have to give up any attempt to shoot to position for the second turn... I can see a lot of that going into this kind of a set up too.

Ripple
 
Indeed. I think the biggest difference here is that with the current rules you react to what the person has done, where with the move-fire rule you have to do more guessing for what me may or may not do. It's the different between seeing me move my Omega, and trying to guess what I'll do with it. Really move-fire requires more planning your movement a turn ahead.
 
Juzza said:
normaly i can minimise incoming shots by picking on weaker arcs, and using blue stars to ini sink so my bigger ships don't take to much incoming fire.

Isn't this commonly referred to as the "White Star Problem"? ;)

Regards,

Dave
 
Ripple said:
Flying drazi a lot sometimes you have to give up any attempt to shoot to position for the second turn...

That happened in the ISA/Centauri game to a degree. There wasn't much shooting at all in the first turn. And the second turn was a huge knifefight. It was probably not helped by the fact that both our fleets were geared up for this style of play, and neither Jussa or I held back. It is probably what made it such a sort and bloody game.
 
Something came to me that's a bit of a problem. A big part of the Dilgar strategy is the Pentacon formation, which allows you to "skip" activations to make force your opponent to move. This racial ability becomes entirely useless, thus ruining a big part of what makes Dilgar unique, if you implement Move and Fire rules. Yea, I know it's selfish of me as a Dilgar to say I'm not sure I like these rules anymore, but well...Yea, can't be helped. :shock:
 
Yes, and no. Pentacon offers more control than normal sinking. It's about pure control of the battle field. Even losing init I can make you move a ship or two before I start moving anything. Where normal sinking simply offers up targets for you to shoot at. It's the only real defense we have. : /
 
Lord David the Denied said:
I can't see it being as valuable as all that. The other Pentacon rules would still apply - CQ bonus for the command destroyer, fighter Pentacon, etc.

This leads me to ask, quite seriously, how much experience do you have playing as or against Dilgar? Because the Pentacon has been invaluable in the games I've used it. The ability to see which way an enemy's fleet is moving before moving anything is great. Not is it just a sink, but it also helps me to counter my opponents movements with out breaking my own formation.
 
Back
Top