New Beam rules.

But the Drakh rely on beams for their own armament as well --- the changes affect our output as well as our input!

No wonder they're going to be balanced last.
 
*shrugs* Always hitting on a 4+ effectively means that on-average, (yes the dreaded on average term) a beam will hit as many times as it has dice initially firing. It will also do this more regularly, with a higher curve of more hits then the previous rule, and a lower curve of less hits then the previous rule.

As long as the number of beam dice fired is adjusted appropriately, I do think that this will be a very nice rule mechanic for next edition, since it also means that ships with a much wider range of hull values become as desirable as any other. No more heavy hull 6 bias that we see now.
 
CZuschlag said:
But the Drakh rely on beams for their own armament as well --- the changes affect our output as well as our input!

No wonder they're going to be balanced last.

cue the cutting of beam dice on the "overpowered" light cruiser :wink:
 
Here's a thought: ships with low hull scores should be destroyed easily by high-powered weapons, including most beams. Why? Because they're lightly armoured or otherwise weak in defence. If you've got a weapon that's great at penetrating armour, it follows that it'll blow right through ships with light armour. Why shouldn't it?

Perhaps the "issue" with hull 4 ships dying too easily isn't a problem with beams, but with the prevalence of AP and SAP weapons. Perhaps that should be addressed instead of changing core game mechanics for powerful weapon systems...
 
Where ist the reason why a ship of an lower PL shoud be able to take out An war or even armagedon level ship?

I see the post allready when the first minbary PatrolLevel-cruiser cutting the centauri Armagedon Level ship in two peaces.
 
Lord David the Denied said:
Here's a thought: ships with low hull scores should be destroyed easily by high-powered weapons, including most beams. Why? Because they're lightly armoured or otherwise weak in defence. If you've got a weapon that's great at penetrating armour, it follows that it'll blow right through ships with light armour. Why shouldn't it?

Perhaps the "issue" with hull 4 ships dying too easily isn't a problem with beams, but with the prevalence of AP and SAP weapons. Perhaps that should be addressed instead of changing core game mechanics for powerful weapon systems...

Another point too, is that even if you use the 'New' beam rules. A lot of ships with Hull 4, also tend to have low damage levels (obviously there are the exceptions). So the low hull ships, dies regardless.
 
one way to view it is that the beams are powerful enoughto slice through anything, it doesn't matter what their armour is, they go through Titanium as easily as they go through cheese. Armour therefore is only effective against lesser weapons, such as ion cannons and railguns.
 
one other thing I dont think was mentioned but will effect beams so they are not overpowered always hitting on 4+. you cannot CAF or scout redirect Beams (or minibeams). this is part of the balancing factor for always hitting on 4s too.
 
So a Minbari scout is next to useless, unless playing other Minbari or shooting at other scouts with stealth? Oh and for JP bombing.
 
But JP bombing was meant to be one off, and most times nearly impossible. For a start you are going to have to know when the ship is going to be there, and have some sort of communication between vessels in and out of hyperspace.
 
Reaverman said:
But JP bombing was meant to be one off, and most times nearly impossible. For a start you are going to have to know when the ship is going to be there, and have some sort of communication between vessels in and out of hyperspace.

thats been included in JP bombing rules. theres a few conditions to be met now to carry out a JP bomb.
 
hiffano said:
one way to view it is that the beams are powerful enoughto slice through anything, it doesn't matter what their armour is, they go through Titanium as easily as they go through cheese. Armour therefore is only effective against lesser weapons, such as ion cannons and railguns.

If a weapon can slice through titanium as easily as cheese, it'll slice through thin aluminium armour a lot faster than it will go through the advanced energy-resistant armours used in Babylon 5.

This new always-hits-on-a-4+ mechanic is an arbitary number, and all it serves to do is make weakly-defended ships unreasonably hard to hit with beams, while leaving well-defended targets (hull 6) taking the same penalty they always had. The more I think about it the less sense it makes. It's a lazy quick-fix that has no place in a total overhaul of a wargame.

Make SAP beams rarer and rebalance ships' armament instead of messing game mechanics that work perfectly well. Or adopt a more realistc to-hit, to-damage system like in VaS. In this way small, lightly-armoured ships will be harder to hit but easy to damage, and the opposite will be true of lumbering dreadnoughts.
 
Lord David the Denied said:
hiffano said:
one way to view it is that the beams are powerful enoughto slice through anything, it doesn't matter what their armour is, they go through Titanium as easily as they go through cheese. Armour therefore is only effective against lesser weapons, such as ion cannons and railguns.

If a weapon can slice through titanium as easily as cheese, it'll slice through thin aluminium armour a lot faster than it will go through the advanced energy-resistant armours used in Babylon 5.

This new always-hits-on-a-4+ mechanic is an arbitary number, and all it serves to do is make weakly-defended ships unreasonably hard to hit with beams, while leaving well-defended targets (hull 6) taking the same penalty they always had. The more I think about it the less sense it makes. It's a lazy quick-fix that has no place in a total overhaul of a wargame.

Make SAP beams rarer and rebalance ships' armament instead of messing game mechanics that work perfectly well. Or adopt a more realistc to-hit, to-damage system like in VaS. In this way small, lightly-armoured ships will be harder to hit but easy to damage, and the opposite will be true of lumbering dreadnoughts.

It won't affect you anyway, apparantly the centauri loose their beams :-)
 
More realistic? For fraks sake we are playing a SPACE combat game set a couple of centuries in the future with alien races some of whom have been around since before our planet had life on it.... How on earth is it meant to be realistic?

Its easy to create fluff to justify anything, and its just as easy too dismiss that fluff with other fluff. At the end of the day what I want (and the people I game with) and I assume most other players want is a balanced game system that works.

I really don't care wether the HULL score is a reflection on how hard it is too hit and damage a ship, or a reflection on how much armour it has. I can't remember reading anything in any of the rules books that states exaclty what the HULL score represents, other than how difficult it is too damage the ship.

There is a problem in the current game high hull ships just far outweight low hull ships. Beam with AP or SAP just exasberates this problem, by changing beam so that hits on a 4+ regardless of the hull score goes some way to balance this, high hull ships are still good, and low hull ships are better, but still vulnerable to lots of other weapons.
 
hiffano said:
It won't affect you anyway, apparantly the centauri loose their beams :-)

It's the principle, Hiff. I don't want to see a bad rule in a game I play, whether or not that rules affects my games. I want ACtA to be the best game it can be, that's all.

Cordas said:
More realistic? For fraks sake we are playing a SPACE combat game set a couple of centuries in the future with alien races some of whom have been around since before our planet had life on it.... How on earth is it meant to be realistic?

By paying attention to simple common sense and the immutable laws of physics, of course. Just because, in this sci-fi setting, we have weapons and technologies that aren't possible now doesn't mean we should have game mechanics that fly in the face of simple common sense. See my comment above about being the best game possible...
 
I understand your concerns, i do, but I Like the new change, so if it was ditched, then I would be unhappy, whilst you were happy :-(
saldy whatever they do won't please everyone. Fancy a Vassal game some time and we can try it out? might change both our opinions!
 
Lord David the Denied said:
By paying attention to simple common sense and the immutable laws of physics, of course. Just because, in this sci-fi setting, we have weapons and technologies that aren't possible now doesn't mean we should have game mechanics that fly in the face of simple common sense. See my comment above about being the best game possible...

No arguements against that, depending on what you regard as... we should have game mechanics that fly in the face of simple common sense. I don't see how a beam weapon that always hits on a 4+ irrelevant of hull score flies against simple common sense, its just a powerfull weapon that ignores whatever armour the ship has.... Or however MGP want to write the fluff.
 
Well to justify it with common sense you could argue as Cordas suggests that beams are sufficiently penetrative or work in such a way that armour is IRRELEVANT therefore its just as easy to hit a lightly armour target as a heavily armoured one.

And trying to apply 'the imutable laws of physics' to science fiction is one of those little things that always starts to get on my nerves a bit when people start trying to get all 'it wouldn't work like that if it was real'. Try and explain a laser cannon with 14th century 'science' and see if that makes much sense in terms of todays science.

The laws of physics may well be immutable but thats not to say we've got it right at the moment, can you REALLY say that in 200 years time we wont have discovered some massive revolution in science that overturns some or all of those laws? What about alient technology, the Minbari in game are supposed to be over 1000 years ahead of use scientifically. The Vorlons and Shadows are MILLIONS of years ahead of us. How can you possibly presume that what we understand as the laws of physics apply in any way shape or form? That's the thing with science, its an evolving process, much of what we now 'know' will in time turn out to be, at least partially wrong.
 
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