New idea for an SA: Snap Shot (shooting in movement stage)

Enalut

Mongoose
So I have been browsing the forums and thinking--I generally liked he idea to TTT as it was originally written, but also have liked the idea of Follow That Target, and now that Mongoose seems to have opened the door to shooting outside the movement step (see drazi attack run), I thought that a SA that allowed a ship to shoot at another ship in the movement step seemed like a good way to balance various competing interests: Initiative, initiative sinking etc...

Anyway My Idea

SA: Snap Shot ("SS")

The ship using this special action attempts to fire a single weapon system at a specific target as both ships are maneuvering. Making these split second shots is difficult and risky as the ship firing has not had time to properly lock its weapons on the target, but is trying to take advantage of a fleeting advantage in position.

Restrictions: The Ship using SS may not fire in the shooting phase

Crew Quality Check: 7; followed by an opposed check against the target (re-roll ties).

Procedure: The ship declaring SS must first pass the initial crew quality threshold at the start of its movement. It then moves normally, at the end of the movement phase it declares a single target, and declares what weapon system it is firing at the target. The firing Arcs of the ship are used as normal, but are based on the relative positions of the ships as they are after at the end fo the activated ships movement. The two ships then roll opposed crew quality checks (re-rolling ties).
1) If the targeted ship wins this roll, then Snap Shop completely misses (and counts as having been fired).
2) If the targeting ship wins the opposed roll, it may immediately fire (in the movement phase) the declared weapon system at the target with its full AD. However, due to the diminished targeting time necessitated by this snap firing, the targeting ship must re-roll any successful attacks. Any mechanism that would permit the ship to re-roll misses is ignored, however, the ship does not need to re-roll successful hits--(TL and CAF (if available due to special rule) ships do not re-roll hits or misses, but rather use the first roll). Since Scouting rolls have not occurred yet, the ship may not take advantage of scout abilities. Only the first to hit roll needs to be re-rolled (subsequent beam rolls are rolled as per normal rules)
3) If the targeted ship has previously declared a SA during this movement stage, it may benefit from that action, otherwise, it may not. If the ship was escorted by fighters providing interceptors last turn, it may benefit from those interceptors, otherwise, it may not have any additional interceptors transferred to it this turn, from any source.

Result: If successful (having passed both the initial crew quality threshold and the opposed crew quality); the ship using SS immediately fires a single weapon system at the target. Damage and effects are immediately applied--even if the target has not yet activated/moved.



The idea is to permit a ship to immediately fire a single weapons system in the movement phase. This is intended to partially address the initiative sink problem (and encourage large ships to be moved earlier) as well as to permit the tactical option of trying a risky maneuver to gain an advantage in the shooting step.

I think this is a potentially powerful SA (by allowing shooting in the movement step) so I think it should be require all three tests: a threshold to attempt, opposed roll and a re-rolled attack, however, I didn't want eh threshold to be to high and therefore limit its use to much.

Also, the idea was not merely to limit it to bore-sight dependant fleets, but to allow any fleet to use it (although admittedly the advantage to bore-sighted fleets is potentially greater).

I understand this is probably too much to include in P&P, but was wondering what people thought? Suggestions/comments/thoughts?

EDIT--fixed glaring typo in title
 
All I can say is that it would be nice for Boresight fleets, the ISA would abuse it so badly and so easily it's not funny.
 
Far too complicated and far too many dice rolls in my opinion. TTT can effectively deliver the same results, but with many less dice being rolled and in the appropriate phase of the turn.

Regards,

Dave
 
Re Foxmeister: Although it is a more complicated speacial action, I don't think it involves many more dice than other actions--CBD, or the Drazi attack run (that it is based on). And I agree that TTT offers some fo teh same benifit, but the idea is to offer a more specialized and potentially more powerful version that wasn't limited to Bore-sighted fleets. Additiaonlly, the idea was to permit certain fleets to smewhat address initiative in general, as well as lack of speed/manouverabuility. In return, I thought the SA should be more difficcult to get off.

What about stating that one side (I favor the attacker) wins ties?

Re Taran:

I agree that ISA could use this SA more than most (exception Vree) but I also think that having to re-roll hits makes it very dicey to use the beam, all in all a fair trade.
 
Don't like two step rolls for SAs...

Don't like re-rolling hits... even on the Drazi one I hate it...

Don't generally like firing in the movement phase...

All that said it was a nice idea. My abbai would love to have the option. I just worry that it give the +1 CQ races to big boost... (ISA, Vree, Psi Corp) as they tend ot have big guns to start with.

Ripple
 
I posted a whole item on the concept of setting up "overwatch" orders to avoid the PanzerBush pheonomenon that we'd encountered for things like movement sinks.

I would think that if we wanted such a thing, we'd want an overwatch fire phase.

Goes something like this.

Fire Phase:
---- Scout Functions
---- Dogfighting
---- Antifighter
---- Fire Fighters
---- Fire Ships
------Determine Opportunity Fire or Direct Fire
------Set Opportunity Fire Status
----(or)----
------Resolve Direct Fire if ship has not yet fired AD.
End Phase:

Determine Initiative:
Movement Phase:
-- Move ships
---- Activate a ship
---- Move the ship
---- Determine opportunity fire
---- Roll for opportunity fire/misfire
---- Resolve opportunity fire
Fire Phase:
---- Scout Functions
---- Dogfighting
---- Antifighter
---- Fire Fighters
---- Fire Ships
------Determine Opportunity Fire or Direct Fire
------Set Opportunity Fire Status
----(or)----
------Resolve Direct Fire if ship has not yet fired AD.
....


Far more complicated. But tactically much richer. Such a mechanic wouldn't have a need for a CQ check; the ISA or Vree do NOT need any improvements to this capability.
 
Yup... just hate to have to add the 'want to fire?' phrase to my ACtA movement cycle... but it could work.

My drazi would be ecstatic over it... all those beams popping off as people fly past would really help.

Ripple
 
Well, it's basically how Panzer Leader upgraded Panzerblitz, so it's not exactly inspired. But history has shown it to work.
 
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