Noble Armada: initiative

mollari_uk

Mongoose
There's been a spoiler on movement in ACTA:NA mentioned somewhere that it won't be changing from ACTA:B5. I took that as the fact you measure in inches, turn a number of times and must move half speed etc. However does that mean the initiative system is staying the same?

I hope not. That's the thing that will sell the new rules to me and means there'd be a reason to convert to B5.
 
To go into more depth...

Initiative was an area we took a BIG look at when preparing this edition of the rules. We wanted to avoid the initiative sink syndrome and various other issues, but we found they were far more muted in this setting (because of the weay the fleet lists are set up, the relative sizes/points values between ships etc).

Also, we started adding various bits and pieces that meant (and this is the important bit) that it was no longer an automatic process to make your opponent go first. That may happen in the first turn or two, but after that, you will find yourself thinking and pre-planning moves a turn in advance to take advantage of going first in the Move Phase.

Boarding another ship (a central part of the game for the skilled player) relies on you 'jumping' the other player, as does ramming (which now anyone can do - though you may pay for it!).

This new system, while rooted in the older initiative rules, flows far better now.
 
Thanks for the detail Matt!

I've had many a debate on this forum about the initiative system and it's the main issue for me with the old system. I recognise that the issues are linked to other areas of 2nd edition and so I'll keep an open mind for the new game.

My RPG group doesn't actually have a Sci-Fi RPG so Fading Suns might be something I'd look at. If so I'd give the mini's a go too.
 
In all honesty, there was never really an 'initiative problem' so much as a combined problem between initiative and the boresight firing arc.
 
Not just boresight ships though. It was a combined problem yes, but it was a combination of the init system and the swarm problem. If big ships weren't so vulnerable to a pack of smaller ones then it would have also mitigated the problem somewhat.
 
Burger said:
Not just boresight ships though. It was a combined problem yes, but it was a combination of the init system and the swarm problem. If big ships weren't so vulnerable to a pack of smaller ones then it would have also mitigated the problem somewhat.

No boresight in this edition of the rules (at this time), and big ships certainly have more durability now than little ones!
 
Excellent - the twofer squadron rules and FAP splits in P&P mitigated the problem a bit already, and the new crit system certainly should solve it. I guess init sinking will still be possible but you'll pay quite dearly for the privilege. Sounds good.
 
In playtest having the option in going first can be a great advantage. As a ship which is grappled cannot do any Special Actions and there is a possibility of half move even no movement. This is a massive boon.
 
locarno24 said:
In all honesty, there was never really an 'initiative problem' so much as a combined problem between initiative and the boresight firing arc.

This was the main problem with ACTAs 2ed in a nutshell. Two quite neat ideas that sat wrong with each other. Boresight is a great way of reflecting a certain tech level of a race, but it just doesn't work with the ACTA initiative system.

That's why we have been playing move and fire for nearly the last two years.
 
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