Not Another White Star Thread (TM)

mollari_uk said:
Most people have some way of tracking their damage and stats without usingthe books.

Most is not all! ;)

All you need is one card per ship that has it's stats and damage track on it (this is useful to have now anyway). Then when you move a ship put it's card face down on a pile. Once it comes to fire, the top card fires first and you have all the stats in front of you. Simple!

Not as simple as just moving whichever you wish! ;)

I use Burgers "cards" to track damage etc, but I have multiple ships per page, so unless I cut everything out or print them 1 ship to a page, it doesn't help me at all and I don't want to do either. :)

IMHO, too much bookkeeping required for something that does nothing to fix the main initiative problem, which is its interaction with boresight.

Regards,

Dave
 
Banichi said:
It doesn't affect the SAs. They can all be used as is.

How so? You declare SAs when you activate a ship for movement? Using "Move *and* fire", if you fire on one of my ships before I move it it can't be using the following SAs because I won't have been able to declare it:

  • CBD
    Silent Running
    Intensify Defensive Fire

You could argue that all SAs could be declared prior to any ship moving, but that changes the metagame because I may not know whether or not I want to use one of these until after some ships have moved.

Ok, it is a big change to the turn structure, but I don't think it will drastically change much more than how ships move and fire. And even then that only changes in a good way as it makes sinking boresight ships out of the game much less of a problem.

Actually I disagree. As it stands now, everything gets to move before it gets fired upon (Drazi attack run not withstanding). With Move *and* Fire, conceivably a ship could be destroyed before it even gets a finger layed upon it in the game. If that ship was in range of some terrain, it would have been able to find some kind of cover before it was blown apart if it was allowed to move before anyone else fired.

As for it being hard to keep track of who has moved and fired in a big game, I guess I finally have a use for that big bag of red tiddly winks I bought ages ago.
Well, you need to keep track of this anyway! ;)

Regards,

Dave
 
l33tpenguin said:
The problem is, well, the MAIN problem is bore sight. I don't see many problems with the current system if there were no boresight weapons. Most other weapon arcs and ranges can be worked with. Boresight is just so limiting, that when combined with the way movement works you get something broken.
I disagree. The main problem is the initiative system, and even without boresight weapons you would get essentially the same problems but to a lesser degree. Boresight weapons just highlight the problem most readily as they are the most limited of the arcs, and the only way to not get the initiative problems at all would be to only use T arc weapons of unlimited range...
 
On how much it would change the game... it effectively removes maneuver as a primary defense for many ships. As is, whitestars and other high speed maneuverable ships are often completely untargetable, because they get to maneuver away before any ship fires. Now I can fire my PUlse omega before any WS can move (moving last in previous turn to get range).

Big big change in what can shoot, and at what.

Ripple
 
The whole magically jumping from one point to another IS annoying, but difficult to counter in a turn based game. The more real time the game becomes, the more book keeping is required.
 
How so? You declare SAs when you activate a ship for movement? Using "Move *and* fire", if you fire on one of my ships before I move it it can't be using the following SAs because I won't have been able to declare it:


CBD
Silent Running
Intensify Defensive Fire

Ok, I own up. I forgot bout these 3 SAs when I was making my bold sweeping statements last night :oops: Mainly because I almost never use them. (I belong to the attack as the best form of defence school)

I guess we could go one of two ways on Sunday.

1. The 'if your ship gets popped before you can activate it, and declare the SA then hard cheese.' This way sounds harsh, but I guess you could logic it out as the ship was suprised before anyone could raise the defences.

or

2. The 'lump just these three, basically defensive, SAs with the scout trait. I was planing to try out useing scout just after initiative, before anything had moved.

You could argue that all SAs could be declared prior to any ship moving, but that changes the metagame because I may not know whether or not I want to use one of these until after some ships have moved.

Yup, but you could also say that people on warships don't wait to see if they are going to be attacked before they turn on their defensive measures. There must be a lot of times were everything gets turned on, and nothing happens. (I'll be suprised if that sentence makes it past the inuendo police :lol:)

Actually I disagree. As it stands now, everything gets to move before it gets fired upon (Drazi attack run not withstanding). With Move *and* Fire, conceivably a ship could be destroyed before it even gets a finger layed upon it in the game. If that ship was in range of some terrain, it would have been able to find some kind of cover before it was blown apart if it was allowed to move before anyone else fired.

I'm not sure how you disagree that it helps to solve the boresight problem. Ship moves into boresight, ship shoots. It doesn't matter if the target has moved or not. Or that the owner of the target has 2 scouts gadding about behind a dust cloud that would normally screw over a boresight attempt by sinking you out.

As to ships getting destroyed before anyone puts a finger on it, I'm pretty sure things get destroyed in battle before they get a chance to do anything frequently. In fact I'd say most armed forces aim to destroy stuff before it can do anything. :wink:

As for that happening in ACTAs, in the second to last game I had my warlock was roasted by the first shot of the game. (my mates killer sharlin variant) The fact that it had moved first didn't really make any difference. Ships get popped before they really get to do anything already in this game.

You also mentioned the fact that ships might get shot before they can get into cover. Well I actually quite like this notion. Your telling me you wouldn't like to take a crack at some pesky patrol or skirmish ship before it hides. In the show the battles were pretty much bedlam, the fleets didn't all move, then all shoot.

(maybe I should start a thread for this, instead of using this thread that was meant to be for whitestars.)
 
Banichi said:
I'm not sure how you disagree that it helps to solve the boresight problem. Ship moves into boresight, ship shoots. It doesn't matter if the target has moved or not. Or that the owner of the target has 2 scouts gadding about behind a dust cloud that would normally screw over a boresight attempt by sinking you out.

I'm disagreeing with this part of the statement, not the boresight one:

but I don't think it will drastically change much more than how ships move and fire.

As to ships getting destroyed before anyone puts a finger on it, I'm pretty sure things get destroyed in battle before they get a chance to do anything frequently. In fact I'd say most armed forces aim to destroy stuff before it can do anything. :wink:

This is a *game*, and as such as supposed to be fun first realistic second.

As for that happening in ACTAs, in the second to last game I had my warlock was roasted by the first shot of the game. (my mates killer sharlin variant) The fact that it had moved first didn't really make any difference. Ships get popped before they really get to do anything already in this game.

Yes they can, but this only make it worse. As I said before, you might have been able to move into terrain.

You also mentioned the fact that ships might get shot before they can get into cover. Well I actually quite like this notion. Your telling me you wouldn't like to take a crack at some pesky patrol or skirmish ship before it hides. In the show the battles were pretty much bedlam, the fleets didn't all move, then all shoot.

IMHO (and it's only an opinion), this will just drive people from the game not to it. Having a ship taken out before you've done anything *whatsoever* with it other than putting it on the table is not a recipe for a fun game at all.



Nothing wrong at all with trying it out, but I think it will require an awful lot more changes to the basic system than you suggest before it becomes truly workable. I mean, since writing this sentence, it occurs to me that you've also made "Manoeuvre to Shield" mostly worthless too! ;)

Regards,

Dave
 
Actually I hadn't forgotten that one, just didn't factor it in due to its being dropped when second ed came out. I heard it might be making a comeback with P&P, but since P&P has fallen into my 'don't hold breath for' catagory I wasn't too worried :wink:

While you don't like the idea, to me a ship being popped before it does a thing is just the way it goes sometimes.

[/quote]Yes they can, but this only make it worse. As I said before, you might have been able to move into terrain.
I tend to look at it as more along the lines of, "oh well, it got me before I could hide, thems the breaks."


I'll give it a go on Sunday, and post how it went Sunday night. (yes, even if I do get a spanking) I'll put it on its own thread.
 
Since this has changed to an initiative debate, I just want to bring up the CBT movement method again. I think it would be the best method.

Player A has 8 ships and Player B has 5.
Player A wins init.
Player B moves 1 ship, Player A moves 1 ship.
Player B moves 1 ship, Player A moves 1 ship.
Player B moves 1 ship, Player A moves 2 ships.
Player B moves 1 ship, Player A moves 2.
Player B moves last ship, Player A moves last 2 ships.

Or Player B wins Init.
Player A moves 1 ship, Player B moves 1 ship.
Player A moves 1 ship, Player B moves 1 ship.
Player A moves 2 ships, Player B moves 1 ship.
Player A moves 2 ships, Player B moves 1.
Player A moves last 2 ships, Player B moves last ship.
 
i think this thread may shortly die due to impending playtest pack pleasing quite a few people on the WS issue.
 
katadder said:
i think this thread may shortly die due to impending playtest pack pleasing quite a few people on the WS issue.

I hope it does - however, it'll probably end up p*ssing off a few others and so the thread will go on.....

Like Celine Dion,

Only not as bad,

;)

Regards,

Dave
 
Foxmeister said:
I hope it does - however, it'll probably end up p*ssing off a few others and so the thread will go on.....

Like Celine Dion,

Only not as bad,

;)

Regards,

Dave

come on, it wont be like that, it will be a brand new thread

more like a celine dion tribute band... well singer I guess
 
Wouldn't it be more of a WS thread tribute thread tribute thread?

After all, this isn't exactly the first WS thread ever...
 
Juzza said:
katadder said:
i think this thread may shortly die due to impending playtest pack pleasing quite a few people on the WS issue.

yeah the people who whine the loudest

not really, we all knew the WS needed a change, it was just figuring out which was best.
 
katadder said:
Juzza said:
katadder said:
i think this thread may shortly die due to impending playtest pack pleasing quite a few people on the WS issue.

yeah the people who whine the loudest

not really, we all knew the WS needed a change, it was just figuring out which was best.

"We" did? Well, I suppose so, it's just the nature of the change that is disagreed on. ;>
 
David said:
katadder said:
Juzza said:
yeah the people who whine the loudest

not really, we all knew the WS needed a change, it was just figuring out which was best.

"We" did? Well, I suppose so, it's just the nature of the change that is disagreed on. ;>
Indeed. I'm still advocating for shields and interceptors to be added on...
 
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