What upsets me the most is that I really still see no reason why to take a big ship. [/quote}
Which is exactly the same problem I have. Why bother with large ships if I can get a hall of smaller ones with more damage, more weapons and the same hull against beams as hull 6 vessels, not to speak that the new point breakdown also favours masses of smaller ships. :?
Oh yes that's great, a almost useless ship but still alive... as in first edition.The giving part went out the window after 9 rolls of 1 on the stealth Crying or Very sad However, the taking it part went on, and on, and on.... By turn 6 it was reduced to 40ish damage and crew but had taken 21 crits!!!! She had 7 minus 2 moves, 4 minus 1's, lost several traits, no engineering, had 5 -1 AD's, etc, etc
Would you say that rolling large numbers of 1ns where a two would have been needed is a good example for the usefulness of stealth?the pesky Stealth that stops them firing! - despite all the complaints about stealth now being worthless..............
It is lucky yes, but not so amazingly lucky as you might think. There are 3 crits which cause weapon loss, and one of them is only 1 weapon, the other 2 are one arc. The chance of 21 crits getting none of these 3, is 16%.Hans Olo said:Receiving 21 crits without loosing a single firing arc is pure luck
Hans Olo said:Hi, in Germany we are still waiting to get a copy of the rules :? .
The local distributors have no idea when the new books will arrive here.
Poi said:3) FAP changing between the rulebook and fleet lists. I'm not buying til Matt sorts this out.
Da Boss said:The Rules say to split up
The table (both in the fleet book) say to split down (but does not explain to someone who has not played the game how that works). Hence the confusion!
Poi said:Then perhaps some explanation of how it works please.