P&P overall

lastbesthope said:
Tolwyn said:
looks good sofar, exept that the text from page 79 does not continue on page 80.

Where does it continue? (Assuming it does?)

LBH

It doesn't. It just stops mid sentence and the following page is an entirely new section on the construction of Narn Ships. Part of me wondered if it was just copy and pasted from one of the B5 roleplay books.
 
Heard back from MAtt, all he said was "He's way ahead of me on this one" no more details yet but let's assume he's up to something to fix it.

on a related note I'm well miffed today as Forbidden Planet head office decided not to order a copy of P&P for my local store on my behalf despite it being clearly marked as a specific customer request, less than 2 weeks to the campaign weekend and I don't have the sodding rulebook. Thank goodness Burger has updated the shipviewer, push comes to shove I'll speed read on the day. but it just sucks.

LBH
 
Picked up a copy yesterday, typos and all :wink:

Quite impressed, the rule tweaks fix most of the stuff that there were issues with (but I'll bet a number of players on here will find something to moan about :) )

I had a try-out of the updates last night (Call To Arms, 5-pt Raid, Drazi vs. Centauri). The Drazi worked really well with the Attack Run and Track That Target SAs, not to mention the altered ramming rule. The Vorchans were initially in 2 Hunting Packs of 3 ships, but split up later. Not something I'd normally do against a swarm fleet, but I wanted to try out the rule. Quite useful, but I think that the restriction on targeting balances out the extra range boost. Might change my mind if I'm ever on the receiving end of six Centauri laser or torpedo boats, mind you !
 
Not a good test of the Hunting Pack if the ships all start with the same range, the major advantage is completely missed. Still, haven't had a chance to try it myself so shouldn't complain too much.
 
Iain McGhee said:
I think that the restriction on targeting balances out the extra range boost.
You do realize the rules change on Da Boss's thread, there is virtually no targetting restriction? Just one AD of one weapon system must be fired at the designated target, the rest of the ADs and weapons can be fired wherever you like. So you get an extra large squadron with very little drawback.
 
surely the drawback is that you must be playing Centauri ;-)

Feel a touch sorry for the other races really, Grav shifters can do a crit? not really on a par with this is it?

has anyone playtested this yet? would be nice to see how effective it actually is
 
Grav shifters don't do crits any more, they do a bit of damage (d6 if I remember correctly, don't have books here)
 
ah, so they are even worse :-(
thankfully I no longer have a Brakiri fleet lol. Need to check out what EA 3rd get
 
Especially interested in squadron composition and how much advantange having the extra range on already good ships makes.

Also where they using the ability to shoot at multiple targets etc.
 
It was only firing at 1 target, not different targets. Deisel did not have 6 ships in his hunting pack only 2 Demos and 2 Dagnars. That was enough. Got humped by the DD weapons and precise. Every turn it was a ship crippled / skele crewed then the following turn destroyed.


We did a test afterwards with 3 demos and 3 Dagnars. On a Battle level Drakh Strike Cruiser on CBD. The hunting pack did about 35 points of damage and 37 crew with about 6 - 7 crits. The CBD save aproximately about 20 points.My damage back was 6 pionts of damage with 1 crit. Without GEG and CBD it would have been about 70 damage.

This was not even an optimum Centauri fleet.

Have 6 ships in a squadron is bad enough with the amount of firepower 6 ships throw out. Having the extra range is ouch, but to rub salt into the wounds is multiple targets.

The grav shifters are ouch. Automatic hits. The SKIRMISH level Halik with the grav shifters is good for its level. Raid level damage and crew and 12" range weapons. A squadron of these would rip apart a lot of good ships.

In optimum conditions a squadron of 4 could hit a shadow scout doing 7d6 damage with ignoring stealth, dodge and shields (as it says that GEG and Adaptive armour is the only defense).
 
I must have misunderstood, does the grav shifter auto hit, thus auto damage? and the grav shifting effect still being an opposed check? if so, thats actually rather decent. I assumed it would only work IF the grav shift worked.
 
As i read it you do an opposed CQ check for the movement of the ship. Then it says every shifter after the first does 1d6 daMage. It does not have a AD or anything. It does not say that you have to do a CQ check for ever shifter to "hit" only for movement (and only once)
 
Clanger said:
As i read it you do an opposed CQ check for the movement of the ship. Then it says every shifter after the first does 1d6 daMage. It does not have a AD or anything. It does not say that you have to do a CQ check for ever shifter to "hit" only for movement (and only once)

wow, Auto damage.
 
much fun against Minbari (no stealth) and White Stars :)

Esp with the latters reduced range! and if you get to shift its arc - bonus !

isn't it about time the Centauri had one on baord a ship :P
 
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