P&P Playtest Pack v 1.1

Not quite. (clear up some terminology - a Flight is 1 base of fighters; a Wing is a group of flights.)

Should you find yourself outnumbering your opponent, you may choose to fight in one of two ways:
  • The player can choose to either attack once with each flight; or
    Let the other flights support the dogfight of the one chosen to attack.

For example:
the dogfight is layed out as follows: {1}{X}{2}

{1} can fight {X}, and if {X} kills (or draws with) {1} then {2} can fight {X}. If {X} also beats {2} then {2} is not removed if {X} has already destroyed an enemy fighter flight this turn.

{1} can fight {X} and claim +1 dogfight from support of {2}. If {X} beats (or draws with) {1}, then {2} cannot attack {X}. However {X} can then dogfight {2} (or {1} if it survived) in its turn.

Hope this makes sense.
 
Should you find yourself outnumbering your opponent, you may choose to fight in one of two ways:

The player can choose to either attack once with each flight; or
Let the other flights support the dogfight of the one chosen to attack.

I don't think this is true. I believe each flight can only fight once per dogfight so in your first example the second fighter can't choose the opponant because it's already been fought this turn. It's only option is to support.

However if the single fighter survives (due to shields for example) it's then the opponants turn to do his dogfight phase which then if he loses he'll die.
 
I thought it was meant to be closer to release than that. I notice it isn't on the schedule showing so far.
 
I think Matt has taken the wise decision to get it right, rather than get it printed, then have to fix it all in S+P lol
 
Kosh127 said:
good I can't wait. I am very interested in seeing if any of the discussions on the forum mean anything.
They have meant something but don't forget that this is primarily a playtest rather than a open forum for discussion of what people want to see. Ideas won't be discarded but playtest results have a far, far greater chance of influencing Matt.
 
I hope Matt doesn't ignore what results we did get for the playtest version of the WS (that it was a completely counterproductive change), just because it was then followed up by actual suggestions on what would make it better...
 
nekomata fuyu said:
I hope Matt doesn't ignore what results we did get for the playtest version of the WS (that it was a completely counterproductive change), just because it was then followed up by actual suggestions on what would make it better...
The White Star is one ship sure to change from v. 1.1 - as you say, mainly because of the extensive playtesting. The playtesters are trying to convince Matt to test a knifefight version (shorter ranged beam) in the next pack...

Da Boss - Space Stations were completely new so need the discussion too. Also, there have been some good playtests on top of that. However, this is the one area I haven't really been paying any attention to if I'm totally honest, I haven't had the time!
 
Not had that much time myself - but I am not waisting what little time I have on the space station rules which are not in the least balanced. They require one quick read through to discover they are not presently usable.

As repetedly said - love the concept.........there are several threads on it but the long and hsort of it is there are two Massive problems

Huge guns and way way too much damage.

for instance:

ISA Raid level station :roll:
12AD Neutron Laser at 36" range (double damage, precise)
4 flights of Thunderbolts or Starfuries
130 points damage
Af 4
Interceptors 5

Totally and obviously Broken and over the top - it could probably fight a 5 point raid game on its own. Anyone want to try and claim its even worth testing as part of a fleet? Other races are as bad or worse.

An initial start to make them worth testing is half the starting damage for all stations and either reduce the hardpoints or make most of them double cost......Another excellent idea from Ripple is to sperate ourt the defences from the base module and make them have to be purchased as HP - then they can also be removed from various races (Shadows, Vorlons, Minbari etc who have alternative defences)

Then there is the over the top ranges and massive disparity - 27" range on worst - 52" on the best - just too much! If they have to be these horrific range (and I don't think they do) lets see some partity.

I want this in the game - it very very cool but not if it is also very very broken and banned straight away from every game............ :roll:
 
In addition I'm missing wepaons for some races. EA Rail Guns for instance.
I still hope for a slight patch up for the standard Chronos :wink:
 
Da Boss said:
Not had that much time myself - but I am not waisting what little time I have on the space station rules which are not in the least balanced. They require one quick read through to discover they are not presently usable.

As repetedly said - love the concept.........there are several threads on it but the long and hsort of it is there are two Massive problems

Huge guns and way way too much damage.

for instance:

ISA Raid level station :roll:
12AD Neutron Laser at 36" range (double damage, precise)
4 flights of Thunderbolts or Starfuries
130 points damage
Af 4
Interceptors 5

Totally and obviously Broken and over the top - it could probably fight a 5 point raid game on its own. Anyone want to try and claim its even worth testing as part of a fleet? Other races are as bad or worse.

An initial start to make them worth testing is half the starting damage for all stations and either reduce the hardpoints or make most of them double cost......Another excellent idea from Ripple is to sperate ourt the defences from the base module and make them have to be purchased as HP - then they can also be removed from various races (Shadows, Vorlons, Minbari etc who have alternative defences)

Then there is the over the top ranges and massive disparity - 27" range on worst - 52" on the best - just too much! If they have to be these horrific range (and I don't think they do) lets see some partity.

I want this in the game - it very very cool but not if it is also very very broken and banned straight away from every game............ :roll:
By HP do you mean Hard Points or Hit Points?

Have it costing hit points (damage points) might be interesting too. You can have a lightly armed but super hard to kill space station or a Station loaded up with heavy weapons but so much armor and excess space has been removed to make room for the weapons and their power generators it doesn't take much to kill it.

Maybe some thing like the ISA Raid station starts at 100 Damage points (just for an abstract example) and a 3-4AD(whatever would be most balanced) improved Neutron laser costs 50 points, so you could have a Raid level station with 50 points of damage and 1 3AD Neutron laser.

The problem is balancing them out against ships. A Dilgar Battle level station that doesn't have much more Damage or firepower then a Tikrit will probably not be used much. Unless then the longer ranges of some of the weaponry on space stations could make it an acceptable exchange.

Im not sure if this is similar to some of the proposed ideas or not...its been awhile since I have read the Space Stations thread.
 
Back
Top