Playtest Rules - Abbai

Da Boss

Mongoose
Now I like the idea for the Abbai mines but it would be nice to have some rules for fighters dealing wth them and some way to mine sweep them - perhaps a new function of the Scout trait?

It might need a arming period - perhaps it can not be activated that turn to allow the mining ships to escape the blast zone?

be nice to have a counter for them in P+P

re shields - I think the primary concern is the Juyaca and Brivoki - perhaps this action would give them a fixed rate rather than a mutiplier of the dice so:

Juyaca - normal 1D6, Divert power: 8
Brivoki - normal 2D6, Divert power: 15

Makes them more predictable for both players?

? :)
 
I must admit, I was also thinking that a fixed shield recharge rate for ships with variable recharge when diverting power to shields is probably a good idea. However having given it more thought, I think as long as it is tripled die rolls rather than triple the number of dice it's probably ok.

Tripling the number of dice will likely even out bad rolls and produce higher averages, whereas tripling the rolled result should be less predictable.

Regards,

Dave
 
Maybe any ship that rolls dice doesn't have the number of dice tripled but just assumes all dice are a 6? This keeps the wording simple too.
 
I have suggested either the SA gives a fixed amount extra say 2 or 3, which is great for small ships if they survive a pounding which takes down their shields, but doesn't overpower the big ones.

Or alternativelty, a variable amount based on CQ result.
 
Greg Smith said:
I have suggested either the SA gives a fixed amount extra say 2 or 3, which is great for small ships if they survive a pounding which takes down their shields, but doesn't overpower the big ones.

Or alternativelty, a variable amount based on CQ result.
I'm not a fan of the fixed amount because it's generally the larger ships you're trying to help and the variable amount still would have to be based on the ship performing the SA for the same reason.

I still want to see the rule "as is" tested to see what will happen...
 
Agree with Triggy. Test as-is, report on impacts on Tiraca-only battles, Milani-only battles, Bimith-only battles, and Lakara-only battles. That one's early in our queue.
 
well played a 5pt war abbai v narn today. the lakara benefitted from this quite a bit.
my jucaya managed to get 7 shields back one turn, and 13 the next so was ok.
the brivoki lost all its shields and then took a no SA crit so never got to use it.
this was with the SA as automatic which stopped me using other SAs.
the small ships died without ever getting the chance to use the SA.
dont think fixed amounts would work - jucaya at 8 isnt high enough when a lakara can get half back in a turn. that would be my favourite and my suggestion - get half your shields back in a turn , basically equivalent to what shadows get as standard
 
Seems like the rule worked fairly well for you using the Auto-pass CQ. Also, as I've said by email, I really like the idea of half Shields being regenerated instead of triple rate - it sorts out most of the issues we were posting.
 
Katadder

Can you poost your fleet llist for both the Narna and Abbai? I am curoius as to what both fleets had.

tschuma
 
Triggy said:
Seems like the rule worked fairly well for you using the Auto-pass CQ. Also, as I've said by email, I really like the idea of half Shields being regenerated instead of triple rate - it sorts out most of the issues we were posting.

well worked for the jucaya once it got from under the g'vrahns mag gun.
as for fleets:

Abbai:
1x Brivoki
1x Juyaca
2x Lakara
2x Bimith
2x Milanis
2x Fetula Warrant Cutters (new variant - think mini bimith)

Narn:
1x G'vrahn
3x G'quan - which works very well, tough ship
2x Var'Nics
1x T'loth
10x Ka'Tocs
4x Torpedo Cutters

the narn had the following as squadrons:
G'vrahn and all G'quans
4 Ka'tocs
2x 3 Ka'Tocs + 1 Var'nic
2x 2 Torpedo Cutters

1st turn i lost a fetula, bimith and both milanis
2nd turn lost the last bimith and fetula but Juyaca started to hand out the pain (g'vrahn adrift) but brivoki only managed 7 hits with both beams.
3rd turn Juyaca handed out more pain backed up by lakaras, killed a couple of ka'tocs but Juyaca ended up adrift, brivoki gets another 3 hits with combat laser.
4th turn abbai right in middle of narn fleet kill all ka'tocs but 2 , 1 g'quan, cripple another g'quan, kill the g'vrahn and a var'nic (the brivoki only got 3 hits with TD beam but managed 21 with combat laser, execution of gunnery crews works on abbai ships too) which exploded and crippled a lakara.
remaining narn fleet was too close to the action to turn in time. shields were starting to go up quicker than secondaries could knock them down (hull 6 and interceptors helps) and the juyaca was still in the middle of everything handing out pain in all 4 directions.
 
How did the Narn let the Juyaca get in the middle of everything...=/. He did have a lot of Ka'Tocs which would force closing to an extent I guess. I also find his choice of targets interesting.

You think it works better than CBD on the smaller ships? My impression was it was not worthwhile until I hit the Bimith. If it wasn't automatic I know I wouldn't even consider it if I was likely to be shot at... CBD is so much better if there is even a small chance I fail.

Sounds like it worked somewhat well... did you also test the mines in this fight?

Ripple
 
It is a major improvement if you do get in the middle of the fray --- CBD might be more effective, but you can only fire one weapon system. Shield regen (especially at automatic) lets your actual glory moment have some ... well, actual glory.

As opposed to before.
 
well the juyaca was in the middle of the board directly opposite the squadron of big ships. because of squadrons 1st turn he couldnt target it with boresights. 2nd turn because of my losses he did but the shields shrugged off alot of the hits and then it was there in the middle.
with the g'vrahn and a g'quan adrift targets just floated into his numerous arcs.
on smaller ships CBD is the way to go i think, unless you get a bimith in the middle then as CZuschlag says its better to use shield regen and fire all guns and hope you survive to use the SA.
 
Triggy said:
Seems like the rule worked fairly well for you using the Auto-pass CQ. Also, as I've said by email, I really like the idea of half Shields being regenerated instead of triple rate - it sorts out most of the issues we were posting.

1/2 shield base score? so in effect 14 on a Brivoki? and um, is it 4 on a bimith?

If that is what you mean, I wholeheartedly agree and would be happy with this on an automatic pass, it does away with the potential 6D6 on a brivoki and it benefits the smaller ships more than a tripling in most cases if memory serves me right?
I'll playtest this aproach at weekend (I hope)
 
Hiff:

It would be Bimith:5, Brivoki: 14, Jucaya: 10, Lakara: 6, Milani: 4, Marata: 5, Shyarie: 4, Tiraca: 2.5 (ruling required!).
 
ah thank you sir, saves me looking.

now I wouldn't have any issue with any of them.

Tiraca, 2.5 ok bit of an arse, but at worse, a doubling... of shields
Shyarie 4 an actual doubling
Marata 5 2.5 rimes recharge
Milani 4, 4 times recharge
Bimith 5, 2.5 times recharge
Lakara 6 3 times recharge
Juyaca 10, just over 3 times the average recharge
Brivoki 14, just over double of the average recharge.

ok over the current tripling, , the Milani is the real winner here, oh and the Shyarie. but I think ir's close enough to the existing rule, without a potential overpowering of the Brivoki and Juyaca. . in fact, the juyaca benefirs more from this on an average roll, and removes the potential for a 3 6's scenario, as well as removing the 30+ potential recharge on the brivoki. . I likey lots.

I would like to see a new Raid ship for the Abbai. just as this is the "standard" level as such, and bimith is a one trick pony
 
actually 10 is the average for 3 times the recharge rate as 3d6 average is 10 (or 11).
the tiraca would probably just get a recharge of 2, although i see no problem with 3.

glad my idea meets with approval of some of the toughest critics :D
 
Nope, katadder's idea, I just posted it, sorry for any confusion. I'd suggest the Tiraca has a value of 2 as ACtA as standard rounds fractions down.
 
No changes to the craptastic fighters? C'mon, at least get rid of their week trait, or make them faster, so they can actually keep up with the ships.

Frank V.
 
Back
Top