Playtest - Whitestar

I have my league play today, and I will be testing out the following:

The White Star (or Ship Worth 26 Pages of Forum BS)

In the Dawn of the 41st Millenium, there was only Babylon 5! Or something.

Turns: 2/90
Speed: 15
Hull: 5
Troops: 1
Special: Adaptive Armor, Advanced Jump Engine, Agile, Atmospheric, Dodge 4+, Flight Computer, Scout, Self Repair 1
Craft: None

Damage: 12/4
Crew: 12/3

Sharks With Freaking Laser Beams - F Arc - 12" Range, 2AD Beam, Precise, TD, Generally Awesome
Molecular Pulsar - F Arc - 10" Range, 4AD, Accurate, AP, DD


This is a loss of 6" on the Beam, and a gain of 2 Damage, one red spot, and zero crew. I thought about Dodge getting a buff, but even Dodge 3 is a huge difference more than just the two damage I gave her. So yea... I'll draw on a couple extra boxes onto Chernobyls card for the night and see how she goes.

My only fear is Vree, as its pure Turrets. Oh well, rock paper scissors and all that jive ;-)
 
Hindsight said:
Sharks With Freaking Laser Beams - F Arc - 12" Range, 2AD Beam, Precise, TD, Generally Awesome
Molecular Pulsar - F Arc - 10" Range, 4AD, Accurate, AP, DD

This is obviously over powered, regardless of the AD, arc or range. Please nerf :P
 
Not to rock your world or anything but if this suggestion is only applied to raid level whitestars. ISA players will do as they plan to do right now and ditch the raid level ws for a gunship.
 
I like the short range fix much better then the current solution. Also in the show WS's are frequently seen firing both weapons as opposed to just the beam and zooming over and past/over the target at close range. This change would have the effect of bringing them in close and unlike the current P&P fix, does not discourage the use of both weapon systems.
 
skavendan said:
Not to rock your world or anything but if this suggestion is only applied to raid level whitestars. ISA players will do as they plan to do right now and ditch the raid level ws for a gunship.

How well do you think the gunship would fare if its weapons were reduced in range similarly? The WSGS is mearly a doubled up WS, after all. I would say give it some more dmg, though
 
For the penguin and his speed initiative...

your example doesn't work still, as my Hermes behind the cloud just got your Omega to go APtE and not use its boresight... mission accomplished. Seriously, what it does is allow me to move my Hermes before MY Omega (a twelve if not changing speed?), giving me a great choice of targets without using up my special action. My Omega is still tap dancing faster due to the Hermes... or group of Hermes doing the same dance, two to three turns away hiding in the corner.

On the whitestar...

I liked the weapon switch thing... but understand the issue... shortening the range helps but if you give increased defense as well you've defeated the purpose of the changes. The issue is the ship is slightly too strong, and needs a balance.

You idea is that forcing the ship to accept risk by going close is going to tempt the player to forgo the extra defense of CBD for more guns. My thought is if he has more defense (damage points I think) he will add to that with CBD and hope the beam rolls hot. Secondaries just don't throw that much weight, due to very few having damage multipliers (which turn crits from interesting into ship killers).

Dodge can't be increased, as Chris will explain, going from 4 to 3 would doubles the size of the ship or close to it from the enemies perspective. Some math thing I must be getting wrong...

Ripple
 
Close. It doubles the benefit you get from the Dodge property from a 100 boost to a 200% boost. An increase in Dodge from 4+ to 3+ raises a ship half a priority level in and of itself, not changing a single gun. The change is massive.

Giving 6" range for 2 damage and the removal of the new firing restrictions? I don't think that's giving up enough, offhand.
 
Having the White Stars main gun at the same range as my Ion Cannon batteries - ohhh yes please - Any Centauri will drink to that :wink:

Extra 2 dam hmm apart from crippling it and hence losing traits - we all know its the crew score that matters :)
 
Ripple said:
For the penguin and his speed initiative...

your example doesn't work still, as my Hermes behind the cloud just got your Omega to go APtE and not use its boresight... mission accomplished. Seriously, what it does is allow me to move my Hermes before MY Omega (a twelve if not changing speed?), giving me a great choice of targets without using up my special action. My Omega is still tap dancing faster due to the Hermes... or group of Hermes doing the same dance, two to three turns away hiding in the corner.

My mistake. APTE wasn't nessicary for the Omega in that situation. I added it because it is something that affects initiative and was using it as a demonstration. Even with the same rolls, your Hermes wouldn't affect the Omega. The Omega would have an initiative score of 10 and your Hermes 4, they are still in different brackets. Even a Ka'Bin'Tak wouldn't be easy to sink against using AS. Its still possible, you have to beat the Narn players score by at least 4. Against faster ships it would be impossible.

Is it perfect? no. would it help? Yes. Combined with a working special action init sinking would be nearly worthless. I don't think the special action alone is enough, simply because you can then just init sink to force a player to use that SA while you use whatever SAs you want.
 
Guess I don't understand your system. It seems to me, I want my small ship to move before my large ship, but your saying because its in a different bracket that it doesn't help. Can I all stop for more than speed 0 and just slow down enough to likely be in the bracket I need?

Ripple
 
I used my updated White Star as seen above today in Play Testing against the Narn, and lost. The Narn CBD 4+ is pretty vicious. I can say that for a fact I'd have won if the CBD was still a 5+. We tracked the extra damage, and it was quite a lot less damage. Big buff to the Narn across the board if it stays, can't say I'm too happy with it, though it was nice to have it on my pair of Dag'Kar allies.

The 12" White Star was a lot of fun, we played with 12" on both guns, and the added 2 Damage as seen above in my example. Like was pointed out, the added Damage does not mean added crew, so we still have that vulnerability, of being picked off point for point where the AA would have absorbed larger numbers.

I'll be the first to admit that I may not be the best person to play test this, A) because I am newer to the game, and B) as I always played my White Stars up close and personal. What I was aware of, was that playing on a 6x4 board, I wasn't able to fire in the first turn, even after moving. I took my Tara'lin in Hyperspace with a White Star, and brought them out on my opponents firing line in turn two. That was a lot of fun, but it basically killed the Tara'lin and their War choice in a couple rounds. I'd like some love to be given to the Tara'lin, it wasn't awful, but I'd like it brought in line with the Sharlin at least. A Tara'lin IS a Sharlin afterall, just with Rangers on board. It was a Battle 5 game, so I couldn't take a Sharlin, or I would have.

The White Stars with 12" range, like I said, didn't get to fire in the first turn. They were able to reach 14-15" of the foe, but they couldn't fire obviously. I think 12" is a good compromise. I'd accept 12" and 10" instead of both to 12", but I recall all the White Stars finding their ideal range, slowing some, and then firing all batteries, while going through the target, reversing, and repeating the fire.

It forced me to play the way I have always played, but I will admit, that on the way to a target, I would fire before getting there, and with this change I cannot do that. This does limit the damage I put out, and makes me at risk to Secondaries where before the White Star could abuse its range, and never let those guns come to fire. Now we have to abuse arcs, as would make sense, a White Star running circles around someone, but not being completely out of their range.

The Knife Fighter White Star, is accomplished by this change. I invite others to try the 12" White Star, and see if it is enough of a decrease, to bring the ship back into balance with Raid Level.

Thoughts?
 
l33tpenguin said:
Is it perfect? no. would it help? Yes. Combined with a working special action init sinking would be nearly worthless. I don't think the special action alone is enough, simply because you can then just init sink to force a player to use that SA while you use whatever SAs you want.

With your speed based initiative that is going to be the case for some fleet matchups regardless. For example, ISA vs Narn - most Narn ships are speed 8 or less, so will almost always end up in a lower speed "bracket" than WhiteStars and BlueStars. Therefore, being a boresight fleet, they'll need to be on your "Bring to Bear" SA almost always but thanks to ISAs +1 CQ they are at less than a 50% chance to get it. Even on the odd occasion when they do make it, the speed and agility of the WS would mean they'd almost always be able to get our of arc/range and have the added effect of being able to pull the entire Narn fleet out of shape since according to your SA they *have* to move to try and bring their target on to bore.

The more I think about it, the more I like a boresight SA that gives some degree of front arc over reserving movement (which was my own solution as well) because otherwise you are telegraphing far too much information to your opponent and allowing them to control how you move.

Regards,

Dave
 
At this time, I see changing how Initiative Works is beyond the scope and attention P&P is getting, so I am spending my focus and play testing time on the ship updates rather than re-inventing the wheel.

I don't mean that to not come out as support for a Speed Based Initiative, but as Fox said, it changes too much, and many many ships would need to be updated, or given special rules, with that game altering change in mind.

Once P&P is out the door, and version three comes up for review (again hopefully by us) then I'll jump on board for the change discussions, but as it stands now, I'm more worried about my Skirmish ships sucking and not being looked at this update, than I am about changing initiative across the board, just to make the White Star function as Boresight.
 
The Knife Fighter White Star, is accomplished by this change. I invite others to try the 12" White Star, and see if it is enough of a decrease, to bring the ship back into balance with Raid Level.

Thoughts?

Since you took Narn Allies look at their stats how many of their secondary's are 12"? Therefore as a Narn player it doesn't work as a compromise at all cos you can still do all the things you could before but still be out of my retaliatory fire.

The only way you can fix that is drop White Star’s range down to 8” or raise all secondary’s to 12” or above. Secondary’s do nothing against White Stars I know because I’ve used them sat in a Shadow Omega’s side arc range rolled my saves and said is that it. Once you get out of the most dangerous arc of a ship it becomes a war of attrition which you just can’t lose. If there is a particularly nasty ship in your opponent’s fleet you mob it with several White Stars and it dies.

With White Stars this can be Gunships, whatever you like basically run in full tilt mass on the biggest ship in the enemy fleet kill it then mop up bits and pieces of the rest while your opponent plays catch up ACTA. I’ve used White Stars once and will never use them again until they get fixed as they are sick and an insult to me as a gamer to play. I play against them only because they need killing at any and all given opportunities.

Oh and while I’m on the subject White Stars DO NOT need allies.

There’s no point giving White Stars two extra AD or anything the point is they’re too powerful as admitted by Matt hence the nerf he’s put up for play testing. Basically they need to lose something.

The question is which nerf do you actually want? Because the chances are you’re going to get one of them.
 
I can agree with the narn point. Special in the rear. Once there for a lumbering ship it's game over. Which is some what my issue with the Shadow Omega at the moment. Few to no1 allows you to get a side shot at them because the secondaries as so low in range on the 2E version.
 
Rawwar said:
I’ve used White Stars once and will never use them again until they get fixed as they are sick and an insult to me as a gamer to play. I play against them only because they need killing at any and all given opportunities.
There is a lot wrong with ACTA right now. I'll preface this reply with that. I watched Vorlons against Vree tonight, and the Vorlon War ship took a lucky crit in turn one, and couldn't fire at all for two turns.

The Vorlon player just about conceded right there, and so the White Star issue, as it has come up again and again, is an issue of popularity. The White Star is easily one of the top five "oh thats from Babylon 5" ships in the game, people who didn't watch the show, still recognize it from promotions and other materials which used it as a catch point for potential viewers.

I could write a book about the Demos, I could go on and on about Swarm Fleets. There are plenty of things that need updating/tweaking.

So with the above said, I'm going to ask that you come at the White Star with feedback, and the term "sick" doesn't help us construct changes to test out, as we are in a period of public testing, and I'd like to be able to sit back, when P&P is released, and know that the White Star had all the help it could get, at being balanced, while still being fun to play, and worth taking. The ISA doesn't have a whole lot going for it, as so many of our ships were invented for the game, they fail to capture what the original White Stars brought out during the series. I'll never buy a White Star Carrier, and at least the Narn craft that were invented look like they belong in a fleet with the other ships, some of what they gave ISA just looks like cobbled together chewing gum in the general shape of a White Star, and then stepped on in the case of our silly Skirmish shuttle thing.

Rawwar said:
The only way you can fix that is drop White Star’s range down to 8” or raise all secondary’s to 12” or above. Secondary’s do nothing against White Stars I know because I’ve used them sat in a Shadow Omega’s side arc range rolled my saves and said is that it. Once you get out of the most dangerous arc of a ship it becomes a war of attrition which you just can’t lose. If there is a particularly nasty ship in your opponent’s fleet you mob it with several White Stars and it dies.
I did not suggest the range reduction to bring the White Star in line with secondaries. The Demos and the Dag'Kar both are raid ships with tremendous range. The ISA can call on either as allies, but we're not taking White Stars with range, thats what the Victory is for, and thats a whole nother discussion.

The 12" Range of the White Star is about reducing our kill radius. With a smaller kill radius, if I stop at 12" and shoot you, sure, your secondaries cannot shoot me back... this turn. Where exactly am I going to go on the next turn? I can shoot past you, sure, and at 13" turn 90 to the left, move to 14" and face you, but I only have 15" of movement. That puts me literally in your face, and if you know that going into it, you can use tactics, to make your moves, to counter my movement options. At 18", I have a much larger kill radius to move around in, and the purpose in playtesting the Knife Fight variant, is to see if a smaller kill radius is enough of a nerf, to encourage fighting the way canon fluff nuts like myself use them, instead of abusing the 18" range and using them as White Star Snipers.

Losing 6" to our kill radius, it hurts. Many of my ships just didn't get to shoot, where usually its just the Blue Stars that get out maneuvered and wind up with nothing to shoot at. This time I had White Stars picking their noses, out maneuvered by a Narn of all things (initiative sinks mainly, I had 9 ships to his... 14 or something, some in squadrons so it was like 12 moves to my 9). A strong ISA Skirmish choice would help here, we'd get 1 White Star, 1 Skirmish Ship and 2 Blue Stars, instead of 1 White Star and 3 Blue Stars. Here's me wishing my Blue Star Skirmish Variant took a bit more cred before being discarded. I guess I could just a skirmish ally.

Rawwar said:
Oh and while I’m on the subject White Stars DO NOT need allies.
If we had solid options at all levels, I'd give up allies. As it stands there are only four ships in our fleet list I'd ever use. The Tara'lin (which is still weakish), the Victory (for giggles sake), the Blue Star, and the White Star.

Rawwar said:
There’s no point giving White Stars two extra AD or anything the point is they’re too powerful as admitted by Matt hence the nerf he’s put up for play testing. Basically they need to lose something.
Huh? Where'd you get +2 AD? We lose 6" to our beam, and gain 2 HP. We do not gain any AD in any of the scenarios presented. The only change to the gun is to the range, and a gain of 2 HP since we now can only fight at Knife Fight range. No crew gain.
 
Ooops I meant HPs I do that now & again being Dyslexic, sometimes I catch them sometimes I don’t.

Well the Demos is Skirmish level not raid and has taken a hit which most Centari here were expecting and seem to accept.

There is a lot wrong with ACTAs and I agree with you there and all the issues you raise, try lumbering combined with Boresight. It’s like having one arm tied behind your back and one of your legs shoved up your arse. But this is a thread about White Stars not all the other rubbish.

I’ve been Jump Point Bombed by twelve Blue Stars I should’ve conceded there & then. That was just a sick joke that offended those watching as much as it did me being on the end of it. Has it been fixed yet? As far as I’m aware the Blue Star is still the only ship that can jump in and back out in the same game and it’s Patrol!! Again no fix.

You have the best Raid ship in the game, the best Patrol level and a Battle level as good as any other and now you want a ‘decent’ Skirmish level?? I would actually look at the model for the Gunship and the Carrier as both are quite decent in the metal as it were. The fact that some of your options seem weak is to try to balance out the fact that some are very strong. On our first campaign our ISA player initially took White & Blue Stars exclusively with the Broken Gaim as allies. He took me the Narn & the Shadows out of the campaign on the first turn and broke it by turn three as no one wanted to play him. He didn’t put it all in either, he was winning games at a canter without really having to try. On the game I got JPB’d I got nailed by about 3 of his 7pt raid points & if we’d carried on he would have killed everything without loss with less than half his priority level of ships.

It was like being gnawed to death by what do the Earthers call then – ducks. Yes it was like being gnawed to death by ducks.

You have to reduce White Stars in line with secondary’s because after a couple of turns of movement that’s all you’re going to hit them with, even then as stated you’ll do naff all damage. Super Manoeuvrable is irrelevant as I can’t turn well enough to get a bead on you as it is so if that helps you fight the Vree I’d give you that for the reduction in range. What you also seem to forget is White Stars have two 90 degree turns this means you could zip in to your current 12” range blast me then next turn move the minimum required to get both your turns in then fly away and simply repeat the process again with no possibility of a reply from my ships. Also with 8” guns you’re force to get in to range that automatically reduces Minbari stealth by one, then you scout and maybe try to get the odd fighter in first too therefore maximising your potential to hit them but not compromising your own defensive capabilities at all.

All in all not a bad nerf, in fact it might not be enough.
 
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