Playtesting - Powers and Principalities

Da Boss is right, here. Many boresighted systems are fine, and don't need much tinkering. The problem is, Drazi do need substantial help.
 
Played a game Friday with the following fleets:

4 Point Battle - Call to Arms.

Narn

2 – G’Quans
1 - Var’Nic -
1 – T’Loth
1 – Ka’Toc
1 – Thentus
1 – Sho’Kar
4 – Sho’Kos

Centauri

1 – Balvairn
3 – Sulust
3 – Kutai
1 – Corvan

Squadron
2 – Havens

Hunting Pack
3 – Demos
1 – Maximus
2 – Havens

See the notes below on the specific rules. Great game, and I used 2 G’Quans to see how thye would play, since they have never been in battle. I should have only taken 1, but I wanted to try 2. The Sulsut are nasty. Just a game to try out the rules. In 2 weeks I think we are trying out the Dilgar and Abbai.

FAP

We like the new FAP, but why not go back to the Armageddon FAP since it was already published. There is a line in the description that was hotly discussed. “You can keep splitting a Fleet Allocation Point as many times as you like, but you may only ever split one of these smaller Fleet Allocation Points down further.” If it could just state to use the chart below, it would clear things up. I play with a Contract Lawyer and trust me the wording must be clear.

Ramming

Like

Small Ships

Good Rule. This worked out effectively in our play test game.

Maneuver to Shield Them

Can this affect multiple attacks from different ships against a single target? Other than that, this looks good. Can the Vorlons and Shadows perform this SA?

Track That Target

I had the opportunity to perform this twice in our game, but actually lined up the bore, I did roll and make it. The other time I just forgot, but afterwards rolled to see if I would have made it and would not have. 9 for the QC seems a little high. Maybe make it an 8 with a +1 for Lumbering.

Abbai

Most people know our views on the Abbai, but we will try this out in 2 weeks.

Brakiri

Are they getting a lower level ship with Gravitic Shifters? If not, then this is a waste since only a War and Armageddon level ship has them.

Centauri

Demos – In our game the Demos was still a tough ship due to it being in a Hunting Pack. There were 3 Demos, 1 Maximus, and 2 Haven.

Hunting Pack – This could be very powerful almost to the extreme. There were 3 Demos, 1 Maximus, and 2 Haven. When there were shots at the Pack, most went to the Havens if they got through the Inceptors of the Maximus. Maybe this should be reduced to Skirmish Level or lower.

Drazi

Start Attack Run – Is there still an opposed QC after the D6 roll of 6? It states that it is counted as a ram, and in the rules there is an opposed QC for the ram to take place.

Narn

Close Blast Doors and Activate Defense Grid - As a Narn player, this helped out a lot in the game on Friday. A Var’Nic survived the fire of 3 Sulust, and the fire of 3 Demos for 2 turns before it fell. Without the 4+ it would have died much sooner and the fire would have gone against another ship.

G’Quan – Great change, this worked out fantastic. Both G’Quan’s survived mush longer than I would have expected and the +1 AD was a plus because my Beam dice sucked all night!

G’Vrahn – did not try, but it looks like this made the Bin’Tak a viable option now.

PSI Corps

Like the Psychic Interrogations!

Shadows

Played 2 games Saturday but never got a chance to try out the new rules. General agreement is they all look good.

Vorlons

In the 2 games Saturday I only used the Regenerate once and it did help.
 
I will be posting some comments this week. I am not going to post the entire reports as they are about 4-5 pages each. I will be sending them to matt by e-mail.


Dave
 
I played a game today trying out the Abbai Bimith and Shields rules:

5 FAP Raid
Call to Arms

1 x Lakara
1 x Bimith
2 x Milani
3 x Tiraca
1 x Bisaria

1 x Primus
1 x Centurion
3 x Vorchan
1 x Maximus

The game was moderately close with the Abbai winning in the end due to the Vorchans getting too close in and getting blatted. Criticals were aplenty but relatively evenly spread between us. We ended up with a Lakara and Bimith (both almost perfectly intact) and a pair of Tiracas facing against an intact Primus when we called it.

The Shields SA was played as automatically passed with each ship receiving half of their starting Shields. It was a good choice every turn between this, Close Blast Doors, Intensify Defensive Fire and on occasion All Hands to Deck. Given that in each turn each ship tried a different action (including on one turn several ships APtE rather than taking the enemy fire) indicates that the balance is good. We both felt that this rule and the way the Bimith worked was pretty good overall.
 
Looks good, but I note you took advantage of the long buy down and the Centauri didn't. This basically had you with eight ships to his six, and in effect was identical to current FAP splits. How much do you think was based on the sheer increase in survivability of having multiple ships. Did he work the range advantage tightly (ie giving up shots to avoid return fire) or did he take hits to give them?

Just wondering as it mirrored the current structure so much, where buying down is always the best option, so was wondering if the new rules really changed the current norm for that fight given the two opponents.

Ripple
 
As my club is looking at playing B5 next Monday, with the playtest rules, are there any areas you would particularly like looking at?
 
Trying out the new White Star stuff would be good.

Drazi Attack Run too and maybe even Space Stations if you want to try them out.
 
The revised Centauri Hunting pack misght be a good one to try. Or the Dilgar Alpha Stike. As far as I know, now one has managed to pull that off with any success in a game.
 
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