Redundancy

l33tpenguin

Mongoose
Quick question, was an official, even if optional, redundancy rule ever published, in SnP, print or in a later book (like PnP, which I don't have)?

Just looking for it, this isn't an invitation to debate :P
 
Burger said:
The version in the book is considerably more powerful than most people prefer, though.

Reading it I tend to agree but not tried it - has anyone else - be interested to hear their views /reports?
 
We have been using Redundancy for awhile now, and I like it alot, especially for my Narns!. I have been playing agaisnt the Shadows mostly aso it really doesn't effect him much. We ahve started playing as a group the last 2 months on a monthly basis, but no one hase said anything bad yet.

It is a little powerful since it starts over every turn. Maybe if the ship was at a critical status it should be dropped.

It is better then nothing and does allow the larger ships to stay in the game.

Just my 2 cents.

Tom
 
We have played with it a bit. But we make the redundancies be on a per-battle rather than per-turn basis.

Ignoring 1-5 critical hits every turn is a bit too much.

It's powerful enough when a ship can ignore the first few critical hits against it in the game. It usually allows a ship to survive the first turn without being rendered useless - but there is still considerable carnage afterward. This also encourages fleets to focus fire when trying to take out larger ships at range or (better imo) to fire upon the smaller vessels in the early phases.

It got tiring to see fleets spread their fire thinly amongst all the large enemy ships hoping to get a lucky critical.
 
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