Suggestion for boresight/inisink problem solution

I was thinking that Raking Fire was acting as a declaratory action, more like the Scout abilities, where as the FTT was explicitly a Special Action. That was the primary difference I was seeing between the two aside from the physical movement of a ship in the FTT which would alter later movement.
 
I was thinking that Raking Fire was acting as a declaratory action, more like the Scout abilities, where as the FTT was explicitly a Special Action. That was the primary difference I was seeing between the two aside from the physical movement of a ship in the FTT which would alter later movement.

Essentially yes.

When I proposed it, I saw "Raking Fire" more as a simple addition to boresighting rules. That, when you boresighted a target, but the enemy later moved out of it, your boresight gained "Raking Fire" and would be able to still fire at the target so long as it remained in the Forward Arc, albiet at half its AD.

It would read more like:

Raking Fire

If you boresight a target but the ship moves out your ship may not have missed: This is raking fire. In order to use Raking Fire you must satisfy the following conditions: 1) You must boresight the target before it moves within the same movement phase, and 2) The target must still be in the forward arc (Or associated arc; I.e., a rear firing boresighted arc would need the target to stay in the aft arc in order to benefit from Raking Fire) of the firing ship. If the target moves out of the forward arc of the firing shot, it is moving too quickly for the boresighted weapon, and the attack misses or the shot simply isn't wasted in the first place: your ship does not count as having boresight on the target and thus cannot attack it with that weapon system.

If your ship is able to use Raking Fire on its target, having satisfied the conditions, it can then fire its boresight weapon at half its AD, rounded down. You cannot split fire with a boresight weapon that is benefiting from Raking Fire.
 
That actually was the biggest concern most people opposed had to Raking Fire. That bore sighted weapons just had their limitations relaxed, without giving something back to maintain the current balance.

Burgers suggestion that it becomes an SA fixes that, both as it uses your SA selection for the turn, but also is having your AD. In return you gain a larger arc than bore allows now (and larger than Follow That Target allows) and the ability to target a ship that has not yet moved (which FTT also allows and is the main issue attempting to be solved).

To Burger and his satisfaction... insert smiley here... part of the drive here is that folks are trying to fix other perceived issues with swarms and sinking. For any of those proposals to work for the Drazi, a new mechanic has to be implemented for bore sighted weapons, as all suggestions would hurt the drazi. If we can solved the 'bore can only target moved ships' issue, many of the other solutions to those problems become viable.

Ripple
 
A change that I'd suggest to Follow that Target is as follows:
If you have an unused turn remaining at the end of your ship's movement, and obey all turning rules (eg. must move 2" between turns) then you may declare a target ship and one of your fire arcs. At the end of the movement phase you must use your last turn to bring that target into your nominated fire arc. If the target has moved too far then you must turn as far as you can towards it, even if this won't bring the target into the nominated arc.
I would also consider sticking a CQ check of 7 or 8 on there.
The reason I suggest this is that it makes no sense that ships without boresight weapons wouldn't be just as able to use the same turning strategies when an enemy dodges out of their arcs.
 
Ripple said:
That actually was the biggest concern most people opposed had to Raking Fire. That bore sighted weapons just had their limitations relaxed, without giving something back to maintain the current balance.
It does actually have a balancing mechanic sans SA. You are still required to bore sight a target which limits maneuverability and the options for using other SA (CAF! is still not allowed IIRC because of turning requirements). It also telegraphs intention so the target could still move and even take obvious defensive actions like CBD! which isn't possible if boresight is used on a ship that's already moved. So while you get more power, the opponent get's more information and a chance to mitigate or outright avoid any damage.

Non-SA Raking Boresight still isn't as flexible as Fwd Arc but its restrictions of movement and declaration of target keep the flavor of the original boresight while not exorbitantly increasing a ship's capabilities.

As for the further restriction of making Raking an SA, that would serve to lock out other Special Actions and fighter launch, though I don't have my book to know which ones are movement restrictive and as such just as limited as original bore sight. It also allows an opponent to knock out the Raking ability through some SA denial methods. I don't think it's entirely necessary though in the long run a play test of both styles would be required, something I no longer have time for (just thought and number games for me!). I guess the To SA or Not To SA question would come down to what exactly is trying to be accomplished by either and how much both are limited.

Does anyone have the capacity to play test the FTT SA, Raking and Raking SA?
 
Sulfurdown said:
(CAF! is still not allowed IIRC because of turning requirements).
You don't remember correctly. You can now turn and CAF. But there's not usually much point if you're a Drazi; most weapons are Beam or Twin-Linked anyway so don't benefit from CAF.
 
Sulferdown -

They removed turning restrictions from the combat special actions (CAF, CBD, IDF).

My point about not giving something back was it relaxed the limitation (currently can only fire on targets that have moved) without adding a new restriction to replace it.

You already have to point at your target (this is relaxed as you now only have to point at where your target was), your are restricted from using turning limiting SAs (you are already), you telegraph your intentions true... but you get to have intentions on ships you otherwise would not even be able to target, hardly a limitation. And it's shared by the FTT SA.

You get to engage targets you'd normally have to use an SA to target (read Come About) by moving to bore at the edge of a turn, gaining 45 degrees of arc, that would have required a CQ 9 check.

Anyway... all academic...

To neko - the only reason I don't like your addition is it removes part of the restriction on movement, seems to open to minor adjustments. If it was 'turn to the point the target is in arc, but no farther, and the turn is lost if the target is already in arc' sure. I just wanted to keep the very restrictive nature of the reserved turn, so that it doesn't become a basic sa used to avoid general initiative, but only the special issue that bore sight deals with only being able to target already moved ships, that makes sinking such a big deal.

Ripple
 
Ripple said:
To neko - the only reason I don't like your addition is it removes part of the restriction on movement, seems to open to minor adjustments. If it was 'turn to the point the target is in arc, but no farther, and the turn is lost if the target is already in arc' sure. I just wanted to keep the very restrictive nature of the reserved turn, so that it doesn't become a basic sa used to avoid general initiative, but only the special issue that bore sight deals with only being able to target already moved ships, that makes sinking such a big deal.
I wouldn't have any complaints about that, just as long as the ships still have the option to try and keep the enemy in whatever they consider their primary arc, rather than boresighted weapons somehow making the carrying ship more manoeuverable.
 
Here's a thought - if a ship without a boresight weapon wants to use this FTT action, to turn to follow a ship that might otherwise escape its arc? Seems only fair to open the SA to everyone.
 
Ripple said:
Sulferdown -

They removed turning restrictions from the combat special actions (CAF, CBD, IDF).

My point about not giving something back was it relaxed the limitation (currently can only fire on targets that have moved) without adding a new restriction to replace it.

You already have to point at your target (this is relaxed as you now only have to point at where your target was), your are restricted from using turning limiting SAs (you are already), you telegraph your intentions true... but you get to have intentions on ships you otherwise would not even be able to target, hardly a limitation. And it's shared by the FTT SA.

The limitation is that you get half your AD instead of the full amount. Compare this to the "FTT SA" where you get the -full- amount of AD to bring onto the target.

FTT SA also requires a change to the initiative order, in that you move, your opponent moves, and then you turn to follow him. However, consider the fact that you -gain- the benefit of moving out of the initiative order with a vessel that would not normally do so.

And you don't suffer AD penalties to do so; you simply can't use a SA.

Compare this to "Raking Fire" where you have to boresight a target before it moves, meaning you don't modify the initiative order at all, nor penalize a fleet that wins initiative by ignoring their initiative with a SA that enables you to turn after they do.

Plus, the enemy has to remain in your forward arc -AND- you suffer a Half AD penalty, rounded down.

You get to engage targets you'd normally have to use an SA to target (read Come About) by moving to bore at the edge of a turn, gaining 45 degrees of arc, that would have required a CQ 9 check.

The idea that Come About or other high-turn SAs enable you to target with boresight only works if initiative sinks have no effect on boresight targeting, which this thread has established is not the case: Boresight is heavily affected by initiative sinks.

Lets use Drazi as a case study.

Every single Drazi ship has 2x45 degree turns, though some are agile, we can ignore agile for the purposes of this discussion.

Lets say we’re using a Firehawk Advanced Cruiser and we’re firing at a Marathon Advanced Cruiser which would require exactly 45 degrees to bring into boresight.

Under FTT SA, we turn once to bring it into boresight, and then declare our SA. The Marathon’s initiative comes around, it moves and requires an additional 25 degrees of turn to bring back into boresight, still in the forward arc, but with FTT SA we have to turn 25 degrees and boresight his ship after he moves.

When firing comes around, we’ve turned out of initiative order so our Firehawk’s firing arcs have changed meaning that ships that may have just been in our forward arc are likely now in our starboard/port arcs (In the case of most Drazi ships, this is largely a non-issue. If we reverse the situation, using the Marathon as a firing ship, things are much different), and we have a boresight on the Marathon, using our –FULL- AD.

Under Raking Fire, we turn once to bring it into boresight, and declare we have boresight. We can no longer turn, if we want to maintain boresight/raking fire on the Marathon. The Marathon’s initiative comes around, it moves and requires an additional 25 degrees of turn to bring back into boresight, but is still in the forward arc. Under “Raking Fire” our ship remains how it was facing before the enemy moves, with no changes.

When firing comes around, our ship is still facing towards where the ship with no changes, but we can shoot at the Marathon with our boresight weapon, however at –HALF- AD.

Conclusion:
Raking fire uses a limitation on maneuver, in that you work within your initiative, and have to boresight the target like normal, in addition to an AD Penalty, in exchange for being able to shoot a boresight weapon in the forward arc. Assuming your target stays in the forward arc.

In essence, the advantage of firing a Boresighted weapon in the forward arc is countered by the fact that in order to do so you have to boresight the target before it moves, and you fire at half your AD.

FTT SA uses the limitation of having to save one turn in addition to using your SA in exchange for being able to turn an additional 45 degrees and turn out of initiative order to fire a boresight weapon at full AD. Assuming your target doesn’t move faster than you can turn 45 degrees.

FTT also has the added advantage of being able to unmask guns in different arcs that may not have had arc previous to the second turn from FTT, if the target moves enough to unmask the arc.

With FTT, the benefits of firing a boresight weapon at full AD is paired with the additional advantage of turning out of initiative and possibly unmasking new fire arcs that had no arc before, is countered by the requirement of saving one turn and using up an SA.

The benefit you get of firing in a forward arc is essentially exactly the same as you get saving a 45 degree turn; they essentially cancel each other out, as a forward arc is 90 degrees and saving a 45 degree turn, the bare minimum turn, is precisely the same. The only difference is that Raking Fire means a ship with lumbering 1/45 degree turn can fire its boresighted weapon at half AD, provided it gets boresight on the target before it moves, while FTT SA enables the lumbering 1/45 degree turn ship to save its turn and boresight the enemy after he moves, at his full AD.

FTT is an SA, so yes you can’t use any other SA; however, compared to the fact that “Raking Fire” reduces the boresighted weapon to half its AD, I fail to see how FTT is somehow more balanced. 8 AD is better than 4 AD, even if you TL it. And in the case of Drazi, this is a non-issue; all of their non-beam boresighted weapons are twin-linked. Though under FTT, a Firehawk can fire both its weapons at its FULL AD, while under Raking Fire, that AD is halved.

Of course, with “Raking Fire” you could use SAs such as CBD! and CAF!, but I don’t see why we should penalize boresight fleets further for what is largely a metagamed and largely artificial limitation on boresight weapons.

Regardless, under “Raking Fire” even using these SAs, you are penalized because your boresight weapon is firing at half AD. And using other firepower affecting SAs only reduce this further, such as IAD! which would reduce the AD down to 1/4th.

CBD! is also balanced out by the fact if you use it, and use “Raking Fire” that boresighted weapon is the only one you can fire, and its firing at half AD: Hardly benefits outweighed by cost.

A squadron of four Firehawks under Raking Fire would get 5+ saves, but they could only use one of their boresight weapons at half AD.

A squadron of four Firehawks under FTT SA would get no saves, but they could fire both boresight weapons at their full AD.

CAF! is balanced out because you’re firing the boresight weapon at half AD, and every boresight weapon I’ve ever seen is either beam or twin-linked, so it doesn’t benefit. And you have to use CAF! on the target you’re trying to boresight, so only your forward arc weapons are firing and they would do so anyway. They just get TL, and you’d have probably have done that anyway, if you CAF!

Under FTT, you can’t use CAF! or any other SA but you do gain the benefit of firing your boresighted weapon at full AD, in addition to all your other weapons.

Ultimately, they are fairly equivalently balanced, though I am inclined to favor Raking Fire because I see it as less complicated, more in-tune with the dynamics of the initiative system, more representative of the show and the dynamics of the battle itself, and a bit more balanced.
 
You put up the limitation that the boresighted weapon only gets to fire half its AD as a limitation. It's not, its a new advantage it did not previously posses.

FTT SA does add a step to the initiative order, but you have no choices in that step, and while it can unmask new guns its just as likely, given your opponent determines you final position, to mask guns you could have lined up if you had not relinquished control of the final turn.

You don't suffer penalties to the AD of the bore sighted weapons, but you do allow the opponent to control you direction of travel (big deal on lumbering ships), you cannot use CBD to remove a third of the damage you'd take that turn, CAF to add to your damage, IDF to stave off a fighter assault... You make it out as if giving up your SA was negligible.

Raking fire you can wiggle all you want to get just the perfect shot with your other arcs, and still get the benefit of your bore weapon (albeit only half of it), improve your defense through CBD or IDF, use Come About to target a ship 90 degrees to your side starting position (no SA to gain extra turns under FTT) provided you do it before it moves, and it doesn't go beyond you new front arc.

To use your example a Drazi ship that makes a come about roll can now shoot a ship that end its movement in what was formerly the Drazi's aft arc. (one ninety and one forty five to get initial bore, then the extra forty five for that half of the new front arc... 180 degree change slightly off set for the one inch between the turns due to agile). Compare with FTT which allows no additional width in arc, due to no SA, but allows you to target something in the orginial possible arc, just after movement.

Turning out of initiative order gives you no benefit if you don't control the turn, in fact it allows the enemy player to decide to draw you in a particular direction, not just for this turn but for the next as you will have to recover from that turn if it is out of the battle.

I see raking fire as giving you a greatly increased arc of fire, allowing you to add AD to a shot you normally could not even achieve. I see it as doing this while still allowing you all the options available to any other ship, the only down side your are pushing is that you fire at half AD.

What your are not acknowledging is that being able to fire half AD is a LARGE UPGRADE from what you can do now and you can now fire at places on the table that were completely unreacheable before even with a come about, and that has to be paid for in some way. FTT SA tries to pay for the advantage of targeting a ship only protected by initiative sequence by losing options, other SA's, fighter launch, control of maneuver. No new arcs are gained, no maneuver advantage is lost by the target.

In effect FTT allows a bore sighted ship to target an ship that started and remains in its original F arc for single turn ship, or front 180 for a two turn ship, all things it could have targeted anyway if it were for sinking.

Ripple

Anyway... beaten to death...

FTT just removes the ability to 'sink' a ship out of being fired on. The price is control of your maneuver and SA's (which limits your total arc) and aux launch.

Raking fire adds new arc (the extra 45 degrees the target ship can move), and therefore new targets (ships that could normally get beyond the line of boresight, but still stay within the new front) as well as removing the ability to sink a ship out of being fired on. The cost is that half your ad if the target is not still boresighted (or always depending on option) on the bore sighted weapon.

That's the best summation of the issues I see... time to move on...
 
Personally, I like the Follow that Target idea (see my earlier posts).

The only kink in this is when you have lumbering: If this same discussion is occurring with an Omega, the bore sight will never work as it has only 1 turn. Thus, unless it was already lined up BEFORE it moved, then the Earth ship will never get the chance to fire it's big gun.

Meh... I don't really care as lumbering SHOULD be a problem for those big beasts.
 
Ripple said:
You put up the limitation that the boresighted weapon only gets to fire half its AD as a limitation. It's not, its a new advantage it did not previously possess.

Unfortunately, while I hate to continue beating a dead horse, this is fundamentally incorrect as far as the argument is concerned.

If "Raking Fire" provides an advantage it did not previously possess, so does FTT. Both enable a ship to get boresight when under the current rules and initiative system, it wouldn't. As such, using it to refute my system, yet claiming or alluding that this argument has no application to FTT SA is fundamentally incorrect and not relevant to the discussion.

Under FTT, a boresight weapon is able to fire its full AD when it previously could not.

Under Raking Fire, a boresight weapon is able to fire HALF its AD when it previously could not.

You don't suffer penalties to the AD of the bore sighted weapons, but you do allow the opponent to control you direction of travel (big deal on lumbering ships), you cannot use CBD to remove a third of the damage you'd take that turn, CAF to add to your damage, IDF to stave off a fighter assault... You make it out as if giving up your SA was negligible.

Except that all SAs have their own disadvantages and balances, and in the course of a battle you would use them within those situations -regardless- of whether you had boresight or not. And the only reason you cannot get boresight is because of artificial constraints in the initiative system.

If there were no boresights, or the initiative system functioned in an ideal way where it did not affect boresight, the argument of SA value becomes irrelevant. As such, I find it is not pertienent to the debate at hand. We are trying to develop a system to get around the artificial constraints of the initiative system, since it effectively the untouchable third rail of ACTA (And I personally have no interest or desire to see it changed; ACTA's initiative system is part of why I enjoy the game so much).

Essentially, FTT adds new penalties for using a boresighted weapon that, if there were no artificial constraints from the initiative system you could and would use regardless.

All Raking Fire does is enable you to use Boresights when you should be able to use them without being artificially penalized because of the initiative sinks and initiative system as it is.

Raking fire you can wiggle all you want to get just the perfect shot with your other arcs, and still get the benefit of your bore weapon (albeit only half of it), improve your defense through CBD or IDF, use Come About to target a ship 90 degrees to your side starting position (no SA to gain extra turns under FTT) provided you do it before it moves, and it doesn't go beyond you new front arc.

Incorrect, and this shows a fundamental misconception of how "Raking Fire" works.

To reiterate, you must have boresight at the end of your ships movement and before the enemy ship moves in order to qualify for Raking Fire. You cannot wiggle extra arcs, or anything of the like. You must go for boresight as if there were no initiative sinks in the first place to penalize you. Otherwise, no boresight, or no Raking Fire for you.

To use your example a Drazi ship that makes a come about roll can now shoot a ship that end its movement in what was formerly the Drazi's aft arc. (one ninety and one forty five to get initial bore, then the extra forty five for that half of the new front arc... 180 degree change slightly off set for the one inch between the turns due to agile). Compare with FTT which allows no additional width in arc, due to no SA, but allows you to target something in the orginial possible arc, just after movement.

Unfortunately, this is mathematically incorrect. It is impossible to get boresight with one ninety and one forty five degree turn if your target is in your aft arc. Regardless of movement, 135 degrees does not enable you to target a ship in your aft arc with your boresight weapon. And to reiterate again: You must boresight a target at the end of your ship's movement, and before the enemy ship moves, in order to get "Raking Fire."

You do not get your boresights turned into magical forward arc firing beams unless you boresighted the enemy at the end of your ship's movement and before the enemy moves and he must remain in the arc of the boresighted weapon: Forward boresight means the target must remain in the forward arc, and so on.

I see raking fire as giving you a greatly increased arc of fire, allowing you to add AD to a shot you normally could not even achieve. I see it as doing this while still allowing you all the options available to any other ship, the only down side your are pushing is that you fire at half AD.

What your are not acknowledging is that being able to fire half AD is a LARGE UPGRADE from what you can do now and you can now fire at places on the table that were completely unreacheable before even with a come about, and that has to be paid for in some way. FTT SA tries to pay for the advantage of targeting a ship only protected by initiative sequence by losing options, other SA's, fighter launch, control of maneuver. No new arcs are gained, no maneuver advantage is lost by the target.

In effect FTT allows a bore sighted ship to target an ship that started and remains in its original F arc for single turn ship, or front 180 for a two turn ship, all things it could have targeted anyway if it were for sinking.

Again, a fundamental misconception on how the currently presented iteration of "Raking Fire" works. See above.

FTT just removes the ability to 'sink' a ship out of being fired on. The price is control of your maneuver and SA's (which limits your total arc) and aux launch.

Raking fire adds new arc (the extra 45 degrees the target ship can move), and therefore new targets (ships that could normally get beyond the line of boresight, but still stay within the new front) as well as removing the ability to sink a ship out of being fired on. The cost is that half your ad if the target is not still boresighted (or always depending on option) on the bore sighted weapon.

That's the best summation of the issues I see... time to move on...

Im sorry, but its clear that either I am not presenting "Raking Fire" in an understandable format, or it is being mispercieved.

I'll try again for clarity...

Raking Fire requires the following to function:

- You must boresight the target
- The target must be boresighted at the end of your ship's movement and before the enemy ship moved
- The target must remain in the arc of the boresighted weapon (Example: A forward boresight weapon can only shoot if the target remains in the Forward arc)
- You suffer HALF AD penalty to use Raking Fire with the boresighted weapon, rounded down.
- You cannot boresight a target, and then turn. This does not qualify for Raking Fire, as you did not boresight the target at the end of your ship's movement.

A graphic, to help explain:
RakingFire.jpg

(Ship graphics courtesy of Mongoose Publishing, copyright 2007).

FTT balances by using up your SA, Raking Fire balances by halving AD. I don't see why we should add new penalties in using boresight while attempting to fix it because of artificial constraints in how initiative sinks and the initiative system works.
 
Okay, one more try... point by point...

First point - both allow additional fire on targets they could not previously hit, the idea that you only get to do it with half you AD being a limitation is factually incorrect. Your adding a capability. In the direct discussion of FTT vs Raking they are equivalent in some ways, but in both cases they are adding a capability. My argument is that FTT pays for the new ability, being able to target by limiting existing abilities... namely maneuver and use of SAs. Raking in no way limits EXISTING ABILITIES, and is thus a free upgrade, which damages balance. What existing ability is Raking reducing?

Second point - the ships were balanced under the existing initiative system, the only way to maintain the current state of balance is by giving and taking within that constraint. Just saying that the system is artificial in no way changes its contribution to balance. I am in no way trying to circumvent the system, just add options within the system to more account for a single flawed scenario.

If ships are balanced with the flaw, then you cannot take the value of the flaw out and call the equation balanced. You say that FTT adds new penalties if there were no artificial constraints... but there are such constraints, they are the same ones that let a whitestar sail past the huge banks of guns on the side of a Nova without ever being attacked.

What raking fire is doing here is not only allowing you to target ship you would otherwise be able to target, but it is also allowing you to target ships that otherwise would be able to end their movement 45 degrees outside of the possible boresight arc. That has nothing to do with your artificial contstraints or initiative sinks, that's just flat out expanding the arc.

Go push the figures around again, but set up the figures off to the side, at the very edge of where you can physically boresight, then add up the space that you can still fire.

Point three - wiggle room... sorry your wrong here again. Under FTT you give up control of one turn, the opponent gets to determine whether your arc is just in or out of his other ships. With Raking you get to determine where along your path you use your turns to get the best additional targets.

It was the biggest blow lumbering gave to some ships was the lack of movement after your turn ment you couldn't use the bleeding edges of your arcs to catch an extra full set of ad with a little nudge here or there. Same thing with raking, as long as I end up boresighted I can choose where along my path my turns and move place me. If you cannot understand how a ship can boresight a target from many angles, and that those different spots give you different targets for you non-bore weapon I can't help you.

Point four - try reading the point carefully... I said a ship that ENDS its move in your original aft arc. Target ship starts in the side arc, you bore sight, it moves to a point that would have been behind your original position, but due to the new front arc bore sight, can still be targeted. You obviously haven't actually spent the time to move the ships around, as it's not impossible, I just did it on the table next to me to be sure.

You just don't seem to understand that the 45 degrees to side of the bore line in the direction you are turning is NEW ARC, formerly impossible for a bore sighted ship to fire into.

Stop thinking only of things that start in front of the ship and try doing two ships passing each other. Turning and firing at targets to your side was always something the bore sighted ship could do if it got lucky, but now it can continue to fire at them as they move behind it's original course.

When you test something try as many different angles as possible.

Ripple
 
What happens if in the thick of fighting that hyperion boresights two targets, fore and aft, then declare raking fire? Does it apply to both if they remain in the appropriate arcs? Since (as I visualise it in my head) it reflects the beam firing on boresight and clipping the ship as it moves off through the beam it should apply to both targets...
 
I would think so, but not sure...

To GhostRecon - sorry about the tone, I shouldn't post when over tired, it just all seems so obvious to me after pushing the figures around and tallying up my options under both sets. But that doesn't mean I should lose my cool.

Ripple
 
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