well i played my 3rd game (5pt battle) as EA vs ISA. and i have some questions and comments.
i had: 2 marathon, 1 appollo strike, 4 chronos and 2 hyperion
he had: 3 white stars I, 2 WS gunships, some fighters, 4 blue stars and two narn raid ships...
i was on my way to getting plummeled before we had to stop. Is the earth fleet struggles versus ISA or was it jsut tactical mistakes (or unluck) on my part (the first two games i played centauri and trashed the ISA fleets)
once again the game took too long for us to finish but i assume it was because we have to look at a lot of rules:
so my questions are:
a) how long does a 5pt raid normaly takes? what about a 5pt battle?
b) is it normal that blue star survive so well or was it just bad luck on my part (it took fire 2, possibly 3, broadsides form EA battle level ship (being the only target there) and survived!
c) how do one deals with white stars efficiently.. it seems these thing never die... (or rather they take quite a beating before dying! it gets discouraging when you fire a crapload of weapons from half your fleet at one at it and it comes out to a total of -4dmg -3crew -2 speed...)
i figure next time i am going to concentrate more until i disable their weapons or destroy them!
d) do people play with fleet selection limitation to reduce the effectiveness of initiative sinks? that is one part of the game mechanic i have issues with.
e)i think initiative is very much too powerfull and i was proposing the following change: instead of rolling initiative once per turn you roll once for movment, once for figthers and once for firing. do you think it makes sense or that i should play the game some more before attempting to tweak it?
on average end it doesn't change anything but it makes it less likely to have a catastrophic turn because of initiative.
f) is the slingshot move (due to a gravity well) compulsory or voluntary?
finally i am going to get the following stuff before the shop closes, do you see any gapping holes in this selection?
the idea is to have decent fleets. i just want to have the basis covered.
fleets: crusade/psicorps/vorlons
Vorlon box
Vorlon hvy destroyer
crusade box
psi corp box
civilian box (to get another motehrship and some objectives)
poseidon supercarrier (the model is just too cool)
warlock
appollo
delphi
omega (or omega command i haven't decided)
2 hyperions
2 boxes of hermes transport (to be used as myrmidons possibly)
2 shadowcloacks
breching pods, firebolts and more thunderbolts
aslo i'll scratchbuild my hunters because i positively hate the current models and i'll make the shadow omega be usable both as a normal omega or a shadow omega (my magnetizing the spikes for exemple)
i had: 2 marathon, 1 appollo strike, 4 chronos and 2 hyperion
he had: 3 white stars I, 2 WS gunships, some fighters, 4 blue stars and two narn raid ships...
i was on my way to getting plummeled before we had to stop. Is the earth fleet struggles versus ISA or was it jsut tactical mistakes (or unluck) on my part (the first two games i played centauri and trashed the ISA fleets)
once again the game took too long for us to finish but i assume it was because we have to look at a lot of rules:
so my questions are:
a) how long does a 5pt raid normaly takes? what about a 5pt battle?
b) is it normal that blue star survive so well or was it just bad luck on my part (it took fire 2, possibly 3, broadsides form EA battle level ship (being the only target there) and survived!
c) how do one deals with white stars efficiently.. it seems these thing never die... (or rather they take quite a beating before dying! it gets discouraging when you fire a crapload of weapons from half your fleet at one at it and it comes out to a total of -4dmg -3crew -2 speed...)
i figure next time i am going to concentrate more until i disable their weapons or destroy them!
d) do people play with fleet selection limitation to reduce the effectiveness of initiative sinks? that is one part of the game mechanic i have issues with.
e)i think initiative is very much too powerfull and i was proposing the following change: instead of rolling initiative once per turn you roll once for movment, once for figthers and once for firing. do you think it makes sense or that i should play the game some more before attempting to tweak it?
on average end it doesn't change anything but it makes it less likely to have a catastrophic turn because of initiative.
f) is the slingshot move (due to a gravity well) compulsory or voluntary?
finally i am going to get the following stuff before the shop closes, do you see any gapping holes in this selection?
the idea is to have decent fleets. i just want to have the basis covered.
fleets: crusade/psicorps/vorlons
Vorlon box
Vorlon hvy destroyer
crusade box
psi corp box
civilian box (to get another motehrship and some objectives)
poseidon supercarrier (the model is just too cool)
warlock
appollo
delphi
omega (or omega command i haven't decided)
2 hyperions
2 boxes of hermes transport (to be used as myrmidons possibly)
2 shadowcloacks
breching pods, firebolts and more thunderbolts
aslo i'll scratchbuild my hunters because i positively hate the current models and i'll make the shadow omega be usable both as a normal omega or a shadow omega (my magnetizing the spikes for exemple)