CrookedWookie
Mongoose
I have two questions regarding ACTA rules that I'm not sure I understand--or maybe would just like to see changed. For the record I played a little bit of first edition and am hoping to really get into the game with the release of the second edition, so I'm pretty much a newbie.
The first is regarding inertia, and whether there will ever be any rules to exploit this concept more. In particular with EA ships now that (I'm told) they focus a lot of firepower to the sides, it seems like a viable tactic would be to charge headlong at the enemy and then at the last second cut engines and rotate to face your side to the enemy, presenting him with your broadside and most of your firepower.
As far as I'm aware there's not really a way to do this in the rules; you can try and turn sharply, or stop suddenly, but you can't really cut engines and let inertia carry you at speed in the direction you were travelling. Am I wrong? It's just something I would like to see a little better represented in terms of actual physics.
The second concerns the new Anti-Fighter trait. I haven't gotten my hands on the books yet but as far as I understand some of the weaker weapons designated for fighter defense have been removed in favor of an Anti Fighter stat on ships to represent their short-range defense against fighters.
It seems like this is a bit redundant with the Interceptors trait--unless that has now been changed as well. Wouldn't it have been just as easy to roll them into one stat called Point Defense and make it so the dice can be divided up between non-beam weapons interception and fighter defense?
Am I the only one who thinks they seem a little redundant? It strikes me that ships would really just have one point defense grid that would handle all incoming attacks. Maybe not. Any thoughts on this?
Thanks!
The first is regarding inertia, and whether there will ever be any rules to exploit this concept more. In particular with EA ships now that (I'm told) they focus a lot of firepower to the sides, it seems like a viable tactic would be to charge headlong at the enemy and then at the last second cut engines and rotate to face your side to the enemy, presenting him with your broadside and most of your firepower.
As far as I'm aware there's not really a way to do this in the rules; you can try and turn sharply, or stop suddenly, but you can't really cut engines and let inertia carry you at speed in the direction you were travelling. Am I wrong? It's just something I would like to see a little better represented in terms of actual physics.
The second concerns the new Anti-Fighter trait. I haven't gotten my hands on the books yet but as far as I understand some of the weaker weapons designated for fighter defense have been removed in favor of an Anti Fighter stat on ships to represent their short-range defense against fighters.
It seems like this is a bit redundant with the Interceptors trait--unless that has now been changed as well. Wouldn't it have been just as easy to roll them into one stat called Point Defense and make it so the dice can be divided up between non-beam weapons interception and fighter defense?
Am I the only one who thinks they seem a little redundant? It strikes me that ships would really just have one point defense grid that would handle all incoming attacks. Maybe not. Any thoughts on this?
Thanks!