Welcome, Guest |
You have to register before you can post on our site.
|
Latest Threads |
Expanded Torpedos
by thevraad 04-18-2024, 09:18 PM
|
DSCR - Damage Reduction
by thevraad 12-22-2023, 05:03 PM
|
Karpav's Painting Blog (r...
by thevraad 10-30-2023, 03:08 PM
|
Deconstructing the Ship C...
by thevraad 10-27-2023, 03:39 PM
|
Order Issues
by thevraad 10-27-2023, 03:09 PM
|
Strange Object Imaged in ...
by thevraad 10-27-2023, 03:02 PM
|
That one source of Star S...
by Smurf 10-17-2023, 11:17 AM
|
The Dumbo
by Karelian Suomi 10-16-2023, 11:41 PM
|
Smurf's New Style of Rule...
by Smurf 09-30-2023, 04:31 PM
|
Complaint about postage
by Karelian Suomi 09-01-2023, 08:11 PM
|
|
|
Plastic Missiles/torpedos/asteroids Re-print? |
Posted by: Black Guard - 07-10-2019, 11:38 PM - Forum: Website and Forum Feedback
- Replies (2)
|
|
So, currently, on ebay there is a large set of the old plastic missile/torpedo counters that were originally included in the Delux Edition of the game. Seeing that you guys have the plastic ships for sale as well; I was wondering if I got said counters, then sent them to whoever does the plastic ships, then maybe you could start selling those again?
I was kinda bumed-out when I got the boxed set and it only had the paper counters. Maybe these would help out?
|
|
|
Optional Rules [adopted] |
Posted by: Smurf - 06-25-2019, 09:50 AM - Forum: The Wardroom
- No Replies
|
|
Please do not use this thread to discuss Optional Rules. Instead use the Optional Rules [Discussion Thread] and once discussed we can add or edit posts in this Thread.
Turn Sequence
Beginning Phase - Launch and Lock on
- Initiative Rolls
- Movement phase
Main Phase- Torp resolution phase
- Cannon Fire phase
- Missile resolution phase
End Phase
Initiative Rolls: Based on the Pilot Skill as the Gunnery Die (SD49).
Skill
1-4= 1D4
5-6= 1D6
7-8- 1D8
9-10= 1D10
Point Defence: can be used both Torps and Missiles in the same turn.
Example: PD 1-7(6) is facing 2 torps and 2 ML packs. 4 attempts can be made against the Torps and the remaining 2 against the MLs. PD attempts against MLs have to be made in the Missile phase and therefore any critical hits may have reduced the PD attempts.
Drift: If using asteroids the asteroids move first
Damage Control used at end of turn.
|
|
|
Optional Rules [Discussion] |
Posted by: Smurf - 06-25-2019, 09:47 AM - Forum: The Wardroom
- Replies (3)
|
|
Another Forumite asked to have a pdf/place for optional rules.
I have forwarded these Optional Rules:
Initiative Rolls: Based on the Pilot Tight Turn Die.
Drift moved to end of Turn (Play tested and enjoyed)
Damage Control used at end of turn (after Drift) regardless of being being hit etc (reason, Warhounds can, why not the rest with less effective DCs, playtest was good). If using asteroids the asteroids move first.
Point Defence can be used both Torps and Missiles in the same turn. (playtest went well, most ships choose either or due to limitations but those with a big enough spread should be able to knock out 2 torps and 2 ML packs, NB: PD can be used as many times as required to shoot down torps but only 1 attempt to shoot down an ML pack)
Example: PD 1-7(6) is facing 2 torps and 2 ML packs. 4 attempts can be made against the Torps and the remaining 2 against the MLs. PD attempts against MLs have to be made in the Missile phase and therefore any critical hits may have reduced the PD attempts.
Turn Sequence
Beginning Phase - Launch and Lock on
- Initiative Rolls
- Movement phase
Main Phase- Torp resolution phase
- Cannon Fire phase
- Missile resolution phase
End Phase
Weapon errata:
Plasma Cannon's malfunction to be either cannot fire for a turn or must be fixed by a successful Damage Control Roll?
Cannons with magazines do not have to pay points for extra ammo, just slots, it is the cannon that does the damage?
Escort sized weaponry (Crewed Cannons) have a -5 to hit non Escort sized ships?
|
|
|
MPACS - Gunboats |
Posted by: Smurf - 06-06-2019, 11:08 PM - Forum: The Wardroom
- Replies (3)
|
|
It's nice to have a big friend but not all of them are that great.
Eppring Prime
It's cheap, It's easy to hit, it's a wonder why you put it on the field. Apart from the various MLs there is no real reason to take this ship apart from desperation.
Eppring
Well it's an improvement on the Prime.
Eppring Alpha
This I think is the better version. The weapon layout packs more punch at least.
Spider
If there was ever an interwar years for gunboats then the Spider represents this. It is not great in speed, defence nor firepower.
Conestoga
It looks impressive but 4 of the weapons are questionable: Railrepeater (x2), Portobolt Projector and a Minigun.
Star Raven
I like it. Not great but it has a good weapon layout, decent torps, and an ML. The Alpha version is even better.
Drakar
A nice look but it does have that early critical hit.
Betafortress
Despite the Alpha and Beta Versions the original is best for its hyperdrive. The extra weapon and crew just add more costs. With a compliment of various forms of firepower, it come with 2 MLs and 15Torps!
|
|
|
Playtest Check Station |
Posted by: Karpav1 - 05-03-2019, 10:50 AM - Forum: Night Brood 2.0
- Replies (4)
|
|
Night Brood feedback: - The Frenzy Rules- didn't bother using them last game (once I finally remembered at the start of turn 2 that we'd forgotten to implement it) because the rule is just one more plate in the air to remember & it either slows down play unless you place a reminder marker make a note on the sheet or makes movement predictable. It hasn't been needed to nerf the Brood thus far in my hands at least...
- Ammo for beams -needs to go- it threatens to hinder the flow of the game: "Excuse me, I'll be taking this turn to run away so I can try to regenerate more ammo", even though it hasn't come up in practice (the ships rip apart or lose their weapons altogether before they get 4 turns worth of shots in), the concept isn't growing on me well. If the ranges had been kept long, sure, it makes sense. With ranges cut back, you have to get into a knife fight with ships and that usually results in jump pods falling off the frame like a tipped Mellon cart. Regenerate every turn? Why slow the game down with the extra rolling and forgo the ammo in the first place because if you fail to regenerate you are back to running anyway. Leeches and Spore Moles need ammo -Beams don't.
- Gammas are a mixed bag. Fast, small ships with DV's on their best days that's easier to hit than most gunboats and warhounds. Their X-Beams miss often locked down to a D4 ADB die but do solid damage sometimes when they do connect. I'd be funny if they were cheap & disposable, but attrition fighters they are not. They'll probably need some kind of push before it's all said and done, even if it's a slow titration of their points value.
- The -2 penalty to shoot when jump pods are used is another one of those easy to forget rules that don't seem to be needed at the moment because the brood ship is either using the pods to A) escape, so isn't concerned with firing anyway, B) get in an advantageous position to shoot in which spending the limited resource only to have the advantage dulled somewhat defeats the purpose of chasing the advantage. (at least in my games thus far- it can be tricky enough to get a shot to hit with 3d8 without the penalty), or C) Shaking off torpedos from a tracking pack. Coupled with the aforementioned D4 ADB Gamma issue, it becomes Sophie's Choice of- "Do you want to eat 4xMk.10's this turn... or not hit anything, but waste 1 of your 2 remaining shots trying when Regeneration 2 is your fallback to resupply?"
- Beam Ranges being clipped have had the effect of making pinning down ships with mid to plus-sized drones nigh moot. No more is there a long-range zone to safe-ish-ly shoot at ships stuck in the drone-quagmire for a couple of turns. If an Alpha or Beta is in range to shoot now, then so are the ships they are shooting at in most cases --they can just min. move, shoot back, drones be damned. Drones nuisance trick falls flat without a shooting pressure advantage, but with beam ranges as they are drones no longer trap ships for time-at-range raking. There's no advantage to press with stuck ships that are equally effective at range.
It's safe to say I've not yet hit a stride with the new brood. I believe they have the tools already to do well, with enough board space and time. The trouble I'm having is making them work in a 4-6 turn game with a closed-border play area. In that arena, I'm finding them a tough proposition to hit parity as I'm having them crumple rapidly. If the old Brood were a 9 to the Imperial Houses 7, this iteration feels like a 5.5 on the grid. That's not saying much- my luck and dodgy play with only 3 games in could make for enough margin of error to account for the slack. That's my thoughts so far anyway.
|
|
|
Online Users |
There are currently 9 online users. » 0 Member(s) | 7 Guest(s) Bing, Facebook
|
|