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Ways to play - Printable Version

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Ways to play - Orange Lantern - 01-28-2019

I'm curious. :Smile

How do you play Silent Death – Do you come together for some quick scenarios every now and then or do you play elaborate campaigns with some sort of storyline tying the encounters together or something in-between?  

And if you play scenarios, do you create your own or do you repeat those from the books for convenience's sake (and because there are really lots and lots of them)?

Or anything else that's unique to your games. Please tell me.  Big Grin


RE: Ways to play - Smurf - 01-29-2019

(01-28-2019, 04:27 PM)Orange Lantern Wrote: I'm curious. :Smile

How do you play Silent Death – Do you come together for some quick scenarios every now and then or do you play elaborate campaigns with some sort of storyline tying the encounters together or something in-between?  

And if you play scenarios, do you create your own or do you repeat those from the books for convenience's sake (and because there are really lots and lots of them)?

Or anything else that's unique to your games. Please tell me.  Big Grin

For beginners I have get the Betafortress off the board, pts awarded for its torps that it has not used.

Rescue mission. A gunboat (I used a Star Raven) is badly mashed up with only 5 drive left and a X gone, crits all over the place.  It has to limp off.  On Rescuer's Initiative, if they won the initiative, they can roll for DC and fix any chosen side, Rescuer's then can move the GB.  If the attackers win they choose which side of the GB is fixed but the Rescuer's still get to move the GB.

Asteriods are fun too, they move in one direction at one hex.

House Rule

The drift phase is the last part of the turn.

Asteriods move first in the drift phase
Fastest ships to slowest ships then move in the drift phase.

Pilots can avoid hitting Asteriods if they drift through their hex by rolling < Pilot Skil. Note if you are in the Torp phase the Torps can also pass their pilot skill to avoid asteriods (express torps have less pilot skill than regular torps).

Drifting is fun.


RE: Ways to play - Karelian Suomi - 01-30-2019

(01-28-2019, 04:27 PM)Orange Lantern Wrote: I'm curious. :Smile

How do you play Silent Death – Do you come together for some quick scenarios every now and then or do you play elaborate campaigns with some sort of storyline tying the encounters together or something in-between?  

And if you play scenarios, do you create your own or do you repeat those from the books for convenience's sake (and because there are really lots and lots of them)?

Or anything else that's unique to your games. Please tell me.  Big Grin

At the minimum when introducing noobs to the game including non-gamers (I've done this more than a few times at sci-fi/fantasy fan conventions in years past) I issue everyone a pair of identical fighters, nothing too complicated (my fave go-to op-for mix for noobs is Night Hawks pitted against a smaller number of Sharks. I give the Night Hawks some better pilots with a decent Gunnery skill (usually 6). The speed advantage and range advantage enjoyed by the Shark over the older Night Hawk is therefore roughly balanced out (and gods help any pilot of a Shark if they wind up in range of the Night Hawk's principal weapon system. What has always ensued is a bloodbath that gets everyone amped up and ready for another go (and wanting to learn how to use Missile Launchers and torps, a desire that I fulfill promptly).

As the players get more comfy, I just up the ante, and get tighter about keeping the TPV even between the two sides. I'll also throw in House specific craft such as the Hayabusa or the Spectre to liven things up. So once torps and using missiles is no long unfamiliar, in come the TPACs and MPACs accordingly. Then its off to gunboats, and eventually Warhounds. 

With Warhounds I follow the KISS principle. I limit the number to one or two per side, and enforce the 30 second/60 second rule for players moving their fighters and gunboats (30 second rule) and escort class vessels (60 second rule). 

The only optional rule I personally make use of is the Easing Target Speed Restriction rule. This means that fewer if any get left out when it comes to cannon fire (and keeps things more interesting IMHO). 

For "terrain" asteroids are wonderful, and drift is no less entertaining. I personally love using asteroids to break up enemy formations, serve as mobile cover against cannon fire, and even for springing a tactical "ambush" if I can snooker a player into moving a particular fighter into a position where the impending movement of the asteroids is going to unmask their ship right into the LOS of one of my ships at a position of advantage for my bloodthirsty pilot(s) to exploit. 

When Sheldon and I were regularly "butting heads," we typically deployed 300 to 1000 TPV depending upon how messy we wanted things to get. As we are both homicidal maniacs when it comes to fighter combat as well as good students of the Ilmarii Juutilainen school of fighter tactics (ie., "Attack! Attack! Attack!"), we fight our ships in mutually supporting wing pairs and will gang up on one another's individual ships whenever such an opportunity presents itself (or one of us manages to create the opportunity, and pounces on it accordingly).


RE: Ways to play - Helmut! - 02-14-2019

(01-28-2019, 04:27 PM)Orange Lantern Wrote: I'm curious. :Smile

How do you play Silent Death – Do you come together for some quick scenarios every now and then or do you play elaborate campaigns with some sort of storyline tying the encounters together or something in-between?  

And if you play scenarios, do you create your own or do you repeat those from the books for convenience's sake (and because there are really lots and lots of them)?

Or anything else that's unique to your games. Please tell me.  Big Grin

There are also the Rules of Warfare and Rules of Warfare II books that detail some ideas for introducing new players to SD.  Astro Bash sounds like fun to me, though I have never participated in one.  I plan to run one soon, though!


RE: Ways to play - Ghostrider - 03-23-2019

Rookie rules are a good way to get new players in as well. My group has a couple of standard scenario's we use when teaching new players how to play SD. Nothing fancy no torps, asteroids, or missiles. once they are comfortable with the basic rules we introduce more rules to the game (see above mentioned). Smile