04-10-2019, 10:04 AM
I still think the Drift phase should be at the end of the turn.
Firstly it allows missile boats to drift into range as a tactic. Secondly it is a risk with asteroids. That is, asteroids drift first then the ships drift with possible collisions. Any ship entering an asteroid's hex needs to roll under their piloting skill to avoid hitting it.
Drift in SD gives a unique feel to the game that no other space game has. And it is fun.
It also means some ships can drift our of contact with the fight. Even slower ships can drift up to 4 hexes which means they will need to turn around to get back into the fight. And smaller ships can career off to escape their larger conterparts.
It is also good with using debris counters for destroyed ships (3d6 low damage) , which is funny for smaller ships because if they do get hit they get hit well. Again this can be a risk in the drift phase.
Firstly it allows missile boats to drift into range as a tactic. Secondly it is a risk with asteroids. That is, asteroids drift first then the ships drift with possible collisions. Any ship entering an asteroid's hex needs to roll under their piloting skill to avoid hitting it.
Drift in SD gives a unique feel to the game that no other space game has. And it is fun.
It also means some ships can drift our of contact with the fight. Even slower ships can drift up to 4 hexes which means they will need to turn around to get back into the fight. And smaller ships can career off to escape their larger conterparts.
It is also good with using debris counters for destroyed ships (3d6 low damage) , which is funny for smaller ships because if they do get hit they get hit well. Again this can be a risk in the drift phase.