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Post by TheDreadnought on Aug 24, 2015 8:24:08 GMT -5
All range and penetration values were based on information pulled from the NavWeaps website, that maintains all that real-world performance information.
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Post by TheDreadnought on Jul 13, 2015 12:47:00 GMT -5
Well after some discussion of the topic with VBAM. . . I want to include some crunchy rules for star forts in that supplement. So right now I'm going to be focusing on that direction for these types of things. I'm going to need to review the old suggestions for that stuff here and see what good ideas percolate.
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Post by TheDreadnought on Jul 6, 2015 10:06:16 GMT -5
Ugh. . . saving throws. No thanks.
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Post by TheDreadnought on Jul 6, 2015 9:06:04 GMT -5
Once you start getting into the 16" USN battleships. . . the Japanese rapidly get outclassed. What about replacing the Washington with one of the older US battleline?
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Post by TheDreadnought on Jul 6, 2015 8:53:44 GMT -5
There's a tab, possibly hidden where all the information is stored. You should be able to un-hide it and make the edit.
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Post by TheDreadnought on Jul 1, 2015 10:05:38 GMT -5
I've always been curious about age of sail games. I'll be curious to hear your impressions.
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Post by TheDreadnought on Jun 29, 2015 8:53:52 GMT -5
Yes the points system really gets better the more ships that are in play. When you have only one or two ships per side, its pretty ballpark.
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Post by TheDreadnought on Jun 22, 2015 13:06:16 GMT -5
You make only a single check for each HIDDEN ship. So if there are 3 hidden ships, you roll once for each of them, so long as an enemy ship is within 20" or an enemy ship with radar is within 40".
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Post by TheDreadnought on Jun 18, 2015 13:23:34 GMT -5
Right, but where is the opportunity for player tactical decision making?
Maneuver is irrelevant as everything is guided.
You can match offensive and defensive capabilities against each other. . . but that's just a die rolling exercise, there's really not much tactical decision making.
I'm just not convinced there's much to actually "play" in that setting, as opposed to "simulate" if that makes any sense.
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Post by TheDreadnought on Jun 16, 2015 13:33:53 GMT -5
They are telling me this year sometime. If that pans out, any follow up I do would probably be next year.
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Post by TheDreadnought on Jun 15, 2015 15:55:34 GMT -5
Yeah, I wonder if I could do a mini-supplement on this topic. I'll give it some thought.
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Post by TheDreadnought on Jun 15, 2015 15:54:39 GMT -5
The spinal mounts are a fun addition.
All the new fighter types should be fine from a balance perspective.
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Post by TheDreadnought on Jun 15, 2015 15:53:29 GMT -5
Wouldn't a modern naval game be so dominated by air and stand off attacks trying to penetrate the defences of essentially static targets as to not really be a playable miniatures game at all? Other than very small scale engagements I mean. Yeah, I haven't really seen a way where this translates well into miniature gaming.
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Post by TheDreadnought on Jun 12, 2015 8:42:47 GMT -5
Sweet!
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Post by TheDreadnought on Jun 12, 2015 8:41:20 GMT -5
Well VBAM is the partner. I think the system is quite beefy. . . it's almost a game in and of itself. After it comes out, I might release a document with suggested way to make it run "leaner" if people are just looking for a backdrop for tactical battles only.
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Post by TheDreadnought on Jun 12, 2015 8:38:24 GMT -5
We were never going to do pre-allocation. It's always been pay-as-you go.
The problem right now is playtesters. I had one group that was meeting regularly and giving me feedback, but haven't heard from them in months. Kinda at a standstill since then. If anybody has a gaming group and wants to playtest, let me know. I'm looking for actual gaming groups, not individual readers. Thanks!
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Post by TheDreadnought on Jun 11, 2015 10:51:31 GMT -5
Good point Toaster.
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Post by TheDreadnought on Jun 3, 2015 14:48:02 GMT -5
Appreciate it anyway.
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Post by TheDreadnought on Jun 3, 2015 13:56:34 GMT -5
It is tough for fighter to shoot down missiles. You may want to consider using some Cluster Missiles for missile defense. If they are building a bunch of lightly armored Delta 1 ships, you should be able to exploit that. I'm also struggling with how they are hitting so much with their missiles. You should be dodging more. Often, missiles are used more to constrain the enemy's movement through area denial, rather than direct attacks. Fighters just need a flat 10 to shoot them down. Although not specifically called out, shooting down missiles and fighters with gatling autocannons wouild follow the rules under GAs for engaging fighters. This is one of a great many reasons you want a high FC rating on your ships. Colonial Battlefleet is a deceptively simple game. Its easy to learn the basic mechanics. . . but like Othello. . . "Minutes to learn, a lifetime to master." Finally. . . if after playing a while, something just isn't working for your particular group. Feel free to house rule it. We encourage that. . . but just urge caution that people stand ready to reverse their house rules if find they break something. The House Rules board is full of ideas. Some better than others. LOL
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Post by TheDreadnought on Jun 3, 2015 11:08:34 GMT -5
1. Yes.
2. I'm not sure about your question here. You roll one-die for each attacking missile. It's opposed by the point defense die roll. High roll wins. If you allocate more than 1 PD die roll to a missile, you roll all of them.
3. Per page 44, missiles have a defense value of 9
4. No.
5. Remember that the game allows for technology progression and simulation of multiple sci-fi settings. Some weapons are better than others. Torpedoes cannot be shot down, and do not have to physically hit the ship on the table top.
6. A couple things you might want to take a look at is the missile movement rules. Hitting with missiles is actually pretty tough outside point blank range. Its pretty easy to get inside their turning radius. Many people in the past have complained that it was too hard to hit with missiles and they were useless except up close. If you can't avoid them, it might be because you're not putting enough delta on your ships. If you're building only slow, lumbering battlestations, then yes, you'll probably get eaten by missiles. You might also want to make sure you're allocating enough tonnage. Remember, those ASGMs are 5 tons per shot. So 8x5 missile tubes is 64 tons of weapons if I'm doing my math right.
Not sure if either one of those things is something you're missing, but that's where I would start.
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