|
Post by Cougar_DK on Aug 3, 2010 10:00:14 GMT -5
Hi,
I first thought I would go for NSL and Kra'Vak, but the Kra'Vaks are alien and have these K-guns with special rules. And I'm really not ready to go modding a game I haven't played yet.
Then I went with NSL and ESU. NSL is armored hulks without any shields and ESU are more all around armor and some shield.
So does CB work with fleets without shields against ships with shields?
Both fleets use mostly laser weapons and one ship class with missile weapons in FT.
Thanks Mark
|
|
|
Post by TheDreadnought on Aug 3, 2010 10:17:28 GMT -5
Hi, I first thought I would go for NSL and Kra'Vak, but the Kra'Vaks are alien and have these K-guns with special rules. And I'm really not ready to go modding a game I haven't played yet. Not a Full Thrust expert but aren't K-guns just kinetic-kill weapons? If so, then just use Mag Cannons, Rail Guns, and Heavy Rail Guns from Colonial Battlefleet. The aim is to duplicate the fluff & feel, not the rules of FT. Then I went with NSL and ESU. NSL is armored hulks without any shields and ESU are more all around armor and some shield. So does CB work with fleets without shields against ships with shields? Yes! Absolutely! I'm running a Battlestar vs. Star Destroyer game at GenCon to demonstrate exactly this principle. The thing to watch out for is giving one side extremely powerful shields AND high penetration kinetic-kill weapons, while the other doesn't get either. However, that kind of setup would require one side to have vastly superior tech levels to the other. In that case, it would be no surprise that one would clobber the other with their advanced technology. If one side is reknowned for their armor, you might want to give them a faction benefit of +1 to armor values. Whereas a race that is accustomed to using shields to supplement their armor, might have a faction drawback of -1 to base armor values, and maybe a lower Orbital Construction tech level. Or maybe instead give the shields race a restriction like The Scourge, where they never put more than the base armor on their ships. Or, give that race a new "armor maximum" limit, independent of the one listed on the construction tables and based on ship type rather than hull size. For example: Type - Max Armor BB - 6 BC - 5 CA - 4 CL - 3 DD - 2 That's an approach I'm trying with a fleet book I'm working on. Anyway, as you can see, the system is designed with some flexibility in the faction-creation system so you can do exactly what you want with it. Both fleets use mostly laser weapons and one ship class with missile weapons in FT. Thanks Mark If you were more interested in "feel" and "gameplay" aspects rather than trying to do exact duplication of starships from another system, another thing you could consider is more missiles in the armor-only fleet to give them more ways to bypass shields. But generally, enough laser weapons - will burn through shields quite effectively.
|
|
|
Post by Cougar_DK on Aug 3, 2010 12:41:06 GMT -5
Thanks for your answers. Most helpfull.
|
|
|
Post by warchariot on Aug 3, 2010 20:19:06 GMT -5
"Then I went with NSL and ESU. NSL is armored hulks without any shields and ESU are more all around armor and some shield."
I played these two fleets, so I agree with the armor for the NSL and would use Rail, mag, Hvy Auto and Gatling auto or the lasers as you did. Think size 4, 3, 2, and 1. I would be careful with shields as they would be like screens in FT. I might go low number say 10-15 for level 1 and 20-25 for level 2 depending on what enemy weapons do against shields.
For Kra'Vak, I would use Hvy Rails and Rails, with one fire arc and make them RDF so they can turn at will, which if I remember correctly was their big thing.
|
|
|
Post by toaster on Sept 16, 2010 3:45:20 GMT -5
Just stating up some FT fleets today, I gave the Kra'vak rail guns and no shields and the faction benefit of ignores shields but a limit of 60deg on their fire arc. I gave them AM tech at 5 so that they got the cheaper drives so they had extra maneuverability without needing to be all RDF.
Also did the Phalons, all laser and shield, faction rules, can chose to have laser weapons set to d6 attack die but double shots at start of game and shields are double strength but must be turned off if you plan on firing. Turned off shields regen as normal so they may not be full strength when turned back on.
Now all I need to do is get in enough games to try out all the fleets I've stated up.
Robert
|
|
|
Post by TheDreadnought on Sept 16, 2010 7:43:01 GMT -5
Let us know how it goes!
If you're happy with the result, love to see you post the stats!
|
|
|
Post by toaster on Sept 16, 2010 17:01:11 GMT -5
Heres one for the NSL, Gunboats replaces the RDF option for destroyers and doubles their armour value, including hull maximum. Makes up for the fact that they aren't allowed shields.
Robert
|
|
|
Post by toaster on Sept 19, 2010 2:33:57 GMT -5
OK, tried a battle and reporting as ordered. Played NAC vs New Israel and it looks like back to the drawing board. The designs were all fine CBF ships but they didn't capture the FT feel. Points to note; 1: don't worry about the range differences between the FT beam batteries that is captured by the firecon bonus so larger ships will have longer range automatically. 2: cut back on the armour so laser weapons have a chance of penetrating. 3: Only P-torps and Grasers should have D10 pen. 4: Gatling lasers are good for filling up small spaces but they are no substitute for for class one beams so fit a heavy laser instead.
Now I have to redesign all the fleets with those rules in mind and test again.
Robert
|
|
|
Post by warchariot on Sept 19, 2010 9:45:14 GMT -5
Yes, it is a process, good luck this time around.
|
|