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Post by Jester on Jun 20, 2010 22:56:30 GMT -5
So what is a typical game size you guys/gals are playing? Or suggested game size from Dreadnought? Also, has anyone played any large games and if so do the rules fall apart any? I ask because our group sometimes plays very large games of whatever system (Nappy, WW2, etc) and in many of them, after x amount of points the system starts to "crack". Not just from it being slow but certain races/factions/ships "in mass" overwhelms certain aspects of the game. Was wondering if anyone has seen that here yet. By the way, if you haven't yet, leave it to our group...a game hasn't really been played until we've had an all day affair at my house with every ship model we own on the table
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kashre
Lieutenant Commander
Posts: 110
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Post by kashre on Jun 21, 2010 1:53:29 GMT -5
So far most of our games have been in the 500-1200 point range, and those are nice little fights... if you're familiar with the rules a 1200 point meeting engagement probably shouldn't take more than 2 hours or so. I haven't done anything bigger yet, but I think that for a nice all day fight 5000-6000 points would work pretty well, even though none of the scenarios in the book go much over 3000 points per side.
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Post by TheDreadnought on Jun 21, 2010 8:47:09 GMT -5
The important thing when running a big battle is to do as much simultaneous activity as possible. All players on a side should move their ships simultaneously and shoot simultenously wherever possible.
Sometimes two people will be shooting at ships belonging to the same enemy and therefore some wait time is necessary or somebody on the other side who is not being shot at can handle recording the damage for the person.
But if you try to keep the focus on "the entire side plays at once" you should find the game still moves pretty quickly. Fighter combat with wingman bonuses and whatnot is where the most coordination between players on the same side would need to occur.
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Post by warchariot on Jun 21, 2010 19:41:15 GMT -5
Careful of those big carriers with 12-15 fighters. If you have five on a side, then you start to run out of hexes! LOL
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Post by Jester on Jun 21, 2010 20:00:03 GMT -5
LOL...so 29 fighters on a Heavy Carrier is not a good idea then
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kashre
Lieutenant Commander
Posts: 110
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Post by kashre on Jun 21, 2010 21:04:59 GMT -5
LOL...so 29 fighters on a Heavy Carrier is not a good idea then I think that depends on wether or not you have fighter tech 5... with FT 5 you can put those fusion torps on your interceptors, then you're not limited to 1 hex... Although I can see having 60 fighters on a side causing some hillarious fail cascades where fighters get displaced into fighters that displace more fighters. Might be a problem.
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Post by Jester on Jun 21, 2010 23:25:11 GMT -5
LOL...yeah, I can totally see that happening...will try to keep it resonable...like under 59 fighters Heres a follow up question: Does anyone know how (if?) PD and Flak work when interceptors are firing Fusion Torps at a ship? Thanks!
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Post by TheDreadnought on Jun 22, 2010 8:17:36 GMT -5
That's one of the advantages of the fusion torps. They are a "stand off" weapon (for a fighter anyway) that can be used from outside PD/Flak range.
Of course there is still the roll to hit, and no fire control bonus. But they are a pretty powerful weapon - as befits Fighter Tech Level 5.
The question is, do you have enough of them to finish the job, or are you going to have to close and use conventional strikes anyway - exposing your to the defensive fire.
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Post by TheDreadnought on Jun 22, 2010 8:20:17 GMT -5
[Although I can see having 60 fighters on a side causing some hillarious fail cascades where fighters get displaced into fighters that displace more fighters. Might be a problem. LOL. . . funny. . . but keep in mind that displaced fighters don't displace other fighters. So there's no cascade effect. They just get displaced to the first open hex. . . so yeah if you've got 60 fighters on the table, it might wind up quite a distance away. Clearly a serious nav computer problem!
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Post by warchariot on Jun 22, 2010 11:56:51 GMT -5
So to get back to your question of game size, the largest I've played is five capital ships per side. The reason I mentioned the fighters is because my group is playing BSG, so the both sides have lots of fighters. I would be interested to hear about battles with 12-15 ships on a side much like the rule book fleet example.
So Dreadnought, for the games you are running at conventions this summer, how many ships per side are you playing?
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Post by TheDreadnought on Jun 22, 2010 13:58:13 GMT -5
During our playtesting we had 2 players per side running about 4 - 5 ships totalling about 1,500 - 2000 points per player. For GenCon. . . I don't know yet. Games typically have 6 - 8 players. Each player will probably have 1 capital ship or 2 - 3 escorts each. But I haven't written any of the scenarios yet. But those are convention games where the goal is to limit span of control so people can learn to play the game from scratch. Once you've played a couple times, it becomes a lot easier to run more ships.
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Post by warchariot on Jun 22, 2010 17:24:32 GMT -5
So just Gencon? I thought you were all over the place.
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Post by TheDreadnought on Jun 22, 2010 21:52:37 GMT -5
GenCon is the first place I'm running CB this year. I tend to hit a few Cons early in the year, and a few late in the year, but not much in the middle. (At least not this year).
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