|
Post by Jester on Jun 22, 2010 18:13:47 GMT -5
Ok, so I saw the earlier thread about placing missiles from multiple Hard Points in a single hex <insert diabolic laugh> and that makes sense.
Is it possible to split them up later? Ex: On turn 1 I put 5 missiles into one hex and then on turn 2, I move them 8 hexes (all still together). On turn 3, I want to move 3 missiles "that" way and 2 missiles "this" way (effectively spliting them up into two seperate counters). Is that possible?
Thanks!
|
|
|
Post by warchariot on Jun 22, 2010 20:31:04 GMT -5
Yes, they can move on there own once launched. This sounds great, but is somewhat limited by the way they move. I can't find where, but I was sure I asked this some place... Here it is from 1 fighter 2 missile questions: 3. You are free to maneuver guided missiles however you like once launched.
|
|
|
Post by Jester on Jun 22, 2010 20:44:27 GMT -5
Good, thats what I assumed, but couldnt find anything about spliting after luanching and moving a few turns.
Just curious, how are you moving your Missiles Warchariot? 6pt or the 12 pt movement?
Ive only played a few solo test games but the 6 point movement seems pretty restrictive...I think we are going to try the 12pt this weekend.
Thanks!
|
|
|
Post by TheDreadnought on Jun 22, 2010 21:57:57 GMT -5
The 6 point is definitely very restrictive. But its an acquired skill that takes practice. 12 point is MUCH easier, but thus not as challenging.
|
|
|
Post by warchariot on Jun 22, 2010 23:38:25 GMT -5
We have done both, but think the missiles may be to powerful using the 12 point.
|
|
|
Post by TheDreadnought on Jun 24, 2010 18:54:18 GMT -5
That's definitely a possibility. The game was balanced for 6 point missile movement, and the missiles were designed to be hard to hit with, but hit hard when they did.
As everyone saw from TheOz's excellent diagrams, the difference in engagement envelopes between the two approaches is substantial.
Certainly, if you're going to use 12 point missile movement, I would recommend loading up on PDEF and cluster missiles. But I'd suggest more fun is to be had using the 6 point movement and trying to develop the necessary skill. That really gives the talented players an advantage over the amateurs.
One thing that I think colors people's perceptions of the 6 point system is trying to use the missiles in too close. Missiles are intended as a stand-off/first strike weapon. You should be engaging targets from 20+ hexes away with your missiles. A big swarm of them should be out in front of your fleet as the two fleets are closing. Those that miss should be brought around for another pass.
At the longer ranges, you have plenty of time to maneuver the missile to try to get it into the right position relative to your opponent. In close, the effect of the big blind spots is crippling.
|
|
kashre
Lieutenant Commander
Posts: 110
|
Post by kashre on Jun 25, 2010 0:49:07 GMT -5
That's definitely a possibility. The game was balanced for 6 point missile movement, and the missiles were designed to be hard to hit with, but hit hard when they did. As everyone saw from TheOz's excellent diagrams, the difference in engagement envelopes between the two approaches is substantial. Certainly, if you're going to use 12 point missile movement, I would recommend loading up on PDEF and cluster missiles. But I'd suggest more fun is to be had using the 6 point movement and trying to develop the necessary skill. That really gives the talented players an advantage over the amateurs. One thing that I think colors people's perceptions of the 6 point system is trying to use the missiles in too close. Missiles are intended as a stand-off/first strike weapon. You should be engaging targets from 20+ hexes away with your missiles. A big swarm of them should be out in front of your fleet as the two fleets are closing. Those that miss should be brought around for another pass. At the longer ranges, you have plenty of time to maneuver the missile to try to get it into the right position relative to your opponent. In close, the effect of the big blind spots is crippling. I still tend to think that they're better as close in weapons, although that might be my "scream and leap" mentality at play I was thinking about this earlier, and whipped up a (much inferior to TheOz's) image to help me visualize.... on the first turn of movement a missile can get to any of the red hexes if launched from a ship in the black hex... subject to the initial facing you choose of course: They will move before an opponent in any of those hexes can move, which means they'll be immune to dodges and ECM (unless you launch them into a hex to which an enemy ship is adjacent). And it doesn't require saturating a large area to ensure that at least some of the missiles will hit something. Of course, you're still going to be taking one turn, at least, of fire before your missiles get where they're going which might hurt on a ship with a lot of missiles and few direct fire weapons. And a good formation will force you to waste a lot of missiles on escorts and not juicy cap ships... but when they do get there, they will hurt a lot. Which actually made me just think of a question: What happens if missiles move into a hex containing an enemy fighter squadron? Just fly through, unless it's cluster missiles? I don't seem to be able to find a reference to it in the rules. Also, what happens if the hexes you need to go to in order to get an ASGM closer to a target contain fighters? Are you forced to turn away to one of the other valid end-points for the missile?
|
|
|
Post by TheDreadnought on Jun 25, 2010 8:10:57 GMT -5
Yes, non-cluster missiles just fly right through enemy fighters.
I'm putting up a FAQ, maybe today that has consolidated a lot of the questions we've had so far.
|
|
|
Post by warchariot on Jun 25, 2010 10:09:36 GMT -5
Kashre Said:"Of course, you're still going to be taking one turn, at least, of fire before your missiles get where they're going which might hurt on a ship with a lot of missiles and few direct fire weapons. " Let give you an example of what can happen: I had a Cylon Basestar (336 mass) with ASGMs and fighters wander in to close to a Colonial Battlestar. At 9 hexes (out of missile range) it fired an 8 rail gun broadside (8D10 + 2 FC + 1 special rule = 6+ to hit) hit 6 times with 4 penetrating for 54 hits. Add the damage from critical hits (empty hardpoints and non-shielded ships take 1/2 damage again) and my 336 mass 58 hull point Basestar had taked 64 hits. Scratch one Basestar However, I had fired missiles from long range. Six hit the next turn, followed by my fighters and a boarding action. These caused 43 hits and I took the ship. Not bad for a ship that wasn't on the board
|
|