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Post by elvenblade on Aug 24, 2011 12:43:09 GMT -5
Hi only just got the game and still reading through all the rules so excuse me if I've missed it in the initial pass but where does it say that a ship is 'finished' when its hull points are reduced to zero?
I've seen the thread on here discussing whether the ship actually explodes or whether critical hits should be applied but couldn't see any mention of the the effect in the book.
On a related note, I'm attracted to CB because of the way shields are handled and the fact that it appears ships generally become useless hulks with destroyed systems or explode through reactor failure before their hulls get reduced to zero. Is this how people find the game pans out? Coming from FT and Starmada I wanted to get away from the concept of counting how may hull boxes are left on a target when deciding which targets to fire at.
thanks Lance
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Post by irishthump on Aug 25, 2011 1:54:32 GMT -5
When a ships hull points are reduced to zero it basically means it has lost it's ability to fight. "Combat Ineffective" as some of the guys call it.
I myself picture it as the ship being punched full of holes and starting to slowly break apart.
Personally I roll the criticals, a big bang is always a welcome sight on the gaming table!
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Post by TheDreadnought on Aug 25, 2011 9:06:18 GMT -5
Generally (in vanilla CB) your targeting decision will be driven by how much concentrated firepower can be brought to bear on a single shield facing of an enemy. So largely influenced by how well you were able to maneuver relative to your opponent. Spreading your fire over multiple shield facings, even on the same ship, generally accomplishes little.
In Man vs. Machine or other settings without shields, target selection is usually driven by coordination of attacks with fighters, or simply proximity to the target with the overriding concern being ships with sufficient armor-penetrating weapons to damage the target.
In either case its a very different experienece from the FT/Starmada style.
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