Post by unclejoe on Jun 28, 2010 20:07:08 GMT -5
Ok, so having another 'meeting engagement' style game under the belt (I didnt really keep notes so no AAR this time), I think next time we'll branch out into the randomized scenarios.
A few quick questions:
Armageddon:
Any chance for a modfied version of this scenario for Low-tech? Rail and Heavy Rail guns are pretty much non-existent in low-tech games and even Mag Cannons arent all that common.
What could we use for substitute 'heavy weapons' in the low tech realm? I'm thinking missiles, but that seems a bit too easy. Maybe some sort of 'Equipment' or something for bomb racks? dunno....
Convoy
Do you think it inadvisable to allow Scout class units to attack? It seems like they would be almost custom-built to raid commerce. I'm assuming it was tried and they were a bit too powerful? Was there some other reason for their exclusion from raiding?
Also, the 'cruiser protection' rule functions exactly to the letter as it says If I have a raiding ship adjacent to a merchie, I can slag it without issue regardless if I'm adjacent to an escorting CA/CL as well, correct?
What about AE weapons (SD Torp). They dont target a 'ship' per se so are hexes with merchies in them fair game?
Exiting via Warp points:
I want to make sure I understand this one since it seems extremely hard to do from the rules.
In order to exit via warp point, you have to be pointed at it's front, at speed 5, and with the drive spun up to 12 points. You lose a Delta when spinning up the drive.
Ok, given that, with a Delta 1 ship you have to (on average) line up with the exit 15 spaces ahead and then more or less 'coast' into it and hope you roll at least close to average on the d10 to avoid going *splat* on impact. Is that correct?
Is it intended to be that difficult?
A few quick questions:
Armageddon:
Any chance for a modfied version of this scenario for Low-tech? Rail and Heavy Rail guns are pretty much non-existent in low-tech games and even Mag Cannons arent all that common.
What could we use for substitute 'heavy weapons' in the low tech realm? I'm thinking missiles, but that seems a bit too easy. Maybe some sort of 'Equipment' or something for bomb racks? dunno....
Convoy
Do you think it inadvisable to allow Scout class units to attack? It seems like they would be almost custom-built to raid commerce. I'm assuming it was tried and they were a bit too powerful? Was there some other reason for their exclusion from raiding?
Also, the 'cruiser protection' rule functions exactly to the letter as it says If I have a raiding ship adjacent to a merchie, I can slag it without issue regardless if I'm adjacent to an escorting CA/CL as well, correct?
What about AE weapons (SD Torp). They dont target a 'ship' per se so are hexes with merchies in them fair game?
Exiting via Warp points:
I want to make sure I understand this one since it seems extremely hard to do from the rules.
In order to exit via warp point, you have to be pointed at it's front, at speed 5, and with the drive spun up to 12 points. You lose a Delta when spinning up the drive.
Ok, given that, with a Delta 1 ship you have to (on average) line up with the exit 15 spaces ahead and then more or less 'coast' into it and hope you roll at least close to average on the d10 to avoid going *splat* on impact. Is that correct?
Is it intended to be that difficult?