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Speed
Jun 30, 2010 19:37:38 GMT -5
Post by Jester on Jun 30, 2010 19:37:38 GMT -5
So what is your average speeds during games? I know it says to start at 5 unless otherwise noted but does anyone start higher for just one off games?
Also, how fast do you guys get?
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Speed
Jun 30, 2010 19:55:57 GMT -5
Post by TheDreadnought on Jun 30, 2010 19:55:57 GMT -5
I usually wind up going between 7 and 9.
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unclejoe
Lieutenant Commander
Posts: 199
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Speed
Jun 30, 2010 20:44:11 GMT -5
Post by unclejoe on Jun 30, 2010 20:44:11 GMT -5
So far, we've been around 4-6. We've seen 7 or 8 a few times, but usually only for a turn or so.
FWIW, we are playing on a 27x21 mat so the map width isnt all that great for massive speeds.
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kashre
Lieutenant Commander
Posts: 110
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Speed
Jun 30, 2010 20:52:33 GMT -5
Post by kashre on Jun 30, 2010 20:52:33 GMT -5
In most of our games most ships are going 4-6, although RDF ships are almost always spending a good portion of the game at close to their max speeds of 8-11 (we use the max speed optional rule).
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Speed
Jun 30, 2010 20:58:35 GMT -5
Post by TheDreadnought on Jun 30, 2010 20:58:35 GMT -5
Anybody using r-distortion rule?
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unclejoe
Lieutenant Commander
Posts: 199
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Speed
Jun 30, 2010 21:01:36 GMT -5
Post by unclejoe on Jun 30, 2010 21:01:36 GMT -5
Not so far. Is that rule intended to keep people from constantly zipping around the map?
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Speed
Jun 30, 2010 21:07:37 GMT -5
Post by TheDreadnought on Jun 30, 2010 21:07:37 GMT -5
Not really. It's intended to let people adapt the rules to the lost fleet setting. I'll prob release a time late orders rule in one of these upcoming fleet books soon.
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Speed
Jun 30, 2010 22:57:48 GMT -5
Post by warchariot on Jun 30, 2010 22:57:48 GMT -5
We've try the r-distortion rule, but it hurts the side who needs to close. Not sure if we will use it again. This kept us under 7 for most of the game. In Vultures to the Feast, the little ships reach there max trying to run away.
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Speed
Jul 1, 2010 7:50:42 GMT -5
Post by TheDreadnought on Jul 1, 2010 7:50:42 GMT -5
What's your experience been with the max speed rules? Do they impact play much?
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Speed
Jul 1, 2010 8:34:42 GMT -5
Post by Jester on Jul 1, 2010 8:34:42 GMT -5
We’ve played with both (no max and max). I have to say, having ships zipping around the board at speed 14 is pretty fun. In our Tuesday night game (2500pt meeting engagement), I played a more traditional gun fleet with heavy hitters (even had a 1000 ton monster) and Joe brought a lot of light ships (BC was his heaviest). He started at speed 12 for pretty much all of us his fleet and I started with a massive 2 As most of his ships were RDF, he was able to dictate when he wanted to engage and used an asteroid field to his advantage to shield his ships while he approached or maneuvered. It was interesting in the fact that even though his ships couldn’t hang with mine on a ship to ship basis, he was able to zip them in, do a quick firing pass and get out before too much damage was done. He never had to “sit” under my guns for more than a turn before his speed and maneuverability enabled to pretty much turn around on a dime and buzz out (or just fly right through the fleet) . Also, with the exception of one bad pass he was able to minimize my shooting due to him managing my firing arcs. The game we played on Tuesday was the reason I posted the question. I was curious as to how fast other players went and if folks were using the max speed rule. But to your original question: When we played with the max speed rule, the game played out much similar to our games of BFG or B5 (not a bad thing, mind you) where the ships slowly moved into each other’s gun ranges and stayed there for a turn or two ( most of our ships were moving between 5-8). So we are still trying to decide what to do on the speed question. With the exception of special scenarios we are leaning toward no max on speed. If you want to have a bunch of RDF ships that turn on a dime (thus speed is not a danger to moving off the table), then so bit it. It gives character to the fleet. Joe has always played the super fast, paper thin fleets in the past so it really appeals to him. I like it because it gives the fleets flavor and plays vastly different than my “traditional” Line of Battle fleets.
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Speed
Jul 1, 2010 9:46:05 GMT -5
Post by TheDreadnought on Jul 1, 2010 9:46:05 GMT -5
How about posting an AAR? Doesn't have to be fancy.
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Speed
Jul 1, 2010 12:32:57 GMT -5
Post by Jester on Jul 1, 2010 12:32:57 GMT -5
Will do. Sadly we didnt take any pictures but Ill post something later today.
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Speed
Jul 1, 2010 13:06:29 GMT -5
Post by ciaphus on Jul 1, 2010 13:06:29 GMT -5
OK. I'll draft up a simple AAR including what we were trying to accomplish in the test game.
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kashre
Lieutenant Commander
Posts: 110
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Speed
Jul 1, 2010 14:12:18 GMT -5
Post by kashre on Jul 1, 2010 14:12:18 GMT -5
I just like using the max speed rule because fighters and missiles have fixed speeds. High speed games make missiles less useful, especially if you use a floating map, and presumably missiles and fighters use similar propulsion systems to ships so they should have similar mechanics, imo.
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Speed
Jul 1, 2010 14:57:56 GMT -5
Post by Jester on Jul 1, 2010 14:57:56 GMT -5
How are you guys tracking the speed on your ships? Just writing donw the number on the SSD?
In our game this week, Joe had 14 ships and it was a bit combersome having to find the SSD and check/change it speed. He ended up just writing on a small slips of paper an laying on the ships bases. The downside of that was A) the paper could get mixed up if ships get bunched up (not to mention a space issue) and B) took away from the aesthetics of the game.
One solution I am toying with is putting small magnets on the rear facing part of the base. I have cut out small squares (6x6mm ish) from a sheet of black magnetic "paper" and writen numbers on them (1-16 so far) with a white jell pen. That way, the speed is displayed on the ship, it dosnt take up any table space, is not very obvious (since the bases are black as well) and stays with the ship as i move it. We just thought of this after our last game so havent tested it out yet. It could be this is just as painfull (finding the new speed "counter" and replacing it the old one but we definetly dont like what we were doing on Tuesday.
Still, I would like to hear from others on how they are tracking speeds.
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Speed
Jul 2, 2010 8:04:06 GMT -5
Post by Jester on Jul 2, 2010 8:04:06 GMT -5
Joe wrote up the AAR for our game and emailed it to me last night. I just posted it in the AAR section.
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