From: Oerjan Ariander <oerjan.ariander@t...>
Date: Thu, 23 Nov 2006 18:14:25 +0100
Subject: Apologies for the long delay in replying to this. First I got swamped by
Apologies for the long delay in replying to this. First I got swamped by RL issues, and when those dried up the list server went down instead... > John Tailby wrote: > Salvo missiles, plasma bolts and AMTs automatically gain The official Full Thrust rules themselves aren't consistent in this respect: Fleet Book 1 specifies that screens do *not* apply to rerolls, but in various Q&As GZG has stated that the +1 DRM for Interceptors and Attack Fighters *do* apply to rerolls. The UFR makes these inconsistencies obvious by collecting all the beam-die rules and official clarifications in once place, but it didn't introduce them :-/ > AMTs must declare an attack against all ships within 3 mu. Your objection (quoted above) was that the AMT couldn't declare attacks against all targets within 3mu because it "can't physically move into contact with all ships within 3mu". What I am saying is that this objection is invalid, because AMTs *never* physically move into contact with *any* targets. They're area-effect weapons, just like Plasma Bolts are. > But the missile has to attack the nearest ship within range. So No, the AMT doesn't "have to attack the nearest ship within range". It uses its secondary move to *move* towards the nearest "target" (which is supposed to mean "enemy ship or orbital base"). Once it has made that move, it *attacks* EVERYTHING within 3 mu. The game effect of an AMT declaring attacks against all ships (friendly as well as enemy) within 3mu, is that all those ships become able to use their PD weapons against the AMT without having to use an ADFC or FCS to guide the point defences. > Kra'Vak scatterguns and Sa'Vasku interceptor pods may not Not exactly "ADFC capability" in the FB1 sense, but somewhat similar. The FB1 ADFC allows your PD weapons to shoot at *all* fighters/missiles/bolts that attack one other ship within 6mu of the ADFC. In the UFR, an FCS allows your PD weapons to shoot at *one* fighter group/missile (salvo)/bolt within the PD weapons' normal range (6mu for PDS and Scatterguns, 12mu for Interceptor Pods) regardless of whether or not that fighter group (etc.) is attacking anything. Note that the normal restrictions on (A) arc fire apply whenever you use an FCS to target anything. But yes, the overall effect is that you ADFCs drop from "absolutely essential for survival" to merely "nice to have ". > Scattergun 6mu 1d3 1 No, it brings the scatterguns' capabilities into line with their cost against all types of small targets, instead of making them slightly overpowered against missiles and massively overpowered against fighters. Against *fighters*, scatterguns with ADFC capability are really worth somewhere around 12 pts apiece - but since that cost would make KV and similar scattergun-users unable to defend themselves against any *missiles* they couldn't dodge, the FB scatterguns were instead priced according to their anti-missile capabilities. Unfortunately I failed to factor in the value of their ADFC capability during the FB2 playtesting, so that capability was effectively free of charge in FB2... Bringing the scatterguns down to 1D3 hits and removing their inherent ADFC capability brings their anti-fighter capabilities down into line with their cost, ie. 5 pts apiece. Against *missiles*, the scatterguns usually waste much of their firepower anyway. You don't need 1D6 hits to kill a Heavy Missile (even 1D3 is on average a 100% overkill); and against an SM salvo a single D6-rolling scattergun is too unpredictable so most players I've listened to use 2 scatterguns against each SM salvo... with the result that the salvo will be stopped completely four times out of five, but on average half the scatterguns' hits are wasted. Because of this, cutting the scatterguns back from 1D6 hits to 1D3 hits has a surprisingly small impact on their anti-missile capabilities - the D3's smaller range of possible results allows the players to use their scattergun more effectively, wasting fewer hits. Finally, against *plasma bolts* the scattergun goes from "1 beam die without rerolls" (average 0.67 hits) to 1D3-1 (average 1 hit), which is a 50% *increase* in firepower :-/ > You do not list stinger nodes as anti ship able to attack Pod Launchers still only fire one shot per turn, but under the playtest SV rules spicules fire one PDS die per Power Point (with the same burn-out restrictions as stingers). Each spicule can still only engage one single Small Target per turn, but with a potentially very large number of PDS dice. > These fighter rules heavily favour one shot fighters like fleet >are likely to spend one turn in front of the enmy fleet before they can move >behind them to get out of the fleets arc of fire. If your fighters launch at long range and then rush straight towards the enemy, then they're likely to end up in the enemy's (F) arcs at relatively short ranges. That's distinctly unhealty, certainly. If OTOH the fighters end the turn before their attack outside range 36mu of the enemy and then use the combination of their own primary+secondary move distances and the enemy's closing velocity to get from range >36mu to attack range in a single turn, they're unlikely to take much damage from long-range anti-ship fire. (Unless, of course, your group follows the "optimized Vector"-style design strategy "let's load up on (F)-arc only Class-4 and larger beam batteries", but in that case your ships won't have very strong broadside armaments which drastically reduces the fighters' need for evasive manoeuvres when they close the range on the next turn.) (This is the very same tactic as you are already using with heavy missiles - with the differences that 1) the fighters can stay an extra beam range band away from the enemy fleet, thus reducing the amount of long-range anti-ship fire they have to weather to half or less of what the missiles face, and 2) the fighters have far more CEF available for evasive manoeuvres than the heavy missiles do... in the absence of a fixed -2 DRM, that is.) > Nothing like massed topedo bombers to ruin a capital ships Nothing like massed torpedo bombers to *make* an interceptor squadron's day, either :-) [On defending against Heavy Missiles] > Having used a similar version of these rules it doesn't make The fixed -2 DRM your group applies would make a pretty big difference here - to borrow your description, it "nerfs" the long-range defensive fires quite thoroughly. Under the UFR, a heavy missile that needs 2 turns to reach its target has a total of 1 CEF to spend on either evasive manoeuvers or a final secondary move to pick a target (so if it doesn't make that secondary move, it can get a -1 DRM on *one* of its two turns of flight but not on both). IOW, by applying that fixed -2 DRM you are in effect giving the heavy missiles an extra 3-4 CEF points to burn on evasive manoeuvres. And yes, those "free" CEF points do matter. With the -2 DRM each beam dice only hits a heavy missile on a '6' - so at long range, a capital ship with 3-4 Class-3s will be rather lucky to kill more than 1 missile while a heavy cruiser probably won't kill even a single one. Using the UFR rules OTOH even heavy cruisers bag on average one heavy missile each with long range fire, while capitals will probably pick off multiple missiles each. In the missile-swarm games I've played, those extra missiles destroyed at long range reduce the load on the defenders' FCSs quite a bit when the surviving missiles reach attack range on the next turn. > Also, if I understood your variant correctly you gave the Heavy In my experience, if the targets are mobile the only difference between launching heavy missiles from range 48mu and launching them from range 54mu is that the 54mu-range launch gives the enemy an extra game turn in which to either shoot the missiles down or out-manoeuvre them. (Against *immobile* targets those extra 6mu can be an advantage, though they still give the target's defences - including PDSs - one extra turn to shoot at the missiles.) Regards,