First EFSB game was great! A few questions

4 posts ยท Mar 19 1998 to Mar 19 1998

From: felixh@p... (Felix Hack)

Date: Thu, 19 Mar 1998 09:10:57 GMT

Subject: First EFSB game was great! A few questions

I really enjoyed my first game using the EFSB rules. It played very quickly,
the rules were clean and elegant, and the results felt right for B5. As
background, I have experience in most major tactical SF ship combat games,
including SFB and B5 Wars.

I had a Narn Battle Dreadnought and my opponent took two Centauri Light
Cruisers. In retrospect I think I had an advantage. He split his ships,
escorting each ship with its single fighter squadron. I kept my four fighter
groups together and engaged each of his ships in turn; my primary beam weapons
never fired. We learned that unengaged fighters are extremely dangerous; they
almost blew away one CL with their first volley before starting to tear apart
the second CL. The outcome? Both CL's attempted to flee through jump points
generated by
damaged jump drives.  They had a 1/3 chance each of making it, and
both succeeded in getting away. Rats.

We did encounter a few questions, nothing major. It is my gaming
style to keep things moving along during play and avoid drawn-out
rules discussions (I hate rules lawyers), so we made some quick mutually
agreeable decisions and kept on playing.

1.  Can anti-fighter weapons shoot at fighter groups that aren't
engaging your ship? We ruled that they could, but this approach encourages the
"gamey" tactic of stacking all ships in one place. (This is a result of the
geometry of having the fighter and
anti-fighter weapons have the same range.  If the ships aren't in the
same spot the fighters can always find a place from which they can engage a
ship without counterfire from other ships).

2. Fighter engagements are resolved when the target ship becomes active. Is
damage by fighter weapons resolved before the target ship has a chance to
shoot at its targets? (This happened in our battle when a Centauri CL was
attacked by 21 fighters, and lost all fire control. We ruled the damage was
not simultaneous, so it couldn't fire on my Battle Dreadnought).

3. We couldn't find any rules describing the effects of energy mines on
fighters. We ruled there was no effect.

4. This question is about catastrophic damage. First, the rules contradict the
example (the example's die rolls shouldn't be causing catastrophic damage). We
followed the rules, as we felt the example made chain reactions too likely.
Next, in our game the first Centauri CL almost lost three whole rows of damage
boxes to fighters in a single attack, requiring two Threshold checks. If it
had required three Treshold checks from a single attack, should I have rolled
once or twice for catastrophic damage? If in the same gameturn it lost yet
another row to weapons fire (not catastrophic damage) requiring a new
Threshold check, would I roll again for catastrophic damage? I guess I'm
asking if you should roll for catastrophic damage just prior to every
Threshold check after the first in a gameturn.

We observed that the Centauri liked moving really fast, partly to avoid energy
mines, and partly to take advantage of its better pivoting. It moved faster
than fighters can normally move (speed 10). They could take their fighters
along, however, by using escort mode. It did mean my fighters couldn't chase
their ships down. I didn't feel this was a real problem; it was inevitable
that our ships would get close together to exchange fire, and when they did my
fighters got close enough to paste him.

From: Tim Jones <Tim.Jones@S...>

Date: Thu, 19 Mar 1998 14:25:04 -0000

Subject: RE: First EFSB game was great! A few questions

On Thursday, March 19, 1998 9:11 AM, Felix Hack
> [SMTP:felixh@pacbell.net] wrote:

This looks like a FAQ question

> 4. This question is about catastrophic damage. First, the rules

The example is wrong according to JT.

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Thu, 19 Mar 1998 20:58:15 +0100

Subject: Re: First EFSB game was great! A few questions

> Felix Hack wrote:

> 1. Can anti-fighter weapons shoot at fighter groups that aren't

EFSB p. 84, Anti-Fighter Batteries: "... An Anti-Fighter Battery may
shoot at one Fitghter Group that is within its specific arc of fire, and is
within 6 MU. The Fighter Group does not have to actually be making an attack
on the ship." So the answer is Yes.

> 2. Fighter engagements are resolved when the target ship becomes

EFSB p. 72, Summary of Turn table: "4) Combat Phase. Ships and fighers fire
weapons. 4a) Ship selection. Choose Active Ship and resolve fighter attacks
against it. 4b) Weapons fire. Active Ship fires on other targets."

So the answer is Yes.

> 3. We couldn't find any rules describing the effects of energy mines

I can't find any such rule either, but 1 point of damage kills any fighter,
and the Energy Mine attacks all targets in range so I'd say that any fighter
within 6 MU of an exploding Energy Mine is dead. This ruling is influenced by
similar rules for the Nova Cannon and Wavegun from Full Thrust and More
Thrust, though.

> 4. This question is about catastrophic damage. First, the rules

Hm. I don't see where the example is wrong (assuming you're talking about the
example on p.83, of course): the first Catastrophic Damage check is
failed on 5 or 6 (the first two lines on a Primus lost), and rolls a 5 -
failure, roll again (fails on 4 or more this time since three rows are lost)
and gets a 6. Fails again, rolls again (fails on 3 or more) and gets
a 4 - last row lost, and the ship dies. Where's the contradiction? What
did I miss this time?

> We followed the rules, as we felt the example

So do I.

> Next, in our game the first Centauri

You roll once. If you fail that roll, you lose another row of damage boxes and
roll once more for Catastrophic Damage; repeat until the ship dies or it
manages a check.

> If in the same gameturn it lost yet

I'd say yes (that's why you keep rolling for the chain reaction!).

Later,

From: BEST, David <dbest@s...>

Date: Thu, 19 Mar 1998 16:07:47 -0500

Subject: RE: First EFSB game was great! A few questions

We also play that any fighter within range of a mine is automatically
destroyed. We also don't pick one ship at a time as active. Everyone declares
their targets before any firing takes place and all combat is simultaneous
except for intercepting fighters when they start their run. It doesn't slow
things down and we feel it makes it more realistic.

David Best

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