From: Steven Gott <stevengott@h...>
Date: Wed, 21 Sep 2005 11:58:04 -0700
Subject: [GZG] Beta Playtest Rules
Is there a copy of FB3 FTIII beta rules that I can look at and hopefully playtest? Regards,
From: Steven Gott <stevengott@h...>
Date: Wed, 21 Sep 2005 11:58:04 -0700
Subject: [GZG] Beta Playtest Rules
Is there a copy of FB3 FTIII beta rules that I can look at and hopefully playtest? Regards,
From: Oerjan Ariander <oerjan.ariander@t...>
Date: Wed, 21 Sep 2005 22:10:38 +0200
Subject: Re: [GZG] Beta Playtest Rules
> Steven Gott wrote: > Is there a copy of FB3 FTIII beta rules that I can look at and The beta-test fleets at <www.star-ranger.com> (UNSC, NI, ORC) feature some of the beta-test stuff (variable hull row arrangements, new weapon types), and some other beta-test rules (modification to the points system, fighter rules) have been posted here so should be in the archives, but there is no single coherent FT3 beta-test rules file to read. Regards,
From: VinsFullThrust@a...
Date: Wed, 21 Sep 2005 16:59:02 EDT
Subject: Re: [GZG] Beta Playtest Rules
_______________________________________________ Gzg-l mailing list Gzg-l@lists.csua.berkeley.edu http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l In a message dated 9/21/2005 3:08:50 PM Eastern Daylight Time, > stevengott@hotmail.com writes: Is there a copy of FB3 FTIII beta rules that I can look at and hopefully playtest? Regards, Steven Gott *raising his hands wildly* Ohh me to.. me to... me to... Oh please send me a copy to.. Vince
From: Dean Gundberg <dean.gundberg@n...>
Date: Wed, 21 Sep 2005 23:40:00 -0500
Subject: RE: [GZG] Beta Playtest Rules
> >Is there a copy of FB3 FTIII beta rules that I can look at and Here are the actual links just so save some searching. UNSC - http://www.star-ranger.com/UNSCpreview.htm ORC - http://www.star-ranger.com/ORCpreview.htm NI - http://nift.firedrake.org/Alpha/NIAlpha.html Proposal of Fighter Changes - http://lists.firedrake.org/gzg/200403/msg00286.html Combat Point Value (a good overview) - http://lists.firedrake.org/gzg/200406/msg00326.html Please do play around with these new rules and ships. There hasn't been much feedback on them lately, and the best way everyone can help the development of FTIII is to test what is out there and post your results. A constant supply of playtest reports keeps the playtest list buzzing and on task so do your part.
From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Thu, 22 Sep 2005 08:12:10 -0400
Subject: RE: [GZG] Beta Playtest Rules
If you're looking for specific suggestions that will really help: We could use: -Small, medium, and large battles (call it 1000,2000,3000 NPV) of the three new fleets against the FB1 and FB2 fleets (and each other). I'm not counting the SV at the moment, since they are horses of another color, and I'm not sure if the revisions for them are archived in one spot yet. (That's about 60 battles assuming standard meeting engagement only, all of which need reports to be useful - other setups merit other tests) - Escort, Light, and heavy Carrier battles against fighter and non- fighter armed fleets to test the UF-AFP. (Another 60 battles And reports...) One at a time is fine, but every little bit of feedback helps.
From: Oerjan Ariander <oerjan.ariander@t...>
Date: Thu, 22 Sep 2005 18:06:27 +0200
Subject: RE: [GZG] Beta Playtest Rules
> Noam wrote: > (That's about 60 battles assuming standard meeting engagement only, ...and here's a guide describing how to record playtests so they're as useful as possible to us. However, be aware that recording all this is a rather slow business. Having one dedicated record-keeper who doesn't participate in the actual game speeds things up considerably, though it isn't always that fun for the one selected to keep records! At the start of the battle record... * At least in the first report you post, a *detailed* listing of which rules you use - which movement system you use, whether or not you use Core Systems, any optional, advanced or house rules in play, what size your Measuring Units (mu) are, and so on. Do NOT just say "the usual rules" until the rest of us know exactly what "the usual rules" are - Full Thrust has a LOT of options, and they all influence the game balance to some extent. * The size of your gaming table in mu, and whether you use a fixed or a floating table. * Fleet lists of all ships on each side, including point totals. If you use any custom designs, include all stats for them. * Starting positions, velocities and courses for all ships. During each game turn, record... * Who won the initiative. * Generalise movement orders and current velocity. Eg., saying "The light ships turned 3 pts to starboard and accellerated to speed 26, while the capital ships and escort cruisers accellerated straight ahead to speed 16. The fighters screened the capitals." is generally more useful than listing the exact movement orders for each ship - the text description is much easier to read, and gives essentially the same information. * Combat results for every ship and fighter group - indicate every weapon fired, its target, range, arc fired out of, and damage caused. I usually clump all weapons of the same type on the same ship firing at the same target together, rather than displaying each individual weapon battery separately. Eg., if a ship has 4 B2s and 2 B1s and fires 2 B2s and both B1s at one target and the other two B2s at another target, I record them as 3 entries: one for the first 2 B2s, one for the B1s, and one for the last two B2s firing at the other target. * If a ship reaches a threshold or is hit by Needle Beams, EMP weapons or similar, list any systems damaged or destroyed. * If a ship repairs systems, list them. At the end of the battle: * Summarize the status of the surviving ships - the amount of hull and armour damage taken in particular, but preferrably also all damaged systems and unused expendable ordnance. This serves as a double-check to see if there has been some damage that went unrecorded in the heat of battle. This is quite a lot to record, but it really helps us a lot. The participants' perception of what happened during the game is often quite different to what actually did happen; a detailed report allow us to determine what actually did happen... some examples (all of which have happened many times during our playtest battles): * All players thought that one side had won the battle hands down, when in fact both sides had lost almost exactly the same percentage of their hull/armour boxes; but while one side had lost several ships and had the rest untouched the other had taken some damage to all units, so one side *seemed* to be in far worse shape than the other; * All players thought that one particularly overpowered weapon had decided the outcome, when in fact that weapon was the *least* effective one in the battle - but although most of its shots inflicted no damage at all, it had scored that one _massive_ hit that everyone remembered whereas the other weapons had caused a steady but unspectacular trickle of damage instead; * All players thought that one particularly overpowered weapon had decided the outcome, when in fact the side using that weapon had outmanoeuvred the opponents so they couldn't shoot back at all! (*Any* weapon can be a battle-winner if the enemy can't return fire, like...) In order to record all this data, I use a weapons-fire record sheet with the following columns: Turn Firing ship Target Range Arc Weapon Damage inflicted Notes The "Notes" column is used eg. to list damage deflected by screens, extreme die rolls, target systems knocked out by threshold checks, Needle Beams or EMPs, and anything else which doesn't quite fit in the other columns. Fighters and missiles tend to have quite a lot of stuff in the "Notes" column, for example. The "Arc" column lists which fire arc the *firer* used, not which arc on the target the shots struck. While I can usually figure out the rough range fired if you give the number of dice rolled for each weapon, but listing the range explicitly saves me a fair amount of work and doesn't add much extra record-keeping for you :-/ Later,
From: Claus Paludan <cpaludan@t...>
Date: Thu, 22 Sep 2005 19:02:14 +0200
Subject: Re: [GZG] Beta Playtest Rules
> Oerjan Ariander wrote: > useful as possible to us. However, be aware that recording all this is Nice intro to how you would like the reports - do you by any chance have a report in this format you would care to share with us - examples are always good:)
From: Claus Paludan <cpaludan@t...>
Date: Thu, 22 Sep 2005 19:04:05 +0200
Subject: Re: [GZG] Beta Playtest Rules
> Oerjan Ariander wrote: Well - one could argue that the side with damaged ships were better off than the one with lost ships.. Damaged ship might shoot back, might accomplish mission tasks and might get away etc... Destroyed ships don't ;)
From: Doug Evans <devans@n...>
Date: Thu, 22 Sep 2005 12:23:23 -0500
Subject: RE: [GZG] Beta Playtest Rules
> I record them as 3 entries: one for the first 2 B2s, "One for the first 2 B2s, one for the B1s" will mean a change of play as well as of record keeping, as most players I know just lump all dice on a target, as long as those dice give the same results with the same roll, i.e., sixes are two points of damage and reroll... One suggestion for those who want to run playtests for group members who might not want to be quite so specific, is use different color dice for the different weapons. "Here are your five dice for results" and hand them four green for the B2's, and one white for the B1. I have to wonder if it wouldn't be almost as easy to declare 4/5's of any hits for the B2's, and 1/5 for the B1. Is this trip really necessary? As an aside, I DID find a mix of colored dice very useful in threshold rolls for smaller craft on a recent battle; 'here's the pile o' dice that represents all the systems on your ship' with, say, three green dice for the three FC's, four white dice for the four 360 B1's, one blue for the starboard B2, one red for the forward B2, etc. Did have to have two sets of rolls to cover all systems, but did seem quicker than 'first roll for this B1, miss, second roll for this B1, miss, third roll for this B2, down,...' I just needed to assign colors and which system was in each set of rolls on the SSD, and away we went. Huge YMMV, of course. The_Beast
From: Allan Goodall <agoodall@a...>
Date: Thu, 22 Sep 2005 14:11:37 -0500
Subject: Re: [GZG] Beta Playtest Rules
On 9/22/05, gzg-l-request@lists.csua.berkeley.edu > <gzg-l-request@lists.csua.berkeley.edu> wrote: > Date: Thu, 22 Sep 2005 12:23:23 -0500 > "One for the first 2 B2s, one for the B1s" will mean a change of play Oerjan's description of what we in the playtest group need is great. However, I think that the playtest group could live with all beam dice lumped together if it's going to speed play for the playtesters, and if slowing down play will _limit the number of playtests_. The important part is to get playtest feedback. If keeping track of beam rolls is going to reduce the chance of players playtesting the rules, I think we could live without that level of detail in favour of more playtest results. What Oerjan listed is optimal. We do need to know what weapons did what damage, though. We need to know if, for instance, a new weapon is overpowered/underpowered. And, to stress something Oerjan said, we need to know by way of hard numbers. We've seen a number of people stress that such-and-such a weapon is way overpowered, when in fact it does massive amounts of damage when it hits but misses most of the time. Oerjan made it very clear when he said that people remember the big hit and forget all the times the weapon missed. That's why we need detailed damage, to weigh the overall performance of each weapon system against each other. Detail is the key. A playtest result that says, "We tried the fighter rules last night. Didn't like it. Fighters are too powerful with them," or, "We played SV versus UN last night, and the UN kicked butt! Great work!" is of little to no use. We need data to see if the rules are working, or have bugs in them. I'll add one other thing to Oerjan's missive. If you provide comments from the players, please indicate which player played what side. If Bob said the UN were too weak, it may make a difference to know that Bob was the UN player and was handily beaten by Doug playing the SV (and it means something else if Bob was the SV player saying the same thing). While we're on the subject of playtests, I haven't received much feedback at all on the Phalon playtest rules from the SG2 crowd...
From: Oerjan Ariander <oerjan.ariander@t...>
Date: Fri, 23 Sep 2005 18:14:02 +0200
Subject: RE: [GZG] Beta Playtest Rules
> Doug Evans wrote: > I record them as 3 entries: one for the first 2 B2s, In my experience rolling beam dice in single-weapon-type groups only takes a few seconds longer than rolling them all in a single batch, and it is much faster than trying to find the correct number of dice of a particular colour for colour-coding the dice for different weapon types within a salvo. It is writing all the results down which causes most of the slow-down for me and my local opponents; that's why I recommended having a separate person as neutral record-keeper. > I have to wonder if it wouldn't be almost as easy to declare 4/5's of If you do this, you have to stick to those exact fractions no matter how much damage you actually roll. Eg., if you have 4 dice from B2s and 1 die from a B1 but only roll 3 pts of damage, you must assign 3*1/5 = 0.6 pts to the B1 and 3*4/5 = 2.4 pts to the B2s; you may *not* round the fractions to 1 pt for the B1 and 2 pts for the B2s, since that would almost inevitably bias your data in favour of one weapon type or the other. Recording fractional hits in this way tends to get very messy when you add up the data after the battle, since not every salvo will have the same denominator. If the denominators are more awkward than the fifths used in the above example (eg. sevenths or thirteenths), it also gets messier to record them *during* the battle - calculating the decimals during the battle is a pain, and writing down the denominator for each shot takes up a lot of space on a record sheet which is usually rather cramped already. Been there, done that :-/ In addition, if you have any weapons which *don't* use plain beam dice you have to split them out into separate entries anyway. For me it is much easier to use the same record-keeping routine for all weapon types than it is to note down everything for some weapon types but take shortcuts with other weapon types. Is it *necessary* to use the detailed procedure I described in my prevous post for each and every weapon type used in the battle? No. You can take shortcuts if you like... but at least for me, the various shortcuts suggested here (and others like them) either speed up the play itself at the cost of increasing the time and effort spent on recording the data accurately, or risk screwing up the accuracy of the data and thus risk making the playtest less useful or even outright misleading. *** > Allan Goodall wrote: > Oerjan's description of what we in the playtest group need is great. Well... any playtests are of course better than no playtests at all, but feedback where we can't trust that the hard numbers are at least reasonably accurately recorded isn't much better than the "This sucks!"-style of reports since it is so easy to accidentally bias the data unless you're very careful. The "This sucks!"-style reports are at least obvious about being subjective :-/ There is one type of playtests where we record no data at all, and that is when we're testing game-*flow* issues. It is rather difficult to determine if a particular game mechanic plays quickly or slowly if you stop the game all the time anyway in order to take notes! However, the vast majority of playtests test game-*balance* rather than game-flow, and for game-balance we do need all the data. > We do need to know what weapons did what damage, though. We also need to know how many shots each weapon type fired during the game at what ranges. Knowing that we can work backwards to see how many dice were thrown. > We need to know if, for instance, a new weapon is overpowered/ As TomB pointed out, having all the hard numbers on record also helps us to see if the die rolls were particularly hot or cold. I vividly remember a particular weapon type which due to flukey dice averaged more than 1 point per beam die in some of my own FB2 playtest battles rather than the 0.8 expected... if I hadn't tracked both the damage that weapon type inflicted *and* the number of beam dice it had fired at various ranges in those battles, I wouldn't have noticed that the dice were so hot and thus would've rated that weapon as "overpowered". It might also be worthwhile to point out that the number of people Allan talks about above includes the entire 'official' GZG playtest crew :-/ Each point I listed in my previous post is there because of bad experience from one or more playtests where we *didn't* record that particular data... IOW, the list of data to be recorded is not "you have to go to all this effort to be worthy of being a playtester" but rather "these are mistakes we've already made in the past; please try not to repeat them" :-/ > Detail is the key. A playtest result that says, "We tried the fighter Very much so - not least because the way a rule is intended to work might not always be how the players *think* it is intended to work, causing them to state that "it didn't work" when in fact it did perform exactly as intended... :-/ Later,
From: Oerjan Ariander <oerjan.ariander@t...>
Date: Fri, 23 Sep 2005 18:44:47 +0200
Subject: Re: [GZG] Beta Playtest Rules
> Claus Paludan wrote: > Nice intro to how you would like the reports - do you by any chance Here's a good example, posted by Roger Burton West in spring 2003. The battle features a UNSC-led human alliance facing Kra'Vak and Sa'Vasku, using alpha-test SV rules and the beta-test fighter rules. I've put in some comments about the report in [OA: square brackets] here and there. *** Setup: ====== The year is 2189. The Kra'Vak invasion of human space continues unabated. In a forgotten spacelane near a third-rate star, a mixed task force under United Nations leadership attempts to prevent a War Family from rejoining the main fleet, only to discover that the Sa'Vasku don't _only_ make deals with humans... UNSC subfleet: BDN Sea: UNS North Sea (1 standard fighter group, 2 AMTs) CA River: UNS Amu Darya CA River: UNS Orange CE Bay: UNS Green Bay DD Lake: UNS Mobutu Sese Seko DD Lake: UNS Baikal FF Hunter: UNS Vasiliy Zaitsev FF Hunter: UNS Karamojo Bell ESU subfleet: CVA Konstantin: VKK Kuznetsov (3 interceptor, 3 attack fighter groups) BDN Rostov: VKK Volgograd (1 standard fighter group) CA Gorshkov: VKK Tashkent SB Zinoviev: VKK Istomin SB Zinoviev: VKK Krivoschyokov NSL subfleet: SDN von Tegetthoff: KRS Otto Schultze (1 interceptor group) BB Maria von Burgund: KRS Eleonore von Portugal BB Maria von Burgund: KRS Anna von Boehmen und Ungarn CL(E) Kronprinz Wilhelm/A: KRS Kronprinz Falkenberg DD Lutzow: KRS Lutzow (The Lutzow is one of Dean Gundberg's designs, found at http://www.star-ranger.com/Stuff/NSL.htm; UNSC are Derek's; Zinoviev is the Lenov/S under a new name; everything else is FB standard.) [OA: Since we had discussed Derek's UNSC design just before Roger posted this report, there was no need for him to include those designs in the report.] Kra'Vak invasion force: Attack Sliver Mother Ko'San: Ko'Kas (6 heavy fighter groups) Ruler War Mountain Yu'Kas: Yuo'Das (1 heavy fighter group) Attack Dark Ship Ko'Tek: Ko'Dol Hunter Silent Ship Vo'Bok: Vo'Rok Sa'Vasku "technical advisors": Elder Leader Ship Vas'Sa'Rosh: Beorhte Leader Ship Sla'Tha'Rosh: Gemaedde Younger Broodship Thy'Sa'Teth: Gedwolene Elder Strike Ship Shyy'Tha'Var: Holdlice Strike Ship Var'Thee'Sha: Statholwonge Strike Ship Var'Thee'Sha: Hrusan Strike Ship Var'Thee'Sha: Druncmennen Younger Strike Ship Var'Arr'Sha: Hygegalan (And I'm sure _someone_ on this list will work out where I got the Sa'Vasku names from; the other players thought they were suitably alien. :-) All designs are FB standard.) Each subfleet was run by a separate player, but initiative and firing order were integrated. Rules in use: - cinematic movement - Sa'Vasku fixes at [OA: link to GZG playtest archive removed] - UF/AFP as in CVS (in theory with escorting, but it didn't happen) - Scatterguns do d3 hits in PD mode The logging was done by a kibitzing player, and I may copy his notes inaccurately. [OA: Here it would've been nice with a brief description of the initial set-up and the manoeuvres of the first game turn, but Roger jumped straight to turn 2:] Turn 2: ======= (that being the first turn of fire) The Zinovievs moved forward due to a communications failure on the Allied side. Generally, the UNSC ships were to the fore, with NSL fairly close behind them and ESU further back. K'V fighters launch but hang back. North Sea shoots Yuo'Das at 24/F with 2 PTs (4), a Volgograd (5) and 8 beam dice (2). [OA: I have no idea why the Grasers are called "Volgograds"!] [OA: IIRC the only beam batteries the North Sea had which could reach out to range 24 were B2-3s, making it unnecessary to specify which weapon type they were; but I would've preferred it to be explicitly stated - if nothing else to make the report easier to understand today, more than two years and several UNSC design revisions later...] Beorhte shoots Amu Darya at 26/F with 2 stinger dice (0). Orange shoots Yuo'Das at 24/F with 2 PTs (5) and a Volgograd (2) for first threshold. Yuo'Das shoots Istomin at 23/F with 2 K1s (1) to destroy it. Yuo'Das shoots Orange at 22 with 2 K6s (12) and 2 K1s (0) for first threshold. [OA: Obviously the Orange too was in the Yuo'Das's (F) arc, since the K6s could fire...] Mobutu Sese Seko shoots Yuo'Das at 25/F with 2 PTs (0). Ko'Dol shoots Karamojo Bell at 21/F with 3 K3s (6) and 1 K1 (2) to destroy it. Green Bay shoots Yuo'Das at 27/F with a PT (0). Gemaedde shoots Krivoschyokov at 24/F with 3 stinger dice (3) to destroy it. Gemaedde shoots Amu Darya at 25/F with a stinger die (0). Tashkent shoots Yuo'Das at 36/FP with a beam die (1). Ko'Kas shoots North Sea at 25/F with 4 K3s (0) and 4 K1s (1). Amu Darya shoots Ko'Kas at 29/F with 2 PTs (0). Holdlice shoots Orange at 33/F with 4 stinger dice (0). Vo'Rok shoots Orange at 23/F with 2 K3s (0) and a K1 (0). Statholwonge shoots Amu Darya at 30/F with 3 stinger dice (0). Gedwolene shoots Amu Darya at 30/F with a stinger die (1). Turn 3: ======= The fleets move closer. The lighter Kra'Vak units move together to form a more tempting target for the UNSC torpedoes. The UNSC player obliges by launching both torpedoes. On the Sa'Vasku side of the board, lead UNSC units interpenetrate the Sa'Vasku fleet. ESU fighters launch. K'V fighters swarm Orange (while fully evading). Yuo'Das shoots Otto Schultze at 20/F with 3 K6s (12) and 5 K1s (3). Yuo'Das shoots torpedo #1 with 3 scatterguns (3). Yuo'Das shoots torpedo #2 with 3 scatterguns (6). [See end notes.] Anna von Boehmen und Ungarn shoots Ko'Kas at 24/F with 12 beam dice (10) and a PT (0). Ko'Kas shoots Otto Schultze at 21/F with 4 K3s and 4 K1s (8). Otto Schultze shoots Ko'Kas at 21/F with 12 beam dice (8) for first threshold. Ko'Dol shoots Otto Schultze at 16/F with 3 K3s and 1 K1 (18) for first threshold. Vasiliy Zaitsev shoots Beorhte at 4(6)/F with two Kuznetsovs (2) and two beam dice (1). Beorhte shoots Vasiliy Zaitsev at 4/FP with a lance pod (4) and 2 stinger dice (2) to destroy it. Beorhte shoots Green Bay at 2/AS with 4 stinger dice (1). Lutzow shoots Beorhte at 7(10)/F with 8 beam dice (6). Gemaedde shoots Amu Darya at 4/FS with 9 stinger dice (5). Amu Darya shoots Druncmennen at 2/F with a PT (0) and 3 graser dice (7). Amu Darya shoots Gemaedde at 4(6)/FS with a PT (2), a graser (1), 4 beam dice (1) and 3 PDS (0). Statholwonge shoots Mobutu Sese Seko at 8/F with a leech pod (0) and 10 stinger dice (10) to destroy it. Volgograd shoots Beorhte at 8(12)/FS with 8 beam dice (3) for first threshold. Volgograd shoots Ko'Kas at 12/FP with 5 beam dice for 14! Holdlice shoots Green Bay at 4/F with 12 stinger dice (5) and a lance pod (6) for first and second thresholds. Green Bay shoots Gedwolene at 5(7)/F with a PT (4) and 5 beam dice (1). Green Bay shoots Beorhte at 2/FS with 6 PDS (3). Gedwolene shoots Green Bay at 5/FS with 4 stinger dice (2). Tashkent shoots Beorhte at 9(13)/F with 1 beam die (0). Tashkent shoots Ko'Kas at 13/FP with 3 beam dice (1). Vo'Rok shoots Otto Schultze at 18/F with 2 K3s (2) and a K1 (0). Eleonore von Portugal shoots Yuo'Das at 27/F with a PT (0) and 5 beam dice (5). Hrusan shoots Green Bay at 7/F with 12 stinger dice (11) to destroy it. North Sea shoots Yuo'Das at 8/A (having coasted!) with 4 beam dice (2). North Sea shoots Holdlice at 7(11)/FS with 2 PT (2) and 8 beam dice (3). North Sea shoots Ko'Kas with 4 PDS (0). Druncmennen shoots Amu Darya at 7/F with a lance pod (6) and 9 stinger dice (7) for first and second threshold. Kronprinz Falkenberg shoots Ko'Kas at 13/F with 2 beam dice (0). Hygegalan shoots Amu Darya at 11/F with a leech pod (0) and 7 stinger dice (4) to destroy it. Baikal shoots Yuo'Das at 10/AS with 4 beam dice (6). Orange shoots Holdlice at 15(18)/FS with a graser die (3) and a PT (6). Orange shoots Beorhtes at 2 K'V fighter groups (no effect) and 3 PDS at three more (one kills 2 fighters). Kuznetsov shoots Ko'Kas at 24/F with 6 beam dice (6) for second threshold. Volgograd shoots Yuo'Das at 24/FP with 6 beam dice (3). Surviving Kra'Vak fighters do not enter Ro'Kah, shoot Orange with 34 dice (21) to destroy it. Game called for lack of time. Final states: ============= North Sea: has lost 1 DP and fired both AMTs. Baikal: undamaged. Amu Darya, Orange, Green Bay, Mobutu Sese Seko, Vasiliy Zaitsev, Karamojo Bell: destroyed. Kuznetsov, Volgograd, Tashkent: undamaged. Full fighter strength available. Istomin, Krivoschyokov: destroyed. Otto Schultze: lost all armour, 8 points from second threshold, lost fighter bay, a B1 and the SM launcher. Eleonore von Portugal, Anna von Boehmen und Ungarn, Kronprinz Falkenberg, Lutzow: undamaged. Ko'Kas: 15 points from third threshold, with 3 scatterguns, 3 fighter bays, a K1, a K3 and the FTL drive damaged. All fighter groups are on 1 CEF; 2 casualties. Yuo'Das: 1 point from second threshold, with a K6, a K1 and a scattergun damaged and six scatterguns expended. Ko'Dol and Vo'Rok: undamaged Beorhte: 12 points from second threshold, all armour lost, with two FS stingers, the FP pod launcher, and 2 spicules down. Gemaedde: has taken 3 armour and 1 hull damage. Gedwolene: has taken 3 armour and 2 hull damage. Holdlice: lost all armour, 1 point from first threshold. Statholwonge: undamaged, 1 biomass expended. Hrusan: undamaged. Druncmennen: has taken 4 armour and 3 hull damage. Hygegalan: undamaged, 1 biomass expended. At this point it seems fairly clear that the Alliance is not doing well; the NSL and ESU are practically untouched, but the UNSC is effectively not there any more. The aliens have taken significant damage but haven't lost a ship. Questions arising, and comments:
From: Oerjan Ariander <oerjan.ariander@t...>
Date: Fri, 23 Sep 2005 18:51:55 +0200
Subject: Re: [GZG] Beta Playtest Rules
> Claus Paludan wrote: > * All players thought that one side had won the battle hands down, > than the one with lost ships.. Damaged ship might shoot back, might One could just as easily argue that due to the way Full Thrust's damage system works the damaged ships will almost certainly lose their remaining weapons faster, and also die faster, when they take further damage than similarly-sized undamaged ships will. In addition, Full Thrust's initiative system means that the fewer undamaged ships get to fire before all of the more numerous damaged ships have fired, thus further improving the undamaged ships' chances of knocking out weapons on the damaged ships before the latter can fire their weapons :-) Regards,
From: Claus Paludan <cpaludan@t...>
Date: Fri, 23 Sep 2005 19:14:44 +0200
Subject: Re: [GZG] Beta Playtest Rules
> Oerjan Ariander wrote: > battle features a UNSC-led human alliance facing Kra'Vak and Sa'Vasku, > using alpha-test SV rules and the beta-test fighter rules. I've put in > some comments about the report in [OA: square brackets] here and Thank you - most educational :)
From: Laserlight <laserlight@q...>
Date: Thu, 13 Oct 2005 14:04:16 -0400
Subject: Re: [GZG] Beta Playtest Rules
From: "Star Ranger" <dean@star-ranger.com> Sent: Thursday, September 22, 2005 12:40 AM Subject: RE: [GZG] Beta Playtest Rules > Combat Point Value (a good overview) - I wouldn't say that's a very clear explanation. The formula should be, IIRC: CPV = NPV - TMF + (Adjusted TMF)^2 / 100 Adjusted TMF is after subtracting non-combat systems, eg hangers, passenger berths, holds, and any PTorps on Indy's ships.