[GZG] Re: Full Thrust Playtest? organic tech

4 posts ยท Oct 29 2006 to Oct 30 2006

From: John Tailby <john_tailby@x...>

Date: Sun, 29 Oct 2006 17:14:08 +1300

Subject: Re: [GZG] Re: Full Thrust Playtest? organic tech

I ran an organic tech fleet in one of our campaigns recently. Based on the B5
shadow vessels.

Mass 144 Hull 41 Power 40 Armour 10 (regen) Firecon 3 Advanced sensors (the
powerful ones) 2 pod launchers 1 drone wonb 4 stinger nodes providing doubled
up all round coverage 4 spicules

This proved to be one of the most powerful vessels in the campaign. The high
power sensors means you get to deblip your opponent at long ranges and find
out what kind of technology they have. You can then adapt your power
allocations accordingly. You don't need massed stinger nodes because you can
put all your power into weapons in the early turns and dish out 5 beam dice to
48mu. Therea re not many human ships that can fire than many beam dice that
far even if you make them yourselves. If the enemy is a beam fleet with
typically lots of beam 2 and some beam 3 mounts you can use your superior
mobility to stay out of their fron arc and maintain the range. In a running
battle where the organic ship can keep the
range at long they can then fire some / all their firepower out of their

rear arc and still feep out of the front arc of a standard tech ship. If you
play on a small table with fixed boundaries that favours close in

brawling style ships then this ability of the organic ships is lessened.

In this particular iteration of the campaign the other player that did very
well was the other player using the organic tech.

After playing with the organic ships as they are written our group changed
them so that you can only put 8 power through each stinger nodes and increased
the cost of generators by 1 point each.

To highlight the difficulties in costing points values. Last week I played one
of our campaign encounters. I am again using organic tech, after a break, as
this lets me try out the new rules.

I had a mass 74 organic cruiser I was facing a 500 point brawler style
battleship ~13 mass. This ship was very powerful with ~12 gatling (pulsars but
locked to close setting) batteries, loads of armour point defences etc. and
some AMT missiles. The weakness of this ship was that it was thrust 3. The
cruiser stayed out of
range (operating at a speed 15-20 Mu) while the other ship wandered
about at speed 12 and then tried to turn and slow down once I got behind him.
Just to show it wasn't all one way I got to close once and lost all my armour
and 1.5 rows of hull in one go. The same ship fitted with twin particle arrays
would have been much harder to beat It would have to have been done from
further away to stay out of range and so the game would have been much slower.
The same battleship design would be very powerful at smashing defences or the
like or at defending against fighter attacks but coul not cope with a more
manouverable opponent.

Maybe the SV ships in the book are a fair reflection of the NPV because they
are so inefficient in design, but the overall formula for their points value
is wrong.

Vins comments could be taken as "I know when I am on to a good thing and I
want to keep winning with ships that have an advantage in points". I am not
sure whether this is the case or not.

From: Oerjan Ariander <oerjan.ariander@t...>

Date: Sun, 29 Oct 2006 13:33:48 +0100

Subject: Re: [GZG] Re: Full Thrust Playtest? organic tech

> John Tailby wrote:

> I ran an organic tech fleet in one of our campaigns recently. Based on

[...]

> This proved to be one of the most powerful vessels in the campaign.

Note though that regenerative armour can be a major unbalancing factor all by
itself, particularly in smaller battles where the enemy can't mass enough
firepower to inflict damage past the armour before it is regenerated.

[...]

> Maybe the SV ships in the book are a fair reflection of the NPV because

> they are so inefficient in design, but the overall formula for their

That's a pretty accurate assessment of the situation, yes :-/

Regards,

From: Jaime Tiampo <fugu@s...>

Date: Sun, 29 Oct 2006 17:34:24 -0800 (PST)

Subject: Re: [GZG] Re: Full Thrust Playtest? organic tech

> John Tailby wrote:

What rules are you using for regenerative armour?

From: John Tailby <john_tailby@x...>

Date: Mon, 30 Oct 2006 21:47:05 +1300

Subject: Re: [GZG] Re: Full Thrust Playtest? organic tech

> ---- Jaime Tiampo <fugugaipan@spikyfishthing.com> wrote: