> Beth Fulton wrote:
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> [quoted text omitted]
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> Elizabeth Fulton
Beth, I have not made any large effort to improve the Sha'Vasku
as yet. Nobody plays them around here.
Suggestions:
Point value- Try four points per point of mass.
Thrust - Give the 'S' free thrust based upon the mass of the
'S' ship. Formula: 100/mass = thrust (Round all
fractions down.) Ship mass for the division is rounded up to the next '10'
value. (I.E. a mass 12 ship is considered to be at mass 20 for the
calculation.)
If you have an interest I will transmit the Campaign 98 rules to you, that
deal with the 'S'.
by for now,
> Beth Fulton wrote:
> Beth,
I'll agree that Sa'Vasku by themselves are pretty crappy. However, in a
campaign game I was in recently where Sa'Vasku and Kra'Vak could be hired as
mercenaries, we discovered something nasty about the Sa'Vasku.
At 4 points per mass you can get a 300 Mass ship for 1200 points. Its average
die roll is 30*3.5 or 105. That is enough to generate 5 drone pods per turn,
and the ship has carrier capacity to launch up to six per turn. No points need
be wasted on shields or weapons during closing and the extra can be stored in
the battery.
As a planetary assault craft, it can't be beat. It just swamps the defenses
with endless waves of fighters, let alone the possibility that such a big ship
could generate ground troops.
It isn't that bad for planetary defense if you have rules that says beam
weapons can only affect ground targets if the ship is in orbit. In the 6 or so
turns it takes to close from 72" and get into orbit your grounded Sa'Vasku can
put an impressive number of fighters in the air.
In a running fight or a surprise fight the Sa'Vasku aren't all that great.
Unlike fighters, drone pods don't have to be retrieved, in fact, they can't be
retrieved, just reabsorbed.
As for Thrust, the Sa'Vasku have the highest theoretical thrust rating of any
ship, independant of their mass.
A 200 Mass ship that spends 70 power points on thrust has a 7 thrust. If it
rolled max and had 20 points in battery it would have a one turn of 14 thrust!
Adding extra thrust might be unadvisable.
Especially as noone wants to run into 100 mass 2 Sa'Vasku which have a free 10
thrust and cost only 800 points!!!
Not to be flip, but why not just set up a scenario or two with some of what
you have, and play? You'll soon figure out what a balance is, and the
scenarios will be interesting. Give one side or another a specfic objective,
and go!
Noah
[quoted original message omitted]
> Michael Sandy wrote:
...Snip...JTL
> At 4 points per mass you can get a 300 Mass ship for 1200 points.
XXX The 'S' rules are expermental, and have not been tested at all.
No one has play the 'S' around here. JTL XXX
> As a planetary assault craft, it can't be beat. It just swamps the
XXX The "endless waves of fighters" is a good point and I'll get to
that later. We do not allow Beams to hit the planet, that is what Ortillery is
for.
JTL XXX
> In a running fight or a surprise fight the Sa'Vasku aren't all that
XXX 101 divided into 100 yields a fractional number, the 'free thrust
rule'
stated that all fractions were to be rounded down. Gotcha! :-)
> Especially as noone wants to run into 100 mass 2 Sa'Vasku which have
XXX I did not expound upon the growth of the young 'S' (young=fighters) in the
originsl
message. So here goes: A 'S' mothership (mass 80+) places a group of
young in/on
a planet. Each stratigic turn the 6 young roll 1D6 for each fighter. On a roll
of
'1' the fighter dies. On a roll of '2-5', nothing happens. On a roll
of '6' the fighter becomes a mass 10 adult, and capable of travel between
planets/stars.
(One notices that under this system there are no 'S' at less than 10 mass. But
you
were not aware of that. :-) My fault, Sorry.)
The young are considered to be mindless eating machines that destroy the
planet they are placed upon. The young will attack anything for food
starships, planets,
even the 'S' if the 'S' happens to be dead. JTL XXX
> Michael Sandy
Reply suggestion to "endless waves of fighters'. I would suggest that the 'S'
"Pod ship' be required to take a hit for each fighter
squadron launched during a game. The fighters are not created out of
nothing, and the supership will have to start making choices at some point.
Bye for now,
G'day,
Has anyone figured out a simple (maybe points/mass
based) method of balancing a scenario involving human and Sa'Vasku ships?
Cheers
Beth
> At 17:49 19/07/98 -0800, you wrote:
G'day again,
In response to a couple of the points brought up.
> I have not made any large effort to improve the Sha'Vasku
A few guys play them here. The first couple to have a go thought they were
woeful and needed improvement. Then someone played them who used their
strengths and boy can they kick butt!
> I'll agree that Sa'Vasku by themselves are pretty crappy. However,
I wasn't after a balance system because I thought they were crappy. I think
they are a match for human ships if used correctly. Sit back and store energy
and pump out drones and drones and drones and then close FAST. And bang there
goes the opposition before there's a chance for you're stamina to run out. I
saw a Sa'Vasku fleet (Heavy Battleship, Drone Podship, 2 Light Strikeships and
4 Attackers) wipe out an NSL fleet (Corvette, Frigate,
Destroyer, Light Cruiser, Escort Cruiser, Battlecruiser, Battleship) -
only
the Battleship was left after 3 turns of actual combat (there was 2-3
turns
of closing/manuevring first) and it wasn't looking real great either.
Admittedly I have also seen the Sa'Vasku get walked on, but their commander
that time didn't use fighters and didn't close either.
> As for Thrust, the Sa'Vasku have the highest theoretical thrust rating
I agree.