From: Oerjan Ariander <oerjan.ariander@t...>
Date: Wed, 01 Nov 2006 21:04:35 +0100
Subject: æâºäåµå 楮楦æ¥ä æ©ç¨ç¥å æ±µç¥â¿æâºæâºääâæã¨ ìä æ±µâ¬æ¡ç²ç³å æ ¬ç¹ç¥ã½´â æ¥æ½â®æ¡ç©â¥¥
> John Tailby wrote: > Some immediate questions about the wording > can missile remain stationary as area denial weapons. The original intent was that a Heavy Missile burns 1 CEF in each primary move phase, regardless of whether or not it actually moved that turn. I've played it both ways though - the "space mine" capability is quite interesting, though in my experience the main effect of it is that the enemy uses otherwise unengaged anti-ship weapons to destroy the loitering missiles before they get close enough to attack anything. > Fighters escorting other fighters must start within 3mu but must remain The non-condensed version of this rule reads: "A fighter group within 3 mu of a friendly fighter group may declare that they are escorting that fighter group. Both groups must then move into base-to-base contact during the primary move, and must remain in base-to-base contact throughout the turn. " which is a bit clearer. > Salvo missiles, plasma bolts and AMTs automatically gain a -3 DRM. Not true, because the target's DRMs do not affect rerolls (analogous with the reroll-screen interaction; screens are effectively a kind of target's DRM). A Beam Die will hit a Plasma Bolt on an initial die roll of 6 (which scores zero damage but allows a reroll) followed by a reroll of 4+. Good catch BTW; the interaction between rerolls and DRMs isn't mentioned in LL's condensed version of these rules. > AMTs must declare an attack against all ships within 3 mu. > all ships within 3mu. NO missile, fighter group, plasma bolt or whatever moves during the attack declaration or attack resolution phases. They are all left right where they ended their primary move, launch or secondary move (whichever came last), just like in the Fleet Book 2 rules. > Kra'Vak scatterguns and Sa'Vasku interceptor pods Yes. If you want to fire scatterguns or interceptor pods in support of some other ship, or at some un-engaged target, you have to use FCSs to control the fire. (You can do the same with PDSs too, of course.) > 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 utterly unable to defend themselves against *missiles*, 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 overkill); and against an SM salvo a single scattergun is too unpredictable so most players I've listened to prefer to use 2 scatterguns... with the result that the salvo will be stopped four times out of five, but on average half the scatterguns' hits are wasted... with the result that cutting them back from 1D6 hits to 1D3 hits has a surprisingly small impact on their anti-missile capabilities. Against *plasma bolts*, finally, the scattergun goes from 1 beam die without rerolls to 1D3-1 which is a 50% *increase* in firepower :-/ > You do not list stinger nodes as anti ship able to attack ordinance is It is deliberate. The core point of the UFR is to allow ships to use most of the points and Mass they've invested in weapons for anti-fighter defence (though not all of that Mass will be equally good at the job). On SV ships most of the "weapon Mass" consists of power generators... so if a SV ship wants to use most of its "weapon Mass" to shoot at fighters, all it has to do is route the power through its spicules or pod launchers. > These fighter rules heavily favour one shot fighters like torpedo It hasn't quite turned out that way in the playtests to date - partly because torpedo fighters are so much more expensive than other fighter types, but also because 1 CEF spent on a clever secondary move can often give your fighters better protection than 3 CEF spent on unthinking evasive manoeuvres. > Having used a similar version of these rules it doesn't make a > say 48" before they fire but you won't have enough firecontrols to In my experience to date, whether or not it makes a difference depends rather heavily on the target fleet's velocity. If the missiles can reach their targets in the same turn they were launched, then you're quite correct that there won't be enough FCSs. 'Course, if the enemy can launch Heavy Missiles from 48mu away and have them reach you in a single turn, you could always try closing at a slower rate (not necessarily *flying* slower, mind you, but approaching on an oblique course rather than head-on); whether this is a viable option depends a fair bit on the size of your gaming table. If OTOH it takes *more* than one turn for the missiles to reach their targets, their ability to make evasive manoeuvres is *very* limited. Each primary move including the launch uses up 1 CEF out of the HM's original 3, so if it takes the missiles 2 turns to reach their targets they can either burn 1 CEF on evading on *1* of the turns (but not both) or they can make a secondary move so whatever target they want to attack is the closest one. Two turns of fire against non-evading targets are rather more effective than a single turn of fire against evading targets, not least because it effectively doubles the number of FCSs you have available :-/ Also, if I understood your variant correctly you gave the Heavy Missiles a flat -*2* DRM against anti-ship fire? That would reduce the usefulness of long-ranged beam fire against an incoming missile swarm quite a lot... under the UFR heavy missiles usually can't afford any DRM at all until the turn they actually attack, and even then they can usually only manage a -1 DRM. > Our version of how we play was inspired by these rules but we dropped The endurance burn is certainly the most complex part of the UFR. For us it hasn't been big problem with fighters (at least not when using fighter SSDs like LL described), but it can be a chore when you have lots of Heavy Missiles on the table. Our fighter group models all have IDs; not all of our missile markers do :-/ Regards,