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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Morrus" data-source="post: 5033434" data-attributes="member: 1"><p>Sorry, I slightly mispoke myself there. What I meant to say was that the "when beginning its turn" part of the aura effect should be made clear to mean that it's <em>right</em> at the beginning before anything else is done. </p><p> </p><p></p><p> </p><p>I think sticking them randomly in the next round worked, but we're going to run the same fight a few more times to be sure.</p><p> </p><p></p><p> </p><p>Sure. It's partly thematic ("sitting duck"), and partly to keep the game moving a little since completely stationary capital ships proved to be a bit boring.</p><p> </p><p></p><p> </p><p>They'll find it a tiny bit easier, but fighter vs. fighter is where that'll really shine. It'll also increase the attrition rate of fighter squadrons quite a bit, keeping the number of counters down.</p><p> </p><p>I'm thinking of revising the auro rules anyway. While they worked just fine, autodamage proved to simply not be much fun for the players involved. I may make it 4 attacks with a substantial bonus to hit squadrons.</p><p> </p><p></p><p> </p><p>Doug (above) pretty much summed it up, but yes, I'm inclined to agree that passive bonuses are the way forward there.</p><p> </p><p> </p><p></p><p> </p><p>We were pretty much in agreement that - should we solve the interface issue - the thrust/speed/agility mechanic worked really well and created exactly the type of movement from different ship types that we wanted. Fighters were swopping round fast in large arcs, etc., while capital ships were plodding aong, and the aesthetic of that was very appealing.</p><p> </p><p></p><p> </p><p>Yeah. Basically I think my issue (I didn't actually talk to Doug about this one, so I don't know how he felt) was that there were just too many readied actions. I viewed them as being an occasional thing, and it turned out to be the standard.</p><p> </p><p> </p><p></p><p> </p><p>I think I've solved this one with an easy fix - simply use coloured counters. Now I'm experimenting with magnetic printer paper, I think this issue is simply going to solve itself. </p><p> </p><p></p><p> </p><p>One thing I thought of was maybe some kind of command/control limit on the capital ships. So a Colonial Battleship can provide C&C bonuses to a certain number of squadrons at a time, or something. Not sure what would happen if it exceeded those thought - needs an encouragement to keep it down to X at a time.</p><p> </p><p></p><p> </p><p>You've nailed the problem exactly. I wanted to use the Federation transporters to board the Colonial vessel, but there seemed no point - I'd get a unit or two on board, and it'd get wiped out. This at the expense of lowering my shields, which I was loathe to do (which was good, I guess - because transporters could potentially be a very powerful ability). </p><p> </p><p>On the other side, the Colonial Support Vessel was just unable to close and board a larger ship. First, the shields were always up; second, it was easy for a Federation ship to swat the CSV out of the sky like a gnat. </p><p> </p><p>I'm wondering if - in the latter case at least - some sort of fighter escort/cover rule could help with that, allowing the CSV some protection while it did its thing. Or, I guess, the CSV could just be made tougher.</p></blockquote><p></p>
[QUOTE="Morrus, post: 5033434, member: 1"] Sorry, I slightly mispoke myself there. What I meant to say was that the "when beginning its turn" part of the aura effect should be made clear to mean that it's [I]right[/I] at the beginning before anything else is done. I think sticking them randomly in the next round worked, but we're going to run the same fight a few more times to be sure. Sure. It's partly thematic ("sitting duck"), and partly to keep the game moving a little since completely stationary capital ships proved to be a bit boring. They'll find it a tiny bit easier, but fighter vs. fighter is where that'll really shine. It'll also increase the attrition rate of fighter squadrons quite a bit, keeping the number of counters down. I'm thinking of revising the auro rules anyway. While they worked just fine, autodamage proved to simply not be much fun for the players involved. I may make it 4 attacks with a substantial bonus to hit squadrons. Doug (above) pretty much summed it up, but yes, I'm inclined to agree that passive bonuses are the way forward there. We were pretty much in agreement that - should we solve the interface issue - the thrust/speed/agility mechanic worked really well and created exactly the type of movement from different ship types that we wanted. Fighters were swopping round fast in large arcs, etc., while capital ships were plodding aong, and the aesthetic of that was very appealing. Yeah. Basically I think my issue (I didn't actually talk to Doug about this one, so I don't know how he felt) was that there were just too many readied actions. I viewed them as being an occasional thing, and it turned out to be the standard. I think I've solved this one with an easy fix - simply use coloured counters. Now I'm experimenting with magnetic printer paper, I think this issue is simply going to solve itself. One thing I thought of was maybe some kind of command/control limit on the capital ships. So a Colonial Battleship can provide C&C bonuses to a certain number of squadrons at a time, or something. Not sure what would happen if it exceeded those thought - needs an encouragement to keep it down to X at a time. You've nailed the problem exactly. I wanted to use the Federation transporters to board the Colonial vessel, but there seemed no point - I'd get a unit or two on board, and it'd get wiped out. This at the expense of lowering my shields, which I was loathe to do (which was good, I guess - because transporters could potentially be a very powerful ability). On the other side, the Colonial Support Vessel was just unable to close and board a larger ship. First, the shields were always up; second, it was easy for a Federation ship to swat the CSV out of the sky like a gnat. I'm wondering if - in the latter case at least - some sort of fighter escort/cover rule could help with that, allowing the CSV some protection while it did its thing. Or, I guess, the CSV could just be made tougher. [/QUOTE]
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