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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Morrus" data-source="post: 5035834" data-attributes="member: 1"><p><strong>Defence Grids</strong></p><p> </p><p>So here's my proposed Defence Grid change.</p><ul> <li data-xf-list-type="ul">Defence Grids do more damage but require hit rolls</li> <li data-xf-list-type="ul">They get a number of attacks against each each target</li> <li data-xf-list-type="ul">This number of attacks is reduced through the damage track (4, 3, 2, 1)</li> </ul><p>This will eliminate the sudden cut-off (at present once the grid goes down, the carrier is effectively dead because fighter squadrons just continually unload into it with impunity at about ten times the rate that the ship can repair). It also adds a little more flexibility in grids, as accuracy, etc. can be changed on a per-ship basis.</p><p> </p><p><strong>Combat Units</strong></p><p> </p><p>I propose removing hit points and damage. One hit kills. Nice and simple.</p><p> </p><p><strong>Ship Explosions</strong></p><p> </p><p>Ship explosions need to happen much more quickly. Start at 4-6 on d6, next round it's 3-6, next round 2-6, final round 1-6. Less of the ships just flying on for ages while the player tries to guide it towards the enemy capital ships.</p><p> </p><p><strong>Self Destruct</strong></p><p> </p><p>Make the countdown much longer, making it very hard to time tactically and allowing opponents to move away or blow up the ship first. A minimum of 5 rounds or so.</p><p> </p><p><strong>Turning</strong></p><p> </p><p>A minimum of two hexes between turns, allowing a turn at the end of your movement if you haven't made one. I also propose removing sidelip - it manifests as a "get out of jail free card" and renders asteroids pointless.</p><p> </p><p><strong>Speed</strong></p><p> </p><p>Need to slow fighters down a little. Whizzing round at speed 24 is pretty much "just place the fighter anywhere you want it on the map". It's almost a teleport ability. I suggest giving the fighters penalties to hit at high speeds similar to the Defence bonus they get.</p><p> </p><p><strong>Heroes</strong></p><p> </p><p>Still needs reworking. Passive bonuses need to be useful - initiative isn't uselful enough (Bold Captain and Seasoned Admiral). </p><p> </p><p><strong>Sensors & ECM</strong></p><p> </p><p>ECM should provide a penalty to sensor rolls instead of simply blocking them. This allows the Science Genius to shine, as well as ships with sophisticated sensors.</p></blockquote><p></p>
[QUOTE="Morrus, post: 5035834, member: 1"] [B]Defence Grids[/B] So here's my proposed Defence Grid change. [LIST] [*]Defence Grids do more damage but require hit rolls [*]They get a number of attacks against each each target [*]This number of attacks is reduced through the damage track (4, 3, 2, 1) [/LIST]This will eliminate the sudden cut-off (at present once the grid goes down, the carrier is effectively dead because fighter squadrons just continually unload into it with impunity at about ten times the rate that the ship can repair). It also adds a little more flexibility in grids, as accuracy, etc. can be changed on a per-ship basis. [B]Combat Units[/B] I propose removing hit points and damage. One hit kills. Nice and simple. [B]Ship Explosions[/B] Ship explosions need to happen much more quickly. Start at 4-6 on d6, next round it's 3-6, next round 2-6, final round 1-6. Less of the ships just flying on for ages while the player tries to guide it towards the enemy capital ships. [B]Self Destruct[/B] Make the countdown much longer, making it very hard to time tactically and allowing opponents to move away or blow up the ship first. A minimum of 5 rounds or so. [B]Turning[/B] A minimum of two hexes between turns, allowing a turn at the end of your movement if you haven't made one. I also propose removing sidelip - it manifests as a "get out of jail free card" and renders asteroids pointless. [B]Speed[/B] Need to slow fighters down a little. Whizzing round at speed 24 is pretty much "just place the fighter anywhere you want it on the map". It's almost a teleport ability. I suggest giving the fighters penalties to hit at high speeds similar to the Defence bonus they get. [B]Heroes[/B] Still needs reworking. Passive bonuses need to be useful - initiative isn't uselful enough (Bold Captain and Seasoned Admiral). [B]Sensors & ECM[/B] ECM should provide a penalty to sensor rolls instead of simply blocking them. This allows the Science Genius to shine, as well as ships with sophisticated sensors. [/QUOTE]
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