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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Diplomat123" data-source="post: 5050758" data-attributes="member: 45627"><p>Following yesterday's play test session...</p><p> </p><p>We wanted to try out cloaks, so had the standard two Federation ships facing off against two Spartan destroyers, and three scouts that could cloak. In the first fight the Spartans used their cloaks to get close without being shot, but after that they cost too many APs to be worth using. The fight was a fairly easy win for the Spartans, thanks to their battle tactic of not bothering to switch on their shields and relying on their numbers and high defence numbers to keep them safe. This allowed them to fire all weapons and take down the Lucky and Hood in turn. for the loss of one destroyer.</p><p> </p><p>We talked about the game and agreed on making the cloak cheaper to use and adding in a specific tactic of decloaking and firing a single shot with bonus damage and a crit chance. We also introduced a crit chance when ships took certain amounts of damage. (50% chance). We then ran the game again with one less Spartan Destroyer.</p><p> </p><p>This went even worse for the Feds. Whilst the cloaked Spartan ships sped around getting sensor locks on the Lucky, all the Feds could do was fly along with shields up and a readied intensify shield action. Then the Spartans did sequential uncloaking attacks and in one round vaporised the Lucky's shields and damaged some critical systems. By its next turn they had finished it off with concentrated disruptor fire.</p><p> </p><p>Following this we had more discussion and agreed that there needed to be a counter to cloaked ships. Ideas that we discussed.</p><p> </p><p>Allow sensor locks on cloaked ships as a penalty. Combined with this, cloaked ships moving fast are easier to lock onto. This should then mean that the bonus damage for the uncloaking attack is not received as it is no longer a surprise attack. However, at the end of a cloaked ships turn it automatically shakes off all sensor locks.</p><p> </p><p>In the first fight there was a lot of transporter activity. We agreed that beaming your own people between your own ships should not require a sensor lock, but i found the AP cost of trying to get boarding parties aboard very high. It is very inefficeint for a small ship with one transporter as you need a sensor lock, and a lot better for a large ship with multiple transporters. Russ and I disagreed on that being a problem...</p></blockquote><p></p>
[QUOTE="Diplomat123, post: 5050758, member: 45627"] Following yesterday's play test session... We wanted to try out cloaks, so had the standard two Federation ships facing off against two Spartan destroyers, and three scouts that could cloak. In the first fight the Spartans used their cloaks to get close without being shot, but after that they cost too many APs to be worth using. The fight was a fairly easy win for the Spartans, thanks to their battle tactic of not bothering to switch on their shields and relying on their numbers and high defence numbers to keep them safe. This allowed them to fire all weapons and take down the Lucky and Hood in turn. for the loss of one destroyer. We talked about the game and agreed on making the cloak cheaper to use and adding in a specific tactic of decloaking and firing a single shot with bonus damage and a crit chance. We also introduced a crit chance when ships took certain amounts of damage. (50% chance). We then ran the game again with one less Spartan Destroyer. This went even worse for the Feds. Whilst the cloaked Spartan ships sped around getting sensor locks on the Lucky, all the Feds could do was fly along with shields up and a readied intensify shield action. Then the Spartans did sequential uncloaking attacks and in one round vaporised the Lucky's shields and damaged some critical systems. By its next turn they had finished it off with concentrated disruptor fire. Following this we had more discussion and agreed that there needed to be a counter to cloaked ships. Ideas that we discussed. Allow sensor locks on cloaked ships as a penalty. Combined with this, cloaked ships moving fast are easier to lock onto. This should then mean that the bonus damage for the uncloaking attack is not received as it is no longer a surprise attack. However, at the end of a cloaked ships turn it automatically shakes off all sensor locks. In the first fight there was a lot of transporter activity. We agreed that beaming your own people between your own ships should not require a sensor lock, but i found the AP cost of trying to get boarding parties aboard very high. It is very inefficeint for a small ship with one transporter as you need a sensor lock, and a lot better for a large ship with multiple transporters. Russ and I disagreed on that being a problem... [/QUOTE]
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