Re: What's missing?

I would like to see rules for Civilian ships. Even if you suppose that civilian techs are say -1 to max military levels, a 5HS freighter can take the same pounding as a basic 5 HS military hull. Shouldn't the civilian be more fragile (less expesive redundancy)? So if you designate a ship as civilian it takes hull hits on 1-6 rather than 1,3,& 5? Of course the DRat calc would have to change as well to account for the fragile hull.

Re: What's missing?

We need Stellar Tug rules covering both Tactical and strategic use of tugs.

I like the idea of buying tugs that carry 4-6 Non-FTL gunboats into a system either as a "Raider-carrier" or to deliver defense boats to allied systems.

Re: What's missing?

Currently, I'd like to see some kind of Gravity Well Generator (either the Star Wars version, or even maybe the Homeworld version) -- or some means of blocking hyperspace generators from working.... My last couple of games have all ended the same way --- once my opponent realizes that he is either not going to win overwhelmingly, or fears that he might lose - his ships fire off all of their seekers or fighters, and he jumps out -- he leaves the fighters with orders to do as much damage as possible, ramming if necessary..... and that's that.

We have been trying to set up a campaign, but he really prefers one off battles....

I am personally getting tired of battles where on turn one, he looks at the board - launches his fighters and seekers - then on turn 2 starts jumping before anyone else gets in range.

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I do like the idea of tugs, or battle riders. One of the things I liked about B5Wars was that a good number of the escort ships didn't have Jump Drives. They needed another ship to open the gate, or they needed to use the fixed jump gates to get from hyperspace to normal space, and vice-versa.  One, it will affect the tactics you chose to use and two, it gives you strategic points --- both of which would improve the game.

John

Re: What's missing?

Nahuris wrote:

Currently, I'd like to see some kind of Gravity Well Generator (either the Star Wars version, or even maybe the Homeworld version) -- or some means of blocking hyperspace generators from working.... My last couple of games have all ended the same way --- once my opponent realizes that he is either not going to win overwhelmingly, or fears that he might lose - his ships fire off all of their seekers or fighters, and he jumps out -- he leaves the fighters with orders to do as much damage as possible, ramming if necessary..... and that's that.

We have been trying to set up a campaign, but he really prefers one off battles....

I am personally getting tired of battles where on turn one, he looks at the board - launches his fighters and seekers - then on turn 2 starts jumping before anyone else gets in range.

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I do like the idea of tugs, or battle riders. One of the things I liked about B5Wars was that a good number of the escort ships didn't have Jump Drives. They needed another ship to open the gate, or they needed to use the fixed jump gates to get from hyperspace to normal space, and vice-versa.  One, it will affect the tactics you chose to use and two, it gives you strategic points --- both of which would improve the game.

John

Not to spoil the surprise, but this has been getting some bit of knocking about for a couple or reasons I won't say much about yet.

This is more of a strategic advantage item rather than tactical for the most part though having a mother ship as a prime target could make for some interesting tactical situations as well.   :twisted:

Re: What's missing?

Whats missing , Starmada Miniatures. 8-)

Re: What's missing?

RavenstarStudios wrote:

Whats missing , Starmada Miniatures. 8-)

That's a fact.  Need more IS mini's too!  big_smile

Re: What's missing?

Blackronin wrote:

Crew and command options.

One of the basics of life is good crew and good command outweights better tech. At least I hope that it still counts. You can see the example of the "Flying Tigers" in china. Rommel in north Africa. Etc.

I think that maybe re-rolls or better marines would be a good way to portrate better crew and command.

You might like to take a look at VBAM: Stars Divided terran civil war, which has suggestions for Officer and Fleet abilities, both VBAM and Starmada. I think this gives a good basis, although it may prove to be a bit too expanded.

Paul

Re: What's missing?

With Babylon 5 coming up for grabs, wonder who is going to get it?

Paul

Re: What's missing?

OldnGrey wrote:

You might like to take a look at VBAM: Stars Divided terran civil war, which has suggestions for Officer and Fleet abilities, both VBAM and Starmada. I think this gives a good basis, although it may prove to be a bit too expanded.

it plays well, I would recommend TCW for that

Re: What's missing?

ablative types of armor and shields....that could be used in a Trek type of setting.  Example: the Ablative Armor of the USS Defiant in DS9 (later seasons), as well as the feel of deflector shields in the Trek setting.

Re: What's missing?

OldnGrey wrote:

With Babylon 5 coming up for grabs, wonder who is going to get it?

Paul

Huh. missed this.

I dunno. I don't think we're in the running for it....