Re: Klingon Armada Playtest

kehrer1701 wrote:

I have emailed you offline...

Received and reviewed. Thanks. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Playtest

anything useful from my group??
Again, thanks for letting us in on the playtest!  Keep us in mind for future playtesting.

Re: Klingon Armada Playtest

Here's the "final" version of the Fed CA:

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Playtest

I see the phaser arcs changed, and you added tractor beams.  "shields-total" now just says shields. What else did I miss..

oh, two things:

can I pass anything along to my group that you found useful from our playtest?

Also, will there be any further pt done?  My group stands ready if needed. Thanks.

Re: Klingon Armada Playtest

That ship looks awesome, and new weapon option? Can't wait for this book to come out.

Re: Klingon Armada Playtest

Thanks for the look at the new CA.   Looks like special equipment changes (tractors, etc),  phase I firing arc changes, photons reduced to 15 range.  Overloads reworked with carronade.   Can anyone point me to carronade?  I know it was in starmada X but for the life of me I cant find it in any of my books (starmada, imperial, dreadnoughts, hammer&claw).

Dan

Re: Klingon Armada Playtest

Carronade can be found in Imperial Starmada Sourcebook, page 10.

Paul

Re: Klingon Armada Playtest

Now, for some reason, I am more excited about this than before. Looks fun!

Re: Klingon Armada Playtest

Excellent!   I finally found carronade (thx OldnGrey) and thats the perfect solution for overloads.

Dan

Re: Klingon Armada Playtest

Mhm, ok. The new ROF Rule fpr Phasers is something I these weapons don't have in Fed Com, I always though of Phasers as beam weapons, not rapid fire pulses. Have to see how it works in games.

Re: Klingon Armada Playtest

And a D7 (per a request over at starfleetgames.com):

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Playtest

Thanks for a look at the updated D7.  Everything else in FC is pretty much based on the balance of these two ships and their weapons so its nice to see how they compare.  I like the general layout of the new D7, but have a few comments when comparing it to the CA and when comparing the FC CA and D7.

1. The aft shield is too strong,  it should be 2-1 like all the other shields except the front.   Looking at the D7 in FC its forward shield is 30 and all the rest are 22.   

2. Not sure why the overload disruptor has a higher to hit than the regular disruptor, their targeting is identical in FC.  Id rather see the overload at 4+ and 2 Imp, 2 Dmg.   Same to hit as the standard disruptor and a little less damage possible overall.

Everything else looks good, I like it.

Dan

Re: Klingon Armada Playtest

alchemist wrote:

1. The aft shield is too strong,  it should be 2-1 like all the other shields except the front.   Looking at the D7 in FC its forward shield is 30 and all the rest are 22.

Had to put the "extra" shield point somewhere -- tucking it away on the aft facet means it will have little impact on the game by itself, but can still be absorbed as damage without weakening the forward shields. It was either that or have a layout like this: F2, FP3, FS3, AP2, AS2, A2.   

2. Not sure why the Disruptors are longer ranged than the photons.  (18 vs 15).  In FC their max ranges are both the same, and the current setup has overloaded disruptors with a max range of 12.

The disruptors were given a longer range because they retain a much better chance to hit at 13-25 hexes in FC/SFB.

3. Not sure why the overload disruptor has a higher to hit than the regular disruptor, their targeting is identical in FC.  Id rather see the overload at 4+ and 2 Imp, 2 Dmg.   Same to hit as the standard disruptor and a little less damage possible overall.

Had to be some tradeoff, some reason to choose between overloaded or standard disruptors at close range. In FC/SFB, you have to make sure the additional energy is there. Previously, the tradeoff was the "slow-firing" trait, but playtesting comments (yours, I believe smile) suggested that was inappropriate for disruptors. So, I put in the decreased accuracy. However, on average, the decrease isn't as bad as it appears: the standard disruptor has an average to-hit chance (across all range bands) of 50%; overloaded disruptors have an average to-hit chance of 42%.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Playtest

Dan,

I thought that was probably the case on the shield, and your right I much prefer this than the alternative, but had to mention it. 

The more I thought about the disruptor range it made sense so I edited it out of my post but you had already replied.  Your Fast!   

I agree with you on the third one more or less as well,  its not a direct conversion but should preserve the feel and balance pretty well, and its definitely preferred to the the previous version.

Moral of the story...  mull over the ship a bit before I post.  lol.

Thanks,

Dan