Topic: Reversing

Had a game last week in which my opponent convinced me to let him go backward using the standard movement rules. Trying to figure out a way to make it a hastle to do it, I told him that it would double his thrust requirements doing so. What then happened was me desperately trying to get enough speed to overtake him while retaining enough room to maneuver, all the while getting shot at by an HGI arc weapon.

Has anyone else played with rules for moving backwards with standard movement? I think the best in game option would be to use pivots to attain the same effect, but my opponent is arguing that pivots don't allow him to maneuver well enough to make it worth while flying backwards blowing up my entire fleet.

I told him that if he wanted to move backwards in a space game and shoot at me, that we might as well play Saganami Island Tactical Simulator (of which I love and he hates).

But before I try to convince him to do that, I figured I'd ask about other peoples house rules regarding reverse movement. Is doubling thrust requirement enough? Does it break the balance of the standard movement system?

Re: Reversing

Its best if you use backwards movement with vector movement, so if he tries to run away you can outspeed and catch him.

Re: Reversing

Would it not cost his his forward thrust + the speed he wants to go in reverse?

Ex: speed last turn = 3. Desired speed in reverse in the next turn = 4.

3+4=7 thrust factors.

Re: Reversing

What he did was start at previous speed 2, then reversed to -1. We figured it would take 2 thrust to get to zero then another 2 to get to -1 as it is doubled thrust requirement. His ship only had 4 Engine. He then continued to reverse and 2 per turn as i approached from over 20 hexes away.

I was hesitant to floor it and completely overshoot him as it would have taken too long to decelerate and turn around. His one weapon (RNG 18, ROF 5,ACC 3+,IMP 2, DMG 3, HGI) made it to where he could keep me in his arc without much trouble. Needless to say, by the time I was actually able to get anywhere near him, I was hamburger.

I definitely open to my tactics needing some revising, but I also felt the reverse in standard movement was alittle cheeky. I still think pivots are a nice substitution though. Anyone use pivots for that? (180 degree shoot backwards fun)

Re: Reversing

THat's the whole point of the pivot rule... backwards movement in a vector system is... wonky...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Reversing

It is a bit. His main beef with pivoting is that he has to do it every turn and that it lowers his maneuverability by a lot. Which I think is the point. I offered him Overthrusters to help counter that, but he's pretty dead set and stubborn about he should move backwards without consequences.

I'm just going to him the designer said it was a dumb idea and move on tongue j/k

I guess I could switch to Naval style movement for him, that would replicate Star Trek a bit more (which he is an epic fanboy), but I love the standard set.

Re: Reversing

Tell him to design a ship that has a majority of it's weapons aimed into the EF arcs. Then he can run AND still unload a good blast.

That might be a good design for a race created by author Larry Niven... The Pierson's Puppeteers. They are cowardly. Their governmental leader is called The Hind Most.  big_smile

Re: Reversing

I loved the Ringworld books, been a while though. The puppeteers were great.

I think I've convinced him of the merits of Pivoting so hopefully that'll work, if not we have 4 different movement rules options to play with.

BTW How would you make a General Products hull in Starmada?

Re: Reversing

A "General Products hull", for those unfamiliar with the term, is basically an indestructable hull that onlly allows light to pass through.

Re: Reversing

A "General Products hull"... is basically an indestructable hull that onlly allows light to pass through.

--- Armor trait.

I'm re-reading Ringworld right now.

Re: Reversing

... or made of thin air...

Marc