Topic: Nova: Seekers

Do seekers have a range modifier to hit the target?  I guess you have to remember what range they were at at the time?

I'm thinking of making my missiles guided so this doesn't need to be remembered. 

I love the seeker rule in general by the way, I was using double range mods for my SAE missiles.  Seekers are better  big_smile

Re: Nova: Seekers

diddimus wrote:

Do seekers have a range modifier to hit the target?  I guess you have to remember what range they were at at the time?

The idea is you determine the appropriate number of attack dice at the time of launch (which includes any range modifier), and place the appropriate marker on the game board.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Nova: Seekers

Ah of course.  I'm confusing the versions!

Also I don't get why it's harder to hit the seekers with the various traits.  I'm guessing this is a points issue rather than a realism one.

Re: Nova: Seekers

diddimus wrote:

Also I don't get why it's harder to hit the seekers with the various traits.  I'm guessing this is a points issue rather than a realism one.

Without those penalties, players would shy away from making their seeker weapons triple damage (for example), since it takes just as much defensive firepower to eliminate a "standard" attack die as a "triple damage" attack die.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Nova: Seekers

cricket wrote:
diddimus wrote:

Also I don't get why it's harder to hit the seekers with the various traits.  I'm guessing this is a points issue rather than a realism one.

Without those penalties, players would shy away from making their seeker weapons triple damage (for example), since it takes just as much defensive firepower to eliminate a "standard" attack die as a "triple damage" attack die.

And "accurate" weapons might be more agile, and able to withstand counter-fire. And double and triple damage and repeating might represent multiple warheads that get whittled down. There's a cinematic reason that can be pressed into service for anything! smile

Re: Nova: Seekers

Just wanted to say I love what you've done with seekers - and I am really looking forward to the update to Romulan Armada because of it!

Its nice that you included drones for those that want to go that way, but all my "missile/torpedo" type weapons are now going to be seekers.

-Tim

Re: Nova: Seekers

Marauder wrote:

Just wanted to say I love what you've done with seekers - and I am really looking forward to the update to Romulan Armada because of it!
Its nice that you included drones for those that want to go that way, but all my "missile/torpedo" type weapons are now going to be seekers.
-Tim

And just to show what else can be done with them, in our group we use seekers to represent fighters.

After our first couple of playtest games, we quickly decided that fighter flights can really clutter up the table and slow the game down. We decided to use weapons with the seeker trait to represent the launching of fighters.

Kevin

Re: Nova: Seekers

Hmm, now that is interesting.

Ooh, ooh, that could be very interesting if you were of the sort to try and model a WW2 Pacific scenario. Seekers could model air strikes, in such a setting, and if you add hidden movement to the game, or allow cloaking ships to launch seekers in such a scenario (maybe have an umpire to keep an eye on the movement), it could have some measure of success. Shuttles could then represent floatplanes or flying boats acting as reconnaisance...

Ideas, ideas...:)

Re: Nova: Seekers

underling wrote:

We decided to use weapons with the seeker trait to represent the launching of fighters.

Are you also using "expendable", or do you assume a limitless supply of fighters?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Nova: Seekers

As a side note, unless mistaked, drones are not seekers... big_smile

Marc

Re: Nova: Seekers

Drones are not "seekers" per the Nova weapon trait, but they are "seekers" as described in the Admiralty Edition.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Nova: Seekers

I just designed some "DDGs" With seaker weapons representing the missiles.  Let me see if I understand this correctly:

My DDG Devonshire fires four Seeking weapons (Sea Slug Missiles) on turn 6 at a Klingon D7.  I place the marker4 upsidedown onto the map next to the DDG on the side facing the D7.  Any ships on the other side that have not fired yet could fire at this seeker marker using the range to the marker.  At the end of the turn, turn the marker upfight. (It seems like a good tactic to fire these seekers near the end of the turn after most enemy ships have fired).

Then turn 7, all ships move and the marker stays put.  Again all hostile ships may fire at it to reduce or destroy it.  The targeted D7 fires at the seekers at short range and others fire using the range to marker.  Finally, at the end of the turn the remaining seekers attack the targeted D7.  (Will any be left?)

Is this how these seeker weapons work?

Re: Nova: Seekers

BeowulfJB wrote:

The targeted D7 fires at the seekers at short range and others fire using the range to marker.  Finally, at the end of the turn the remaining seekers attack the targeted D7.  (Will any be left?)

Is this how these seeker weapons work?

Almost... other ships use the range to the TARGETED ship when attacking a face up seeker counter.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Nova: Seekers

0k.  That is right Its in the rules.  It seems that most of these strikers will probably get shot down.
Has anyone used them? 
Successfully?