Topic: First Impressions after play.

Hi guys,

OK, I've been bantering around here about the Construction system and whatnot, but I hadnt had a chance to actually sit down and play a game until tonight.

It was just a small test run affair using stock ships from the Starmada X book. It took about an hour and change to run all told including learning and looking up ship stats and rules etc. I expect a second playing to probably take half of that time.

Imperials:

1 x Mojhari CA
2 x Contentious FF

534 CR

Arcturans:

1 x Thunderbolt DN
2 x Peregrine ES

541 CR

I'm not going to give a blow by blow as I didnt take notes (and who'd want to read it anyways?), but here are some initial thoughts after play:

1) The game is a lot of fun to play!  smile Might be obvious, but a lot of games that look good on paper dont really play well...this is not one of them.

2) I actually liked the plotted movement. I generally dont care for such things, but in this case, it kind of added a 'pucker factor' not knowing where the enemy would end up. Without it., firing arcs would be fairly pointless since it would be easy to keep the enemy in your sights.

3) Being slow rocks when the range is great. We started at 25 hexes (biggest hex map I have) and the Thunderbolt just wrecked things with little threat of effective retaliation. The SUs saved by being slow really packs the weapons on! 30 decent weapons + Spinal mount! Thats a lot of firepower....a whole lot! They are all long ranged weapons and combined with the LRS, that ship was a beast.

4) Not having ANY rear firing weapons or AFB is a death sentence if the opponent has any Squadrons. The above mentioned Thunderbolt easily won the engagement slaughtering the 3 Imperial ships, but the remnants of the 2 Fighter Squadrons got behind her and forced her to Hyper out. Since Fighters move AFTER plotted movement and there is no 'opportunity fire' or anything of the sort, once the Fighters got behind her, there was literally no way to win (the 2 Peregrines had died off early in the fight).

5) Scavanged Twilight Imperium pieces make pretty acceptable miniatures. smile I'm actually using a mix of TI3 and TI2 pieces with some Buck Rogers (TSR 80s release) ships thrown in to fill out the class types.

All in all, a successful and enjoyable first run. This game definately has a lot of potential. I can see that balance screws are possible, but judicious use of pre-made 'realistic' fleet lists can overcome that. Looking forward to the next chance I get to play!

Re: First Impressions after play.

Yeah, I kinda guessed you'd like the game...:D

However, a Thunderbolt? Do you not like the Imperials or something? Thats like asking a Grome fleet to withstand a genocidal Minbari fleet...:D The Mojhari is a good ship and all, but you might just want to have put the Impervious up against a TBolt...?

Anyway, nice to know you liked the game...:D

Re: First Impressions after play.

However, a Thunderbolt? Do you not like the Imperials or something?

Heheh...who knew? I was just trying to throw some ships out there quickly that added up to reasonably even point cost (CR).

I'm already guessing that the CR value makes a nice rough guideline, but in a game this diverse, its certainly not going to be a guarantee of balance....to bastardize a popular quote..."Some equal CR ships are MORE equal than others...." :wink:

Anyways, it was a fun introduction (of somewhat one-sided). And yep, I definately enjoyed the experience!

Re: First Impressions after play.

I'm glad you posted this. I just got SX the other day and I'm hoping to play with it some this weekend.

I really like some of the special equipment and abilities that aren't explained in the free demo rules. Things like variable DMG and oh boy! cloaking devices!

Until I get my Cold Navy stuff painted I'm gonna use the map and counters from a Star Fleet Battles set I bought a long time ago and have never played. (the rules gave me a headache :mrgreen: )

Keep up with more updates, I wanna read 'em.

Re: First Impressions after play.

Uncle_Joe wrote:

However, a Thunderbolt? Do you not like the Imperials or something?

Heheh...who knew? I was just trying to throw some ships out there quickly that added up to reasonably even point cost (CR).

I'm already guessing that the CR value makes a nice rough guideline, but in a game this diverse, its certainly not going to be a guarantee of balance....to bastardize a popular quote..."Some equal CR ships are MORE equal than others...." :wink:

Anyways, it was a fun introduction (of somewhat one-sided). And yep, I definately enjoyed the experience!

Yeah, I know. Got this game, haven't looked back since. Having the VBAM: SX around as well also helps...:D

Re: First Impressions after play.

Uncle_Joe wrote:

I'm already guessing that the CR value makes a nice rough guideline, but in a game this diverse, its certainly not going to be a guarantee of balance....to bastardize a popular quote..."Some equal CR ships are MORE equal than others...." :wink:

I don't think that's really true. While it is possible to have very one-sided games, the CR has been a great predictor of balance -- and just because my CR is "more equal" than yours in one game doesn't mean there isn't an effective counter to it.

Think rock-paper-scissors... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: First Impressions after play.

Well, I guess what I'm trying to say (and what you seem to concur with) is that CR alone is not necessarily a guarantee of a balanced battle. Its certainly possible to have little or no chance against an opposing Fleet which has the same CR.

Which is why I feel that equal CR doesnt necessarily mean equal capability to fight each other. There are other factors involved that can invalidate (or at least mitigate) the CR.

But even apart from that, there are some 'tricks', if you will, that allow you to milk the most out of your CR. An 'optimized' (or min-maxed) fleet will generally be superior to a 'normal' fleet despite the fact that you might have equal CR.

I definately agree that there is some R-P-S going on here too. Its perfectly possible that one 1000 CR fleet can demolish another with ease 9 times out of 10, but be equally demolished by a different 1000 CR fleet.

And as I've said before, I think the CR system does do a VERY good job of letting players establish a base-line for comparison. I've been extremely impressed by certain calculations and how they resolve into various CR options.