In my opinion bombers could need this boost as Massing Turrets is makes them worse than Surpressing Fire makes them better.Caine-HoA, would you mind giving us any evidence of that statement or at least a reason for this belief? My Master Excel Sheet tells me the following about Turret Suppression and Massed Turrets, using a wave of eight Attack Craft as an example. (Less Attack Craft barely alter the ratios, merely causing lower absolute values.)
# of Turrets | Basic Case | Massed Turrets (3) | Fighter Support (Optimal) | FS & MT |
1 | 18,75 | 15 | 18,75 | 16 |
2 | 11,69 | 9,185 | 12,69 | 11,85 |
3 | 6,5 | 5 | 8 | 8 |
4 | 3 | 2,25 | 6 | 6 |
5 | 0,935 | 0,68 | 5,51 | 5,51 |
6 | 0 | 0 | 6 | 6 |
These are comparative 'average' str6 bomber attacks:
OR (Official Rules) vs turrets: 0=21, 1=15, 2=10, 3=6, 4=3, 5=1, 6=0
HR (House Rules) vs turrets: 0=21, 1=17.5, 2=14, 3=10.5, 4=7, 5=3.5, 6=0
The HR's are more effective but also have a standard decrease rather than the OR's exponential decay.
Actually with the effectiveness of the HR bombers I think turret suppression could be dumped all together.
Cheers,
RayB
8 is a bad number to use for this as there are only 6 results of a D6 (who would have thought! ;) ). Multiples are fine though.Why would this be an issue? As long as I do not intend to randomise between the Bombers or otherwise divide by their number - for which I see no need - the exact amount of Bombers seems highly irrelevant. I simply went with the Tau-sized wave of eight as it seemed appropriate, but if you want I could get out the numbers for a wave of six markers.
As turrets attack waves rather than each maker you can't really use them to display averages effectively.The way I see it, each Turret - normally - inflicts 0.5 Hit, so on average every two Turrets will remove a single marker. If any Fighters are present, double their number of Turrets can thus be safely ignored in the average case - their loss will not influence the result as Turret Suppression happens anyway - and every Turret above that removes half a Bomber worth of Attack Runs. The last bit is the only thing that could be considered a bit dubious, as one does not normally have 'half-Bombers', they are either dead or alive.
Actually I'd wager that this method is quicker than the current rules as you are rolling dice instead of performing basic arithmetic. I'm not joking, it's quicker to roll.I suppose that is going to remain a matter of preference then, as I feel that said 'basic arithmetic' passes a lot faster than waiting for two sets of dice to finish rolling, looking up what they say and comparing it to something, and then removing them again to make way for the next batch. :)
As the attack runs are determined by D6-turrets, multiple results from the D6 can equal 0 meaning you need the whole range of 6: 1,2,3,4,5 and 6.Hence me specifically declaring it was an example using eight Attack Craft in the most optimal combination for each situation (or just eight Bombers for the 'Basic Case'). The Attack Run reduction for Turrets is most certainly taken into account in my maths, by applying yet another average - in this by taking the average of all six possible rolls. A single Bomber attacking a vessel with two Turrets will therefore cause an average of 1,67 Attack Runs ([0+0+1+2+3+4]/6), whereas two will cause double this number and so on. Massed Turrets are taken into account with the aforementioned reduction of Fighters/Bombers that remain and finally Turret Suppression is taken into account according to the normal rules.
So 2 turrets would be: 1=0, 2=0, 3=1, 4=2, 5=3, 6=4, T=10 rather than (3.5x6)-(2x6)=9.
As turrets have different percentile effects on different size waves including turret kills in an example can only show the average for that specific sized wave.
Don Gusto,Actually, it would take no more work than the current method (plus whatever re-rolls are available). It's just that under his method the Turrets roll as well and you compare the totals of all dice rather than each Bomber dice with a static value. Example: Three Bombers versus two Turrets. The Bombers roll 3d6 Attack Runs, and the Turrets subtract 2d6 of them.
I think your rule set would take too long, as you’d have to go case by case.
Cheers,
RayB