Specialist Arms Forum

Battlefleet Gothic => [BFG] Experimental Rules Feedback => Topic started by: Plaxor on November 10, 2011, 03:09:20 PM

Title: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on November 10, 2011, 03:09:20 PM
FAQ/Temporary Errata for BFG:R Alpha Pdfs

All the rules presented here are official and supersede any rules found in an Alpha pdf or earlier. As it takes time to correct errors and put everything in the correct place this post temporarily fills in any empty holes or errors in current PDFs.

Old Qualities
A number of older titles for special qualities can be seen in the pre-Alpha pdfs. Replace each quality with the following in any circumstance they are presented;
Elite Cadre---->Embarked Regiment
Hunter----->Flak
Terminators---->Elite Boarding Parties
Improved Auger Array---->Improved Auspex Array

Ship Classes
Any ship with Light Cruiser, Grand Cruiser, Frigate, Destroyer or Raider in its name is assumed to be of that class and replaces the Type section of its statistics with that class. Any Escorts which do not have a defined class within their name or type are assumed to be Frigates, Similarly any Capital Ship without a defined class in their name or Type are simply considered Cruisers. Most ship classes have their rules towards the end of the rules document.

Escort Classes
Escorts lose the ability on page 35 allowing them to re-roll Leadership Checks to navigate Asteroid Fields. This is replaced with Escorts roll 3D6 and remove one die before comparing the result to their leadership when rolling to navigate Asteroid Fields.

Escorts are now divided into three baseline classes. Frigates, Destroyers and Raiders. Escorts may have multiple hits, however they are not crippled like Capital Ships and do not reduce their weapons strength by half when their hits are reduced to half. They still are considered escorts and must be squadroned with other escorts. They are still destroyed outright when suffering a Critical Hit, regardless of the source. Note that this means a vessel firing on Escorts with multiple hits rolls for critical hits like against Capital Ships. For a squadron involving Escorts of multiple hits, roll to hit as normal against their armour, placing blast markers for shields as normal, then continue by allocating one hit to the nearest Escort, rolling for a critical hit. If the vessel is destroyed further hits continue on to the next nearest vessel and so on. If the vessel is not destroyed allocate the next hit against it and so on until it is destroyed.

Frigates must move 5cm forward before turning. Due to their size they are considered to have the Stalwart quality. When rolling for Brace for Impact orders, a squadron containing only Frigates rolls 3D6 and removes one die before comparing the result to the squadrons leadership.

Destroyers may turn at any point during their movement. Due to their small and easily commanded crews a squadron containing only Destroyers rolls 3D6 and removes one die before comparing the result to the squadrons leadership when attempting Lock On or Reload Ordnance special orders. Furtherore the limited crew and small size of these vessels makes them susceptible to enemy raids, and so they have the Skeleton Crew quality.

Raiders may turn at any point during their movement. Designed to quickly maneuver across the battlefield, squadrons containing only Raiders may re-roll the distance gained from All Ahead Full orders. Furthermore, when a squadron containing only Raiders makes a Command Check for All Ahead Full, Burn Retros or Come to New Heading orders they roll 3D6 and remove one die before comparing the result to the squadrons leadership.

New/Changed Qualities
Stalwart--->Additionally to the +1 defending bonus against enemy boarders, any Hit and Run raids against the vessel reduce their result by -1.
Transport---> The vessel has a transport capacity equal to its current number of hits and is subject to the Inefficient Engines quality.

Weapon Types/Rules
[/b]
Lance weapons are Direct Fireweapons that simply roll their strength value against any target within range causing a hit for any result greater than or equal to the number specified in the weapons rules regardless of the enemies Armour.

Lance Weapon             To Hit    Special
Lance Battery                  4+          -
Pulsar Lance Battery       4+      If a hit is scored you immediately make another attack. If the second attack is also a hit you
                                       now make a third attack. When on Lock On special orders only the first miss may be re-rolled.
Phantom Lance Battery   4+      Causes 2 hits on a roll of 5 or 6.
Ion Cannon Battery         4+          -

Gunnery weapons are Direct Fire weapons that use the gunnery table to work out how many dice are to be rolled. Compare the strength of the weapon to the aspect of the target and other apparent modifiers, rolling the number of resultant dice against the appropriate Armour rating.

Gunnery Weapon       Special
Weapons Battery                 -
Bombardment Cannon     FlakBombard
Heavy Gunz                     HeavyInnacurate
Gunz                                 Random firepower, roll a number of dice equal to the weapons characteristic each time it is fired
                                         combining the result with the non-random firepower. Your opponent must declare if he wishes to
                                        Brace for Impact before the strength of the weapon is determined.
Railgun Battery                    -


Scatter weapons are direct fire weapons which use a scatter die to determine their final hit location. So far the Nova cannon is the only such weapon.

Area Effect weapons are those that affect a given area, although most do not select a specific target, some are considered Direct Fire weapons such as the Armageddon Gun.

Holofields
Holofields are a very unique creation of the Eldar, that confuses enemy sensors as to the exact location of the Eldar vessel. Due to this fact any Gunnery weapons suffer a right shift when targeting a vessel with Holofields that is outside 15cm. Lance weapons suffer a -1 to their hit roll if firing over 15cm, and a -2 if they are firing over 30cm. Such weapons will always hit on a roll of 6 regardless of  distance. If your opponent has any Scatter weapons. Then if his opponent places the template in contact with a ships base with an active Holofield, then the defending player may force his opponent to Re-roll a ‘Hit’ result on the scatter die. Note that this cancels with Lock On orders. Holofields have no effect against Area Effect weapons.  Any other Direct Fire weapons simply fail on a D6 roll of 6 (by the attacking player). Any ship attempting to ram a ship with an active Holofield must roll an additional D6 with its leadership test to ram. Vessels attempting to board a ship with an active Holofield must pass a leadership test to do so.


Noted Errors
[/b]

Dark Eldar

Subjugation Class Dark Mirror Pattern should have a weapons battery strength of 6 not 16. Additionally it should have a Phantom Lance strength of 2 not 3.

Movement rules, the Dark Eldar have no minimum movement requirement and may remain stationary. They may not use Burn Retros orders.

Character; The Dark Eldar fleet is not required to take a Fleet Commander unless it is at least 750 pts. The Dark Eldar may take a Drachon (Ld+1) as its fleet commander instead of a Dread Archon for 50 pts. The Secondary Commander 'Drachon' is renamed to Heirarch but is otherwise unchanged.

Haemonculi Covens cost 20 pts not 25.

Slavetaking; Any enemy vessel may only be subject to a maximum of 4 Slavetaking raids from Hit and Run attacks or 1 Slavetaking raid from an Impaler Assault Module in a single turn.

Blackbird Class Transport costs 25 pts not 30.

Plasma Mine Fields cost 50 pts not 30.

Subjugation Class Raider Broken Sigil Pattern costs 45 pts not 40.

Impaler Assault Module (clarification), this attack craft simply destroys any subject Escort on a D6 roll of 2+ ignoring any modifiers to Hit and Run Attacks the vessel may have.

Corsair Eldar

Remove all references to Philosophies. The Corsair Eldar add +1 to their leadership score. They have no minimum movement speed and may not use Burn Retros orders.

Both variants of the Hellebore Frigate have 2 hits not 1, furthermore they cost 80 pts not 75.

Critical Hits Chart; Replace the critical hits chart with the following.
2D6 +Damage   Result
2             0         Keel Armament Damaged: the vessel may not use its Keel Armament until the damage is repaired.
3             0         Prow Armament Damaged: The vessel may not use its prow armament until the damage is repaired.
4             0         Mainsail Scarred: The vessel may not turn until the damage is repaired.
5             0         Mast Lines Severed: the vessel reduces each of its speeds by 5 until the damage is repaired.
6             0         Holofield Generators Damaged: the vessel does not benefit from holofields until the damage is repaired.
7             1         Superstructure Damaged: until the damage is repaired roll a D6 each time the vessel turns, it takes a hit on a
                          roll of 1 or 2 it takes an additional hit.
8             1         Mainsail Shredded: until damage is repaired the vessel may only move once per turn.
9             0         Infinity Circuit Crushed: reduce the vessels leadership by 3 and any Characters aboard are killed. This
                          damage may not be repaired.
10           0         Shields Collapse: The vessel no longer benefits from its shields. This damage may not be repaired.
11         D3         Hull Breach
12         D6         Bulkhead Collapse

Upgrades; Any Capital ship may be upgraded to carry Harlequins which grant the vessel Embarked Regiment quality for +15 points.

Your fleet commander may be upgraded to a Hero for +50 points which allows you to take allies from any Dark Eldar, Craftworld Eldar, Freebooter, Rogue Trader, Demiurg/Kroot, Inquisition or Imperial Navy fleet without your opponents permission. Furthermore if you are allied to either Dark Eldar or Craftworld Eldar you may spend up to half your points on your allied fleet and they are not subject to the Mercenary quality.

Your Fleet Commander may be upgraded to a Pathfinder for +75 pts. This allows you to redeploy up to half your ships or squadrons after both sides have completed their deployment but before the first turn.

Your Fleet Commander may be upgraded to a Duke for +50 pts. This allows your vessels to perform slavetaking (see the Dark Eldar Rules).

Imperial Navy

The Dictator has strength 10 weapons batteries not 2.

The Avenger has 10 hits not 12.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Taggerung on November 10, 2011, 07:58:41 PM
Any change log?

I am noticing a lot of changes.

1: Why Nerf the Armageddon Battlecruiser? and not even give it a point decrease? Not even an interesting ship to take now.

2: Dominator typo on the nova cannon ranges.

3: Dictator has strength 2 batteries on each side?? Hope that's a typo.

4: With how random the current rules for boarding are...the blood angels new side effect seems pretty harsh, could easily cripple of not destroy one of their ships.

All I really noticed.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 10, 2011, 08:35:56 PM
Sorry, I have been transcribing things over to a template. The Armageddon BC is improperly priced (should be 225 I believe) I hope that is what you're referring to as far as 'nerfed'

Dominator and Dictator are also typos.

As far as the Blood Angels goes, this is somewhat subjective. They already have a +2 Boarding modifier base, and with Relentless they roll 2D6 and choose the highest (about a +1.5 mod). It is a very solid starting point for boarding, and I imagine that the BA player wouldn't start a boarding action that he didn't have at least a +4 or 5 to start with!

Unfortunately doing a changelog is a bit arduous, and I am not going through trying to change rules, or at least fleet specific stats. The only ship statistic I changed (as far as I recall) was the Vanguard cruiser, which is now 135 pts. Otherwise, here is what I think I did (for rules);

Imperial Navy;
Deleted Victory
Deleted Bakka Fleet
Added Firedagger to Wardens fleet
Renamed commanders in Wardens fleet
Adjusted re-roll and Commander points costs
Altered Armageddon fleet to better fit with the rules (made the SM's Allies)

Adeptus Mechanicus;
Gave them the Skeleton Crew Quality
Changed the name of their character ship
Deleted 'standard' escorts, making them only have access to the 'Space Marine' types and the Falchion

Space Marines;
Cleaned up Venerable Battlebarge rules
Made Venerable BB's required to replace their prow weapons with torpedoes
Changed the 'class' of the Sedito Opprimere (so that the dumb 'character-paint-scheme' argument doesn't happen)
Salamanders now are Attack Rating 2
Raven Guard now have Elite Boarding Parties at no cost, and are required to take at least as many escort squadrons as capital ships.
Blood Angels now suffer 2x damage when losing a boarding action (instead of the leadership detriment)
Iron Hands suffer -1 leadership when crippled
Vanguard changed to 135 pts
Deleted special rule for BB exterminatus

Inquisition:
Changed their allying rules so that they function more cohesively with the rules.
Formed them into a fully operable fleet
Added rules for them to take allies
Revised the wording of Hexagrammic wards so that it covers more abilities

I think that should be it!
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: horizon on November 10, 2011, 09:07:42 PM
Hi,

Armageddon normally has 45cm ranges on broadsides, 60cm on dorsal. Your file has all at 30cm. 45cm/235pts is what it should be.

Why delete bakka/victory?

admech: why delete standar IN escorts, that is unfair to people in possession of them. imo

why on earth all those chapter traits? In space it doesn't count imo.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 10, 2011, 09:24:03 PM
Ah, for some reason I thought that the Armageddon was just a lunar with a dorsal lance.

Bakka/Victory was deleted because there wasn't enough justification for the fleet, and the Victory was a mildly contested ship (Too shooty for IN). It was also somewhat due to the fact that we never saw models for the forgeworld ships (a need for the fleet list). I wrote about it a little more extensively in a blog.

For Admech, this wasn't necessary, but seemed along  the same lines as SMs. The same argument could be applied for those, but in this case it was mainly to alter the feel of the Admech and make them feel more unique compared to IN.

Chapter traits are something that was requested by a number of players, and adds a little uniqueness to each SM fleet (they are fairly common in a lot of areas) with little real change. Although it doesn't really count in space, each provides a very minimal change to the fleet, i.e. Ultramarines gain an additional Fleet Commander re-roll, Space Wolves gain a +1 modifier when defending against boarding actions etc.

@Tag

I would be very appreciative if you would examine the .pdf for any other numerical errors, hopefully I'll be able to correct them and fix it before the weekend.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Seahawk on November 10, 2011, 09:54:47 PM
Two dealios:

For VBB, (also an issue with the 2010FAQ), if the ship disengages, is it still worth only 10%/25% to the enemy, or is it higher?

Why no IN escorts for SM?
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Taggerung on November 10, 2011, 10:02:04 PM
@Plaxor,

What horizon pointed out was the "nerf" I was talking about (It originally had 45cm side weapons). 235 seems like a fair cost for the vessel. Adds some nice mid-long range firepower to an otherwise short range fleet. As far as the Victory goes, I did really like that vessel, but it was incredibly shooty for the IN.

I know changelogs are boring an tedious to write, so I really appreciate the time to make one. Thank you.

I personally like the SM fleet traits. Adds more variety! As for going over the doc, I did all the SM + IN ships, and those were the only typo's I could find. (At least compared to your 1.4 version), I didn't really go through Inq and AdMech, but I will try and go through it a bit more thoroughly.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 10, 2011, 10:48:25 PM
@Seahawk

the VBBs are scored normally for disengaging, however if crippled they use the higher value (100% iirc.)

I'm surprised someone brought up the lack of Rapid Strike Vessels. Well this was decided a few months ago, as the RSVs were a 'holdover' from when the Space Marines did not have any rules for their escorts, they just simply were brought along into Armada due to the fact that many SM players had purchased and painted such vessels. Since they now have their own escorts it seemed reasonable to remove the IN holdovers. It was our impression that SM players could 'count-as' if necessary, and that it was such a small number anyhow.

@Tag,

Thanks, I hope that there are no more errors, it would be nice to know that I didn't mess up too much.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Admiral_d_Artagnan on November 10, 2011, 10:58:28 PM
Also, what gave you the impression IN wasn't shooty? IN is shooty. Just not at the medium to long ranges.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 10, 2011, 11:39:48 PM
Exactly, the Victory had a lot of long range weapons, and was very high cost. It just didn't quite fit well enough to be worth 'forcing' in.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Admiral_d_Artagnan on November 10, 2011, 11:55:59 PM
? It's a battleship. It's supposed to have long range weaponry. It's not as if the Apocalypse can't fire at long range. It can as long as you are willing to take the crit. Same with the Emperor and Retribution (even using the original FP12 stat).
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: horizon on November 11, 2011, 04:06:25 AM
I think the AdMEch should have access to the IN escorts. They're unique enough. Why would they pass on a well working vessel like the Sword?

No brought up RSV's in the Marine fleet.

Victory was fine to me.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 11, 2011, 04:32:34 AM
No brought up RSV's in the Marine fleet.

See Seahawk's post above, he doesn't directly state it, but he alludes to them.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: horizon on November 11, 2011, 06:30:33 AM
Ah yes, missed that. But correct, they should be gone.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 11, 2011, 12:48:43 PM
why do you see it ok for admech to keep the in escorts but not sm? thats like saying "all you admech players... go ahead and keep the ships you bought and painted for your fleet BUT! all the space marine playersyour rsv's worthless now, hope you have an in fleet to use them with."
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: horizon on November 11, 2011, 12:56:40 PM
Weird, isn't it.

wait...

heh

The latter point your bring up is valid and would be the only reason to keep RSV's in the Marine list.

However, the problem is that RSV's outshine Marine escorts due lower costs. So removing rsv's make standard marine escorts a 'better' chouce'
Plus Firestorms are a too common choice in Marine fleets (yuck, lances ;) )...

Within the AdMech list Marine escorts gain value due lower cost.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 11, 2011, 01:51:59 PM
Retribution is still overpriced. Its actual value should be no more than 320pts this is wither its got 12@60 or 18@45.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: horizon on November 11, 2011, 01:58:57 PM
18 @45cm does warrant the 345pts tag imo.

Imagine the AdMech version with awr on a 320 version....
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 11, 2011, 06:05:20 PM
24@30=18@45=12@60 your sacrificing power for range. That said yes 18@45 would be much better on average but 345pts? The emp is still only 20 points more and packs almost as much fire power @60 and has all those attack craft?
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 11, 2011, 06:39:43 PM
ACB, we got into this a while back, and I really have no plans for getting back into repricing the official vessels as we have already done. The only vessels I'm particularly concerned with are the 'new' ones.

Personally I agree with Horizon, the Ret is appropriately priced for what it does. Over the Emperor it has more equivalent firepower, a 6+ prow armour (making it fit with the other IN vessels well) and the most important thing, Speed 20! Which means it won't slow your fleet, and it can't be Blast Markered off the board.

Fp 18@45cm>Fp12@60. I know most people would probably trade Fp12@60cm for Fp15@45cm, this is 'roughly' the break even point, so we can assume that Fp 18@45cm is about 1/5th better than Fp 12@60.

Also my impression was that the Emperor is under priced (as it is such an appealing vessel) by probably around 20 points. I think that you're suffering from the same woes, as balance is always a comparison of available choices. The Emperor's impressionable underpricing makes it appear as though the Ret is overpriced. Compare the vessel instead to the other IN battleships, and also the Chaos ones. You will find that the vessel is appropriate.

Remember that people have different views of a vessels efficacy. It is very subjective, and that is why I used a voting system for determining the points cost of these vessels. This is what won out. Additionally no one ever wants to see something get worse (save in cases of particularly broken things) so usually they would prefer everything else get better. This is almost uniformly what I did. In fact there are only two vessels which became worse in BFG:R, the Devastation (widely regarded as OP) and the Hero (which had some internal balance issues).

Around half the other vessels got better, maybe 1/4th remained the same and the last 1/4 were some sort of compromise between the semi-official HA work and my own.

I know a number of people have pushed that fleet lists be done away with and that vessels become more readily available to each fleet. I.e. the IN should be able to take all their vessels in one fleet. Now there is some merit to this, however fleet lists and limitations are designed for two purposes. Firstly and most importantly, it forces all fleets into similar limitations of relative options. Though some fleets have more vessels overall (such as the IN) they are forced to limit their options and fight as though they had comparable limitations to fleets of fewer overall vessels (such as the Necrons). Secondly these limitations are designed to add a unique character  to each fleet, making a different feel and unique niche for the more common fleets, and making each opponent a unique experience. Allowing a large number of vessels prevents such situations, as generally players are good at 'feeling' for which option is the best overall, and one would rarely if ever see some of the slightly less efficacious vessels.

Simply fleet lists are comparable to the 8 dozen SM codecies for 40k, though they are really all just space marines with less difference between all the 'dexes together than the Tau are from their own auxiliary races. Since a majority of 40k players use Space Marines, this allows for them to have a more unique character amongst their numbers. Not to mention the  fact that People would host massive riots if the books were merged.

And even though something was once available to a group does not necessarily mean that it should remain a part of that group. The Space Wolves once had access to Leman Russes in 40k, primarily as a novelty for the name, but the option was lost once the army was fleshed out, and the writers got their heads about them (Leman Russ goes in guard...I get it!). Think of it this way, the game would be a little less fun if every army was toting 6 Leman Russes.

I also had someone rant about 'why not remove ship classes and allow players to build their own ships for appropriate costs'. Again this has to do with the nature of players, when perfect options exist they will be the only ever taken.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: horizon on November 11, 2011, 08:46:22 PM
lol on the last remark. BFG is so fluff driven opposed to Full thrust where this is possible. But a balanced fan creation I play against any day.

For official (ahem in this case) I'd stick to what is and the restricted fleet lists. I like fleet lists. They add flava. Flava is good. Generic is boring in the long run.

Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 11, 2011, 08:57:24 PM
Oh yes I agree the emperor is under priced 20pts is probably about right. Even compared to the other battleships the ret feels much less than equal I do need to look back over the chaos bb tho when I get home. That aside how about the oberon! Never expected to see that being the 800lb gorilla :D
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 11, 2011, 09:45:51 PM
I am a big fan of the Oberon, it is just unique enough for my liking, and has fluff comparable to the Tyrant (hey we tried this but it didn't work as well as we wanted so um....) my other favorite IN vessel.

Oh I've also just finished the alpha version of the Traitor fleets. It is actually kind of funny, because I think I spent about twice as much time on the 3 (now 5) Daemonship pages as the rest of the document (about 25 pages).

I didn't keep a log for this one, but I'll do it from now on. Here were the changes I recall:
-chaos lord re-rolls reduced to 20pts.
-wording on Blackstone fortress' changed slightly.
-13th Black Crusade fleets had their Daemonship allies rules updated to better meld with the rules.
-Marks of Chaos are now available to any Capital Ship (I thought I had done this earlier....) regardless of if they have a character.
-The Havoc Class Raider was technically corrected from a typo, and now has 5+front/4+ armour.

Daemon fleets saw a massive number of changes. As follows:
-Daemonships now have a streamlined deployment system that is carefully worded.
-All Daemonships increased in cost by about 15 points (depending on class) and are required to purchase a mark (Unalligned gain a number of options)
-A Character vessel was added for the Daemons that teleports.
-There were a number of changes to the gifts, and I'm a bit to lazy to write them all so go see for yourself.
-Daemonships now are forced to haunt if they suffer a Bridge Smashed critical.

Most of the Changes for Daemons were to specifically make them more expensive and concise, so that they see fewer problems when I get to the Scenarios (as they would have fewer ships).

It was kind of funny how unrefined that document was....... I wonder how long it has been since I last updated it. I spent a little time making watermarks and a 'chaos symbol' page header, which I'm still not solid on.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Admiral_d_Artagnan on November 11, 2011, 10:16:31 PM
No, I don't think the Emperor is underpriced by 20. Maybe 5 at most 10 but certainly not 20. Not with the way the IN mainline cruisers are underpowered compared to their Chaos counterparts. Underpowered in that they cannot focus power to one side per individual ship as well as not having access to cheap and effective carriers in the mainline cruisers. 365 is fine but 370 is ok with me too.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 11, 2011, 10:25:01 PM
20 was an arbitrary number, honestly I think I wanted it increased initially due to the fact that every IN fleet I seemed to face had one. I don't plan on changing its cost, though thinking about it 10 seems proper, but not worth the whinefest.

Also regarding the Bakka Fleet, Victory and AdMech IN escorts; I won't include them in my Alpha (semi-final release), but depending on how things look towards the end they may see the light of day, as well as potential for a few more Inquisition vessel options.

I went through and fixed the errors Tag brought up with the IN fleet. I also did a quick look over the pages and found at least two of my own (nothing that would affect rules, just launch bays with speed and firing directions).
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 12, 2011, 01:53:25 AM
there a reason for the archon to lose a turret or is that a typo?
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 12, 2011, 05:32:12 AM
Ok I finished looking over the chaos and imp battleships and I must apologize your quite correct about the pricing on the retribution, the only thing that didn't make much sense were the desolator (still under priced by a few points) and relictor (over priced by 40ish points). The relictor sounds powerful but just fits with slaughters not the rest of the fleet. I try not to put much faith in the "formulas" for gothic but they seem to agree. As for the desolator, should be closer to 320 it has better armament than the next closest price vanquisher all around and more speed vs 6+ armor and a turret. Could also mean the vanq is over priced but that really sounds about right especially with prow launch/ lose 6+ prow.

Corrected op to overpriced.

Has any one made a vanquisher? I would be interested in seeing one with the "prow" launch modeled.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: RCgothic on November 12, 2011, 07:13:07 PM
Overpriced and Overpowered mean precisely opposite things, yet both abbreviate to OP.

Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Admiral_d_Artagnan on November 12, 2011, 09:15:52 PM
20 was an arbitrary number, honestly I think I wanted it increased initially due to the fact that every IN fleet I seemed to face had one. I don't plan on changing its cost, though thinking about it 10 seems proper, but not worth the whinefest.

It's like this mainly because the Dictator is so expensive.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 13, 2011, 03:08:19 AM
Dictator at 210 seems palatable, but yes, I'm afraid that since the Dictator and the Mars were overpriced, and the Exorcist was much more so the Emperor reigned!

Oh, I've been thinking a little about the Traitor fleets, I'm planning on changing the 'Maelstrom' fleet to  simply have space marine allies (which would fit in as them being renegades), and removing the CSM option.

Also I will probably modify the fluff so that it alludes to the perfidian gap more, for both the Wardens fleet and the Maelstrom one, as it makes more sense distance wise.

I'm planning on removing the Daemon critical hits reference, and simply adding a 'daemonic instability' rule. Which would either state:

At the beggining of your movement phase before issuing any special orders Daemon fleets must check to see if any of their vessels are instable.
-For any Daemonship that has its leadership reduced to 5 or less for any reason, or combination thereof, must make a leadership check or immediately disengage.
0r
-For any Daemonship that is crippled must pass a leadership check or immediately disengage.

Tell me which you like better.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 13, 2011, 03:20:18 PM
 So a ld 6 deamon ship in contact with a blast marker (-1 ld) would have to test to NOT disengage?
 I think crippled would probably be better, especially if the rule were to state "anytime a deamon ship is crippled immediately make a leadership test to remain in play. If the test is passed continue applying any remaining damage/critical hits. If the test is failed the deamon ship vanishes (counts as disengaged) and any remaining damage/critical hits are forfeit."
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 13, 2011, 03:57:52 PM
Sounds fair. However your wording provides too much benefit to the Chaos player.

See when a daemonship is threatened to be destroyed it would much rather disengage than stay in play, the Daemon player would likely prefer to disengage the vessel immediately rather than let it remain in play for his opponent to kill it outright.

Simply the vessel must remain in play for the full opposing player's turn, so that he has adequate opportunity to destroy it. Also the fact that the test is made during the movement phase hinders the Chaos player, in that he forfeits the vessel's damage output for that turn. Some may choose to disengage a crippled vessel, as it can gain HPs, but this removes the option.

So I will go with Crippled, as it has less... loopholes, and would require significantly less text to explain.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 13, 2011, 07:23:00 PM
True I just really liked the fluffiness of the ship slipping away just as the enemy is about to drop the finishing blow. It would be exceedingly frustrating tho, probably for both players :P.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Admiral_d_Artagnan on November 13, 2011, 09:42:00 PM
Dictator at 210 seems palatable, but yes, I'm afraid that since the Dictator and the Mars were overpriced, and the Exorcist was much more so the Emperor reigned!

Well, it still is a fair tradeoff I think since one still needs to spend at least 330 points just to take the Emperor.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 13, 2011, 11:46:36 PM
Yes the emperor begs to have a fleet built around it. That said the emperors lr guns and launch makes it the perfect solution to the biggest disadvantages the IN face, hence why you always see them. The oberon and vanquisher can give it a run for its money in this rule set and that's good, but they all still overshadow the gunship bbs by a long shot. I do like the feel of the ret with the 45cm batteries tho, as with its speed and armor it actually make sense to put it at the front of the fleet and aaf threw anything dumb enough to let it. That said this is a stupid tactic, but lacking 60cm batteries is pretty much what I expect to see from it, if I ever see one that is.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 14, 2011, 03:24:58 AM
Few things I noticed and some suggestions.

Defiant has prow torps and lance is this intentional and would it not be under priced adding the torps? Maybe the weps that are standard on the endeavour and the lances if you want 2 prow weapon types.

Also was it intentional for the voss pattern ships to get the 6+ prow AND 90* turns? On that note is there a chance of seeing an option to increase the armor on the other light cruisers or even better (to keep the voss originality) a +1 to shields on dauntless types.

How about seeing an option to upgrade the hydra's 6 30cm with 45cm batteries for +15 pts ala tyrant but with a higher cost (as your "upgrading" more weps)

What happened to the viper... This is an awesome little ship and much loved.

Option to increase turrets for armageddon? Only reason for mentioning this is its currently the only cb that does not either already have or have the option to get 3 turrets.

Avenger cg is listed as 12 hits

Dominator should be listed as -nova +6 torps for 180 instead of +4 torps imo as this fits better with the other in cruisers in terms of weapon loadout/ cost.

On the last note can we see the cost to upgrade armageddon/lunar/tyrant to nova drop to 10?

And on space marine ships how about getting the nova frigate an additional turret, its the only frigate with 1 turret and its the most expensive ::)

I'd like a puppy too :D
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: horizon on November 14, 2011, 04:14:24 AM
Stupid tactic? A blunt prow on approach by the IN is quite fitting for the IN in a steamroller approach.
I think 220 for the Dictator wasn't that for overpriced, the Excorcist ain't bad either.

I would drop the option of torps for the Dominator, but you know that already.

Acheron should have 3 turrets, yes (previous page).

Voss light cruisers with 90* and 6+ prow is a MUST, a VETO, a THING that SHOULD BE!
Otherwise they will always remain a poor choice.

The Defiant was crapzels anyway. This incarnation makes it a choice.

Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 14, 2011, 04:43:51 AM
Steamroller yes, aaf no. I see a lot of people showing love to the "aaf imp fleet", but I can't really think of a time I've ever used aaf as a tactic. Everytime I've played against someone playing this way I've been able to use it to my advantage. Aaf orders more often than not causes your fleet to become scattered and disorganized due to the random nature of the move. This works well for say orks where you should see what 30ish escorts?, but for a cruiser heavy fleet (most) with minimal squadrons (2 ships typically) its poor form. When your talking about in and aaf your looking at the fleet either being split into two sections (torp armed line and nova/carriers) which allows them to be destroyed peacemeal. Or the fleet has torp armed only, meaning at best your looking at 2? Dictators in a 1500, and they're going to be running TOWA0RDS the guns. How lovely. So yes aaf is a stupid tactic that is easily overcome with some rather simple placement of ships and ordnance. The retribution in this example would likely be the primary target and altho it has the ability to absorb a lot of damage will be lucky to reach the enemy crippled and not destroyed. Now while I do believe that it would take most of a fleet to kill/cripple it while its closing that's an awfully expensive ship to throw away as what? a meat shield for a handful of cruisers to get off early shotguns?
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 14, 2011, 05:43:30 AM
Quote
Defiant has prow torps and lance is this intentional and would it not be under priced adding the torps? Maybe the weps that are standard on the endeavour and the lances if you want 2 prow weapon types.

It is completely intentional, it was the only option that could be agreed upon for the vessel whilst leaving it in the game. Simply giving it 2 launch bays per side (as it should have by the size of the bays), was regarded as too easy access for the IN. Some suggestions were made for this, such as requiring players to have one Endeavor or Endurance with it, however that is an echo of the old restriction, which was removed with FAQ 2010. Players generally feel that it isn't in the Imperial fleet's character to have low launch bay to vessel cost ratios (they sit at about the highest of any fleet, at 52.5 for their base cruiser, chaos is at 47.5 and Orks at 45.)

So we took some creative initiative, and presumed that the vessel has increased capacity due to the limited launch bays, and is able to fit in the more powerful weapons. This allows it to be an option, like Horizon said, It isn't the best thing in the world, but you won't feel bad for taking it.


Quote
Also was it intentional for the voss pattern ships to get the 6+ prow AND 90* turns? On that note is there a chance of seeing an option to increase the armor on the other light cruisers or even better (to keep the voss originality) a +1 to shields on dauntless types.

Yes. This was an absolute necessity to make them more competitive with mainline cruisers, allowing for the 'CL' Armageddon fleet to be viable. Voss' Cls function more like standard IN cruisers, so they need a competitive edge vs the cruisers. The Dauntless has speed and a powerful concentrated firepower, something quite valuable to the IN.

Quote
How about seeing an option to upgrade the hydra's 6 30cm with 45cm batteries for +15 pts ala tyrant but with a higher cost (as your "upgrading" more weps)

No. See my post above about perfect weapons. The Hydra is meant to be a 'throwaway ship', it is the cheapest IN cruiser available, and is treated as such in its fluff. It makes no reference of being able to take more powerful weapons as per the Tyrant.

The Hydra's long ranged weapons are simply a 'quirk' that may help you, but are much more likely not to do anything. The vessel is not intended to fill the role of a long range support vessel, and simply functions as a cheap baseline cruiser. In the Warden's fleet, one would likely look towards 'downgraded' dominators, with their increased range for such a vessel. Then again one of the themes of the Warden's fleet is its limited supplies and sub-par fighting vessels.

Quote
What happened to the viper... This is an awesome little ship and much loved.

This is comparable love that people had for the Sedito Opprimere. The Viper is strange in a number of ways, just a Cobra (best non-eldar escort!) but better. The vessel didn't really provide anything unique to the fleet, and wasn't worth the pages.

That said I'm not completely opposed to it being included, particularly if the Bakka fleet makes it back in. Probably would be modelled out of 2 cobras, extending the chassis.

Quote
Option to increase turrets for armageddon? Only reason for mentioning this is its currently the only cb that does not either already have or have the option to get 3 turrets.

Not really necessary. The Overlord/Mars upgrades were just hangovers from BFG 1.0, when apparently they thought such an upgrade was valuable. The two new BCs have the turrets, primarily for balance. Again..... not every option forever.


Quote
Avenger cg is listed as 12 hits

Apparently the Avenger is now the Greatest vessel ever.
J/K, whoops, I'm disappointed I missed this. Oh well, can't catch every mistake.

Quote
Dominator should be listed as -nova +6 torps for 180 instead of +4 torps imo as this fits better with the other in cruisers in terms of weapon loadout/ cost.

No. Players wanted such a trade-off, but the Dominator receives its Nova for a discount. In an attempt to influence players to prefer the NC, the cost wasn't decreased as much as it would suggest. The 4-torps is from Kar Duniash Cruiser design, which utilize fewer torpedo tubes. Although this isn't necessary, the Dominator is only currently available in the Warden's fleet... if you look at their fleet list you will notice that all cruisers have only 4 torps. This was the method used for making the fleet unique from other IN fleets, allowing a slightly easier access to AC, but fewer torps to compensate. Again the Warden's fleet has a significant loss in firepower/survivability ratio per point of cost as compared to other IN.


Quote
On the last note can we see the cost to upgrade armageddon/lunar/tyrant to nova drop to 10?

I feel the NC is adequately priced, certainly you're losing a weapon, but they are much more viable with the new bands and LO. Besides reducing the cost would only see you 30 points at 1500. Also note the 'cheaper' NCs in the Wardens, as they lose less torps.

Quote
And on space marine ships how about getting the nova frigate an additional turret, its the only frigate with 1 turret and its the most expensive ::)

The Nova Frigate allows SMs access to Lances, it is faster than the Gladius, and is able to fire its lance LFR. It is adequate. Besides, I thought it dropped 5 pts?

Quote
I'd like a puppy too :D

-Your fleet may include a single puppy as it's pet. If it is at least 600 points it must include a puppy to lead it.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: horizon on November 14, 2011, 06:43:29 AM
Steamroller yes, aaf no. I see a lot of people showing love to the "aaf imp fleet", but I can't really think of a time I've ever used aaf as a tactic. Everytime I've played against someone playing this way I've been able to use it to my advantage. Aaf orders more often than not causes your fleet to become scattered and disorganized due to the random nature of the move. This works well for say orks where you should see what 30ish escorts?, but for a cruiser heavy fleet (most) with minimal squadrons (2 ships typically) its poor form. When your talking about in and aaf your looking at the fleet either being split into two sections (torp armed line and nova/carriers) which allows them to be destroyed peacemeal. Or the fleet has torp armed only, meaning at best your looking at 2? Dictators in a 1500, and they're going to be running TOWA0RDS the guns. How lovely. So yes aaf is a stupid tactic that is easily overcome with some rather simple placement of ships and ordnance. The retribution in this example would likely be the primary target and altho it has the ability to absorb a lot of damage will be lucky to reach the enemy crippled and not destroyed. Now while I do believe that it would take most of a fleet to kill/cripple it while its closing that's an awfully expensive ship to throw away as what? a meat shield for a handful of cruisers to get off early shotguns?

Talk to Phtsis about this. He is completely the opposite on this.

I see merit to the tactic (aaf/torps-shotgun+ac). Not always but it can be used to great effect. But can be thwarted as well. ;)
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 14, 2011, 01:12:41 PM
Quote
Defiant has prow torps and lance is this intentional and would it not be under priced adding the torps? Maybe the weps that are standard on the endeavour and the lances if you want 2 prow weapon types.

It is completely intentional, it was the only option that could be agreed upon for the vessel whilst leaving it in the game. Simply giving it 2 launch bays per side (as it should have by the size of the bays), was regarded as too easy access for the IN. Some suggestions were made for this, such as requiring players to have one Endeavor or Endurance with it, however that is an echo of the old restriction, which was removed with FAQ 2010. Players generally feel that it isn't in the Imperial fleet's character to have low launch bay to vessel cost ratios (they sit at about the highest of any fleet, at 52.5 for their base cruiser, chaos is at 47.5 and Orks at 45.)

So we took some creative initiative, and presumed that the vessel has increased capacity due to the limited launch bays, and is able to fit in the more powerful weapons. This allows it to be an option, like Horizon said, It isn't the best thing in the world, but you won't feel bad for taking it.
Quote

fair enough, and IN should have the slightly overpriced launch to counter the easy access to torps so this is a nice... balance

Quote
Also was it intentional for the voss pattern ships to get the 6+ prow AND 90* turns? On that note is there a chance of seeing an option to increase the armor on the other light cruisers or even better (to keep the voss originality) a +1 to shields on dauntless types.

Yes. This was an absolute necessity to make them more competitive with mainline cruisers, allowing for the 'CL' Armageddon fleet to be viable. Voss' Cls function more like standard IN cruisers, so they need a competitive edge vs the cruisers. The Dauntless has speed and a powerful concentrated firepower, something quite valuable to the IN.
Quote

ah didnt even notice the speed variation ::)

Quote
How about seeing an option to upgrade the hydra's 6 30cm with 45cm batteries for +15 pts ala tyrant but with a higher cost (as your "upgrading" more weps)

No. See my post above about perfect weapons. The Hydra is meant to be a 'throwaway ship', it is the cheapest IN cruiser available, and is treated as such in its fluff. It makes no reference of being able to take more powerful weapons as per the Tyrant.

The Hydra's long ranged weapons are simply a 'quirk' that may help you, but are much more likely not to do anything. The vessel is not intended to fill the role of a long range support vessel, and simply functions as a cheap baseline cruiser. In the Warden's fleet, one would likely look towards 'downgraded' dominators, with their increased range for such a vessel. Then again one of the themes of the Warden's fleet is its limited supplies and sub-par fighting vessels.
Quote

Thats fine i see what you mean about the dominator, however I think that because of just that youll never see a hydra  :P


Quote
What happened to the viper... This is an awesome little ship and much loved.

This is comparable love that people had for the Sedito Opprimere. The Viper is strange in a number of ways, just a Cobra (best non-eldar escort!) but better. The vessel didn't really provide anything unique to the fleet, and wasn't worth the pages.

That said I'm not completely opposed to it being included, particularly if the Bakka fleet makes it back in. Probably would be modelled out of 2 cobras, extending the chassis.
Quote

Quote
Option to increase turrets for armageddon? Only reason for mentioning this is its currently the only cb that does not either already have or have the option to get 3 turrets.

Not really necessary. The Overlord/Mars upgrades were just hangovers from BFG 1.0, when apparently they thought such an upgrade was valuable. The two new BCs have the turrets, primarily for balance. Again..... not every option forever.
Quote

ok, just thought it was odd that this is the only cb without

Quote
Avenger cg is listed as 12 hits

Apparently the Avenger is now the Greatest vessel ever.
J/K, whoops, I'm disappointed I missed this. Oh well, can't catch every mistake.
Quote

Quote
Dominator should be listed as -nova +6 torps for 180 instead of +4 torps imo as this fits better with the other in cruisers in terms of weapon loadout/ cost.

No. Players wanted such a trade-off, but the Dominator receives its Nova for a discount. In an attempt to influence players to prefer the NC, the cost wasn't decreased as much as it would suggest. The 4-torps is from Kar Duniash Cruiser design, which utilize fewer torpedo tubes. Although this isn't necessary, the Dominator is only currently available in the Warden's fleet... if you look at their fleet list you will notice that all cruisers have only 4 torps. This was the method used for making the fleet unique from other IN fleets, allowing a slightly easier access to AC, but fewer torps to compensate. Again the Warden's fleet has a significant loss in firepower/survivability ratio per point of cost as compared to other IN.
Quote

ah i see I havent looked at the fleet lists yet, just ships, wheres the gothic sector list?


Quote
On the last note can we see the cost to upgrade armageddon/lunar/tyrant to nova drop to 10?

I feel the NC is adequately priced, certainly you're losing a weapon, but they are much more viable with the new bands and LO. Besides reducing the cost would only see you 30 points at 1500. Also note the 'cheaper' NCs in the Wardens, as they lose less torps.
Quote

fair enough

Quote
And on space marine ships how about getting the nova frigate an additional turret, its the only frigate with 1 turret and its the most expensive ::)

The Nova Frigate allows SMs access to Lances, it is faster than the Gladius, and is able to fire its lance LFR. It is adequate. Besides, I thought it dropped 5 pts?
Quote

same as the cb option why is it the only one without?


Quote
I'd like a puppy too :D

-Your fleet may include a single puppy as it's pet. If it is at least 600 points it must include a puppy to lead it.
Quote

sweet
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: RCgothic on November 14, 2011, 02:12:11 PM
Wall of Quotes!

On the Defiant: There are several problems to contend with on the official Defiant :

Firstly, the other Voss CLs have half a cruiser’s armament per side. The Defiant has a quarter. The prow armament is a bit stronger compared to the others (6WBequiv F/L/R compared to 2WB F/L/R & 3WBe F), but this doesn’t properly compensate.

Secondly, in addition to having 1/4 cruiser broadsides, 2 bays have even less value that 4, as 2 bombers are pretty much worthless offensively. This puts Defiants very low down in priority for special orders, therefore reducing their capabilities still further. To be anywhere near effective they MUST squadron with another cruiser, to benefit from the reload orders that cruiser and its 6Torps and possible launch bays would have had anyway. This has its own drawbacks as well.

An additional 2 torps both rebalance the firepower deficit and promote the Defiant in special orders priority. The S2 prow lances can be modelled as 1 on the prow, 1 on the dorsal section to avoid overloading the prow – as mentioned, the LBs may look like full-sized bays, but they aren’t. This gives sufficient space for a dorsal weapon. Indeed, my preferred variant would have been Prow WB2 F/L/R Dorsal WB4 F/L/R, so as to keep the same weapon equivalence but an identical prow to the other Voss, but a lot of people were fundamentally opposed to dorsal weapons on Imperial CLs, regardless of the equivalence in firepower.

These problems were in addition to those suffered by the Voss Cruisers as a whole – Unlike the Dauntless which can focus its firepower on isolated flanks and use its speed to get out of the way of retaliation, the Voss need to be surrounded by enemy ships to make best use of their weapons. In such a situation the loss of prow armour is a critical weakness and 90’ turns barely any help. So we gave them 6+ armour. However at that stage they are just small cruisers. Letting them keep the 90’ turns emphasizes the difference between them and a normal cruiser.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Seahawk on November 14, 2011, 07:30:48 PM
1 LB Strike Cruisers give me a sad  :'( SM are AC strapped enough as it is.

Honestly, I'd rather have the choice forced between extra BC and LB, rather than be able to get both.

Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: horizon on November 14, 2011, 09:05:15 PM
Not looking at the document but 1 lb strike cruisers is as it must be. Why?
Following is the line of thinking sig, adm d'art, rcg, I and others had:

- The standard variant has 2 shields  per standard.
- Assault variant with more lb


I think I am missing something but that's the key.

Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Taggerung on November 14, 2011, 10:19:54 PM
Going over the Imperial List 1.6:

Armageddon is still incorrect. You increased the Batteries but not the lances to 45.

Vanguard...shouldn't it have 2 LB's?
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 14, 2011, 11:18:34 PM
The only other bb with prow launch has 4, besides that you are losing 6 torps AND prow armor. That seems like a fair trade.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 15, 2011, 12:30:16 AM
Not looking at the document but 1 lb strike cruisers is as it must be. Why?
Following is the line of thinking sig, adm d'art, rcg, I and others had:

- The standard variant has 2 shields  per standard.
- Assault variant with more lb

Yep, standard Strike cruisers have only one bay. An older concept of what would make the Strike Cruiser viable was on the lines of swapping -1 LB for +1 shield.

Since this does limit the SMs AC potential, the compromise was that they would be able to make an Assault Variant, with a LB on each side of the vessel instead of their weapons batteries.

Armageddon is still incorrect. You increased the Batteries but not the lances to 45.

Vanguard...shouldn't it have 2 LB's?

My bad.
Nope, the Vanguard is meant to be a cheaper strike cruiser it gains:

+1 turret
-10 points cheaper
+1wb each side
+4 torpedoes

It loses:
-1 shield
-str.3 prow Bombardment cannon
-fewer options

Fairly balanced I hope, I thought it was a little on the cheap end when I had it at 130 (the Forgeworld Stats), and I think Horizon or Admiral D said something a while back. Now at 130, and looking at this exchange comparison....I'm wondering if the vessel should be returned to 130. You could say that the loss of the shield is 'about equal' to the 10 points and the turret benefit, and the bombardment cannon (1BCFP=2wbeq), roughly means a loss of 5 Concentrated firepower on the sides. With the torps it is roughly equal to the front, and there is some advantage of having a vessel with torps and launch bays.

So we can say that the vessel is losing '4' firepower over what it should.... I think I will reduce it back to 130.

@Andrew

I think the Hydra is a viable vessel, as the Dominator has less comparable firepower at 170pts.... though it is longer ranged, it is only str 8. That said, 30 to 45cm range value exchange is about 33% This means that 4fp at 30cm is about equivalent to 3fp@45cm in 'value'. So 8fp@45=10.7@30. Since this is a smallish reduction I think I had made a mistake on the 'reduction' values of each option. Because of this I will make the reduction for this firepower exchange 5 points instead of 10. To compensate, the Nova Cannon loss will be worth -15pts.

Now comparing the Hydra to the Dominator, hmm.... well the Dominator has 10.7 'value' of firepower, and the Hydra has 11.3. This difference of .6  is close to reasonable for the range disparity, but since this is not likely to provide you much benefit, we can take the average of if it had only 30cm batteries, and the theory calculation. So (10+11.32)/2=10.66 versus the 10.664 of the Dominator.

The vessels are perfectly balanced relative to each other, at least in theory. Players will likely have a slight preference for the Dominator, but this is fine.

On that note I am considering removing the Gothic as an option from the Warden's fleet, to try to further influence players to use the two standard 'Ultima' fleet cruisers. However a more reasonable solution would be to return it and the lunar to 180 points in the fleet, whilst still reducing their torp strength. This would allow for consistency between the datasheet and the fleet list, as I'm certain that is something that will be asked often....

@ Horizon,

I remembered my reasons for removing the IN escorts from the Admech fleet, it's along the same lines as the removal of RSVs.
Basically the IN escorts can't be balanced vs. the SM escorts on a 5 point increment. Since the SM escorts are 5 points cheaper, due to their loss of SMs, they are substantially better than the IN escorts.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 15, 2011, 06:31:52 AM
Quote
Nope, the Vanguard is meant to be a cheaper strike cruiser it gains:

+1 turret
-10 points cheaper
+1wb each side
+4 torpedoes

It loses:
-1 shield
-str.3 prow Bombardment cannon
-fewer options

Fairly balanced I hope, I thought it was a little on the cheap end when I had it at 130 (the Forgeworld Stats), and I think Horizon or Admiral D said something a while back. Now at 130, and looking at this exchange comparison....I'm wondering if the vessel should be returned to 130. You could say that the loss of the shield is 'about equal' to the 10 points and the turret benefit, and the bombardment cannon (1BCFP=2wbeq), roughly means a loss of 5 Concentrated firepower on the sides. With the torps it is roughly equal to the front, and there is some advantage of having a vessel with torps and launch bays.

So we can say that the vessel is losing '4' firepower over what it should.... I think I will reduce it back to 130.


135 sounds fair but really 5 pts here or there... meh at least it balances out the overpricing on the battlebarge... made worse now that it loses the only bit of range the sm fleet had to begin with.

Quote
The vessels are perfectly balanced relative to each other, at least in theory. Players will likely have a slight preference for the Dominator, but this is fine.

actually the hydra does weigh in cheaper in short range... 2xhydra(170+170) = 12 30cm and 8 45cm for 340 pts, 1xdom(180) w/12 30cm and torps+ 1xdom(170) w/8 45cm and torps = 350pts, so maybe the hydras would be worth it, in pairs taking the place of the dominator as the short range slugger and filling in for the tyrant with range... hum....

Quote
On that note I am considering removing the Gothic as an option from the Warden's fleet, to try to further influence players to use the two standard 'Ultima' fleet cruisers. However a more reasonable solution would be to return it and the lunar to 180 points in the fleet, whilst still reducing their torp strength. This would allow for consistency between the datasheet and the fleet list, as I'm certain that is something that will be asked often....

No keep both the same, the dom/gothic combo is still good and a hydra/hydra/gothic combo would work well. lunar/lunar is still a good choice as well. reducing their torp strength on the datasheet is going to raise just as many questions, unless your planning on making a seperate one just for this list.

Quote
I remembered my reasons for removing the IN escorts from the Admech fleet, it's along the same lines as the removal of RSVs.
Basically the IN escorts can't be balanced vs. the SM escorts on a 5 point increment. Since the SM escorts are 5 points cheaper, due to their loss of SMs, they are substantially better than the IN escorts.

this still raises the problem for people that already have in escorts in their fleet, just like rapid strike vessels. how about leaving the spacemarine ships at their normal price but wording the list so that (nova(45pts), gladius(40pts), and hunters(40pts) may be taken in squadrons of 4-6, and gain +1 turret and the Advanced engines upgrade as part of their cost) while cobras(30pts), swords(35pts), falchions(35pts), and firestorms(40pts) may be taken as per standard. By limiting the "admech" escorts to squads of 4-6 your guaranteed 20-30 points over what you have them listed for now, the cruisers gain 1 turret and a 60cm lance for that price so this seems fair to me and allowes the in escorts to be taken.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 15, 2011, 06:45:00 AM
Quote
135 sounds fair but really 5 pts here or there... meh at least it balances out the overpricing on the battlebarge... made worse now that it loses the only bit of range the sm fleet had to begin with.

You sir have discovered another of my transcription errors by mistake. The battlebarge should have 45cm range on its WBs.

The importance of the 5 is to make the two 'main' vessels on equal footing for SM players, so that one doesn't have a significant advantage over the other. See how the Ork fleet was, Terror Ships outnumbered Kill Kroozers 3:1 in ork lists (after a net survey). I would prefer the ratio here be as close as possible.

Although 5pts is probably more precise than we can suredly be, much of this is on guessing and personal opinion. In this case, Bombardment Cannons have a larger 'wow' factor than torps, so it is likely that the SM player would prefer the Strike cruiser. A similar concept relates to Lances; generally your average IN player will prefer the lance equipped vessel over the WB one, this is simply due to the consistent efficacy of the weapon, the more straightforward firepower, and a less demand on manouevering.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 15, 2011, 11:06:48 AM
Some news,

New Format Possibilities/Thoughts
[/b]

Ship Data Sheets: These are both considerations, as listing the cost twice seems pointless, and the racial tags aren't neccessary.
-Points Value of Ships Removed from data sheets. Only to be found in the appropriate fleet lists.
-Racial Tags Removed (Somewhat pointless as is....)

Book Organization:
I have decided that the book will be separated into books. This makes it easier to complete any given 'book' and allows a lower pagecount necessity, particularly for those who wish to print out the rules which actually apply to a game.

Book I: (The Rules) The Book of the Admiral: The Astrae Divinitus
-Core Rules
-Fleet Lists/vessel statistics
-Defenses
-Scenarios

Book II: (The Ancillary Rules/Background) The Book of the Astropath: The Emperor's Tarot
-Campaign Rules
-Background/Unique Scenarios, Characters, Etc.
-Alternative Rules

Book III: (Modelling/Hobby) The Book of the Navigator: The Navis Prima
-Vessel Construction Guide
-Celestial Phenomena Construction Guide
-Various Painted Ships/Displayed Vessels
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: horizon on November 15, 2011, 11:40:46 AM
Sounds good, though I think a seperate cut out for fleets/races/ships would be lovely too. This will make it easier to update as well in my opinion.

edit: ship point costs should remain in data sheet.

I think that scenarios should go into book II as well. Not sure... hmm...

alternative rules should be seperate all together.

book III: nice, who will contribute?
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: Plaxor on November 15, 2011, 01:08:16 PM
Sounds good, though I think a seperate cut out for fleets/races/ships would be lovely too. This will make it easier to update as well in my opinion.
Quote from: horizon

There are some advantages to this, forming ships into a 'codex-style' format. This would allow proper modifications to vessels' in those fleets/races, more in-depth fluff and your comment. However this needlessly increases the pagecount overall, and though I would enjoy doing it, it is far more work than it is worth. At least for now, I would like to do less until I can at the very least complete what it is.

Perhaps in the 2nd edition I will make the Individual Races in to Seperate documents. Likely going further to seperate fleet lists within those documents. As my current plan means 16 races..... this would be a whole project of it's own.

As far as updates go, yes it would be easier. However, my plan is to do 'editions' and lock books for a period of time (likely a year) before updates are performed. Besides, how many changes can accumulate?
Quote
edit: ship point costs should remain in data sheet.

OK.

Quote
I think that scenarios should go into book II as well. Not sure... hmm...

I would agree, however the way I plan to format the scenarios forces them to be in book I. The design is so that a player would only ever need Book I to play a game, or to carry around. Since scenarios will be more 'normalized' like in 40k 5th edition, it is a mandatory carry item.

There is a minor question of order however, and it is worth considering placing the scenarios section after the core rules. Hmm...

Quote
alternative rules should be seperate all together.

Ok, Book IV: (Alternative Rules) The Book of the Enginseer: The Void Abacus

Quote
book III: nice, who will contribute?

I imagine whoever is interested. In fact.... it is a fair thing to delegate this book, as well as Book II to any willing. I would be very happy with this. Photoshop/PDF forming/layout ability isn't necessary, as it would more or less be filling in a format for me or someone else to do (which is fairly easy).

Simply one would type out the text noting the locations of diagrams, images etc.

Since Book III would not be so standard; It would be in colour. This has a lot more looseness to it, and really anyone with limited software capacity could build much of this .PDF, or at least determine which pictures will be incorporated, write/transcribe articles for terrain building etc.
Title: Re: BFG:R Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on November 15, 2011, 01:19:59 PM
Yes dropping the cost sounds good, but in the case of the wardens fleet list the stats on the ships are still going to be off. Keep the section in the list that states the lunar/gothic etc lower their torp salvo to 4 for the points listed. Or maybe put in a small "fluff/rules" section detailing why the fleetlist is short on torpedoes and a blanket statement that all imperial cruisers equipped with str6 torpedo salvos replace them with str4 for the cost listed.

As for the book idea roll with it, I'm sure most players would like the rules condensed. You might even do a "rules" and a "fluff" book completely separately with all rules in one book and all the stories in another.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on November 17, 2011, 08:34:00 AM
So I have formulated a sort of vague outline for an ideal final version. Note that the fleetbooks are a little dependant on how far I can get, how much submissions/help I have etc. For now, I will follow the Alpha versions format until its completion, then I will reorder as appropriate.

(https://lh3.googleusercontent.com/CDffm565issO3OChbsHc-jFfEu-D4WEynwrq8NyI-vLFdvhz9GVUAAj2DtYJu-EnASlan6Hf2gANjlpaixLyjkWEM2m7rmydk9Q=w1024)

If there are any questions, please feel free.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on November 17, 2011, 08:42:07 AM
Hi,
good going. Your vision is clear. Just ask where you need help or something.

GothiComp pictures are free to be used. I don't think someone will object, but to make sure you say which ships/fleets you like to use and I'll contact them.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Taggerung on November 17, 2011, 04:53:36 PM
If I ever get around to taking photo's I have my entire ork fleet painted (It's 50/50 Scratch built), and my imperial fleet is almost entirely painted (All the ships are, I just need to paint all the weapon mounts since they are all magnetized), and you are welcome to use those.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on November 18, 2011, 10:03:40 AM
Thanks Tag. If anyone would like to work on any construction guides, or work on general background for fleets please let me know.

I also of course would like for someone to write a campaign/background for the Necrons (which I have written as the 'ghost reverie'), as well as the tau/DE (the war of revelations). Please let me know.

I would also like a few character ships and characters, as well as missions associated with them.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on November 18, 2011, 10:09:52 AM
Hi,

Is there some more information on the War of Revolutions?

Character ships:
You may use the Spirit of Arina from the Starblade book. If you like I can create a new scenario.

I would find it an honour if Kor'O Ry'zon in his special Protector would make an appereance as well. I'll pm the stats/scenario.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on November 18, 2011, 11:14:40 AM
http://wh40k.lexicanum.com/wiki/War_of_Dark_Revelations#.TsY9ZFaQP1s (http://wh40k.lexicanum.com/wiki/War_of_Dark_Revelations#.TsY9ZFaQP1s)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Taggerung on November 18, 2011, 09:44:58 PM
I will try and take the pics tonight. I have a game against a friend, so I will try and get his imperial navy vessels as well.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Silent Requiem on December 07, 2011, 03:52:31 PM
I just wanted to say what a wonderful job you are doing here. I've not played (or bought) BFG in years; all the fleets I were interested in were overly random/restrictive/two dimensional. And let's not even talk about the Eldar.  :P

This seems to go a long way to fixing many of those problems, and I'd be very much happier to play these rules over the official ones.

Now I just need to put a play group back together...
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on December 09, 2011, 12:26:09 AM
Monday, I got to play a game with the latest BFG:R core and the DE fleet from the Eldar 1.4 MMS document, against the SM fleet from the Imperial Fleets 1.6 Alpha document.

There was a bit of confusion over some of the special rules which got renamed, which took a bit of sorting out to find (Elite Cadre to Embarked Regiment and Terminators to Elite Boarding Party), but once that was cleared up it went fine.  I really liked the addition of the Succubi to the DE fleet; it fits in quite nicely and gives some excellent flexibility for allowing a DE fleet that is not super heavy on escorts.

The one question that came up is with the interaction between Impalers and Escorts.  They hit and run like attack boats, so do the escorts get the benefit of only being affected on a 4+, instead of the Impaler's normal 2+?  Or does the fact that the Impaler causes a crit (and thus a roll) no matter what on a 2+ mean that the escort dies due to the critical hit on Escort rule?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 09, 2011, 03:46:11 AM
Interesting note on the Impalers, unfortunately the MMS 1.4 document is a bit dated, but not terribly. I'm currently working on the Corsair 'Beta' version, which has proven to be much more tedious than I expected (Beta versions of fleets include defences, construction guides and a bit of other filler).

The Impaler should work as a roll of 2+ destroys an escort, though technically the rules do not say this, it is how it 'should' be. This is how it will appear when I make the DE 'Beta' in a week or so, as well as a few more minor changes to the impalers in general.

Another note for the DE is that the 'upgraded' torture will simply be divided into its own class; the Mortialis (or subjugation). This is mainly for clarification purposes, as in the 'Beta' format many 'variants' of standard classes have another profile. For example the Standard and Variant Murder classes will be listed with seperate profiles, but both as Murder Class Cruiser (Mars Pattern or Hydraphur Pattern or whatnot.)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on December 13, 2011, 06:48:44 PM
Got in another game last night, again running 1.4 MMS Dark Eldar against 1.6 Space Marines at 750.  Both of us chose fleets with 4 light cruisers and 3 escorts, thus making a fairly balanced game that ended up coming down to who failed more reload ordnance rolls at critical times (SM cruisers without thunderhawk on CAP get pounded fairly hard by combined waves of Impalers and torpedoes, while in return, DE ships do not like to see waves of more than 2 or 3 attack craft, as more than 1 bomber that get past turrets will usually cripple a Light Cruiser).

The only real question we had was if we did CAP correctly.   With a wave of one thunderhawk on CAP, a cruiser was struck with 2 waves of 4 strong torpedoes and a single impaler.  Due to the Thunderhawk being resilient, it dispersed one wave of torpedoes, made its resilient save, and then dispersed the other wave of torpedoes.  However, because it can only use the resilient save once per turn, the second wave of torpedoes removed the Thunderhawks, letting the impaler get through unmolested.  Was that correct?

One other minor rules clarification that came up is that when dealing with Attack Craft resolution on Squadrons, it might be nice to spell out that you only attack the ship(s) you move into base contact with and additional hits do not spill over.  It's there in the rules, but only in the "negative" sense in that the rules for squadrons do not override the normal rules for attack craft.  Since shooting is overridden, it can be easy to get confused and think that, for instance, bomber or torpedo attacks could carry over using the same rules for 'nearest ship first'.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 13, 2011, 07:50:50 PM
Hi,
your cap procedure was correct.

Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Taggerung on December 14, 2011, 05:13:38 PM
I have a question about the Voss Light Cruisers...specifically the Defiant. How can that ship have 6+ prow, 2 torpedoes and 2 lances all on a tiny prow??

Nothing about that ship makes sense. Why is it only at 120 pts, it should be at least 130. Or better yet, just drop the torps.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 14, 2011, 07:25:01 PM
I dunno, because the ship would otherwise be crappy?

The others have 2wb/2t on the prow.

iirc I made a really cool design. RcGothic liked it. Others didn't as much.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Taggerung on December 14, 2011, 08:55:11 PM
Seems under cost is all.

Look at the enforcer...loses 5cm speed, improved thrusters, 1 lance, but gains 2 torps, LFR on the lances, and a 6+ prow? Seems to me that those upgrades are worth well over 10 pts.

Thoughts?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 14, 2011, 09:33:16 PM
This actually has come up more than once. This solution was the 'least despised' fix for the extremely underpowered ship.

The problem with the defiant is that it's Port/Starboard hardpoints only have half the 'weaponry' that they should. This would not seem like such a problem however the ship is competing far more directly with the dictator than the enforcer is. Directly in that it is just a cheaper and weaker version, so the lances make it stand out from the Dictator slightly, and indirectly in that reloading a CL with no torpedoes and only 2AC is fairly low priority.

Ultimately it was decided that the Defiant should keep its two lances and simply have torpedoes with it. The reasoning here is that the additional space retained through the smaller launch bays on each side allow for the prow systems to take more space within. Although in reality it should be 1 prow lance and 1 dorsal lance, this causes problems with IN/Chaos ship consistency (of which only BCs/HCs can have dorsal weapons) and for Admech fleets, who have a dorsal lance on their ships. Another consideration was to add P/S weapons, however this proved problematic without any actual P/S mounts, and any conversion would interfere with current player minis.

Comparing the Enforcer to the Defiant is actually quite an interesting concept. The ships aren't on equal ground for a number of reasons, first they aren't available in the same fleet, and most importantly the Enforcer has the advantage of filling a hole in the IN fleet by being faster. However here is a direct comparison:

Enforcer has:
+5 cm speed
Improved Thrusters
10 points cheaper
More focus able direct fire (with lance variant) or higher priority to reload, and more powerful torpedo salvo that is less likely to simply bounce off turrets/armour (with torp variant).
Unrestricted within its parent fleet.

Defiant has:
LFR lances, but it would still want its prow towards enemy!
6+ armour


So for 10 points it essentially gains prow armor. Internal balance is a funny thing, but these two ships should not be compared directly, mainly because they are not in the same fleet and do not function the same. The Defiant is more comparable to the End/End and the Dictator, whereas the Enforcer is more comparable to the Dauntless and the Tempest Escorts.

The Enforcer and the Tempests are the only vessels smaller than a GC that have AC and due to this are quite valuable to the Warden's fleet despite their relative cost.


Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on December 15, 2011, 01:54:49 AM
Well when you get down to brass tacks the defiant should always have had 4 launch and the price should have been bumped up to the 150ish area. The only problem with the defiant is that its got one of the worst ac-pts ratio in a fleet known for terrible ac-pts ratios. The mars is the only ship that's worse but it more than makes up for that with its other weapons.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 15, 2011, 04:00:21 AM
...and 4AC Defiants would mean Defiant Spam. heh.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 15, 2011, 05:43:10 AM
This was considered, and even argued for quite a bit. The problem with 4AC Defiants meant that the minimum point cost per launch bay significantly decreases for IN, a VERY large factor. Although there were suitable ways to deal with it, mainly through restricting the vessel further, or returning it to a 1:1 with Endevours, however ultimately the 5 main rules developers voted and the current incarnation showed through.

There are a number of changes that drastically affect internal fleet mechanics and one major one is the availability of AC per point. The minimum cost reflects the overall fleet's role and mechanics, here are some examples:

Corsair Eldar: 65
IN: 52.5
Chaos: 47.5
Orks: 46.25
Tau: 28.75

As you can see the cost reflects how the fleet is set up. The lower average depicts how dependent upon AC the fleet is. Other major changes include the basic statline of the 'ships of the line' for each fleet. Meaning that if one were to introduce a cruiser without an armoured prow and speed 25 to the IN without restrictions, this would cause problems. More directly the average overall firepower per point and hits/shields per point, or anything with vastly unique special abilities.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 15, 2011, 06:05:25 AM
After working through the Corsair document I have changed my thinking a little, and forming the Campaign, Display and Modelling sections have proved far too time consuming for my goals at this point. So I plan to do a hybrid format at this point.

Now it will be:

Book I: Book of the Enginseer, The Void Abacus. The Rules and Scenarios -- 60 pages estimated.
Book II: Book of the Admiral, The Tactica Imperialis. Ship Rules and Fleet Lists -- 300 pages estimated. (May be divided into 3 books; Imperial + Chaos, Eldar + Orks + Tyranids + Necrons, Tau + Rogue Traders + Demiurg/Kroot)
Book III: Book of the Navigator, The Navis Prima. Campaigns and Background -- 250 pages estimated (May be divided into campaigns and background seperately)
Book IV: Book of the Astropath, The Emperor's Tarot. Alternate Rules, Construction and Modeling Guides, fleet displays -- 150 pages estimated.

All documents from now on will be produced with defences and a clearer format for 'alternative' pattern ships. My goal is to have a 'beta' version of the core rules and fleet lists by February.

Just posted the 1.5 Alpha version of the Corsair fleet. I also posted a sample of what I did work on before changing my mind about the format. You will notice a number of differences, and rules changes.

Here are the major changes:
Holofields/Gunnery/Lance/Other weapons are now contained within the core rules, and 'Holofields' are just a quality for all Eldar vessels, no longer listed in their shields characteristic.
Transport is now a quality, it will state that the vessel has a transport capacity equal to its remaining hits, which should taper in the advantage of cruiser sized transports.
Transports now have a point cost, in missions that require them players will simply be allotted a number of points that they may spend on transports.
Escorts will now be defined into three classes; Frigate, Destroyer and Raider. Destroyers will gain benefits to Reload Ordnance and Lock On orders, but will have the Skeleton Crew quality due to their small crew, Frigates will gain benefits to Brace for Impact and will gain Stalwart due to their size, Raiders will gain benefits to All Ahead Full orders and navigating Celestial Phenomena.
All vessels now have their type classified as their actual class, whether it be Grand Cruiser, Light Cruiser or whatnot.
Defences will be included with all following fleets. Defences will be divided into at least 5 categories; Station, Orbital, Ground, Rig, Field. Stations consist of any orbital defences with multiple hits that suffer critical hits, Orbitals consist of single hit stations, Ground are as normal, Rigs consist of multi-hit orbitals which simply suffer additional damage from criticals or have unique rules, Fields consist of any mine fields or similar defence types.
Defences will not be able to disengage, will roll leadership and orders as normal.
Mine Fields will not 'poop' mines, they simply will be a dangerous obstruction that if a ship enters it will be hit by a certain number of mines dependant upon its size and speed.
Eldar now follow more standardized rules, they lost their unique ability to remain stationary (as this causes problems with certain fleet compositions.) They also follow standard rules for moving through celestial phenomena and are able to ram (as the exception didn't provide much).
I've added a certain number of 'Philosophies' to the Corsair fleet, which allows a certain number of unique fleet builds that flesh out the background for them.
I've also added background in general for the fleet, much like official rules format.
The Fleet List and ship stats now display the 'variant' forms of each vessel, to avoid confusion. Each has been assigned a pattern, and its points have been reflected in the list. Upgrades are now listed in each ship's profile, and defences have their own list for when the fleet has points to spend on them.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on December 15, 2011, 01:05:52 PM
That all sounds good Plaxor except for the mine fields. They should keep "pooping" its too easy to just go around them and they just sound like asteroid fields now. If you want to change mine fields have it so each mine field adds an asteroid field to the celestial phenomena setup at the beginning of the game and the controlling player secretly writes down which fields are mines after they have all been setup.

Horizon, its difficult to spam something with the restrictions like those on the defiants but even a 10 pt drop in price on the 2 launch version would make them more viable in typical games.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on December 15, 2011, 11:09:42 PM
Overall I like the majority of changes in direction.  Centralizing more rules like Holofields and whatnot is generally a very good thing.    Other things I liked are the moving the options from the ship description to the list itself, though it might be worth it to keep a box out describing that famous ships with alternate configurations (just to highlight that there are options on the list you need to look at if the default configuration doesn't ring your bell).

I'm a little less positive on the decision to actually break up the main classes into further subclasses, mostly because it makes the verbiage other places more difficult (such as "for every 3 cruisers and/or Light cruisers" in the new Corsair list), though overall I do like the flexibility this gives, and I do sort of like the idea that different escort types have different bonuses.  One design issue I see is that larger frigates now approach some of the light cruisers in capability and points, which makes the divisions in things like the gunnery charts and hull points feel a little artificial.  Frigates especially feel like they really ought to be 2 hits, rather than 1.  The Hellbore would be a light cruiser with 4 hits in almost any other fleet and cost only 15 or 20 more in several of those.

The change I've got a huge problem with are those related to making Eldar rules more standard. 

The change to MSM to MMS was a pretty big nerf to Eldar maneuverability, as it also eliminated their unlimited turning capability.  Adding the minimum movement distance on top just actively turned Eldar's speed into a liability rather than an asset.   The faster craft now have minimum move distances of as much as 25cm (Destroyers moving minimum distance each move going from sun abeam to away or vice versa) without special orders.  Keeping escorts in the battle, or sometimes even on the table, could be difficult if you fail a CTNH or BR order at the wrong time, or had to brace the turn before, doubly so for the Escorts that also have ordnance and thus also have to choose between maneuvering and reloading orders.

An Eldar escort, without special orders, can only manuever in a 10x15cm (12.5x15 for the Destroyers) rectangle at best, while most Imperial Light Cruisers and escorts and even Ork Brute or Grunt can actually make a 12.5cm square.  In fact, Space Marine and Tau Cruisers can also outmaneuver Eldar Escorts, with the Tau Protector and Emissary classes turning a neat 10cm square.

So, they've lost many of their special movement advantages, and the ones that are left have drawbacks almost as big as the advantage.  They can't turn to any direction each move, and in fact can only turn their 45 or 90 at the beginning of their two moves, unlike every other fleet which can turn at any point (respecting minimum move to turn).   Their net turn rate is still higher, but the addition of minimum moves means they lose a lot of flexibility in their trajectories as a result.  They're faster, especially in the right arcs, but now they're forced to move, and with the limiting of their turn rates, the fastest escorts are actually less maneuverable than many other races escorts.   Any other race's escorts can move ahead, say, 2.5 cm, turn left past an asteroid field, and skim right past with the remainder of their movement.  An Eldar escort will have to use it's entire first movement (minimum of 7.5cm, more probably as much as 15cm) to get past the same field, and then turn and use it's second movement to go foward, putting it well beyond the field.  More potential, but often less maneuverable in reality, because they're stuck with their higher speed.

Aesthetically, to me, it turns Eldar even more into "just another" fleet, and further invalidates a lot of the various fluff about the Corsair ships being able to do things like 'level a fusillade of fire which can match the broadsides batteries of a battleship - and then slip away before the enemy can fire back' (from the Aconite description).    Since they're not really much more maneuverable, don't treat celestial phenomena differently, and Holofields have been downgraded to add shields like every other fleet, maybe we should just up their hull strengths to match every other fleet too?

I'd like to understand what the problematic use case for no-minimum movement with Eldar was, and if there might not be another way to handle this that does not make Eldar's natural speed actively counterproductive to their style of play.   
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on December 16, 2011, 12:12:02 AM
To address the actual Corsair document, aside from the movement changes, I overall quite like it.

Having all the defenses and transports in one place with the rest of the ships is good.  I also like the new mini-ordnance chart that calls out all the stats in one easy to find and read place.  Are fleet refit tables going to be race specific?  If so, does it make sense to put them into the fleet documents, so everything related to the fleet is in one place?

As far as content goes, I like the new Philosophy system, and find most of them fairly interesting.  The Pathfinder one needs a little cleanup on wording.  Took me two reads to get the exact details on how they returned (at first I thought you could name any other phenomena when you disengaged near one).  As a style note, I would remove the usage of 'Obviously' when discussing rolling a hit on the scatter and interaction with ordnance; just state that on a hit there is no scatter and when arriving you interact with any ordnance in base cotnact.  I'd also move the first paragraph of the Harlequin and Pathfinder philosophies to the background page, as they're pure background material, and leave only the mechanics in place.

On the ordnance chart, Plasma Torpedoes should probably read 'reroll all failed to-hit rolls'.  As it reads now, even successful hits must be rerolled, which is probably not intended.

Pulsar lances are no longer described in the document.  Is that something that's being moved to the main document?

I like the Supernova, though Pulsar Lance 5@45cm seems pretty strong.  Without LO, that's going to average 4.375 lance hits, and with a successful Lock On, that's 8.65 lance hits on average.  At least assuming rerolls on second and subsequent hits per the original FAQ.  If not, per the 1.4 MMS document, with Lock On it drops to "only" just over 6.5 lance hits.  Either way, that's a lot of lance hits at 45 cm.

I'm curious what caused you to add bombers to the Hellebore over the 1.4 MMS document and the addition of launch bays to the Hellebore in general.  I presume this relates to the desire to up the usefulness of Frigates as a class?

The upgrades to speed in the Hemlock and Nightshade are unwelcome, given the new minimum speed rules.  Destroyers should be fast in the sprint, but not being able to maneuver as well is not a good trade off for this increased speed.

Defenses all seem logical and fine.  I can't comment on these, balance-wise, because I've never played with static defenses.

The fleet list format is nice.  Only rules question is should Corsairs really have an attack rating of 4, which they can then further increase via Pathfinders?  That gives them a rating of 5, better than any other race out there.   Mathematically the difference going from 4 to 5 is probably small enough not to matter, though.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 16, 2011, 04:17:48 AM
Hi Plaxor,

Quote
Eldar now follow more standardized rules, they lost their unique ability to remain stationary (as this causes problems with certain fleet compositions.) They also follow standard rules for moving through celestial phenomena and are able to ram (as the exception didn't provide much).
That's a big no from me on these rules. Fleet compositions dictating minimum movement, no way.

DAR pointed it out quite qlearly as well.

They must not have a minumum movement requirement.

Some other points:
* Harlequins do not have fleets. They would more act like a Marine upgrade imo. eg +1 boarding/hit&run.
* Eldritch fleet list; Void STalker: equip with nighthawks 60pts???
* wouldn't allow vampires on the Hellebore.
* Shouldn't they have it easier to ally with DE/CWE then other races?
* Where is the Hero upgrade to allow better corsair/craftworld allied fleets?

@ DAR, the speeds for Hemlocks/Nightshades are from the usual mms document. So, they're cool. ;)

On the other side, perhaps it is getting used to the new style but at a glance it is a tad more intensive to read for example 'accurate' at the Solaris then see the actual rule.

I also noted that weapons aren't described within the document.

I'll be giving the core rules a check as well to see how the interaction goes between fleet part/rule part.


For reference, the current Eldar MMS v1.9b rules:
http://www.tacticalwargames.net/archive/rules/gothic/eldarmms-v1-9b.pdf

@ Dar (again),
the MMS system in the document Plaxor added to the revised BFG project are taken from above ruleset designed by Sigoroth and me. Ofcourse I am fine with it but the latest movement change is new to me. ;)

Before the only change was the way holofields protected against enemy lances.

So things as launch bays on the Hellebore is from MMS as made years ago,
The reason to do so was that the Hellebore in the official rules was a poo, as you could better take a Nightshade & Hemlock to do the job. Giving the Hellebore made it an unique choice and also allowed Corsair fleets to be escort only without relying on a needed big carrier.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 16, 2011, 04:28:45 AM
Skimmed it, the special quality page will be a good reference sheet. Perhaps spacing it up a little would increase readability. Having a smaller picture at the bottom?

note:
Asteroid fields: change it back to the v.1.0 rules. The HA made an edit mistake in v1.5 (Ray admitted it), but it is missing the rules for all ahead full (testing on 3d6).
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 16, 2011, 03:42:33 PM
wow theDar.

Some fleet refit tables will be race specific, but not all. This will not be contained in the fleet documents and instead in the campaign rules, I was thinking about organizing it in a certain way... but I changed my mind.

I was initially on your side for MMS rules, thinking that it made Eldar lose their uniqueness, but in truth there is little needed to make a fleet unique. Holofields and their still unique movement rules make them far more unique to IN/Chaos than Tau, Orks, Demiurg, and probably comparably different as Necrons and Tyranids.

There is a reason that all races follow similar rulings, and this is so that intentional game mechanics work the same for all races. I.E. I attack I receive retribution.

As far as these refit versions stats go this was the best format for them, famous/unique ships will be contained in the campaigns section. This was only for complaints of confusion as far as statlines and wording for upgrades.

@ Horizon
Weapons will be contained in the core rules, I just need to come back around to it. What did I miss on asteroid fields? I will extend the qualities page.

I'm surprised and disappointed about harlequins. Weird.

The Hero is just a built in thing for 'Accustomed to Others', just not called that. It would be easier for allying for DE/CWE, however I couldn't think of anything special for that, maybe a special Hero upgrade if you're allied to either of those.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on December 16, 2011, 06:17:59 PM
I think the Harlequin philosophy could easily be rescued.   Just change it's title to 'Disciples of the Laughing God', and slant their flavor so that rather than being a fleet "of" Harlequins, make it a fleet of Corsairs who share many of the Harlequin's ideals and often act as hosts or home bases for wandering troupes.  Eldar have a general sort of reputation for sneakiness, tricks, and high art, so it's not a stretch to imagine a Corsair philosophy emphasizing those.  As a secondary bonus give them actual Harlequins as Elite Boarding Parties.  Retains all the mechanics, most of the flavor, and fits in with the fluff a little better.

As far as the change to MMS, I agree that it was generally necessary.  As unique and fitting as the MSM movement was, it just broke the game a little too much.   I honestly don't mind that overall change.  However, the addition of minimal movement really does break the Eldar, but the other direction, in a bad way, not a good one.  They already have less hull points, fewer shields, fewer weapons, shorter range, and less ordnance per point on average than every other race.  They make up for this by being able to engage on their terms and having superior quality on what they do have (pulsar lances, accurate batteries, ordnance that is less affected by turrets, etc).  The problem is that minimum movement makes it very hard to engage on their terms.  And further, it affects the ships that most need to engage on terms the worst; namely the smallest, fastest escorts.

I would very much like to hear what sort of fleet composition you feel breaks the no movement option; that might suggest another way to deal with the issue.  Like, as an example, perhaps increasing the turn rates, or even returning the unlimited turning option.  That way you could at least have a better chance to not be forced into bad positions by your speed.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 16, 2011, 07:36:45 PM
Hi Plaxor,
it is not that I dismiss Harlequins, it is just that I think it doesn't fit the background. Perhaps do an info round on warseer on it in the background section to get opinions.

And yes Plaxor, Dar is correct, Eldar must have the option to stand still. Really. No minimum movement for them.
In MMS 1.9 they do not have this as well. Works great. :)


In MMS we had:

CE & CWE ally on a 1:3 basis. Hero increased this to 1:2.

Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 17, 2011, 02:03:53 AM
@ Horizon,

I know, and it is my feeling that Eldar should have some form of minimum movement, although in retrospect it should be less than all other races, likely 5cm per phase. Without it the Nightshade fleet would remain the most effective in the game, and the Eldar would still ignore a crucial game mechanic; you can't wait forever. I wanted to put out my feelers for this one, and we will see.

How do you feel about the defences? I needed to put in a ~500 point station for campaign purposes, and the miniature stations are the best that I came up with.

How about the fluff? Most is from RT books, some I wrote myself. Anything you would change?

How about ship names? I decided to give the transport classes names from Bees, Apis=Scientific name for honeybee, Bombus=Scientific name for bumblebee. This was because of the fact that their escorts are named from poisonous flowers, and bees somehow seemed appropriate.

The Mechanics of transports having a points cost and losing capacity over hits taken?

Frigates, Destroyers and Raiders?

I don't think vampires are a huge issue on the Hemlock.... why would they be?

@All (General Mechanic Notes)

On Mine Fields; These proved to be the most problematic of all defence types, with individual mines they proved to be the best option for defending a planet. Their rules were irrational, they were not dangerous to move through, at least no more than an asteroid field, and yet they were able to produce an infinite number of mines that could travel the board! As the infinite generation of mines causes problems with rules wording and launch capacity. To correct this minefields will become a large obstruction, as they always should have been, that is extremely dangerous to travel through. Likely size would be D6x10cm by D6x5cm, and the rules would state that a ship travelling through would be hit by:

D6 mines if it is a capital ship/defence
D3 mines if it is an escort
+D3 if it is on all ahead full
-1 if it moves less than half speed
-1 if it passes a leadership check to navigate the field

Obviously they would be able to use turrets as normal, and each race would have its own unique mine fields. Ordnance will no longer be something that one can purchase, it will be available through launch bays, as this causes massive wording and rules problems.

Frigates will include vessels of 2 hits, I may make the Dhow, Defender, and Corsair 2 hits. @Horizon, do you think that the Hellebore could be 2 hits?

The precise wording will be something along these lines:
Frigates are Escort ships that are much larger than Destroyers or Raiders albeit smaller than a light cruiser. Unlike other escorts these vessels occasionally have multiple hits like Capital Ships, however unlike Capital Ships these vessels are not crippled when they are at half damage capacity. Additionally they are still destroyed when suffering a critical hit, like other escorts. Damage is allotted to them the same way that it would be to a capital ship squadron; meaning the nearest vessel takes hits until it is destroyed and so on.

Due to their size Frigates have the Stalwart quality (which will need to be reworded to have a -1 to H&Rs) and when attempting Brace for Impact orders they roll 3D6 choosing the two lowest die before comparing the result to their leadership.

*Possible rule; Frigates must move 5cm before turning.

Note: Escorts lose the escort bonus for navigating celestial phenomena.

Raiders: Although comically the Corsairs have no raiders, here are what I am thinking will be the rules for them:

Although Raiders rarely undertake a uniform pattern or scheme, they are all designed to be fast, maneuverable, and are good at using local celestial phenomena. Decause of this when navigating celestial phenomena they roll 3D6 and choose the two lowest before comparing them to their LD. Additionally when determining additional distance for All Ahead Full orders they may re-roll the result, however the second roll stands.

Destroyers: This was worked out of the Hemlock;

Destroyers true to their name are built to do one thing; be as destructive as possible. These vessels have a sort of minimalistic view when it comes to crew and armour, fixing as much weapons as possible to the hull Destroyers are always far better at causing damage than they are at taking it. To this fact Destroyers have the Skeleton Crew quality, and roll 3D6 choosing the two lowest die for Reload Ordnance and Lock On orders due to their small and easy to manage crews.

Note that Skeleton Crew means a +1 to hit and run attacks the vessel is subject to.

Defence/Transport Notes

On Ground Defences: These will be represented by a 40mm square base with an arc and a point on it. This will allow for some modelling work for players. I don't know how useful these are... and I hope someone can produce some insight. I know that ground defences can fire into about 1/4 of the low-orbit table, but only 15cm of real valuable territory. Hrmm... I really don't know what to do with these.

As a rules note, ground defences will have a launch capacity seperate from the rest of the fleet, this will be presumed that the craft they launch are not fully 'spaceworthy'. Obviously their craft will only be permitted on the low orbit table.

Defences in general: Defences will gain full functionality as appropriate. Due to their 'stationary' weakness their armour will mostly be increased to 6+ (for Human types) to compensate on the gunnery charts. I will attempt to make each fleet have a ~500 point pirate base, as well as at least one orbital type and ground based defences. Defences will act much more like stationary ships than official rules. Obviously they will not be allowed to disengage.

Transports: Every fleet will have some type of transport, and probably multiple variants. There are a few racial notes:

Rogue Traders: This fleet will have a wider variety of transports, and may buy transports with their own fleet points, however all these vessels will lose the 'transport' quality unless actually purchased with the transport points. The RT player must inform his opponent which vessels are carrying the loot.
Necrons: This one was an interesting fix, and I have not come up wiht a suitable Necron conversion/model yet. The Necron version of a transport will be called an Ark Teleporter, which will not be able to make AAF orders due to its need to power its sizeable teleportation array. It will likely only be armed with portals.
Tyranids: I have not decided for certain if this fleet should be given a seperate transport class or if they should simply be able to 'upgrade' the transport quality on their ships, or at least certain ones. Thoughts?


On the Craftworld Eldar

So I plan to dig in to the CWE over the weekend, hopefully it won't take too long. I was planning on adding their own unique philosophy system.... something small along the lines of which deity the Craftworld associates with. Like the Corsair they would not have an automatic LD boon.

Asuryan=+1 LD
Isha=Augmented Damage Control, Ignore all Negatives to LD and ignore the 'communication' problems from radiation bursts.
Khaine=Rending weapons and Relentless, Roll 3D6 choosing the two highest on LD checks to Brace or Disengage.
Kurnous=+2 LD from the enemy being on SO, *need something else..... maybe some bonus to weapons on a turn they enter/travel through celestial phenomena.
Lilileath=Enemy ships starting their movement within 15cm of these vessels must pass a LD check or do nothing during the following shooting, ordnance and end phases.
Morai-Heg=You may re-roll the result of any critical hit on your ships or your enemies (but not the results of H&R attacks), you may also re-roll the results of any catastrophic damage your Craftworld vessels inflict or is inflicted upon your Craftworld vessels.
Vaul=Your vessels lose the fragile quality and only reduce their weapons strength by 1/4 when crippled.
Ynnead=(Not sure if he should be included, or about this rule), your opponent only gains 75% (possibly less) victory points for any vessels he destroys. In a campaign, he reduces the amount of renown he gains (excluding renown gained from subplots) by half.

Cegorach, Hoec and Gea= well Cegorach and Hoec are already pretty well represented in the Corsairs, Gea is only a footnote. I don't know that much about Eldar fluff, but do Craftworlds devote themselves to these gods? or to Ynnead?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on December 17, 2011, 06:53:53 AM
If you're absolutely intent on minimum movement, I could almost live with 5cm.  If you combined that with returning eldar turning to unlimited, that would actually be acceptable.  At that point you are at least not being out turned and maneuvered by races like Tau and Orks.  Honestly the nightshade fleet doesn't really bother me.  The same orks and tau can put out as many or more torpedoes on ships that are only forced to move 10cm or less a turn (and thats without jinking every turn to reduce forward movement even less.  And both can actually back up those salvoes with attack craft.   

I like the defenses.  Same reservation about 5 pulsar lances, but for 500 points that's probably reasonable.

Fluff all seems fine, and the transport names are good.

The general split to escort types are fine, though obviously getting away from the base game (not that this is inherently a bad thing).  I do think the Hemlock could be 2 hits, especially at 75 points.  It's hard to swallow that for a single hit ship no matter how good the offensive load out is.

  I am fine with all of the proposed bonuses for the various types of escorts.  It's an interesting way to differentiate them some, though I do worry a little about getting too complex.  BFG is nice in that almost all the important rules can be summarized on a single double sided reference sheet.  This change doesn't seem too bad, but it does seem like the beginning of a bit of a slippery slope that leads to Starfleet Battles.

The transport and defense ideas do not ring any alarm bells for me, but again, I've mostly played without either rule set, so I can't offer anything other than a vague "seems okay".

For CWE I think the bonuses you have see okay, but really the CWE would probably be better served by aligning to the canon craftworlds rather than the gods.  Uthwe, Iyanden, Biel-tan, etc.  Those are a lot more identifiable to most players.

At a rough pass something like
Uthwe - per Morai-Heg or Lilileath or something to represent their seer-ness.
Biel Tan - per Asuryan or Khaine
Iyanden - per Vaul or Isha
Altioc - per Kurnous
Saim Hann - Khaine or something that enhances movement speed (maybe allow treating sun as in one arc different)
Altansar - Ynnead or Lilieath
Yme-loc - Vaul or Morai-Heg

That should cover about the same territory and hit all the major craftwords.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 17, 2011, 08:06:51 AM
Eldar mms turning unlimited: never!

I have no clue why you are so intent on the (lowered) minimum movement.  The all Nightshade isn't as strong:
i) no hiding
ii) stays within 30cm = retaliation.
iii) cost more, cobra's would be with a lot more per example

And I really think CE & CWE should have a leadership bonus.


CWE: should be more craftworld related I think instead of god related. Ah, Dar also says this.


Yes, hellebore could be 2 if the concept is introduced. I am for it.

asteroid field is 3d6 on aaf, old rules, should be new as well. ;)

Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 18, 2011, 08:09:03 PM
CE have a leadership bonus, so long as they take the 'militant' philosophy. That 'path' is the way to take CE in their standard format. Seemed easier to make seperate philosophies where the CE fleet sacrifices that for something else rather than make an expense for it. For the marines it was easy, as all I had to do was make their MoF more expensive for a minimal gain, here the gain is larger, as each vessel sacrifices ~25 points of its value.

So if a player wants to make their fleet with +1 LD as it has always been they would select militant, however if someone wanted to do another option the rules are laid out there.

I believe you are mistaken on your ratios Horizon, 1:2 would mean that 1/3 of the fleet is non-corsair, and 2/3 corsair, as it is here. 1:1 would mean equal points on either side, as Heroes normally do.

Craftworld related it is.....

Unlimited turning is ridiculous. Last argument for min-movement; how about auto-success on burn retros? See my only issue is the ability to remain stationary and reload ordnance simultaneously.

Should the Hellebore be 2? or would it be better as 1? I think that the Corsair would work better as 2, and that a smaller alternate DE escort could be made, in a similar method to the Succubus class.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 18, 2011, 08:30:30 PM
For now I will wait on the CWE document (which I did a few pages on), until we get this sorted out. I would like conceptual rules for:

Altioc - Pathfinder rules? maybe hunter rules?
Biel-tan - Free Aspect Warriors?
Saim-Hann- ???
Ulthwe- Morai-Hag rules?
Iyanden- +1 LD as normal

Possibly the craftworlds:

Altansar- Mark of Slaanesh analogue?
Il-Kaith- Loss of 'fragile' no speed loss from BMs?
Ibraesil- Morai-Hag rules presented earlier?
Kaelor- ????
Lugganth- Harlequin CE rules.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 19, 2011, 04:04:38 AM
CE have a leadership bonus, so long as they take the 'militant' philosophy. That 'path' is the way to take CE in their standard format. Seemed easier to make seperate philosophies where the CE fleet sacrifices that for something else rather than make an expense for it. For the marines it was easy, as all I had to do was make their MoF more expensive for a minimal gain, here the gain is larger, as each vessel sacrifices ~25 points of its value.

So if a player wants to make their fleet with +1 LD as it has always been they would select militant, however if someone wanted to do another option the rules are laid out there.
Dunno, more players input needed I think on the Ld bonus for Eldar. Personally I do not think it has to do with a path, it is race specific thing to reflect that they are master star sailors.

Quote
I believe you are mistaken on your ratios Horizon, 1:2 would mean that 1/3 of the fleet is non-corsair, and 2/3 corsair, as it is here. 1:1 would mean equal points on either side, as Heroes normally do.
I mentioned the mms v1.9b (and all versions before) ally ratios with and without a Hero. With 1:3 I mean: 1 CWE vessel per 3 CE vessels (or vica versa) with 1:2 1 CWE vessel per 2 CE vessels (or vica versa).

Quote
Last argument for min-movement; how about auto-success on burn retros? See my only issue is the ability to remain stationary and reload ordnance simultaneously.
Not convinced. ;)

Quote
Should the Hellebore be 2? or would it be better as 1? I think that the Corsair would work better as 2, and that a smaller alternate DE escort could be made, in a similar method to the Succubus class.
If the concept of 2hits escorts is introduced the hellebore should be one of them.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 19, 2011, 06:03:10 AM
@ Horizon,

Regarding Min Movement
All right, I'll allow them to remain stationary and remove all references to it.

Regarding Leadership

It always seemed funny to me that Corsairs had such a leadership boon.... That pirates were more skilled than trained naval operatives. I do think that CWE should have an LD boon, and they will look more like the SMs in that their fleet commanders will be more expensive to compensate for some special ability. Corsairs could do the same, but I suppose that more imput is never a bad thing.

Regarding the Hellebore
It is good that you agree. How much should the 2 Hit Hellebore cost? If it uses the aforementioned rules?

Regarding Heroes/Allying
Points are a lot simpler than ship to ship ratios, and follow the BFG:R rules.... I do like the 'loss of Mercenary quality' concept. Perhaps the rules for Corsairs could be written something like this;

CE returned to +1 uniformed leadership, paths removed and returned to a simple upgrade system. Harlequins would simply be an upgrade for Embarked Regiment, and the Pathfinder ability would be at some cost.... likely 20 pts per Cap ship and 5 pts per escort (Every Ship or none type upgrade). Seekers of the Dark city would be a commander upgrade, that would allow CE to use the slavetaking rule. Another commander upgrade would be the 'Hero' one, although likely at +50 points, that would allow you to take allies from the aformentioned list without your opponent's permission, if you are allied to CE CWE or DE then you are allowed to spend 1/2 your points rather than 1/3 and they do not count as Mercenaries

Allowing only one of those to be taken would seem feasible. In fact I will likely change it to this. How do you feel about that?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 19, 2011, 06:40:52 AM
Hi,

i. thanks, good,  :)

ii. Do remember CE are just CWE straying away from the path. That does not make them lesser skilled in space-warfare.

iii. I haven't thought about it. Perhaps ~+10pts. I think playtesting various 2 hits escorts is needed.

iiii. Like it. Slavetaking needs some thinking though.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 19, 2011, 03:33:01 PM
Just uploaded the DE 1.5 pdf, I haven't had a chance to look it over, and I know that there is quite a bit in there to think about/clarify etc. I'll look at it again soon.

Notes/Changes:

Rules
Added Haemonculi Coven
Changed Leech Torpedoes to hitting like normal torps but causing an automatic '8' on the critical hits chart instead of damage.
Modified critical hits chart so that it has Bridge Smashed at 9 and a few other minor changes.
Simplified Mimic Engine, now your opponent cannot fire at you for first 2 turns unless you shoot or launch ordnance.
Added breadth of Eldar Ordnance
Adjusted Impaler rules so that it no longer has limited fuel, clarified how it works.
Modified Slavetaking slightly

Ships
Added Mortalis Grand Cruiser
Expanded existing class profiles to show all options
Increased Corsair to 2 hits, made it a frigate, Adjusted cost to 60 pts
Added Subjugation Raider

Defences
Added full breadth of defences and transports.

Fleet List
Incubi, Wych Cults and Haemonculi covens are available to all Capital ships, though each may only carry one.
GCs available as 3:1 with Cruisers/Light Cruisers
Cruisers reduced to limit 6, Light Cruisers seperated and also have limit 6
Escorts divided into class, now just requirement to have 3/Capital Ship.

Affect on the Rest of the Rules
All Critical Hit charts will need to be modified so that '8' does something to engines and '9' does something to leadership.

Thoughts/Concerns
I am unsure about the cost of the Corsair, as it is the first with 2 hits, but it is probably fine.
I am very unsure about the cost of the Subjugation..... it seems good and bad simultaneously..... although it will likely increase to 45 pts.
Transports are a large worry per cost, however this is somewhat new ground......
Slavetaking is probably too powerful, will likely reduce to 5 pts/D6x5 for Impalers
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on December 19, 2011, 07:44:40 PM
I'm kinda disappointed to see you cave on movement. I don't see why eldar ships should be able to circumvent a basic rule mechanic... and you know physics ::). If its going to remain that they can remain stationary they should have the ability to burn retros automatically. The turns should be one per movement at any point in the move with ctnh adding one extra turn at any point in either movement.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Taggerung on December 19, 2011, 08:09:41 PM
I can't find the rules for holofields? They should be in the main rule book right?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: commander on December 19, 2011, 10:18:19 PM
And necrons are supposed to possess the most advanced technology of all. The Necron fleet must be revised to cope with that  ;D
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on December 19, 2011, 11:18:37 PM
Going through the DE document:

Overall issues:  It looks like DE also lost their minimum movement immunity.  This is a tiny bit disappointing to me personally, but not nearly as horrible as for Corsair or Craftworld Eldar, due to being able to actually take advantage of the Nimble quality, unlike their Light cousins.  They also did not have minimum movement immunity in the original Armada fleet list, though they did automatically pass CtNH at the expense of no Burn Retros.  So now they can BR, but don't autopass CTNH, and Nimble gives them the same ability to turn after any distance, even on their Cruisers and Grand Cruiser.  Mostly a fair trade.  I would be happy to go back to the original movement rules, too.  The one place were this a potential issue is the Subjugation, whose minimum speed is now actually higher than than the  maximum speed of many of its prey vessels.  At 22.5cm minimum move without orders, there's no way at all for it to wolf pack most cruisers or larger vessels, as it will be forced to fly past after a turn or two, unless it uses an SO to either slow down or dogleg to stay behind.

Slavetaking seems okay to me as is.  Every time you take that option over doing the crit, you're giving up killing an escort or stopping a major weapon system from dropping one of your ships in return.  An Impaler run that connects with an escort is 30-50 points worth of VPs you gave up for killing the ship, plus reducing the opponent's firepower by that ship, in exchange for 10-60 points worth of VP from slaves and no reduction in firepower.  It's a little harder to calculate against Capital ships, but there you have the issue of a potentially repairable crit that may not actually give any benefit or may destroy a ship versus guaranteed VP that does nothing to the enemy at all.  Generally as a DE admiral, I am only going to bother with slavetaking if I'm already winning (and thus the VP don't really matter much) or if I'm deathly behind and about to disengage, in which case I'm going to just grab some guaranteed VP and escape with as much as I can.


Ordnance Statistics table has the same issue as the Eldar Corsair one; plasma torpedoes should only reroll failed hits, or reroll misses, not 'must re-roll all to hit rolls'.

Leech Torpedoes: Do all races critical tables have the same thing on an 8?  Probably, but it might be better to specify by name and effect, rather than number (also easier for the newer player to understand the effect, rather than having to go look  up the critical hit table).  Also, they now roll to hit? Now I can't ever see using them.  Before the automatic reduction in speed made them very occasionally useful to help separate a ship out of the scrum to swarm.  Now, especially against SM or other races with 6+ armor, I'm not even guaranteed a slow down?  Feh.  Totally not worth it.  I might as well shoot normal torpedoes and at least get the reroll to hit for some hull damage if I have to roll.  Either back to not needing to roll to hit, or allow the same rerolls as Plasma Torpedoes, so you at least have a reasonable chance of getting some effect against races/facings with higher armor.

Impalers: Still need to clear up the escort interaction.  Again, you can read between the lines to see that rolling on the critical hit table will cause the automatic destruction on the escort, and that as they're not "actual" hit and runs, the escorts do not get their 4+ save.  However, especially with the addition of 2 hit escorts, it'd probably be better to clarify this.  I'll suggest wording to the effect of "Escorts do not gain any special save against Impaler attacks, and are still subject to the automatic destruction caused by any critical hit".

Haemonculi Coven is an interesting addition.  Not sure I would personally use it, but it's definitely something I could see being useful.  Only comment is that it seems a bit off that it costs 25 points no matter the base ship class.  I suppose the smaller vessels get a proportionally larger boost out of it so taking up proportionally more points is okay.


Mortalis:  Like it.  This is much cleaner than the old 'One upgraded Archon Torture'.  Pricing seems reasonable.  I take it the extra weapon strength is to make up for not being able to take the secondary weapon system?  If so, why not comparable increases on Launch bays when the other three patterns got boosts?  Is an extra lance, 4 torpedo strength, or impaler really worth only 10 points?  Those patterns go up 70 points over the Torture equivalents and gain a 50-100% increase in weapon strength, while the launch bay version goes up only 60, but gains no increase in AC strength.

Torture: No real change, still fine.

Succubus:  The Dark Mirror Pattern has the wrong weapon profile, copied from the Obsidian Rose pattern Mortalis.  16 Batteries and 3 Lances is clearly too much for a 150 point cruiser.  I presume this is supposed to be 6 Batteries and 2 Lances, same as it used to be.   If so, all fine here.

Corsair: Extra hit for 10 points seems just about perfect, since you're still subject to instant death from crits.

Subjugation: Not sure how I feel about these.  Basic concept seems fine.  I might consider trading torpedoes on the Broken Sigil for 1 Lance to create a mirror for the Hemlock rather than Nightshade.  That would help reduce the stress caused by a lack of minimum movement and high speed, as neither pattern would need to reload ordnance, making a stream of CTNH and Burn Retro orders more viable.  Also helps restrict the sheer amount of ordnance you can put on the table with a 20 point per point of ord strength platform (even cheaper than Nightshades, which you've considered to be something of a problem at 25 point per plasma torpedo strength, and better than Ravagers, Infidels and Cobras, who are the same cost or slightly cheaper per point of strength, but do not get rerolls to hit or the 6+ vs turret benefit).  It also helps gives the DE fleet a slightly different feel than Imperials, Chaos, and Orks, who all love their dirt cheap torpedo escorts.  If you do this, both patterns can stay at 40 points.  If you keep the torpedoes, the Broken Sigil almost definitely needs to go up to 45 points, though the Immortality pattern can stay at 40.

Defenses: All seem fine.  I especially like the Grotesque. 

Transports: These feel perfect.  I like Suppression and Slavecage Stolen Conscience patterns especially.  The Blackbird feels a little bit redundant to me.  Maybe drop it to 25 points, so that taking a squadron of 2 Suppressions isn't a clear advantage over the Blackbird?

Fleet list:  Dread Archons are now required at all points?   That's a bit of a tough nugget to swallow in smaller point games.  We've been mostly playing 750 recently, due to time constraints and to reacquaint ourselves with the rules and the BFG:R changes.  75 points is a pretty huge chunk to be required at that level, especially in a fleet that can quite safely run nothing but escorts (especially now that the Corsair is 2 hits) and thus has no good place to put a character.   Maybe adding a cheaper secondary Fleet Commander the way the Corsair fleet has the Shadow Prince?

Is there a compelling reason for separating the Cruiser and Light Cruiser limits and making the limit on escorts apply to all?  I rather liked the idea of running a list that was mostly Succubi with no Tortures and very few or no escorts, which would no longer be possible.  I thought that was both fairly flavorful and interesting, and a nice way to make the DE fleet feel different than many other fleets without being at all overpowered.

Overall: Good job.  I like how the overall fleet feels, and modulo some typoes and a few quibbles about exact costing and options, I would happily play this.  In fact, I'll probably get in a game tonight, so I should be able to test out at least a few of the changes.


As pointed out by Taggerung, we probably need an upgraded version of the core rules soon.  There's now a fairly large number of traits that are not actually specified in any downloadable document right now, such as Holofields and all the Lance rules, which makes playtesting with the Corsair or DE documents a bit challenging.

As far as other things go, I'm glad the minimum movement for CE is gone.  Even with burn retros for free, it hurts to many of the CE and CWE ships too much.

Hemlocks should probably go up 5 to 80.  85 is pushing real hard into the territory of light cruisers with 4/6 hits, without offering any of the other advantages that capital ships have, like being independent of squadrons and not dying instantly to critical hits.

I like the Philosophy system idea, but it did feel a little odd mechanically (no other race has any qualities which are not represented as part of their fleet registry), so heroes which offer similar bonuses is great.  The resulting Hero changes seem good to me.  Slavetaking seems just fine, for much the same reasons I don't consider it too overpowered in the DE list by itself.  CE, that I've seen, don't field a ton of boarding torpedoes and almost never board, and only allied ships are going to have impalers, and Vampires already cost points, so the overall impact is going to be fairly small.

I'm still mulling over the idea of the craftworld paths for CWE.  I think that like CE, moving it to be a quality of your fleet commander would be ideal.  Ulthwe fleets take a Grand Seer as an admiral, who grants them <x>.   Biel Tan takes an Autarch, Iyanden a High Bonesinger, Saim Hann a Cheiftan Admiral, and so forth.  I'm still trying to think up ideal bonuses to assign to each craftworld type.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 20, 2011, 06:52:55 AM
Ulthwé = seer thing related.
Iyanden = pre-nid attack = yriel led // after-nid attack = ghostships related (more / bonesingers)
Biel-Tan = aspect warriors (cheap)
Saim-hann = pack hunters = squadron bonus? = ce escorts bit more available?
Kaelor (Koronus Expanse) = something shadow-y. +1 attack rating?
Altioc = pathfinders = pre-movement = setting up ships 'outside of the box'
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 20, 2011, 08:10:44 AM
@Andrew, there is only really an issue if the rule somehow breaks the game, unfortunately there is little evidence supporting that it would. I know of two situations where the 'no-movement' rule has been abused;

The first a player using an all Nightshade fleet he sets up on the far end of the table and torps his opponent to death. This of course was before FAQ 2010, and I am unsure how this would work as per current rules, so this one is 'floppy'.

The second involves a Dark Eldar fleet reportedly to never lose, If I'm not mistaken the fleet was Xisor's and he would often reference it when posters would complain of how underpowered the Dark Eldar were. This argument is a bit more solid, but it does not involve CE/CWE, and I am unsure of the specifics surrounding it.

Simply in this case, when a change is brought up and there is a 50/50 split amongst the 'core contributors', and no clear definition amongst anyone else.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 20, 2011, 09:56:03 AM
@Horizon
Quote
Ulthwé = seer thing related.
Perhaps an ability to decide to BFI after damage is rolled from a single attack  each turn on vessels carrying Seers?

Quote
Iyanden = pre-nid attack = yriel led // after-nid attack = ghostships related (more / bonesingers)

Some bonus to Ghostships would be the simplest.
Quote
Biel-Tan = aspect warriors (cheap)
Sure.

Quote
Saim-hann = pack hunters = squadron bonus? = ce escorts bit more available?
Hrmmmmm.....

Quote
Kaelor (Koronus Expanse) = something shadow-y. +1 attack rating?
I was thinking that they would always be considered as 'behind BMs', but I don't know how that would play out. Perhaps Enemy vessels are considered Innacurate when firing at them, meaning they do not benefit from left shifts for range.

Quote
Altioc = pathfinders = pre-movement = setting up ships 'outside of the box'
Unfortunately pre-movement seems to have potential hazards. However it is possible to allow escort sized vessels to deploy within or near celestial phenomena after both fleets have been completely deployed, I've been working on a similar concept with Leviathans. A redeployment concept could also work, perhaps they could redeploy half their ships/squadrons after both fleets have completed deployment but before the game begins.

@TheDaR

I'm glad you're so enthused with this. I made a mistake with the DE, they should have no minimum movement speed, these 'Alpha' versions are more or less a complete rebuild of my earlier documents, as earlier in the project I knew little about how to use the software. Essentially I have made a number of templates and I fill in the blanks for the fleet, and I know that I generally miss at least a few things (look at the IN Dictator, with Str 2 Weapons Batteries). However the benefit of doing this has provided a far greater uniformity to the documents, and eliminated a number of 'random chance' errors. Ultimately my plan is to form an 'Alpha' for each fleet, and then correct these mistakes after public review for the 'Beta' versions in the next month.

Slavetaking is a funny thing, at 5 points the ability was almost never used, so I increased it to ten. The only issue here is that a suitably built DE fleet of Impaler Corsairs at 1500 points could make off with an average of 500 points in a single turn against an IN fleet, without being subject to retaliation. I know this sounds a  bit astounding, but since the attacks would not destroy the enemy vessel, a single Cobra Class Destroyer that straggled a little outside of the CAP could be the sole target of all these attacks while the DE sit hidden behind an asteroid field and promptly disengaging the next turn. Now thinking about it there should be some limit to this rule, either a cap on the number of points gained in a single battle, or more likely a rule that limits the number of slavetaking raids one can perform on a vessel in a single turn (Likely 4 AB or 1 Impaler), unless the value is reduced.

Plasma torpedo ruling noted, I'll try to find a way to clarify it.

Leech torpedoes are a bit experimental here, however you must remember that most '8' results grant a point of damage. As I stated earlier Critical hit tables will need to be modified so that 8 has something to do with engines and 9 has something to do with leadership. Since there are 5 critical hit tables for ships and another 5 for defences, specifying the result is far too complicated. It is easier to simply specify a number on the opponent's crit chart. This ruling is far simpler than the previous version which 'created' its own critical effect.

Leech torpedoes may need some thought. Comparing them to Plasma Torpedoes against most (11/16) fleets crit charts....
They Gain:
Automatic critical effect, which can be used strategically to reduce an enemies speed.
They Lose:
Re-rolling hits against armour, potential to cause more damage with critical effect.

Unfortunately balancing torpedoes seems to be a difficult task, as they are quite simple. If the Leech Torpedoes are allowed to Re-roll they are substantially better than Plasma Torps. Let us do some mathematics turrets being ignored, and considering an Armour of 5+ with a 'standard' critical hit chart one Plasma Torpedo should statistically cause;

.55 hits not considering critical damage. As these 'hits' have a 1/6 chance of causing a critical, we can assume that .092 critical hits would be scored. Considering the probability of critical effects that cause hits and the number of hits caused this means a Plasma Torpedo will cause an additional .042 hits from critical hits, resulting in a total of ~.6 hits on average caused by a Plasma Torpedo. Additionally the probability of one of these hits causing an additional non-hit critical effect (regardless of the relative value of the result) is considered resulting in an ultimate theoretical result of;

~.6 hits and ~.085 critical effects caused by each Plasma Torpedo.

In comparison the Leech Torpedo would cause .33 hits and .55 critical effects. However there is something to be said about re-rolling. As the Leech Torpedo could not cause an additional hit from its effect, if it could re-roll hits it would statistically cause   .55 hits and .55 critical effects.

Mathematically this means that a Leech Torpedo would be about 9% worse at causing damage and multitudes better at causing critical effects. The 9% disadvantage unfortunately does not compensate for the significant boon in critical effect, not considering the tactical advantage of knowing which effect will result.

Regarding this, there could be some manipulation to the torpedo, only regarding its speed of course. One could permit these re-rolls but reduce the speed of Leech Torpedoes to 25cm, or instead not re-roll and increase the speed to maybe 35cm or 40. Unfortunately this seems to be an annoying trade off, but reason could be applied to the former in that the Leech Torpedoes are slower as they do not simply have to hit the vessel, they have to hit it in a very specific way.

On Impalers the wording is technically correct regarding Escorts, however I agree that it needs more clarification. The rules state that an Impaler attack is not considered a Hit and Run for any bonuses or negatives that would affect such, the Impaler causes a critical hit on a 2+ Killing any Escort outright. The Escort rule specifically regards Hit and Run attacks, but yes, this is confusing and needs clarification.

The Haemonculi coven is essentially a Mark of Nurgle. For Chaos it was ultimately determined that an additional hit was worth around 10 pts, as the true benefit is a much wider gap to cripple the vessel. 5 points were tacked on for the Hostile Environment quality, which is quite circumstancial but still a useful ability. Dark Eldar vessels are much higher in comparative cost, and with fewer hits an additional 1 to cripple means adding 1/3 the requisite damage (for the Torture) as opposed to 1/4 (for Chaos Cruisers). Given this concept one could assume that this upgrade is around 1/12 more valuable, perhaps a small benefit, but more importantly is the fact that DE cruisers are slightly more expensive. However I will likely reduce the cost to 20 points, thinking this though again.

The Mortalis was made regarding CE and CWE vessels of similar size. For some reason Eldar vessels do not go above 4 launch bays on any given class. I'm not sure why, but increasing the strength seem to be a bit.... risky. I could see 6 launch bays and an increase of +20ish points.

You're right on the Succubus, just a copy and paste error.

The Subjugation should have torpedoes, as the concept is more of a 'run in and deploy leech torpedoes' kind of idea rather than cause damage. 45 points makes sense.

The Blackbird is a bit of an oddity, and I am getting used to the concept of 2 hits. I was on the border with 25/30 points when I designed it, but went with 30 as the cost of 1 transport unit for the Eldar seems to be about 15 points. I may go to 25, or give it some other benefit to compete with the smaller vessel.

The mandatory Fleet Commander was actually a typo, however I was considering changing the commanders to Drachon (Ld+1)@50 and Archon (Ld+2)@75. With the adjusted escort costs and new vessels I need to do some theory building with the fleet. Seccondary Commanders would be renamed 'Heirophants', which is more true to fluff.

Regarding the Core Rules
I suppose that I could move them to the top of my to-do list, in all sense of reality they should be completed before the fleet lists, however the concepts of 'varied escort classes' and more defined weapons systems came about with the CE build.

At this time I would like to move all weapon types to the Core Rules, as well as the Critical Hit tables (forming a quick-reference page for the Critical Tables of all fleets) and a few more general rules such as Holofields. I do have a write up of how Holofields function as follows;

Holofields
Holofields are a very unique creation of the Eldar, that confuses enemy sensors as to the exact location of the Eldar vessel. Due to this fact any Gunnery weapons suffer a right shift when targeting a vessel with Holofields. Lance weapons suffer a -1 to their hit roll if firing over 15cm, and a -2 if they are firing over 30cm. Such weapons will always hit on a roll of 6 regardless of  distance. If your opponent has any Scatter weapons. Then if his opponent places the template in contact with a ships base with an active Holofield, then the defending player may force his opponent to Re-roll a ‘Hit’ result on the scatter die. Note that this cancels with Lock On orders. Holofields have no effect against Area Effect weapons.  Any other Direct Fire weapons simply fail on a D6 roll of 6 (by the attacking player). Any ship attempting to ram a ship with an active Holofield must roll an additional D6 with its leadership test to ram. Vessels attempting to board a ship with an active Holofield must pass a leadership test to do so.

The philosophy system is a bit wonky in retrospect, seemed like a good idea at the time. Craftworlders will simply pay for the upgrade through a relatively increased Fleet Commander cost, like the Space Marines.

I agree that the Hellebore should probably be 80 pts, as it is still subject to the Fragile quality, and being that Frigates are still Escorts, 1/3 of the time the first hit will simply destroy the Hellebore. So it really is only gaining 2/3 of a hit.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 20, 2011, 10:28:21 AM
quick:
Quote
Holofields
Holofields are a very unique creation of the Eldar, that confuses enemy sensors as to the exact location of the Eldar vessel. Due to this fact any Gunnery weapons suffer a right shift when targeting a vessel with Holofields. Lance weapons suffer a -1 to their hit roll if firing over 15cm, and a -2 if they are firing over 30cm. Such weapons will always hit on a roll of 6 regardless of  distance. If your opponent has any Scatter weapons. Then if his opponent places the template in contact with a ships base with an active Holofield, then the defending player may force his opponent to Re-roll a ‘Hit’ result on the scatter die. Note that this cancels with Lock On orders. Holofields have no effect against Area Effect weapons.  Any other Direct Fire weapons simply fail on a D6 roll of 6 (by the attacking player). Any ship attempting to ram a ship with an active Holofield must roll an additional D6 with its leadership test to ram. Vessels attempting to board a ship with an active Holofield must pass a leadership test to do so. Any other effect not mentioned that would ignore shields also ignores Holofields.

weapon batteries = area effect = should be right shift by holofield above 15cm. Otherwise wb's vs Eldar will be much better then Lances vs Eldar. MMS tried to level boht weapon systems vs Eldar.

Ignore shields does not equal ignore holofields. This as Eldar have shields.


Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 20, 2011, 10:35:29 AM
Prospects and Outlook
[/b]

Fortunately with the winter break I have time to work on these documents much more quickly, and my current plan is to (hopefully) complete an 'Alpha' version of each remaining fleet within the next two weeks. Ideally I would like to complete/make a pass for each by the following dates, but it is a substantial amount of work.... so this is tentative, I have given myself some breathing room, but these are +/-7 Days. Red represents the first Alpha pass. Orange the updated Alpha pass, to include transports defences and new concepts. Green represents Beta versions.

21st-Necrons
23rd-Demiurg/Kroot
25th-Tau
27th-Tyranids
28th Rogue Traders
29th-Craftworld Eldar
31st-Orks
1st-Space Marines
3rd-Imperial Navy
4th-Adeptus Mechanicus
6th-Chaos/Daemons
9th-Core Rules
11th-Corsairs and Dark Eldar

I apologize that I am going to make you wait a few weeks before you have a complete core ruleset. However for now use the Phantom lances and Pulsar lances from Eldar MMS (1.4), the Holofields listed above as well as the rules for escorts listed previous. I hope that this will not cause too many problems in gameplay. If you have any questions feel free to ask.

Necrons
As you can see above I've decided to work on the Necron fleet next, as I think it will be an easy pass. Although I very much like the rules Sigoroth and I developed, I do have one question for everyone regarding shields. The Necrons have a particular problem with their Escorts as they are so easily plinked to death, the increased save hopefully would correct this however this is not a certainty, Sheilds would invariably do so. However the compromise is that the psychology of BFI for the Necrons would be compromised, still a reduction in the Necron inherent living metal save could allow for them to carry shields, likely to a uniform 6+.

On the other side of things, the new Necron dex allows for some flexibility with the fleet, no I will not drop FTLs, but I will add a certain number of flavor upgrades, and Characters will become much more uniform. Defences will include a minefield of scarabs, which will function like assault boats.

The Necron transport will be known as an 'Ark Teleporter' which for background will carry a large portal for the Necron warriors to travel instantly there. The Ark Teleporter will be unable to use AAF orders, with the argument that to activate the FTL would drain too much power from the Portal and deactivate it for some time.

Additionally Necrons in certain scenarios (most notably planetary assault) Capital Ships will be unable to deploy troops and will suffer a negative to exterminatus weapons if they used AAF previously in the game, for the aforementioned reason.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 20, 2011, 10:38:28 AM
I'm confused Horizon, do you mean that Holofields only cause a right shift after 15cm? or an additional right shift after 15cm? I imagine the previous is more likely, but your wording is confusing. The text states 1 automatic right shift regardless of distance?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 20, 2011, 11:26:41 AM
Hi,
here is the mms1.9b wording:

Quote
Holofields: The Eldar are protected not only by shielding but also by sophisticated ECM that actually produce multiple local engine signatures whilst actively masking the parent ship’s engine signature. The effect of this is a general interference that makes accurate targeting extremely difficult.
Against attacks which make use of the gunnery chart the Holofields force one extra right shift on the gunnery table, this in addition to any other shift on the gunnery table. The holofield does not work under 15cm.
Against attacks which make no use of the gunnery table and target the ship directly (like Lances but not Nova Cannons or Armageddon Guns), the holofield offers a save to represent the difficulty of targeting the Eldar vessel. Whenever an Eldar vessel is hit by such an attack roll a D6 per hit and compare it to the holofield save. If the roll equals or exceeds the holofield save then do not place the blast marker, the holofield has thwarted the enemy sensors . If not then place the blast marker as normal, a shield has overloaded. The holofield keeps on working even if all shields have been overloaded.
The Holofield is more effective the further away the Eldar vessel is. See the following table for which save applies to the holofield:
• Above 30cm - save on 5+
• Between 15-30cm - save on 6+
• Under 15cm - no save
Note: Against attacks which normally ignore Holofields like the Star Pulse Generator or from an Activated Blackstone Fortress the Holofield offers no protection.
Holofields do not save against ordnance.

The bold part.

The change to the way lances interacts is approved of as an alternative. And when people like it applied to mms v1.9b as well.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 20, 2011, 12:28:51 PM
I see, I remember this came up before at some point. Will do, seems a little awkward with the 'shift' jump from 15cm to 30, eh you know this better than I do. I noticed the change in 1.9b, and I thought you said you had opposition to it.

I am going to use the first post of this thread as a FAQ of sorts for things not yet updated but official.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 20, 2011, 07:17:28 PM
Hey,

on the lance: well Sig and I kinda liked the concept at one point you are doing now in revised. Yet, at that point a fair share of players disliked the rule because a lance hitting on a 4+ is a core mechanic.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on December 20, 2011, 08:13:21 PM
I'm glad you're so enthused with this. I made a mistake with the DE, they should have no minimum movement speed, these 'Alpha' versions are more or less a complete rebuild of my earlier documents, as earlier in the project I knew little about how to use the software. Essentially I have made a number of templates and I fill in the blanks for the fleet, and I know that I generally miss at least a few things (look at the IN Dictator, with Str 2 Weapons Batteries). However the benefit of doing this has provided a far greater uniformity to the documents, and eliminated a number of 'random chance' errors. Ultimately my plan is to form an 'Alpha' for each fleet, and then correct these mistakes after public review for the 'Beta' versions in the next month.

Honestly, I'm pretty indifferent to DE having no minimum move.  I like having it, as it makes certain tactics more viable (wolfpacking with escorts especially), but since DE don't have CE/CWE's restrictions on when they can turn, they don't need the ability to stay still nearly as badly.  The real problem for me with the Eldar movement is that minimum movement applied on both legs of the move, not just one, or overall.   DE, with Nimble that can actually be used, don't have the problem.

Slavetaking is a funny thing, at 5 points the ability was almost never used, so I increased it to ten. The only issue here is that a suitably built DE fleet of Impaler Corsairs at 1500 points could make off with an average of 500 points in a single turn against an IN fleet, without being subject to retaliation. I know this sounds a  bit astounding, but since the attacks would not destroy the enemy vessel, a single Cobra Class Destroyer that straggled a little outside of the CAP could be the sole target of all these attacks while the DE sit hidden behind an asteroid field and promptly disengaging the next turn. Now thinking about it there should be some limit to this rule, either a cap on the number of points gained in a single battle, or more likely a rule that limits the number of slavetaking raids one can perform on a vessel in a single turn (Likely 4 AB or 1 Impaler), unless the value is reduced.

Hrm.  I see your problem here.  I agree that it does seem kinda silly to hit a single Cobra 20 times in one turn to net a huge haul.  A limit on points per turn or attacks per ship per turn would both solve this.   I'd be inclined to say no more than one wave of ordnance may take slaves on a ship per turn as a first try.  You can still slightly abuse this by having huge squadrons firing boarding torpedoes or impalers in waves, but then you at least have the drawback of having huge squadrons.  The other option I can think of is that a single ship cannot give up more than half of its VP to slave taking in a single turn no matter how many times it's attacked.   A little harder to keep track of, but now a lone Cobra is never worth more than 15 VP per turn, while a cruiser could be worth between 50 and 100 points each turn.

Leech torpedoes are a bit experimental here, however you must remember that most '8' results grant a point of damage. As I stated earlier Critical hit tables will need to be modified so that 8 has something to do with engines and 9 has something to do with leadership. Since there are 5 critical hit tables for ships and another 5 for defences, specifying the result is far too complicated. It is easier to simply specify a number on the opponent's crit chart. This ruling is far simpler than the previous version which 'created' its own critical effect.

Hrm, I hadn't really conflated the idea that result 8 did damage on many charts.  Being my two primary fleets recently have been CWE and DE, and neither takes extra hits on an 8 result, it didn't really register.

Thinking that over, I don't really like that concept.   I liked the fact that leech torpedoes did not do actual  damage, but instead only affected movement.  That, combined with slavetaking, made for a very DE way to fight.  Pick one member of a squadron, hit with leech torpedoes to slow it down out of the pack, and the pounce on it, hitting with a few boarding parties and then finish it off.  Then repeat until your opponent is fleeing in terror.

Now, leech torpedoes can't be used on escorts and many transports.  That single point of crit damage is going to automatically wreck them.   That seems almost counter-intuitive.   Those are exactly the sort of targets that DE would want to be dragging out of the pack with leech torpedoes.

I think the original rules for Leech Torpedoes was honestly fine.  A single automatic hit per torpedo that slows movement by 10cm (non-cumulative), and can be repaired as if it were critical hit damage during the End Phase.  This is one case where a slightly special rule means you don't have to twist around a bunch of other rules to make things work.  Now you don't need to worry if engine criticals are in the same slot for every fleet, about how critical damage interacts with different classes of vessels, how doing auto-crits and damage at the same time makes other torpedoes more or less desirable, etc.   

The decision on which to fire is plenty tactical: do I go for a nearly guaranteed slow down (leech torpedo), a slightly less guaranteed small critical hit and/or VP (boarding torpedo), or just try to strip hull points and hope for big crits (plasma torpedo).

The Haemonculi coven is essentially a Mark of Nurgle. For Chaos it was ultimately determined that an additional hit was worth around 10 pts, as the true benefit is a much wider gap to cripple the vessel. 5 points were tacked on for the Hostile Environment quality, which is quite circumstancial but still a useful ability. Dark Eldar vessels are much higher in comparative cost, and with fewer hits an additional 1 to cripple means adding 1/3 the requisite damage (for the Torture) as opposed to 1/4 (for Chaos Cruisers). Given this concept one could assume that this upgrade is around 1/12 more valuable, perhaps a small benefit, but more importantly is the fact that DE cruisers are slightly more expensive. However I will likely reduce the cost to 20 points, thinking this though again.

The cost didn't seem terribly unreasonable.  At 20 points I might be more inclined to pick it up, especially for Light cruisers, where the extra box before crippling is a much bigger deal, proportionally.   I was more musing on the fact that it's 25 points no matter which class it's on.  Any which way it's always 1 more box before crippling in an absolute sense, so coming at it from that angle, having it be constant makes sense.  Hostile Environment is a nice bonus, but really it's all about the extra hull box.

The Mortalis was made regarding CE and CWE vessels of similar size. For some reason Eldar vessels do not go above 4 launch bays on any given class. I'm not sure why, but increasing the strength seem to be a bit.... risky. I could see 6 launch bays and an increase of +20ish points.

The other option would be to give it another 10 point discount and make all patterns 300 points.  I can squint and see the logic behind maxing out the launch bays at 4, given the superiority of Eldar ordnance.  Needing to squadron to get above strength 4 waves keeps Eldar attack craft from being quite so overwhelming.

The Subjugation should have torpedoes, as the concept is more of a 'run in and deploy leech torpedoes' kind of idea rather than cause damage. 45 points makes sense.

See above for my comments on Leech torpedoes.   That said, if no minimum movement sticks, I have slightly less problem with torpedo armed Subjugations, as you longer need to reserve SOs for maneuvering and can afford to spare them for Reloads.

That said, what about the idea of only having Leech and Boarding torpedoes, with no access to Plasmas?  That fits with the purpose of DE Raiders, focusing on separating out desirable prey, boarding them for slaves and loot, and then crippling them to terrorize the enemy, and basically lets them act like completely scaled down versions of the larger ships, with the Boarding torpedoes acting like impalers for larger vessels and leeches to let them get the localized advantages they need.

The mandatory Fleet Commander was actually a typo, however I was considering changing the commanders to Drachon (Ld+1)@50 and Archon (Ld+2)@75. With the adjusted escort costs and new vessels I need to do some theory building with the fleet. Seccondary Commanders would be renamed 'Heirophants', which is more true to fluff.

Either would be acceptable.  I don't mind a mandatory commander, and it actually sort of makes sense for DE fluff (needing a strong personality to keep the fleet as a fleet and not just a squabbling pack of unassociated ships).  75 points was just too much for smaller games, especially since DE ships tend to be on the more expensive side.


Holofields
Holofields are a very unique creation of the Eldar, that confuses enemy sensors as to the exact location of the Eldar vessel. Due to this fact any Gunnery weapons suffer a right shift when targeting a vessel with Holofields. Lance weapons suffer a -1 to their hit roll if firing over 15cm, and a -2 if they are firing over 30cm. Such weapons will always hit on a roll of 6 regardless of  distance. If your opponent has any Scatter weapons. Then if his opponent places the template in contact with a ships base with an active Holofield, then the defending player may force his opponent to Re-roll a ‘Hit’ result on the scatter die. Note that this cancels with Lock On orders. Holofields have no effect against Area Effect weapons.  Any other Direct Fire weapons simply fail on a D6 roll of 6 (by the attacking player). Any ship attempting to ram a ship with an active Holofield must roll an additional D6 with its leadership test to ram. Vessels attempting to board a ship with an active Holofield must pass a leadership test to do so.

Hrm.  Penalties to the roll instead of rerolls of successes?  I kinda like that.   Makes knife fighting Eldar attractive, but with their speed and maneuverability, they're generally going to try and force being just barely at 30cm and in a bad arc.  That actually fits the fluff well, too, constantly darting in to just out of reach and chipping away.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on December 20, 2011, 08:31:20 PM
Dar is right on the Leech, your (plaxor) idea is not funny on escorts. The movement drain was kinda funky in retrospect.



Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 21, 2011, 12:41:33 AM
I am agreed regarding leeches with your argument.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on December 21, 2011, 03:59:11 AM
I agree that the leach was fine originally, I also like how fluffy the boarding/ leach only options sound as they are primarily going to be crippling ships so they can take slaves.

For slave taking rules there should be an over all limit to this, maybe something as simple as taking an automatic hit off of the enemy ship to represent crew losses or making it so that a ship cannot have more slavetaking attacks than hit points and if it reaches the point that is has had enough slavetaking attacks to reach 1/2 its hull point limit it is counted as crippled if it reaches full hull point limit it is automatically turned into a drifting hulk. For example a cobra would be destroyed after one slavetaking attack as escorts do not have enough crew to survive this and cannot leave a hulk, a lunar would be crippled after taking 4 hits worth of slavetaking attacks or made into a drifting hulk (pretty sweet really if the DE takes the field, 180 for destroying the lunar plus 80 extra vp for slavetaking  plus 90 for being hulked the cobra would net a guaranteed 10 and a possible 40; if the squadron is destroyed; unless the rules for escorts vp when destroyed has been changed).
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 21, 2011, 10:24:56 PM
@Andrew

Yes, after the arguments presented previously it does seem logical that leeches would do no damage.

I already gave a ruling for slavetaking, as logical as it would be to place a slave limit per vessel, I think this would be far too difficult to keep track of, so a turn by turn basis  per vessel is probably best. Given the rule could be altered to say; no more slave raids than the vessel has remaining hits per turn (which I kind of like). hulks should not produce slaves though they may have survivors, as this has potential attrition problems.


Regarding Necrons:

Still no thoughts on shields?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Taggerung on December 21, 2011, 11:23:20 PM
Necrons with shields and crazy saves? That can't end well.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: commander on December 22, 2011, 08:18:50 AM
I've not playtested yet.
- living metal: armour 4. Quantum shielding (which can be damaged by crit) ups this to 6. Acts as navigational shields.
- shields: multi-purpose. Are 'hard' shields, as normal shields but they also stop AC and torps. Their own AC use dimensional shifts to circumvent the shields, so they can be launched or touch down without having them crashing into the shields.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on December 22, 2011, 03:43:08 PM
Umm I think you said that backwards. Did you mean to say 4+ shield save and 6+ hull save?

You could try taking away bfi and adding shields that have whatever level of save bfi offered with the hulls having they're same base save as now. Escorts have 6+ hull save and 1 shield with a 4+ save, cruisers have 5+ hull save and 2 shields with a 3+ save, and the tomb has a 4+ hull save and 4 shields with a 2+ save. Shield hits saved do not create a blast marker.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: commander on December 22, 2011, 04:07:19 PM
Umm I think you said that backwards. Did you mean to say 4+ shield save and 6+ hull save?

You could try taking away bfi and adding shields that have whatever level of save bfi offered with the hulls having they're same base save as now. Escorts have 6+ hull save and 1 shield with a 4+ save, cruisers have 5+ hull save and 2 shields with a 3+ save, and the tomb has a 4+ hull save and 4 shields with a 2+ save. Shield hits saved do not create a blast marker.

No  ;) I meant that living metal is armour 4, upgradable bij the quantum shielding to armour 6. The living metal hull acts as navigational shields upgrade (no saving throws anymore). The quantum shielding can be damaged by a crit and comes back online after a successfull repair roll.

The shields themselves are 'hard' shields as per my post above.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: commander on December 22, 2011, 04:15:20 PM
But I like the idea of taking bfi away.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on December 22, 2011, 04:21:57 PM
I'm still kinda on the edge about slave taking also, the idea that no more slave taking attacks than hits remaining is good, but it still doesn't feel right that you can gain unlimited vp from any target. The simplest way to limit this is still to have the slave taking attack cause one hit. this shows loss of crew, damage during the attack, etc and limits the amount of extra vp gained to 10 x hits, of course with saves you might get more but I'd be ok with that. If that's too powerful, which it sounds like it might be, maybe making it so you can't choose to take slaves and instead replace the hit and run roll of 6 with this and make it so only the impailer has the choice to make an attack or take slaves.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 25, 2011, 01:17:55 AM
Update/Report;

TheDaR convinced me to go off my previous plans, and I've been hacking away at the core rulebook. I was going in circles about the format for a while, but I eventually came to this;

Sections:

Introduction
The Turn
The Movement Phase
The Shooting Phase
The Ordnance Phase
The End Phase
Squadrons
Characters
Defences
The Battlefield
Scenarios
Appendicies
-Critical Hit Charts
-Catastrophic Damage Charts
-Leadership Charts/Racial Rules Charts
-Armaments
-Ordnance Types
-Qualities
-Solar Sails
-Index

Just was working out how each would layer up, I was initially placing charts within the other sections, but ultimately decided this method worked better. How I have it set up, the only things that should be listed within each fleets section within Book II should be the upgrades that they have available. I'm hoping to be able to form the final charts from the  Indecies into a Quick Reference Sheet.

Notes on Scenarios;

I've been having a bit of fun developing the Scenarios Section, but here is what I have so far. Scenarios are divided into three levels; Raids, Hybrid and Battles. When players plan to play a game they first decide a raid points level (1000 points or less), then they build a raiding fleet at that level, and a battle fleet at 2x that value. Additionally they build a defence fleet for each point level that is 25% that fleet's point value as well as a transport fleet equal to 25% the total.

So if the players were to decide upon a 500 point game, they would build;

Raid: 500 pt fleet, 125 pt defence list, 125 pt transport list
Battle: 1000 pt fleet. 250 pt defence list, 250 pt transport list

The scenarios are:

Raid Level
Head of the Snake; loosely based on 'Chance Encounter' from Armada, mission is to destroy the defender's flagship (which is unable to fire or use any armament) before it can exit the opposite board edge.
Convoy; as normal... pretty much
The Bait; modified to allow equal points values.
Explorers Prize; from the Rogue Trader document.
Space Hulk; Loosely based on the Rogue Trader document.
Wolf Pack; New mission which uses 'blip counters', secret deployment and a few other things.
The Palace; Based on 'The Governor's Palace' from the Book of Nemesis, where the attacker must do hit and run raids on a planet.
Navigate the Storm; loosely based on the mission of the same name from Armada.

Raid or Battle Level
Surprise Attack; pretty much the same as in the blue book.

Hybrid Level (1 player has raid points value and the other has battle points value)
Rearguard; based on the mission from armada.
The Raiders; the mission from the blue book.
Tactical Strike; loosely based on 'Above Belis Corona' from Armada.
Vanguard; A little based on 'Macharia's End', essentially it is an exterminatus where the exterminator is known.
Blockade Run; as normal.
The Hunter and the Prey; based on the mission from Rogue Trader fleets.

Battle Level
Exterminatus! as normal
Planetary Assault as normal
Escalating Engagement as normal
Fleet Engagement as normal
Emergency Resupply loosely based on the 'craftworld assault' scenario, both players are rushing to get APs on the planet, but the Defender starts in reserves, and only has planetary Defences until the vessels show. The game lasts 8 turns and whoever drops the most Aps wins.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 25, 2011, 01:35:20 AM
When selecting a mission each player secretly selects 3 missions from each level, then the two players reveal their selections to each other. If both players select the same mission, that one will be played. If the players select more than one of the same mission, randomly determine which is played. If none of the selections match then randomly determine which mission is played from all the missions selected. Here are examples; (each letter represents a different mission for brevity)

Example 1
Player 1 selects:         Player 2 Selects:
Raid: A,B,C                  D,E,F
Hybrid: G,H,I               J,K,L
Battle: M,N,O              M,P,Q

In this case both players have selected mission 'M' and that mission will be played.

Example 2
Player 1 selects:         Player 2 Selects:
Raid: A,B,C                  D,E,C
Hybrid: G,H,I               J,K,L
Battle: M,N,O              M,P,Q

In this case both players have selected the missions M and C. To determine which mission will be played they roll a D6, on a 1-3 M will be played and on 4-6 C will be played.

Example 3
Player 1 selects:         Player 2 Selects:
Raid: A,B,C                  D,E,f
Hybrid: G,H,I               J,K,L
Battle: M,N,O              P,Q,R

In this case none of the missions selected match. To determine which mission will be played first roll a D3 to determine the level. On a result of a 1=raid, 2=hybrid, 3=battle. Once the level is determined roll a D6 randomly determining the mission of that level from those selected. So from the example above, the players roll the D3 and have a result of 1 so they are playing a raid level game. They then assign a D6 result to each scenario of the raid level ones selected, 1=a 2=b etc. They roll a D6 and come up with a 5, lucky for player 2 they play mission 'E'.


Alternate Method;

Players may simply randomly determine the scenario played. To do so they roll a D3; 1=raid 2=hybrid 3=battle, then roll on the appropriate table.

Raid Chart (roll 2D6 adding the total)
2 or 3=Head of the Snake
4=Explorer's prize
5=Wolf Pack
6=The Palace
7=Convoy
8=Surprise Attack
9=The Bait
10=Navigate the Storm
11 or 12=Space Hulk

Hybrid: (roll a D6)
1=Rearguard
2=the Raiders
3=Tactical Strike
4=Vanguard
5=Blockade Run
6=The Hunter and the Prey

Battle: (roll a D6)
1=Exterminatus!
2=Planetary Assault
3=Escalating Engagement
4=Fleet Engagement
5=Planetary Assault
6=Surprise Attack


Note: Cruiser Clash will be placed as a novelty/introductory mission.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on December 25, 2011, 01:36:49 AM
The scenarios sound good, can't wait to read them :D
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on December 27, 2011, 02:26:03 AM
Hope everyone is having a good holiday.

Looking over the proposal for the changes to the layout of the main book, I approve.  I like the idea of collecting the majority of charts and similar in one place.  Makes it much easier to reference them all at once during play. 

One other thing I've seen in a few different rulesets (and some non-game reference books) that might be worth the time to do is to have a 'take away'/summary section.  A smallish (no more than 10, probably no more than 6 or 8) bullet-point version of the text that reduces the text of the rules to an easy to remember set of items.  For example, the shooting phase might have bullet points for "Weapons Batteries use the gunnery chart, based on ship size, heading, and distances" and "Lances hit on 4+ no matter the range or relative directions" and "Most hits critical on a 6+ and result in a roll on the critical hit chart".

The scenarios sound pretty decent, and I especially like the method of chosing them.  The concept of choosing several and comparing to see which ones overlap is pretty unique and at least biases the mission towards something one of the two players will definitely enjoy.  As food for thought, what if instead of picking three, you pick two 'yes' and one 'definitely not'?  That way you could avoid being forced into playing that one particular scenario you really hate, just because there was no overlap and the random result came up bad for you.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 27, 2011, 02:59:31 AM
@theDaR

I'm glad you like the concept, what I'm planning on for the weapons chart will suit what you are asking. As I mentioned, I hope to do a 'revised' Quick Reference Sheet, which will contain such information.

The reason for select 3 missions is because it works so well with randomizing, when two players do not agree a D6 allows for any mission to be played. However a 'definitely not' is an interesting concept, as 6 missions for each category does seem like a lot. Hrmmmmm......
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 27, 2011, 03:31:08 PM
Uploading a preview of what I have so far for the core rulebook, Book I. I have made modifications up through Celestial Phenomena as a first pass, but I only really made a second pass through Characters, so anything after that point could still see some changes. I was hoping to get through Celestial Phenomena (I have to add 4-6 pages after Characters in the Fleets section) before putting out a preview, but I was unable to today.

The pages after Celestial Phenomena are things that I was working on in my first pass, which have since become Appendices. I put them in to show where I was going, but they are a little unorganized. The Table of Contents is mostly approximations of sections, and there is a good chance I will add to the Ordnance Phase simply so that it looks less like a solid block of text. The second Special Qualities page is more up to date. I put up this preview to allow some time to digest the rules whilst I finish the remainder of the document in the next 3-5 days, a I imagine there will be some complaint, most likely with something to do with Ordnance.

I will post a full changelog later, but the ones most important are:

Leadership Table removed and placed in an Appendix along with the racial special rules charts, critical hits table etc.
Vessel Types more defined.
Weapons much more descriptive.
Blazing/Drifting Hulks now have more depth to their rules including crashing into Celestial Phenomena.
Lances described as having hit ratings.
Ground weapons have more definition, including being able to fire into space in certain circumstance.
Fleet Launch Limits much more defined, fewer loopholes.
Squadrons gained a number of changes, primarily the element of Lead vessels of which they are based, as well as a few other minor gains. They also gained descriptions for how each vessel type squadrons.
The End Phase now describes removing Blast Markers from Defences, and the ability for Defences to board.
New ordnance types included; Fighter-Boats and Torpedo Fighters.
Mines changed to do D6 damage if they survive, but no damage if hit by turrets.
Large types of ordnance defined.
Ordnance waves much more defined and have clearer rules, particularly regarding Fighters escorting other AC (as this was quite confusing, but still may need another look).
The CL 'Support Role' was changed to an LD modifier (that I likely need to look at again after doing squadron rules) for nearby Escorts, so long as the CL has higher leadership. Less beneficial in certain circumstance but overall about the same, much less confusing.
Clarified LD upgrades, Min/Max Leadership. Clarified character death.
Frigates have min move of 5cm before turning but gained bonus to LO orders.
Clarified Gunnery modifiers.
Celestial Phenomena revised slightly, now moons can be up to 10cm (5cm was very small) and Area Phenomena like Asteroid Fields and Dust Clouds do not have such variable sizes, they simply are either small medium or large, which each has a minimum and maximum size much like planets.
Firing toward the sun slightly clarified.

Lastly and most importantly, the thing which you all will uproar about; Bombers and such were changed to follow the rules of 'Ordnance; another option' that I discussed in Horizon's thread.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on December 27, 2011, 09:26:35 PM
Excellent.

Notes as I'm reading:

p18, Col3, Types: Normally a colon ":" is used to introduce lists, not a semi-colon ";".

p20, Holofield Breakout:  Lock-On only applies to Scatter weapons?  The way it's phrased right after rerolling Scatter makes it seem like that's the only thing it affects.  Is that intentional, or does Lock-On also cancel the Lance Penalty and/or Battery penalty?  I know that lock on used to cancel the reroll for lances, but that was before the change over to penalties for range.

p21, Multiple Criticals: Probably needs to clarify if criticals roll over when a weapon system exists but is already damaged?  e.g. If an Eldar Wraithship's keel weapons are already damaged by a critical, and another keel damage is rolled, does this simply mean both must be repaired to access keel weapons, or does the crit roll over to the next thing on the chart as if there were no keel weapon?

p21, Col 3, Effects of Hulks on battlefield:  I've always found the rule that you cannot fire on friendly hulks strange.  This is the grimdark of the 41st millenium.  Shooting your (now ex-) comrades to destroy your enemies is the new hotness.  Their heroic sacrifice to destroy the infidels/traitors/xenoscum will be honored by their gods/masters/demon/ancestors/descendants.  Imperial Commissars encourage this sort of thinking all the time, Eldar forsaw the need, Tau accept it for the greater good, Orks and Chaos think its funny, Nids and Necrons probably don't even notice.   I'd almost be inclined to make the inability to do this the exception, rather than the rule.  Is there a compelling game balance reason that you should not be able to shoot at friendly hulks?

p23, Col 1, Fleet Ordnance Limits: Augmented Launch Facilities should be in bold for consistency.

p24, Hardy:  Interesting, I like it.

p25, Col 2, Torpedo effects: suggest "on the facing hit" rather than "on the side hit".  Side is a bit ambiguous, and facing is the technical term introduced elsewhere in the document.

p26, Col 2, CAP: Missing an E on Enemy.

p26, Col 2, Fighters vs Torpedoes et al:  Interesting.  I like the 2d3 mechanic, rather than simply wiping out the wave. 

p26, Col 2, Fighters vs Bombers et al:  Not sure I like this change as much; I can see how it would increase the attractiveness of mixed waves, but d3+1 and d3 seems pretty harsh.  A single fighter on cap could potentially neuter an entire bomber wave of 4, even before turrets, which makes it seem to me that you now almost have to devote fighters to CAP, especially with the changes to bombers that get through.  My gut reaction is that these values should probably be d3 bombers and d2 for fighter-hybrid types, especially given how many resilient fighter types there are out there.

p26, Col 3, Bombers vs Ships:  The change to increase bomber damage is interesting.  Likewise, I can see how this is trying to balance out the increased efficiency of fighter types vs the bombers.  Not sure if the exact balance is right; has there been any significant playtesting with these values?

p27, Col 2, Fighter Boats:  Fighter boats function as Fighter boats?  I think is supposed to be 'behave as Fighters against'.

p27, Col 2-3, Torpedeo craft:  Might be worth a note describing how waves work.  I imagine you simply combine the strengths of each squadron in the wave, rather than producing individual salvoes of 2/1 for each point of strength in the wave.  I do like the Torpedeo Fighter concept, though I'm not entirely sure which races would use such craft.  The "Evil" trifecta of Orks, Chaos, and Dark Eldar seem most likely.

p27, Col 3, Mines:  These seem really powerful, especially in fleets like most Eldar and Ork variants, where getting to within mine range is par for the course (either via armor or speed).  I'm just imagining a Torture or Eclipse class dashing up behind an Emperor from over 40cm away and dumping a load of 4 mines out.  Even with average rolling for both turrets and hits per wave, that's going to end up doing 3-4 direct hits, and if the 'halves' go for you instead of against you, that's around 7 hits (because a second mine sneaks through the turrets adding 3.5 more hits on average).  And against a cruiser with only 2 turrets, instead of 5, that's going to be an average of 10 hits.  Complete destruction of a Lunar or Murder in one attack, from an effective range beyond their weapons?  Seems too good.  Again, gut reaction without any play testing, but I'd be inclined to make these work like as to Lances as normal Torpedo and Bomber's are to Weapon Batteries.  d6 attacks per remaining Strength, each of which inflicts a hit on a flat 4+, rather than using the armor value the way bombers and torpedoes do.  That roughly halves the damage, meaning a typical line cruiser with 2 turrets is only going to take 5 hits from a wave of 4.  Still enough to cripple (at the cost of having to get to within 10cm), but not outright destroy.

Random related thought:  I can totally see some races, especially Orks and Nids, making Mine-Bombers (aka Kamikaze Bombas), loaded up with mines the same way a Torpedo Bomber drops torpedoes.  Cram as much explosives onto their frame as you can and fly 'em straight into the enemy one way for "precision" delivery of huge booms.

p29, Col 1, Hit and Run: "Essentially causing a critical hit on the lower end of the table."  This clause needs to be a sentence.   "This will essentially cause a critical hit result from the lower half of the table", perhaps.

p30, Col 2, Numerical Superiority:   This is awkwardly phrased.  How about:  "Larger squadrons are more likely to contain a veteran commander, whose experience can bolster the efficiency and morale of the entire squadron.  Any squadron of Escorts or Orbitals which contains 5 or more members may re-roll the die when randomly determining Leadership for that squadron."

p30, Col 3, Ordained Duty: "Capital Ships, which expense" should be "whose expense", and in the following sentence, "Despite this" should probably be "Because of this" or "Due to this".

p32, Col 3, Shooting By Squadrons:  When you say "identical" does this mean identical by type, or exactly identical?   Could a squadron of a Dictator and Overlord combine their weapon batteries, even though they have different strengths?

p33, Col 3, Launching Ordnance:  I don't like the change of mandating that only those ships in contact-chain with the Lead ship can benefit from this.  Especially since the Numerical Superiority rule encourages larger squadrons.   I should be able to form up into, say, a group of 3 and a group of 4 and have both groups benefit.

p36, Col 2, Placing Celestial Phenomena:  It seems slightly counter-intuitive to me that fleets with aggressive attack ratings are more likely to be able to force conflicts in the further out regions.  The math makes sense when you dissect it, but it just feels a little backwards.

p42, Col 1, Fighting in Low Orbit: This column cuts off mid sentence.

From the Section on Leadership on, the page numbers are clearly not fixed yet, as you mentioned, so I'll switch to referring to things by section/subsection.

Leadership, Starting Leadership, Col 2:  Instead of "each race uses a different column to determine their resultant leadership score", I recommend "each race uses a particular column".  Different implies no two races can use the same column, which is clearly not the case.  I also recommend swapping columns 1 and 2 on the table, so that roughly speaking, the columns get better from left to right, just as the scores get better from top to bottom.  I understand why they're set up the way they are (I being the "standard" table, while II is "bad" and III and IV are better than average), but since we're already divorcing the table from the fleet entries, you might as well make the table more consistent and adjust the numbers accordingly in the fleet entries.

Fleets of the 41st Millenium: Lots of this is replicated from Ship Types, The Fleet, Characters and other sections.   The information here that I don't see in a newer section are the base sizes (which should probably go into Ship Types) and the rules for allies (Not sure where to put this, probably under The Fleet, but maybe not).  Also, just as a general note, large flight bases are 60mm, not 50mm, as mentioned under Battleship and Grand Cruisers.

Armaments, Pulsar Lances:  The wording on how this works feels cumbersome to me.  Perhaps: "If a Pulsar Lance successfully hits, immediately roll a second attack.  If the second attack successfully hits, roll a third and final attack.  If the firing ship is on Lock On orders, only the first attack with each Pulsar Lance may be re-rolled".

Armaments, Crystal Lances:  Streamline final sentence to "Crystal Lances have a hit rating of 5+ and the Rending quality".

Armaments, Zzap Guns:  Either two separate sentences ("Zzap Guns have a hit rating of 4+.  After firing a ZZap gun put a Blast Marker in base contact with the firing ship's rear arc") or streamline the single sentence ("Zzap Guns have a hit rating of 4+ and whenever a ship fires a Zzap gun, place a Blast Marker in contact with its base in the rear arc").

Armaments, Cutting Beam:  the May at the top of the second column should not be capitalized.  This whole entry is also unclear to me, especially without the context of the Fleet List to see how the strength is rated and how Demiurg ships collect Blast markers.  I'll suggest something like "A Cutting Beam functions as a Lance weapon with one shot, no matter the Firepower Rating listed for the weapon entry, and may fire an additional 1 shot for each Blast Markers collected by the firing ship, up to the maximum Firepower Rating listed.  For each extra shot generated, remove 1 Blast Marker from the pool held by that ship after firing."  That should make it clear that the strength is dependant on a particular mechanic in the fleet list.

Armaments, Gravatic Hook:  Hook Dependant looks like it should be a Special Quality, but is not (yet).

Special Qualities:  Presumably the early qualities page (before the Armaments Section) is now out of date and should go.

Special Qualities, Transport:  I'm loathe to tie the Inefficient Engines to Transport directly.  Instead, I'd rather just have all transports get both if necessary.  Mostly because I can forsee certain races who do not, in fact, have Inefficient Engines on their transports, either due to superior technology or the simple expedient of custom designing classes of ships with both warship class thrusters and transport capacity.  And while I like the idea of tying Transport's capacity to the ship's remaining hull points, I again can imagine scenarios where a ship might have fewer initial transport points than hull points.   Q-ships, for instance, might have the Transport quality at lower than regular levels, in order to account for their warship quality targeting systems and weapons.  Such a ship might have 6 hull points, appearing like a typical largish transport, but only have 2 actually available transport slots (to further its guise as a merchant ship), with the other 4 being take up by damage control systems, launch bays, and lance batteries for killing daring pirate raiders.  Likewise a ship meant for rapid insertion of ground troops might have 4 hull points, but only 1 or 2 points of transport, in order to mount the armor, shields, and engines of a capital ship, to protect it.

Special Qualities, Improved Auspex Array:  Suggest renaming this to 'Improved Sensor Arrays'.  Not all races will necessarily have Auspex as their sensor technologies.

Solar Sails:  I like having this in the main book and in its own section.   As a suggestion, when describing how they turn, I'd use the following phrasing:  "If a vessel with Solar Sails wishes to turn, it may only do so at the beginning of either, or both, movements, but not during each movement as with normal engines."    Also, as on the bottom of the first column where you summarise the movement rules, standard practice is to use colon to introduce a list, not a semi-colon.

As a somewhat random aside, it occurs to me that by making Solar Sails a quality, there's no reason a ship might not have both Solar Sails and normal engines, though no current ships do, obviously.

Overall, with the exception of the stuff that you haven't gotten to yet, things are looking pretty good.  The only two things which leap out at me for game balance are Mines and the changes to Bombers/Fighters.   I'm not opposed to the bomber change in principle (in fact, I like it and think that adding a reason for fighters is good), I just think the exact values need a little tweaking.   Mines, OTOH, I think are just too good right now, especially for certain fleets.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 27, 2011, 10:29:53 PM
p18, Col3, Types: Normally a colon ":" is used to introduce lists, not a semi-colon ";".

Good Catch.
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p20, Holofield Breakout:  Lock-On only applies to Scatter weapons?  The way it's phrased right after rerolling Scatter makes it seem like that's the only thing it affects.  Is that intentional, or does Lock-On also cancel the Lance Penalty and/or Battery penalty?  I know that lock on used to cancel the reroll for lances, but that was before the change over to penalties for range.
The re-roll cancelling thing with lances was before this style of Holofields. Since scatter weapons use Scatter die to hit, it is somewhat difficult to make them less accurate, as adding additional D6s of scatter changes the hit ratio by only a small amount. Re-rolling the scatter is the most reasonably effective method, as a Nova Cannon fleet would devastate the Eldar without such hit modifiers. Since LO allows you to re-roll hits, this would mean that there would be a re-roll in favor of both sides, so for simplicities sake they just cancel.
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p21, Multiple Criticals: Probably needs to clarify if criticals roll over when a weapon system exists but is already damaged?  e.g. If an Eldar Wraithship's keel weapons are already damaged by a critical, and another keel damage is rolled, does this simply mean both must be repaired to access keel weapons, or does the crit roll over to the next thing on the chart as if there were no keel weapon?

I thought that was clarified, perhaps it could use extra wording. Critical Effects do not roll over, and simply one must repair the weapon multiple times.

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p21, Col 3, Effects of Hulks on battlefield:  I've always found the rule that you cannot fire on friendly hulks strange.  This is the grimdark of the 41st millenium.  Shooting your (now ex-) comrades to destroy your enemies is the new hotness.  Their heroic sacrifice to destroy the infidels/traitors/xenoscum will be honored by their gods/masters/demon/ancestors/descendants.  Imperial Commissars encourage this sort of thinking all the time, Eldar forsaw the need, Tau accept it for the greater good, Orks and Chaos think its funny, Nids and Necrons probably don't even notice.   I'd almost be inclined to make the inability to do this the exception, rather than the rule.  Is there a compelling game balance reason that you should not be able to shoot at friendly hulks?

Yes and no. For one thing it is a bit irrational for a fleet to fire upon its hulks instead of directly at the enemy, though it could potentially cause more harm. For balance reasons, it prevents certain 'suicide tactics' such as rushing in your Avenger GC to ensure that it explodes catastrophically as a bomb, as this strategy would assuredly cause problems against fleets with fewer hits (Eldar) or ones that are normally difficult to damage (Necrons), and Escorts would explode by the thousands. Another reason is for victory points when holding the field. Simply, only two races are permitted to fire upon their own vessels, the Necrons and the Adeptus Mechanicus.

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p23, Col 1, Fleet Ordnance Limits: Augmented Launch Facilities should be in bold for consistency.
Another good catch.

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p24, Hardy:  Interesting, I like it.
Had to come up with something so that Impalers wouldn't be so easily destroyed.
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p25, Col 2, Torpedo effects: suggest "on the facing hit" rather than "on the side hit".  Side is a bit ambiguous, and facing is the technical term introduced elsewhere in the document.

Makes sense. Consistency is always good, another one I noticed and I'm trying to fix is changing all instances of 'the player whose current turn it is' to the Current Player, as well as all references regarding whose turn it is.

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p26, Col 2, Fighters vs Torpedoes et al:  Interesting.  I like the 2d3 mechanic, rather than simply wiping out the wave. 
RC repeatedly complained about torpedo weakness. 1 Fighter=Infinite Torpedoes but only one Bomber? This was for some consistency.
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p26, Col 2, Fighters vs Bombers et al:  Not sure I like this change as much; I can see how it would increase the attractiveness of mixed waves, but d3+1 and d3 seems pretty harsh.  A single fighter on cap could potentially neuter an entire bomber wave of 4, even before turrets, which makes it seem to me that you now almost have to devote fighters to CAP, especially with the changes to bombers that get through.  My gut reaction is that these values should probably be d3 bombers and d2 for fighter-hybrid types, especially given how many resilient fighter types there are out there.

Hmmmm... unfortunately people deteste D2s for some reason. I am actually curious how this plays out. With these rules turrets are a bit less effective at stopping bombers, and experience with CAP generally means that the vessel without a CAP gets attacked. Additionally the person attacking would be able to account for this, and send a number of fighters alongside the bombers as necessary. Furthermore, when your opponent is using his AC for CAP, he isn't using them against you. This will need playtesting of course, and I initially intended it to be a D3, but with this system there is a boost to bombers and none to Assault Boats, so it was a little compromise. Who knows, perhaps a D2/D3 system is the correct answer. Additionally the Mixed-Type loss was to compensate for the bonus that Space Marines get against Bombers, whose relative damage potential is reduced slightly.

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p26, Col 3, Bombers vs Ships:  The change to increase bomber damage is interesting.  Likewise, I can see how this is trying to balance out the increased efficiency of fighter types vs the bombers.  Not sure if the exact balance is right; has there been any significant playtesting with these values?

Mathematics in the general section shows them as slightly more effective against 'normal' turreted vessels and more against 'higher-turret' vessels. I have played 4 games using these rules, with traditional ac fleets. The first; IN vs Demiurg, the game went like you said, ordnance seemed to be played much more defensively as opposed to offensively. However the comparative Torpedo boost likely played an effect. The Second was Tau vs. IN, which seemed about average, the third Chaos vs. Tau, of which the Chaos player was defensive (fairly normal), but still picking and choosing worked fine for the Tau and they won. The last was Dark Eldar vs. IN, of which the Dark Eldar lost badly, but I think this was due to the player being newish.
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p27, Col 2, Fighter Boats:  Fighter boats function as Fighter boats?  I think is supposed to be 'behave as Fighters against'.

Should say fighter-bombers.

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p27, Col 2-3, Torpedeo craft:  Might be worth a note describing how waves work.  I imagine you simply combine the strengths of each squadron in the wave, rather than producing individual salvoes of 2/1 for each point of strength in the wave.  I do like the Torpedeo Fighter concept, though I'm not entirely sure which races would use such craft.  The "Evil" trifecta of Orks, Chaos, and Dark Eldar seem most likely.

I was thinking an Ork upgrade instead of giving them full torpedo bombers (which proves problematic).

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p27, Col 3, Mines:  These seem really powerful, especially in fleets like most Eldar and Ork variants, where getting to within mine range is par for the course (either via armor or speed).  I'm just imagining a Torture or Eclipse class dashing up behind an Emperor from over 40cm away and dumping a load of 4 mines out.  Even with average rolling for both turrets and hits per wave, that's going to end up doing 3-4 direct hits, and if the 'halves' go for you instead of against you, that's around 7 hits (because a second mine sneaks through the turrets adding 3.5 more hits on average).  And against a cruiser with only 2 turrets, instead of 5, that's going to be an average of 10 hits.  Complete destruction of a Lunar or Murder in one attack, from an effective range beyond their weapons?  Seems too good.  Again, gut reaction without any play testing, but I'd be inclined to make these work like as to Lances as normal Torpedo and Bomber's are to Weapon Batteries.  d6 attacks per remaining Strength, each of which inflicts a hit on a flat 4+, rather than using the armor value the way bombers and torpedoes do.  That roughly halves the damage, meaning a typical line cruiser with 2 turrets is only going to take 5 hits from a wave of 4.  Still enough to cripple (at the cost of having to get to within 10cm), but not outright destroy.

It's a pretty gutsy move I do agree, but remember, vessels which become minelayers lose their other ordnance types, and Mines are quite slow/easily destroyed by fighters.

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Random related thought:  I can totally see some races, especially Orks and Nids, making Mine-Bombers (aka Kamikaze Bombas), loaded up with mines the same way a Torpedo Bomber drops torpedoes.  Cram as much explosives onto their frame as you can and fly 'em straight into the enemy one way for "precision" delivery of huge booms.

Problematic I think with how powerful mines are.
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p29, Col 1, Hit and Run: "Essentially causing a critical hit on the lower end of the table."  This clause needs to be a sentence.   "This will essentially cause a critical hit result from the lower half of the table", perhaps.

Agreed, I thought that sounded funny.

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p30, Col 2, Numerical Superiority:   This is awkwardly phrased.  How about:  "Larger squadrons are more likely to contain a veteran commander, whose experience can bolster the efficiency and morale of the entire squadron.  Any squadron of Escorts or Orbitals which contains 5 or more members may re-roll the die when randomly determining Leadership for that squadron."

Agreed
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p30, Col 3, Ordained Duty: "Capital Ships, which expense" should be "whose expense", and in the following sentence, "Despite this" should probably be "Because of this" or "Due to this".
Thanks, this type of stuff is quite helpful, I've spent a lot of time staring at the same words, and since I wrote them I know what I was trying to say.... so these tend to pop up more often than I think.
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p32, Col 3, Shooting By Squadrons:  When you say "identical" does this mean identical by type, or exactly identical?   Could a squadron of a Dictator and Overlord combine their weapon batteries, even though they have different strengths?
Another thought error. I meant to say that they may combine identical weapon systems.

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p33, Col 3, Launching Ordnance:  I don't like the change of mandating that only those ships in contact-chain with the Lead ship can benefit from this.  Especially since the Numerical Superiority rule encourages larger squadrons.   I should be able to form up into, say, a group of 3 and a group of 4 and have both groups benefit.

I'm a bit confused here, squadrons cap out at 6, and most players use either groups of 3 or 5 due to victory point rules. There is some merit to a group of say 3 and 3 combining ordnance, however this is quite complex to explain, and very situational. This method works simpler, and should still allow you to fire your ordnance in multiple waves/salvoes, but I know I need to add more wording there.
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p36, Col 2, Placing Celestial Phenomena:  It seems slightly counter-intuitive to me that fleets with aggressive attack ratings are more likely to be able to force conflicts in the further out regions.  The math makes sense when you dissect it, but it just feels a little backwards.

I know.... I actually don't like this rule all that much and may change it to something else, like how missions work (pick 2 and a definite no, overlapping etc.)

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p42, Col 1, Fighting in Low Orbit: This column cuts off mid sentence.
Cut and paste error.... whoops.

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From the Section on Leadership on, the page numbers are clearly not fixed yet, as you mentioned, so I'll switch to referring to things by section/subsection.

Leadership, Starting Leadership, Col 2:  Instead of "each race uses a different column to determine their resultant leadership score", I recommend "each race uses a particular column".  Different implies no two races can use the same column, which is clearly not the case.  I also recommend swapping columns 1 and 2 on the table, so that roughly speaking, the columns get better from left to right, just as the scores get better from top to bottom.  I understand why they're set up the way they are (I being the "standard" table, while II is "bad" and III and IV are better than average), but since we're already divorcing the table from the fleet entries, you might as well make the table more consistent and adjust the numbers accordingly in the fleet entries.

Fleets of the 41st Millenium: Lots of this is replicated from Ship Types, The Fleet, Characters and other sections.   The information here that I don't see in a newer section are the base sizes (which should probably go into Ship Types) and the rules for allies (Not sure where to put this, probably under The Fleet, but maybe not).  Also, just as a general note, large flight bases are 60mm, not 50mm, as mentioned under Battleship and Grand Cruisers.

All the pages listed after the 'Celestial Phenomena' section are works in progress or older pages that I have not dissected completely. The Allies/reserve rules will be moved to The Fleet section and some I was planning on putting elsewhere but ended up changing my mind.
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Armaments, Pulsar Lances:  The wording on how this works feels cumbersome to me.  Perhaps: "If a Pulsar Lance successfully hits, immediately roll a second attack.  If the second attack successfully hits, roll a third and final attack.  If the firing ship is on Lock On orders, only the first attack with each Pulsar Lance may be re-rolled".
Nice I needed a better way to word this, it is actually a C&P from MMS 1.9B

@Transports, I'm actually not sure about this one, Transports are made in respect to the IN transport, which is rather slow, and I will almost assuredly remove the tie in with Inefficient Engines and simply have slower transports be dirt cheap. Hits=transport capacity is the most efficient way to balance large transports vs smaller ones. Furthermore the point system was added to correct for the dumb need for half-transports, in this case the player simply chooses to pay for more transports, or more weapons. Q-ships will prove to be interesting, but they will have a normal transport capacity for their size, simply being equipped with more weaponry that could prove surprising to his opponent when revealed.

@Qualities, a number need to be added, and 'Hook Dependant' is one of them.

@Mines, as a reminder of how mines work officially, they roll 8D6 against the target's armour if they survive turret fire and 4D6 if they die. So they always caused damage, however D6 hits may be a bit large in retrospect. Mines were rarely used outside of minefields and singular mines before, and these were always terribly annoying. This does warrant considerable thought.

Please tell me if you find any other errors or confusing sections, at least up to the Celestial Phenomena pages. After your commentary I think that there will be a Beta prelim, and then a Beta final spaced by a few weeks for us to better gauge how many of these elements work. Obviously the Beta rules will be up for a few months after that, while I work on other things, after that I'll return to Book I and hammer in the final nails.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on December 28, 2011, 12:40:42 AM
So after a few hours of thought, and the consideration of biased games that were not 'controlled' to assert ordnance efficacy, I will change things from the preview for ordnance. Also the D2 concept I do like, and is in reality a necessity for the game in some form, despite RC's complaint (and he hasn't been around in a while...) Particularly these;

Fighters remove D3 Bombers/Torp Bombers and D2 Assault Boats.
Cross Fighters remove D2 Bombers/Torp Bombers and 1 Assault Boat.

This should suitably serve the purpose I intended, pressuring a defensive advantage so that a fleet can not be so easily overwhelmed, but not so far that it prevents AC fleets from working. To test the system I will run a little controlled experiment titled 'the duel', that me and my roommate will go through over a few hours.

8 500 point fleets, 2 each of Tau, Orks, IN and Chaos. One fleet from each race contains 8 launch bays, and the other 4 with a 'gun'-cruiser. Each of the 4LB/Gun Cruiser fleets will be played against each 8LB fleet on a 4x4 board with identical terrain deployed as normal in the 'Primary Biosphere' at least twice. Leadership will be removed as a factor an only the lower average result will be used for each vessel.

I'll let you know the results tomorrow.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on December 28, 2011, 01:06:20 AM
Yes and no. For one thing it is a bit irrational for a fleet to fire upon its hulks instead of directly at the enemy, though it could potentially cause more harm. For balance reasons, it prevents certain 'suicide tactics' such as rushing in your Avenger GC to ensure that it explodes catastrophically as a bomb, as this strategy would assuredly cause problems against fleets with fewer hits (Eldar) or ones that are normally difficult to damage (Necrons), and Escorts would explode by the thousands. Another reason is for victory points when holding the field. Simply, only two races are permitted to fire upon their own vessels, the Necrons and the Adeptus Mechanicus.

Okay, that's a sufficient rationale for game perspective for me.  I think if I were designing a game from scratch I'd allow it (only against hulked ships, as most races wouldn't shoot at still functional ships, though a few races would, like Orks and Chaos).

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RC repeatedly complained about torpedo weakness. 1 Fighter=Infinite Torpedoes but only one Bomber? This was for some consistency.

Yeah, that goes a long way torwards making those big torpedo salvoes more effective.  2d3 is a nice compromise between letting torpedoes still work and not being able to stop them at all (since fleet launch bays are usually half or less the total number of torpedoes the same fleet can put down).

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Hmmmm... unfortunately people deteste D2s for some reason. I am actually curious how this plays out. With these rules turrets are a bit less effective at stopping bombers, and experience with CAP generally means that the vessel without a CAP gets attacked. Additionally the person attacking would be able to account for this, and send a number of fighters alongside the bombers as necessary. Furthermore, when your opponent is using his AC for CAP, he isn't using them against you. This will need playtesting of course, and I initially intended it to be a D3, but with this system there is a boost to bombers and none to Assault Boats, so it was a little compromise. Who knows, perhaps a D2/D3 system is the correct answer. Additionally the Mixed-Type loss was to compensate for the bonus that Space Marines get against Bombers, whose relative damage potential is reduced slightly.

My initial stance for this would be that I'd want to have enough fleet ordnance to be able to put cap on about half to 2/3rds of my capital ships, and a few left over to make assaults with (especially assault boats vs Escorts, as that's one of the most efficient ways to kill them).  If my opponent of the day didn't have a lot of ordnance, or wasn't launching bombers, only then would I swap over to a more offensive posture with my ordnance (probably waves of 1 fighter for every 3 or 4 bombers).

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Mathematics in the general section shows them as slightly more effective against 'normal' turreted vessels and more against 'higher-turret' vessels. I have played 4 games using these rules, with traditional ac fleets. The first; IN vs Demiurg, the game went like you said, ordnance seemed to be played much more defensively as opposed to offensively. However the comparative Torpedo boost likely played an effect. The Second was Tau vs. IN, which seemed about average, the third Chaos vs. Tau, of which the Chaos player was defensive (fairly normal), but still picking and choosing worked fine for the Tau and they won. The last was Dark Eldar vs. IN, of which the Dark Eldar lost badly, but I think this was due to the player being newish.

Hrm.  Yeah, I can see that.  Before with the turrets subtracting from number of hits, the boost from 2 to 3 to more becomes very significant vs even very large waves of bombers.  Old style, a wave of 5 against  2 turrets gives 5x (d6-2) for an average of about 7, while against 5 turrets 5x (d6-5) is lucky to get 1 (2.5 boats survive, maybe 1 rolls a 6 on number of attacks to get an actual attack).   New style, you'd go from about 13 attacks after 2 turrets to about 8 after 5 turrets.  So for a big wave, roughly double the effectiveness against standard turret levels and ridiculously more against very high turret targets like Emperors or Hulks.


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I was thinking an Ork upgrade instead of giving them full torpedo bombers (which proves problematic).

That would be pretty solid.  And fits quite well with the Ork-y feel.


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It's a pretty gutsy move I do agree, but remember, vessels which become minelayers lose their other ordnance types, and Mines are quite slow/easily destroyed by fighters.

That's what makes it particularly effective for Eldar and Dark Eldar.  They can fairly reliably get to within the 10cm or so necessary to guarantee that there's no flight time during which anything except CAP fighters could intervene.  Orks, assuming they get minelayers as an option during their Alpha/Beta documents, could do the same, via their armored prows and sheer quantity of hull points, plus fair amount of Fighta-bombas.   Just soak up hits on the way in, use a flight or two of FB (with the new rules) to drive off CAP, and then let the mines float on home for massive damage in one go.

If you consider that a bomber is going to average 1 hit (3.5 average attacks, against 5+ average armor) on a successful run, mines should be only moderately more powerful per "squadron". 

What about reducing Mines to either d3 automatic hits, or d6 attacks with a Hit Rating of 4+?   Either alternative would end up giving an average of about 2 hits per successful attack, rather than the current 3.5.

I could even see going to just 1 automatic hit, with a Bombardment-like quality for criticaling on a 4+, but with the caveat that Mines are not subject to the Fleet Ordnance Limit much like torpedoes (which makes sense, since you may launch from modified bays, but it's not like Mines are called back to base for refueling).  That would mean you're only slightly more powerful per attack than a bomber, but does let you at least lay down enough to make up for their relative lack of mobility compared to a bomber.


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p33, Col 3, Launching Ordnance:  I don't like the change of mandating that only those ships in contact-chain with the Lead ship can benefit from this.  Especially since the Numerical Superiority rule encourages larger squadrons.   I should be able to form up into, say, a group of 3 and a group of 4 and have both groups benefit.

I'm a bit confused here, squadrons cap out at 6, and most players use either groups of 3 or 5 due to victory point rules. There is some merit to a group of say 3 and 3 combining ordnance, however this is quite complex to explain, and very situational. This method works simpler, and should still allow you to fire your ordnance in multiple waves/salvoes, but I know I need to add more wording there.

Yeah, should have made my example 3/2 or 3/3.  More to the point, I'm looking for something like having a squadron of 6 cobras or Subjugations put down two 6 strong salvoes on slightly different trajectories, to force my opponent into a specific corridor to avoid them.  If I can only combine salvoes on the Lead Ship, I have to split the squadron into two separate squadrons, and thus can't use Numerical Superiority to get good leadership, or I have to accept the second "salvo" actually be 3 salvoes of 2, which is much easier to fly through with turrets active.

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p36, Col 2, Placing Celestial Phenomena:  It seems slightly counter-intuitive to me that fleets with aggressive attack ratings are more likely to be able to force conflicts in the further out regions.  The math makes sense when you dissect it, but it just feels a little backwards.

I know.... I actually don't like this rule all that much and may change it to something else, like how missions work (pick 2 and a definite no, overlapping etc.)

Oddly, the math on it actually works exactly right.  The likely defenders (those with lower attack rating) are likely to want to engage as far out as possible away from their planets.  The attackers will want to engage the planets to get the most for their attack, giving a nice balanced roll.   If the attackers don't want to venture in-system, they can sit in the outer reaches or beyond until the defenders are forced to come to them (represented by the high combination of zone number and attack rating, guaranteeing them where they engage).

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@Transports, I'm actually not sure about this one, Transports are made in respect to the IN transport, which is rather slow, and I will almost assuredly remove the tie in with Inefficient Engines and simply have slower transports be dirt cheap. Hits=transport capacity is the most efficient way to balance large transports vs smaller ones. Furthermore the point system was added to correct for the dumb need for half-transports, in this case the player simply chooses to pay for more transports, or more weapons. Q-ships will prove to be interesting, but they will have a normal transport capacity for their size, simply being equipped with more weaponry that could prove surprising to his opponent when revealed.

For first pass, that's probably okay.   I was just trying to forsee scenarios where there were vessels with transport capacity with more or less than typical.  I can easily see wanting to have different transport classes eventually, especially in a campaign setting.  A "fast courier" would have different characteristics than a "bulk ore transport" and both are different from a "assault regiment lander".

How about "A vessel can carry an amount of materials equal to its Transport quality for scenarios which require it.   If no quantity is specified for Transport, it is equal to the ship's starting Hull Points.  No vessel may have a Transport quality larger than its current remaining Hull Points."?  That way, every existing transport can carry the same, but you still have open the possibility of ships with less than their full hit capacity of transport.

Even better, I can see refits for campaigns where you replace <x> strength worth of batteries or lances or launch bays to carry cargo for particular needs.   "Replace the port and starboard weapon batteries for Transport Capacity 4" or the like.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: RCgothic on January 02, 2012, 05:16:28 PM
I'm sorry I haven't been able to keep up with this. I just haven't had as much time available as I'd like.

On the plus side, starting a new job tomorrow!
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on January 03, 2012, 11:36:23 PM
Got in another trial game last night.

We used the 1.6 beta core rules and I gave the 1.5 DE Alpha a run.   I ran a pair of lance Succubi, a squadron of 5 torpedo Subjugation and 4 Lance Corsairs.  My opponent had 2 Strike Cruisers, 2 Vanguard Strike Cruisers, and a squadron of 4 Hunter Destroyers.

Rules Issues

Torpedoes versus squadrons.  With the change from the original rules where the markers got wider with strength, shooting high strength torpedo salvos at escorts is almost fruitless, especially with boarding torpedoes.   10 points of strength in the original rules would have made a nice 10-ish cm wide swath that could easily hit 3 or 4 escorts clustered up.  With most escorts having only 1 turret, and hit by 2 or 3 torpedoes, you could easily wipe out all of those 3 to 4 ships if the angles were right.   Now, with the addition of massed turrets and the need to cluster up salvo strength, shooting 10 strength of torpedoes is only 4cm wide, and if you're lucky you can hit two ships, each of which gets to shoot 5 or 6 turrets.  So with good dice rolls, you might still kill both you hit, for a max of 2.   I'm not sure if there's a good solution to this without completely reverting lots of changes.   

Really though, there are two issues here.  The first one is the massed turrets.  There probably needs to be a cap on this; a squadron of 6 Cobras should not exceed the effective turret capacity of an Emperor Battleship.   Perhaps the same +3 cap that the 2010 FAQ used?  Or limiting it to one use per squadron per turn so that you can at least be overwhelmed by multiple attacks.

The second is how to deal with ordnance versus squadrons.  The concept of firing a "spread" of torpedoes to make them much harder to avoid and hit multiple targets in a convoy is well rooted in history, so consolidating them into fewer markers drops their utility fairly considerably.  Shooting hits all roll over from squadron member to squadron member, should torpedoes follow this rule to offset the fact that torpedoes salvos do not gain width any more?  This could be too powerful, but I'm not sure how else to help offset the effective loss of utility in torpedoes. 


Thoughts on the DE revisions

Mostly fine.  The 2 hit Corsairs worked out okay, though due to some dice luck, it didn't really come up too much (lots of instances of rolling exactly 3 hits against that squadron in a turn, just enough to wipe out a full 2 hit frigate, and had they been one hit, still would have killed one and hit another shield but not killed a second).   

The Subjugation felt a little worthless, but part of that was being up against SM, so torpedoes and weapon batteries are both bad weapon systems to take against them, and I haven't really run torpedo destroyers a lot before, so I need to learn to use them a little better. 

The new mimic engine rule seemed okay.   The only downside I could see would be in games with limited turns.

I still feel constrained by the separation of Light Cruiser and Cruisers limits in the Fleet List and the fact that Light Cruisers are now subject to the same 1:3 escort ratio as Cruisers.   Especially true for 750 point games where the light cruisers are more attractive.  While the original Armada fleet had the 1:3 ratio, it also didn't have Light Cruisers.  Needing to take 3 escorts per 150 point Light Cruiser is a much bigger percentage than 3 per 230-250 point Cruiser.   How about 'You must have more Escorts than Light Cruisers', and 'You must have 1 Light Cruisers or Escorts squadron per Cruiser'?


Now the big elephant in the room: 

The new Holofield rule as of 1.6 beta.

After playtesting, I immensely dislike it.  It's awful, and I think it makes every Eldar variant almost unplayably bad.

All 3 Eldar variants are have almost no non-ordnance weapons with greater than 30cm range, so with the removal of MSM, they are forced to close to 30cm or less to bring the majority of their weapons to bear.  Further, almost every weapon is front mounted, so they do not even get the advantage of being able to shoot in passing to present an abeam aspect, they must instead present themselves on a closing aspect to fire.

In practice, not only are you going to be within 30cm, I found I had to spend a very large percentage of my time within 15cm.  Due to the combination of front facing weapons and wanting to end up abeam to my opponent's batteries once he maneuvered, I often had to get right nose to nose with my opponent's ships, so that his minimum move distance would carry him past me and force him to turn just to get me in sights.  I had to choice to either get the Holofield bonus or instead, maneuver in tight to get the bonus for being abeam instead of closing.  They end up adding up to the same thing.

So for the majority of the game (probably 2/3rds to 3/4ths of the times I was being fired on), most of my ships got absolutely no benefit from Holofields at all. 

The only other alternative to being so close all the time that I can see would have been to spend 3-4 turns maneuvering for every turn of firing, just so that I could get to a position where I could fire from 30cm and still have the opponent's ships moving in a way that I could avoid him getting back into 15cm range.  That would have made for an incredibly long and boring game, assuming my opponent was even bad enough to let me consistently get those shots lined up.

I can't even imagine how horrid this would have been in a bigger game, where my opponent would have enough ships so that he actually started to get overlapping fields of fire, and I couldn't force my way into being abeam most of the time.

I suppose I could just give up, ignore the weapon batteries and lances, and run nothing but torpedoes and ordnance and make use of the lack of minimum move to stay on the other side of the table and just shell my opponent from 60-90 cm so that I never get shot at and when I do I actually have my Holofield bonus.  But I'm pretty sure that's exactly the sort of game plan we're trying avoid being attractive.

Having had this experience, I had to go back and figure out exactly how bad the difference really was, mathematically.

This table shows, roughly how likely an eldar ship is to avoid damage from hits from various sources.

vsClassic BFGBFG:R Pre 1.6BFG:R 1.6
BatteriesRight Shift Right Shift + Shields Right Shift over 15cm + Shields
Lance83% (+BM on move)50% + Shields0%/33%/66% (0-15/15-30/30+) + Shields
Bombers83% (+BM on move)75% upto ~turret max75% upto ~turret max
Torpedoes83% (+BM on move) 50% upto turret max50% upto turret max
Hit & Runs83% (+BM on move)50% upto turret max50% upto turret max
Teleport Attack83% (+BM on move)0% (have shields)0% (have shields)
Boarding Attack83% (+BM on move)~33% (Enemy Ld Based)~33% (Enemy Ld Based)

Some notes:  All of these are calculated with the idea that Lances hit on 4+, the Eldar ship has 5+ armor, the BFG:R ships have Fast Tracking Turrets against non-Eldar ordnance, that no fighters exist to suppress turrets, and Bombers are doing 1d6 attacks (ie, are not hybrids).  Torpedoes and H&R attack saves are done after hits for Classic, but before hits when using turrets for BFG:R.  So some of the "hits" turrets would save would not have been actual hits once rolled.  In practice, it works out to a 50% actual save rate against those for ships with 5+ armor for smaller waves and even worse against waves substantially bigger than the number of turrets.  Ditto bombers, who lose an average of 3.5 attacks (and thus 1 hit) for every successful turret attack upto the number of turrets and none after that.  Likewise, most the Classic entries also have the +BM proviso, noting the 1/6 chance that the blast markers left will cause another hit when the Eldar ship next moves (no matter how many hits were saved, 1 or 100, it's the same 1/6 chance for a single extra hit).

Obviously the table doesn't even account for everything (like the Classic CE and CWE being able to MSM).  But overall it's pretty easy to see that BFG:R has rather drastically reduced Eldar's ability to avoid damage against everything except Weapon Batteries and very small numbers of Lance shots.   Shields and turrets help against 'plinking' damage, but if you can put more than 4 or so hits from lances or get launch waves of more than 4 ordnance in a turn, the protection goes from slightly better or slightly worse to much worse.  The 1.6 Holofield rule additionally eliminates all the gain from shields by neutering its protection from lances and batteries in the ranges MMS Eldar have to operate at.

This change already comes on top of  the fact that the all three Eldar fleets in BFG are already incredibly fragile.   They are, across the board, 20-30% more expensive for capital ships with 2 less hits than comparable ships in other fleets (Compare the CE Shadow or a DE Bloodied Claw Torture at 230 with an Imperial Dominator for 190).   For CWE and CE, it's even worse.   Having lost MSM and not gained any offsetting weapon range hurt pretty bad, as they now have stay in most fleet's best range band to even make attacks when they're easier to crit, as well.   BFG:R helps a little by making  CE and CWE at least Fragile on 5+ rather than on 4+, but even with that, it effectively doubles the number of crits (instead of tripling it).  Given the Eldar crit tables, that averages out to an average of .5 hits per crit, and thus means that over the course of a game an Eldar cruiser has yet another .5 less hits than their starting value suggests.   And, of course, with fewer hits, ships from all three fleets are both easier to cripple and have a harder time repairing any critical effects, due to fewer dice for damage control.

All I can really say about this is: Wow.  Until I just sat here and calculated all this, I hadn't realized exactly how much Eldar have gotten boned.  I now almost want to go back to the original Holofield/Shadowfield rule, with no turrets and no shields.  I know the original BFG Eldar rules were hard to beat for new players, and somewhat frustrating to play against due to the MSM thing, but they've really taken an absolutely huge reduction in their staying power with no corresponding increases anywhere else, even without accounting for the loss of MSM.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 03, 2012, 11:44:08 PM
@RC

Congrats! Don't worry, I'm doing OK with it, fortunately I at least have some critical commentary. Unfortunately the process takes longer than I had hoped, and I don't think I will be finished with 'Beta' versions of Books I+II until around April (I was hoping for February) but patience is always key!

Regarding Transports:
Partially filled Transports are more of a Campaign thing, and will be addressed there, as well as those with refits for more/less than normal capacity. In most games the Transports will either be considered full, or 'capable of carrying so much' which from a game standpoint can be understood by this example:

The Dark Eldar transports may not be transporting anything in a scenario (like a planetary assault), and may instead be brought so they can transport things away from the planet. As a damaged transport would be less able to move goods, it would still have a lower transport capacity. Similarly if a transport carrying goods suffered damage, it would likely unpower or destroy a portion of the cargo holds (which consume most of the space on the ship), resulting in fewer cargo.

The AC Analysis:

After performing the "Duel" test, the results proved that CAP had little effect on AC, and that the attacker always benefited from AC interactions. Simply because when attacking a ship with a CAP the attacker could choose how the AC interacted... here is an example to better express the issues:

A Tau Hero Class has a CAP of 2 Fighters. His opponent (an imperial player) has a wave of 4 bombers that he wishes to attack the ship with. Since the Fighters will destroy D3 bombers each, it is nearly assured that the CAP will stop all the bombers as they would destroy an average of 4. The Imperial player instead of sending in the whole wave at once, divides it into 2 single bombers and a wave of 2 bombers, the 2 single bombers attack the ship individually and remove the CAP, then the 2 remaining are free to attack it without the CAP defending it.

The results otherwise did not show any significant difference between AC heavy fleets and those with an average amount, though the AC heavy fleets proved to have an overall higher efficacy. Between the 12 games played the AC heavy fleets had 247 more victory points than the ACnormal fleets, but they still had a comparable win ratio at 6-1-5. Note: this did not account for holding the field.

Bombers had expected efficacy, slightly better than official, but otherwise unchanged, and Torpedoes did not seem to cause significant issues. In fact the need to devote more fighters to torpedo control seemed to balance quite well with the reduced need for Bomber control.

As with Book I, I will be adding a number of pages (around 3-4) to the rules sections, simply for further explanations of concepts like multiple critical hits, and to break up the text a bit.

Another Note: I will be adding a class of 'vessels' called Citadels, which are large Ground defences such as Fortress Monasteries and Hives. These will be multi-hit and have shields, and will be able to fire into space, and be fired upon from space. How this will work is that one will need two models for Citadels, one will be placed in base contact with a planetary template and the other as normal on the low orbit table. I think I already brought up the Air-to-Space quality, which allows them to do this. Honestly I'm considering doing this for all Ground Defences, just to reduce problems associated with them.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 04, 2012, 12:38:39 AM
@TheDaR Wow you replied while I was typing....

Ordnance and squadroning is going to be changed to a different version. Now there will be a 'primary' firer, instead of the Lead ship, so a group of 6 cobras could combine their fire into 3 groups of 2 they just need to declare one ship from each group to be the primary firer.

Regarding Torpedo Sizes;
I guess that you weren't around for the whole thing about it in FAQ 2010. This has been argued quite a bit, and in fact according to that system any number of torpedoes would only ever be represented by 1 marker! That system made combining torpedoes somewhat of a waste. The main reason this was done by the HA was due to the fact of Torpedoes significant exponential performance increase when they increase in size. For example; a group of 18 torpedoes was much more than 3x as powerful as 6, as their size meant they could hit ships in an 18cm width, with ALL the torpedoes.

Since the D6 and single size marker caused problems with markers larger than 6, we've allowed these to spill over into new ones, and curbed rationale a bit.

Regarding Mass Turrets:
Conceptually here this was something to add reason to take larger squadrons of escorts. Most escorts have 2 turrets, so the increase is likely small. Additionally, once a vessel was destroyed, the remaining vessels would reduce their turrets accordingly. Also, mass turrets don't work when the squadron is under orders, so unless the Cobra squadron was not using Reload Ordnance it would perform normally. Perhaps you did not take this into account? Generally squadrons would be under orders reducing the power of their turrets, and with bombers not being so related to turret strength this seemed OK regarding them. However this rule may be removed or changed to a limit (maybe 4), I would like to see how it plays out a bit first.

Regarding DE and fleet selections:
I may be mistaken in how this works.... but didn't I just put up the 3 escorts per capital ship rule? Perhaps a change is necessary, but remember, a fleet with only CLs could have more capital ships than one with only Cruisers.


Regarding Holofields:
Hmmm... Eldar rules really aren't my work, this is all the work of Horizon... and has been used by many for quite some time (3-5 years) so I hope he has something better to say but I can say this;

The need to be Closing does cause issues, but I imagine the concept is based on the Eldar's speed and manoverability like you said. In my opinion weapons batteries should always see a left shift, for simplicity but I understand the need to balance WBs vs Lances. I think that it may take some getting use to, as it is radically different than before. Remember with Eldar shields they can absorb more damage overall... so this is a factor.

I'm surprised you didn't see protection from Lances at all, as it is difficult to get within 15cm of an Eldar ship. Personally I would prefer a -1 (perhaps a -2) to hit from lances regardless of range, but again.... this is Horizon's thing so I don't have that much influence over it.

Yes, Eldar are less defended, as they do have to always close.... which makes them easier comparable targets to IN/Chaos, and unfortunately I have very little experience with Eldar. I do have quite a bit with Dark Eldar, which do not suffer from the Fragile quality so their weakness isn't so pronounced. Eldar are glass cannons, so they have to choose their battles and their damage output should force less retribution from remaining vessels.

Fast Tracking turrets work against all ordnance, so they all should be 75% unless I'm missing something.

I hope that I have not made some grave error, and that MSM is balanced, but again Horizon will really have to be the one to comment further on it. I will look into it further mathematically, and I hope that you try a few more games with it because you might find that it simply takes some getting use to and careful manipulation of movement/attack. Again in my opinion Holofields would look slightly different, and Eldar would have an overall better defence against Lances/WBs.

I wonder if I missed something with WBs in particular..... It seems like they should have 2 right shifts but only 1 when within 15cm. As a ~20% reduction in efficacy for distances more than 15cm doesnt seem right..... Hmmmm.... Nope. Weird. I will definitely look into this before publishing Book I, from a purely mathematical standpoint. I'm actually curious why there isn't 2 shifts. 1 shift causes a reduction of firepower to 74% from Closing. Two causes a reduction to 50%. So 25% reduction according to these rules for most instances. Lances reduced at 15cm to 67% or 33%, I understand it is supposed to be comparable.... If -1 from lances and just 1 right shift were adopted, Direct fire weapons would have an average 30% loss of efficacy.

Now since Eldar vessels have the same number of shields as IN/Chaos vessels, they wont be compared. They do have fewer hits (75% for a Cruiser) so I think the concept is that 30% loss of firepower vs 25% loss of hits is supposed to be a wash. However you do bring up the most important factor; ELDAR SHIPS ALWAYS CLOSE! So compared to IN vessels which have increased armour to compensate for closing, and Chaos who are always Abeam, weapons batteries have a 25% bonus compared to each of those fleets. This would be OK if the Eldar ships were of similar cost, as their other abilities would balance out, but they are not! In fact they generally are more expensive. Note: AC/Torpedoes should be fine due to Fast Tracking Turrets.

So I will look into this more, and would like to see some insight from Horizon, but right now I am feeling like a change to:
2 Right shifts for Holofields (only 1 when within 15cm), and -1 to hit from Lances.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on January 04, 2012, 04:15:36 AM
Plaxor, what the ..... lollerz are you talking about? Is this the first time you played with Eldar MMS?


Holofield is an ecm. So a distortion.

At long range it works better (thus an additional right shift on range in addition to shifts for range, thus totalling:
under 15cm left shift for opponent
15-30 : 1 right shift
30+ : 2 right shifts

for lances it is a better save at long range (or in bfg:r a worse chance to hit)

Why? because Eldar up close should be punishable and almost impossible to hit at long range.

2 right shifts = ridiculous.

Under msm they had 1 right shift with no shields at all ranges.
In MMS 1 right shift (except under 15) with shields.

With msM the second M was the main save. But also depending on enemy, celestial phenomena. Without phenomena against opponents with range the second M was futile as 1 measly weapon battery could destroy a ship at 60cm. That is plain wrong. Under MMS this has been solved.

Plus they have shields now. And all have 5+ armour.

Many tests  & responses showed that the current mms workings make them pretty hard to beat.

You need to time your attacks. It is still no fleet of attrition. Greatly so! So if you strike you must do well. If you give the opponent a chance to strike back at close range be ready to brace.

MMS has also showed a great balance against weapon batteries/lances. No longer the unbalanced wb first mentailty in fleet selection. So good.




ehm wait.

The Dar, you used them in the Dark Eldar?

Under official rules Dark Eldar end up closing as always. Under official rules Dark Eldar never got the second move.

Now fill me in: do Dark Eldar have shields under bfg:r?

If not, still:

Official DE: no shields // no second movement // end up within 30cm // Holofield: 2+ vs lances / right shift vs batteries.
Holofield BFG: R: // no second movement // end up within 30cm // Holofield: right shift vs batteries except under 15cm / lances 4/5/6 to hit.

hmm. DE have shields in bfg:r right?

Otherwise I understand the Dar's problem. It is about the DE not CE or CWE. And MMS1.9 is CWE/CE ;)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on January 04, 2012, 04:50:00 AM
I thought mms less than 15 was a wash no shift either way... obviously not now that you mention it, but it really should be. Other than that mms is solid if not a bit more boring. Horizion is defiantly right about the MMS Eldar being all about the setup, its an all or nothing game now as you cant just back off immediately if you screw up.

The DE problem your facing is due to the above, movement for them has not changed what your experiencing is the lack of save your used to seeing from shadowfields.

As far as torpedoes go yes it is a common tactic to saturate an area with ordnance in an effort to hit multiple ships, you can still do it also. Do not combine your salvos or combine them into smaller salvos. If you want to saturate an area you cannot expect to also focus all your hits. The 2cm width standard is a good rule as this shows a ship (or ships) firing their torpedoes in a very close proximity so as to ensure that a larger portion will hit. The problem with this is that of course it becomes easier to avoid the salvo or destroy it. Alternatively with 5 escorts for example you could saturate a 10 cm area with 5 salvos of 2 torpedoes each and hit multiple ships but do limited damage, 4 salvos over 8 cm of 2 2 2 and 4 torpedoes covering a large area but with lower chances of damaging ships, 3 salvos over 6 cm of 4 4 and 2 torpedoes still covering a large area and having a middling chance of damaging ships, or 2 salvos over 4 cm of 4 and 6 torpedoes less likely to hit ships but more likely to damage if they do hit

*edit yes they have shields, 5+ armor on capitols and 4+ on escorts also.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on January 04, 2012, 05:21:34 AM
@TheDaR Wow you replied while I was typing....

Ordnance and squadroning is going to be changed to a different version. Now there will be a 'primary' firer, instead of the Lead ship, so a group of 6 cobras could combine their fire into 3 groups of 2 they just need to declare one ship from each group to be the primary firer.

Perfect.

Quote
Regarding Torpedo Sizes;
I guess that you weren't around for the whole thing about it in FAQ 2010. This has been argued quite a bit, and in fact according to that system any number of torpedoes would only ever be represented by 1 marker! That system made combining torpedoes somewhat of a waste. The main reason this was done by the HA was due to the fact of Torpedoes significant exponential performance increase when they increase in size. For example; a group of 18 torpedoes was much more than 3x as powerful as 6, as their size meant they could hit ships in an 18cm width, with ALL the torpedoes.

I played (mostly IN and CWE) in the 2005-2007 era, then my group fell apart.  Recently, a new crowd in a new store have gotten in to it, so I built myself some DE to go with my 40k army just as you started putting out the latest round of BFG:R.  So, yes, I missed the 2010 FAQ discussions, and only really even am aware of them for having read them once a while back.

The real answer, of course, is probably too complicated for practical use: you can only be attacked by the strength of torpedoes that cross your base, and the firer has the option to either spread out all the tokens to maximize frontage or collapse them in order to get strong barrages on single ships.

Quote
Regarding Mass Turrets:
Conceptually here this was something to add reason to take larger squadrons of escorts. Most escorts have 2 turrets, so the increase is likely small. Additionally, once a vessel was destroyed, the remaining vessels would reduce their turrets accordingly. Also, mass turrets don't work when the squadron is under orders, so unless the Cobra squadron was not using Reload Ordnance it would perform normally. Perhaps you did not take this into account? Generally squadrons would be under orders reducing the power of their turrets, and with bombers not being so related to turret strength this seemed OK regarding them. However this rule may be removed or changed to a limit (maybe 4), I would like to see how it plays out a bit first.

We did overlook that.  However, the particular case where it was most notable, there were no special orders involved.  I was coming off mimic engines, so I had a full 10 strength salvo from 5 Subjugation escorts, hitting home against a squadron of 4 Hunters who were not on Special Orders.  In the end, I could only hit two with the barrage (6 into one, 4 in to the other).  With 4 turrets each, even with Eldar ordnance, I only just barely got the necessary hits on each one.  Had there been one or two more to add to that, I might not have even killed two.

I do like the concept of massed turrets, I just think there probably needs to be a cap on how much benefit you can get.   Fleets with cheap sub 40 point escorts (especially Tau and Orks with 25/30 pointers) can effectively afford to give their valuable ships upto 6 turrets worth of screen, above and beyond the physical barrier of having those extra shields and hulls in the way.

Quote
Regarding DE and fleet selections:
I may be mistaken in how this works.... but didn't I just put up the 3 escorts per capital ship rule? Perhaps a change is necessary, but remember, a fleet with only CLs could have more capital ships than one with only Cruisers.

The original Armada fleet list had the 3:1 escorts to capital ship rule, when there were only 50 point Corsairs and 210 point Tortures.   When the BFG:R 1.4 Eldar combined list went out, the Succubi was added in at 130 base.  There is a 0-12 overall cruiser limit, and the same 3 escorts to every Torture.  However, there was no limit on the number or ratios for the Succubi, other than the overall fleet limit of 12 cruisers.  So you could, in theory, have fielded 10 Succubi at 1500 points, with no escorts at all.

The new 1.5 Alpha doc split the limit to 0-6 on both Tortures and Succubi, and made the ratio 3 escorts required per any capital ship (now including Succubi).

I most notice the problem with Succubi ratios in low points games.  I play a lot at 750 due to time constraints (we often don't get started until 7:30 or 8 pm, which means that a 1500 game takes too long).   Even with the subjugation at 45 points, I can't possibly get a third Succubi into 750, because I'd need 9 escorts to be able to field the third one (totaling 405 points of the 750).   Meanwhile, my Space Marine opponent is fielding some combination of 4 Strike and Vanguard Cruisers with only 4 escorts.

I'd personally like the Succubi to go back to completely unlimited (bar the overall 12 cruiser limit), but if people think that being able to field that purely capital ships (even if they're all light cruisers) for DE is too much, I'd be willing to accept a lesser limit.   Thus my suggestion of no more light cruisers than escorts combined with the original 3 escorts per Torture (rather than 3 escorts per any capital).

 

Quote
I'm surprised you didn't see protection from Lances at all, as it is difficult to get within 15cm of an Eldar ship. Personally I would prefer a -1 (perhaps a -2) to hit from lances regardless of range, but again.... this is Horizon's thing so I don't have that much influence over it.

It's not hard at all to get within 15cm, when they have to come to within 30 just to shoot.  That means they only have to close 15cm to get that bonus.   It's a little hard if you  have a pure one on one scenario, but the instant you start putting other ships down that can spread out a little bit, you can easily push any of the Eldar fleets into spaces where if they want to shoot you at all, they have to accept that one or more ships are going to be within 15cm to return fire.

As I said, since my opponent had nothing but Strike cruiser variants and Hunters, I didn't actually see lances, but based on the number of times I didn't get the holofield bonus for being outside of 15cm, had there been Novas, they would have been shooting without any penalty at least half the time.


Quote
Fast Tracking turrets work against all ordnance, so they all should be 75% unless I'm missing something.

I explained this a little in the note.  Yes, Fast Tracking means you hit 75% of the things you aim at.  However, the problem is that you *also* hit things that were actually going to be misses as well as hits.    Shadowfield/Holofield in the original rules worked after all hit rolls were made, while turrets go before the hit rolls.

For example, if you are a Mortalis, about to eat a wave of 6 standard torpedoes.   You have a very respectable 4 turrets.   You roll, and get a perfectly average 3 hits after rerolls, killing 3 torpedoes from the salvo.   Now, we roll hits.   Of the three that were not shot down, a perfectly average 1 goes through (3 attacks versus 5+ armor).   Of the ones that were shot down, we can expect that 1 of those would have hit as well (again, 3 more attacks versus 5+ armor).   So the turrets actually shot down 2 torpedoes that were going to miss anyhow.   So if we hadn't had any defenses at all, that wave of 6 torpedoes would have caused 2 hits.   With 4 fast tracking turrets, we took 1 hit.   So, on average, due to shooting down ordnance that already was going to miss, we actually only get 50% benefit, instead of the full 75%.

Looking at a larger salvo.  Next turn, a huge swarm of Cobras join up and fire off a 12 torpedo salvo.   Still only have 4 turrets.  We roll again on average, and stop 3.  9 torpedoes get through turrets and do an average of 3 hits.   From that salvo, we actually only stop 25% of the hits, because we max out on turrets at a 4 strong wave/salvo.

By comparison, let's consider the same Mortalis, about to get hit with 6 torpedoes.  It has an original issue Shadowfield and but no turrets.   The torpedoes, happy about their lack of turrets, roll to hit 5+ armor.  2 of them do so.   Shadowfield now kicks in and we get two 2+ saves against those attacks.  We never roll against the 4 that already missed, so we get the "full" 2+ save value on each one that didn't miss.   We've got about a 30% chance that one of those two hits will roll a 1, so on average we're taking about 1/3rd of a hit a turn, plus another 1/6 chance the blast marker from any saved shots will wound us when we move.  That totals up to about .5 hits per turn from a 6 torpedo salvo.

If our huge Cobra salvo of 12 hits an original Issue Shadowfield, all 12 roll to hit, netting an average of 4 hits.  Shadowfield, not caring how many were in the original salvo, only cares about the actual hits.  If you do the binomial distribution, it works out that you're about 50% likely to get a hit through the shadowfield with 4 attempts.  Add in the blastmarker wound chance, and you're looking at about 2/3rds of a hit a turn on average.

Edit:
Other notes about the general use of shifts in another post.  I'm working up a spreadsheet right now under various rule sets to get a better feel for how things work out.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on January 04, 2012, 05:42:24 AM
Perhaps a 1 to 1 ratio for light cruisers to escorts on DE?

Also I was flipping through the main rules and noticed that the sections detailing the special orders were removed from each of the movement/ shooting sections. Not a big deal but they did address a few issues the brief descriptions @ the beginning of the book does not. Notably the BFI section does not mention anything about the order being made before to hits are rolled or that you cannot brace for taking damage from boarding attacks (unless this was intentional). Also the wording on the description leads one to believe that you can make a save against critical hits, Im assuming that means you can make a save against damage resulting from a critical hit, but not the critical damage itself (engine room damaged the hit can be saved, but you still cannot make any turns until the damage has been repaired etc).
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 04, 2012, 06:20:10 AM
@Horizon

Nope, never actually played against MMS or seen it. The groups I have played with either avoided Eldar (due to the shitty MSM rules) or just had no reason to pick it up. I did play against a Corsair player a few times when I started, but saw no problems then, and it was only recently when a Craftworld player joined our group (who doesn't like MMS) convinced me that MSM was so bad.

Otherwise of the three dozen or so players I have played against we have a fairly even distribution among all other races, with at least 2 players of each. DE was quite popular with the codex release, and I own a fleet, so I have had quite a bit of experience with them.

Your description is as I thought. Time, patience and maneuvering are key.

Dark Eldar have shields in BFG:R, we discussed this at some point. I believe theDaR's issue was with CE, and DE function similarly to Eldar in that to be most effective they must present their prow to their enemy. I did not mean that they are always considered closing, just that a player would generally be taking hits from a closing standpoint. Like how Chaos players generally take hits from the abeam.

@TheDaR

Your experience may be heavily influenced on the fact that you were fighting Space Marines. Unfortunately fleets will have varying performance depending upon opponent. Space Marines are quite maneuverable/fast, and have a number of other benefits which would hinder the 'Dark Eldar' strategy of getting behind their enemy/reducing their speed so they can not turn. In my experience DE vs IN, Ork, Demiurg and Tau fleets have a higher than average win ratio, simply because they Leech the Capital ships, reducing their speed and ability to turn (with a Blast Marker they would be unable), and then can easily get behind the ships to destroy them.

However they have a lower than average win ratio vs. Chaos (but not too badly) Necrons, and Space Marines, all due to their advantage in speed and maneuverability. Tyranids are untested (due to no BFG:R rules).

Another comparison could be for Orks, who have a much harder time against Tau (with heavy AC) Necrons (High Armour), and Space Marines (High Armour and Boarding Resistance). However they have an easier time vs. IN (Slow and predictable movements), and about average with all other fleets.

Preferably results would vary between opponents as little as possible, but this is....tough.

Hmmmmm.... I will probably cap out the mass turret thing.

I think that the 'new' Eldar rules are better compared to other Fleets than the old MSM. The old system was very.... inconsistent and unbalanced. With their new rules they function much like the other races, and it is better to compare them directly, as they are who they compete against!

About the DE list selection, I do think I mentioned something about having to make sample lists before I was sure. I think that maybe a 2 Escort per Capital Ship may do the trick. Max 12 was always a funny limit, and doesn't make sense for a pirate fleet, instead a split seemed sensible, besides most fleets would have to spend 2000 points on just cruisers to get to 12 so it isn't a real limit. With 6 you are given a true limitation, and one could spend 2000 points just getting Cruisers and the neccessary escorts/characters before they hit their limit.

@Andrew

This was something removed even in the first version of the rules. We tried to move everything to that single page, but I guess that little portion of BFI may have been lost. Also I was removing the critical hit notation and apparently missed a part, as it was odd and confusing/unnecessary.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on January 04, 2012, 06:31:08 AM

ehm wait.

The Dar, you used them in the Dark Eldar?

Under official rules Dark Eldar end up closing as always. Under official rules Dark Eldar never got the second move.

Now fill me in: do Dark Eldar have shields under bfg:r?

If not, still:

Official DE: no shields // no second movement // end up within 30cm // Holofield: 2+ vs lances / right shift vs batteries.
Holofield BFG: R: // no second movement // end up within 30cm // Holofield: right shift vs batteries except under 15cm / lances 4/5/6 to hit.

hmm. DE have shields in bfg:r right?

Otherwise I understand the Dar's problem. It is about the DE not CE or CWE. And MMS1.9 is CWE/CE ;)

As of the 1.5 Corsair and 1.5 Dark Eldar documents (which go with the new 1.6 Core rule document preview), both CE and DE are operating in the world where cruisers have 2 shields, 5+ armor, and  a holofield that gives a right shift to batteries over 15cm and a -1/-2 to lances at 15/30cm.

In BFG:R prior to these releases (1.6 was posted 12/27, which contained this version of the Holofield rule), the Eldar Fleet 1.4 document was "current".  In that document, Holofield worked as a flat right shift for Batteries, and forced a reroll of lances and other direct fire weapons (cancelled out by Lock On).

And yes, I understand that DE never got the second move.   But both DE and CE/CWE under the MMS rules are going to end up always closing aspect, and though the CE/CWE extra move does at least allow them a little more latitude in terms of not having to end up within 15cm, they will still often have to.   But for DE especially you're going to be within 15cm a lot unless you spend many turns breaking off with your high speed then coming back for another pass with some combination of AAF/CTNH.

For what it's worth, I just finished whipping up that spreadsheet that shows the rough effectiveness of each weapon type against typical CE, DE, and IN cruisers for various rule set/fleet list combinations.

https://docs.google.com/spreadsheet/ccc?key=0Apqs5-oxdPArdF9mclBNTmYzVGptLXJRa01MMDN5blE

I present it without initial editorial.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on January 04, 2012, 06:47:47 AM
Hi Plaxor,
my comment there was at the Dar, not you. Mixed it up, sorry.

So your CWE player says msm is bad and convinced your group? Cool dude. ;)


theDar,

if you attack wisely 'the opponent will be outside 15cm in an unfavourite angle. DE have mimics to assist.

Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on January 04, 2012, 07:09:27 AM
For what it's worth, I just finished whipping up that spreadsheet that shows the rough effectiveness of each weapon type against typical CE, DE, and IN cruisers for various rule set/fleet list combinations.

https://docs.google.com/spreadsheet/ccc?key=0Apqs5-oxdPArdF9mclBNTmYzVGptLXJRa01MMDN5blE

I present it without initial editorial.

?
I cannot make cheese of it.

Left most column: classic bfg eldar
lance <15cm needs 10 lances to do 1 hit = that what you mean?

Isn't that 'off'?

Did you factor in the blastmarker effect? Save = blastmarker = 6 is damage.

Did you factor in vs the Lunar that Eldar batteries have a left shift?

And if I am honest I am quite pleased with the battery values in BFG:R 1.6 vs the Lunar.

Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on January 04, 2012, 07:13:39 AM
About the DE list selection, I do think I mentioned something about having to make sample lists before I was sure. I think that maybe a 2 Escort per Capital Ship may do the trick. Max 12 was always a funny limit, and doesn't make sense for a pirate fleet, instead a split seemed sensible, besides most fleets would have to spend 2000 points on just cruisers to get to 12 so it isn't a real limit. With 6 you are given a true limitation, and one could spend 2000 points just getting Cruisers and the neccessary escorts/characters before they hit their limit.

Hrm.  At 2:1, you can run 3 Succubi and 7 Subjugation into a 750 point list.  Or 2 Tortures and 4 Corsairs.   That seems pretty reasonable.   In fact, if you go impalers on the capitals, you can exactly squeeze a Torture, 2 Succubi, and 6 Subjugation.  That seems like a well balanced list.

Though I still like the idea of running a 5 Succubi list at 750, or 10 strong at 1500. :)  I don't know that it'd be very good, but I like it.   I also still maintain that putting a heavy identity on Light Cruisers for Dark Eldar is both very fluffy, and helps differentiate them from a lot of other fleets.   A CL is just self-sufficient enough to be a perfect Pirate/raiding vessel.  The only other fleet that even really comes close to being able to run the same degree of CL-heavy lists is the IN.

As far as DE vs SM goes, yeah, it's been pretty clear that DE have to get things to go just right for them to make it work.  Even in the games I've "won", it's typically been pretty hard to actually make damage stick to the SM ships, and there's often been a fair few crippled Strike Cruisers with 1 hit left that I just can't quite finish off.   Having giant honking front-facing weapon batteries as a primary weapon that have to sneak within bombardment battery range, backed up by torpedo escorts just leaves you shaking your head and praying for 6s.  For my next game, I'll probably be going back to primarily lance armed C/CL with Impaler Corsairs.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on January 04, 2012, 07:19:55 AM
?
I cannot make cheese of it.

Left most column: classic bfg eldar
lance <15cm needs 10 lances to do 1 hit = that what you mean?

Isn't that 'off'?

Did you factor in the blastmarker effect? Save = blastmarker = 6 is damage.

Did you factor in vs the Lunar that Eldar batteries have a left shift?

And if I am honest I am quite pleased with the battery values in BFG:R 1.6 vs the Lunar.

Yes.  10 Lances to do 1 hit on average.   Yes, it factors in the save = blastmarker = 6 damage (otherwise it would take 12 lances;  12 shots, times 1/2 hits (4+) = 6 hits, times 1/6 unsaved = 1 actual damage, 10 lances = 5 hits, which works out to 5/6ths of a hit and 4 1/6th saves on average and a blastmarker, which in the next movement phase causes the remaining 1/6th of a hit to get up to 1 average hit).

As for the Lunar, there are no shifts involved other than those it provides itself (which are none, as I wasn't assuming it was Eldar shooting at it).   This isn't necessarily to show what happens on a 1v1, but just general overall how well various ships react to shots from hypothetical "typical" weapons.   That's why I didn't include eldar ordnance rerolls, or the 6 vs turrets from Eldar attack craft, the Ork Fighta-bomma combination suppression and attacks, etc.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 04, 2012, 07:31:14 AM
DE do have Mimics to assist, and with a higher Attack Rating would likely have the first turn. So in a game with 15cm (90cm gap between fleets) deployment vs IN, I find my general strategy works something like this;

1st DE turn: AAF towards enemy, and are now ~50cm closer.
1st IN turn: Drift aimlessly forward minimum distance ~10cm closer.
2nd DE turn: Now about 30cm from the enemy, I  move forward, turn and do not fire as Mimics still work. Gap is now 0cm (so we're right next to each other).
2nd IN turn: A smart player would AAF or use Come to New Heading, but this probably won't help much. They can't attack you still.
3rd DE turn: Lock on if possible, turn at start of move and follow poor IN ships in rear arc!

Another funny method of doing this is that since DE ships have Nimble, I have often found myself ~30cm in front of an enemy, and much to their surprise used Come to New Heading to pass them then use both turns to make a 180 in their rear arc. Here you would use leech torpedoes and fire to prevent their turning ability. Damage isn't critical at this moment, just preventing retribution.

About the CL fleet concept. You see this with the Wardens IN fleet, and I suppose that a more CL heavy DE fleet is sensible, but still it would seem that a pirate fleet would still have some smaller ships. IN CL fleets in the fluff generally have a number of supporting Escorts, even moreso than Battlefleets or Cruisers. Most scenarios involving Cruisers of Chaos or IN races rarely are accompanied by Escorts, whereas IN CLs are always described as having a number of Escorts.

@Horizon,

The Eldar player doesn't support MMS unfortunately, however he still has convinced the rest of the group to support it.... through douchy MSM playing.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on January 04, 2012, 07:41:21 AM
Funny Eldar player. haha.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 04, 2012, 08:52:34 AM
@TheDaR

I think your 1.5BFG:R statistics for Bombers is incorrect. If I am not mistaken it would take on average 3.28 Bombers to cause the first hit on the Torture and 5.07 for the second and 7.85 for the third. This is because 2 Fast Tracking turrets would kill on average 1.5 bombers, and each bomber would do an average of 1.667 attack runs against it. So each would effectively cause .56 hits if they survived. I was wondering about your math there as it seemed out of place.

Here you see an increased overall resistance vs. Bombers from 1.5 to 1.6.

@Horizon

Why are Lances and WBs equalized by the within 15cm rule? There already is a range shift, and looking at TheDaR's table you can see that Weapons batteries are around 1.5x as effective as they should be vs Holofields overall. As from a 'Moving Away' standpoint at all ranges 22 WB firepower=11 Lances in efficacy when fired at Eldar ships? Shouldn't this be 33 to 11? I still am confused about the discrepancy.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on January 04, 2012, 09:13:51 AM
Where is Sigoroth when you need your math done?

Because Eldar need punishment within 15cm. :)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 04, 2012, 09:38:51 AM
Where is Sigoroth when you need your math done?

He is pretty useful for that, as well as when you need someone to verbally beat someone into submission. Unfortunately the Sigoroth doesn't always work as BaronIveagh had profound resistance.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on January 04, 2012, 09:43:47 AM
@TheDaR

I think your 1.5BFG:R statistics for Bombers is incorrect. If I am not mistaken it would take on average 3.28 Bombers to cause the first hit on the Torture and 5.07 for the second and 7.85 for the third. This is because 2 Fast Tracking turrets would kill on average 1.5 bombers, and each bomber would do an average of 1.667 attack runs against it. So each would effectively cause .56 hits if they survived. I was wondering about your math there as it seemed out of place.

Here you see an increased overall resistance vs. Bombers from 1.5 to 1.6.

The 1.4 and 1.5 DE documents show 3 turrets on the Torture, same as the Shadow, netting 2.25 dead bombers before the attack run and .5 average attacks (3.5 average rolled, less 3 turrets) per bomber.  To get 1 hit through on 5+ armor requires 3 hits.  That means 6 bombers after turrets, or 8.25 before.

And I think you mean that bombers got more effective in 1.6, at least against high turret ships.  If it takes 8.25 bombers to net one hit against a 3 fast tracking turret ship in 1.5, but only 4.25 in 1.6, that makes the 1.6 bombers almost twice as effective.  In 1.5, suppression basically neuters bombers against ships with 3 or more turrets, no matter how many you send, unless you also provide fighters to counter suppression. 1.6 means that unless there's enough turrets to actually wipe out every last bomber, there's at least some chance the one that gets through can do 1 or more hits. 

The flip side is that 1.6 also keeps low turret, low armor ships from getting ganked quite so bad.  In 1.5 a 1 turret ship could take up to 5 hits from a single bomber, while in 1.6, it can only take 2 at most.  6 bombers in 1.5 against 1 turret and 4+ armor nets somewhere around 6.9 hits (out of a possible 30), while in 1.6 it only gets around 4.5 (out of a possible 12).
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on January 04, 2012, 03:15:21 PM
DE do have Mimics to assist, and with a higher Attack Rating would likely have the first turn. So in a game with 15cm (90cm gap between fleets) deployment vs IN, I find my general strategy works something like this;

1st DE turn: AAF towards enemy, and are now ~50cm closer.
1st IN turn: Drift aimlessly forward minimum distance ~10cm closer.
2nd DE turn: Now about 30cm from the enemy, I  move forward, turn and do not fire as Mimics still work. Gap is now 0cm (so we're right next to each other).
2nd IN turn: A smart player would AAF or use Come to New Heading, but this probably won't help much. They can't attack you still.
3rd DE turn: Lock on if possible, turn at start of move and follow poor IN ships in rear arc!

lol have your IN players not herd of torpedoes? Espically with the DE being untargetable for 2 turns now its vitally important to throw up a screen to protect your front. This is also a perfect example of why you should have some escorts to protect your rear, along with whatever attack craft you can muster.

Another funny method of doing this is that since DE ships have Nimble, I have often found myself ~30cm in front of an enemy, and much to their surprise used Come to New Heading to pass them then use both turns to make a 180 in their rear arc. Here you would use leech torpedoes and fire to prevent their turning ability. Damage isn't critical at this moment, just preventing retribution.

I agree this is a very good destroyer tactic I have use quite often with IN and Corsair



@Horizon

Why are Lances and WBs equalized by the within 15cm rule? There already is a range shift, and looking at TheDaR's table you can see that Weapons batteries are around 1.5x as effective as they should be vs Holofields overall. As from a 'Moving Away' standpoint at all ranges 22 WB firepower=11 Lances in efficacy when fired at Eldar ships? Shouldn't this be 33 to 11? I still am confused about the discrepancy.

Lances and weapons batteries received a significant boost to attacking Eldar within 15cm to offset the fact that they got an over 30cm nerf (weapons batteries anyway lances actually got a large boost across all ranges over msm) The point remains that you should now be using your superior speed and weaponry to set up a crippling close range attack instead of bouncing back and forth into and out of range pecking the enemy to death. against certain fleets this will be a problem yes, space marines obviously but also necrons and other eldar especially as they tend to fight the same way. This once again shows why these fleets should have objective based battles, defend this attack that etc, a fleet engagement between 2 Eldar for instance can take all day as they play cat and mouse trying to expose a weakness (which can be a lot of fun especially with lots of terrain)



Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on January 04, 2012, 04:58:10 PM
DE do have Mimics to assist, and with a higher Attack Rating would likely have the first turn. So in a game with 15cm (90cm gap between fleets) deployment vs IN, I find my general strategy works something like this;

1st DE turn: AAF towards enemy, and are now ~50cm closer.
1st IN turn: Drift aimlessly forward minimum distance ~10cm closer.
2nd DE turn: Now about 30cm from the enemy, I  move forward, turn and do not fire as Mimics still work. Gap is now 0cm (so we're right next to each other).
2nd IN turn: A smart player would AAF or use Come to New Heading, but this probably won't help much. They can't attack you still.
3rd DE turn: Lock on if possible, turn at start of move and follow poor IN ships in rear arc!

lol have your IN players not herd of torpedoes? Espically with the DE being untargetable for 2 turns now its vitally important to throw up a screen to protect your front. This is also a perfect example of why you should have some escorts to protect your rear, along with whatever attack craft you can muster.

Another funny method of doing this is that since DE ships have Nimble, I have often found myself ~30cm in front of an enemy, and much to their surprise used Come to New Heading to pass them then use both turns to make a 180 in their rear arc. Here you would use leech torpedoes and fire to prevent their turning ability. Damage isn't critical at this moment, just preventing retribution.

I agree this is a very good destroyer tactic I have use quite often with IN and Corsair



@Horizon

Why are Lances and WBs equalized by the within 15cm rule? There already is a range shift, and looking at TheDaR's table you can see that Weapons batteries are around 1.5x as effective as they should be vs Holofields overall. As from a 'Moving Away' standpoint at all ranges 22 WB firepower=11 Lances in efficacy when fired at Eldar ships? Shouldn't this be 33 to 11? I still am confused about the discrepancy.
Quote
This once again shows why these fleets should have objective based battles, defend this attack that etc, a fleet engagement between 2 Eldar for instance can take all day as they play cat and mouse trying to expose a weakness (which can be a lot of fun especially with lots of terrain)

Xisor, is that you?

Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 04, 2012, 09:42:59 PM
I too got the Xisor vibe.....

Regardless I plan on making the game objective based, although that objective will usually be victory points.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on January 05, 2012, 12:16:15 AM
I'm not sure if being confused with xisor is a good thing or not, but sorry, no I'm not xisor, at least no ones confusing me with sig! I'm sorry that was uncalled for, I have a sense of humor  :P
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 05, 2012, 02:00:35 AM
It's impossible for anyone to be confused with Sig, his writing is always in teal, clearly the most foolproof identification system.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on January 05, 2012, 04:35:29 AM
Hi Andrew,
the only bad thing about Xisor is that he left the bfg community. He only jumps in once a year.

One of his last projects, pretty far in it as well, was hammering out a system like you described there. So, that's why I said it. :)


Dark Eldar fleet selection:
1 cruiser per 3 escorts
1 light cruiser per 2 escorts

following allowed as well: 1 cruiser, 1 light cruiser, 2 escorts.
next level would be: 2 cruiser, 2 light cruisers, 4 escorts
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 05, 2012, 05:09:26 AM
Dark Eldar fleet selection:
1 cruiser per 3 escorts
1 light cruiser per 2 escorts

following allowed as well: 1 cruiser, 1 light cruiser, 2 escorts.
next level would be: 2 cruiser, 2 light cruisers, 4 escorts

Following is decent, but I think your numbers are wrong here..... shouldn't it be 1 Cruiser, 1 Light Cruiser & 3 Escorts?

Xisor is funny that way, but I think many of us disappear for a while. Oddly Xisor is pretty regular on social networking sites, and I had a discussion with him a while back about his Demiurg project. Unfortunately other characters like Ancaris I haven't seen in a while.... poor Portmaw.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on January 05, 2012, 06:33:32 AM
Dark Eldar fleet selection:
1 cruiser per 3 escorts
1 light cruiser per 2 escorts

following allowed as well: 1 cruiser, 1 light cruiser, 2 escorts.
next level would be: 2 cruiser, 2 light cruisers, 4 escorts

Following is decent, but I think your numbers are wrong here..... shouldn't it be 1 Cruiser, 1 Light Cruiser & 3 Escorts?


Yeah.  Unless that's 1 Cruiser per 3 Escorts or Light Cruisers.

Which is kinda interesting, though a little odd.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on January 05, 2012, 07:08:02 AM
No, no, I am right.

1 cruiser, 1 light, 2 escorts.

So 1 cruiser per 2 escorts + 1 light cruiser is an option next to 1 cruiser per 3 escorts.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 05, 2012, 07:24:26 AM
I see. So it will be 1 Cruiser per 3 Light Cruisers or Escorts, and 1 Light Cruiser per 2 Escorts. Since Escorts can count for both, similar to Cruisers for both Heavy Cruisers and Battleships in Chaos, one could have a Cruiser, a Light Cruiser and 2 Escorts.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on January 05, 2012, 12:19:55 PM
one could then have 4 cruisers 3 light cruisers and 9 escorts
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on February 17, 2012, 09:44:19 AM
@TheDaR

Did you play any more games with your Eldar? I was curious if you noticed any changes.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on February 17, 2012, 05:47:44 PM
Had a game yesterday using the Beta 1.6 rules; Necrons vs AdMech.

-The "new" bomber rules are awesome. So much faster to use and can really bust out the damage. What my opponent was doing was shooting up a Scythe, getting me to brace, then hitting me with 12 bombers. That way, the Scythe's armor is 4+ and he was loading on the damage. It was an awesome dynamic.

-I really like the "new" nova cannon rules. They were easy to understand and seemed more balanced. The statistical chance before when the center hole in the marker could be anywhere on the base and do d6 damage pushed it a little over the top in my opinion. Now that there is the d3 possibility in the mix, it seems to work out well. We had a couple of exciting moments of long range Jackal killing.

-The across the board 4+ save of the Necrons made it much easier to remember. I do wonder though, is there a counter balance to this for the cruisers and escorts who seemingly new have a better save while not bracing?

-I have not used a Tombship before and that thing is a monster (not relevant rules feedback, I know  ::) ).
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on February 24, 2012, 02:11:37 AM
@TheDaR

Did you play any more games with your Eldar? I was curious if you noticed any changes.

Sadly no.   Our 40k league returned to it's regular schedule, so it's been a bit harder to get games in, and I've been waiting for the latest revisions to the main rulebook.   I may be able to get in a game this coming week, though.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on February 29, 2012, 07:41:36 PM
Finally got a game in.  Tough to say how different it felt, as it's been about 6 weeks since I last played, so the fine details are a little soft.

The game was at 750 with DE (Torture and 2 Succubi all with Impalers, 6 Subjugations with Torpedoes) vs Chaos (Slaughter, Murder, Devastation with Warmaster, and 6 Iconclast).  When we called the game (mostly due to time), he had 3 Iconclasts and an undamaged Murder, while my Torture and one Succubi were crippled and I had 3 Subjugation left.  So it was 19 to 9 hull damage inflicted, but 12 to 12 hull points remaining.  The DE won on VP, but the Chaos player had incredibly bad dice rolls for shooting the first half of the game, and it could easily have been a closer game on VP.

Somewhat random thoughts: 

Mimic Engines getting 2 turns seems almost superfluous, though that may be due to us having to use a slightly narrower than 48 inch table.  I suppose for certain scenario deployments this might matter, but we've mostly been doing cruiser clash, as several of our BFG players have not really internalized the rules yet (lots of us only play every few months).

Holofield with the range-based modifiers still continue to feel more unhelpful than I'd like.  I don't think I was ever outside 30cm after the first turn of the game, and only rarely outside 15cm, so I got rather little benefit from it.  The only thing that helped offset the absolutely crippling lack of hull boxes was that I could usually at least get to places where only one opponent's ship could fire on me, thus letting the shields do some work.  In a larger game, where the opponent can spread out a bit more and has enough hulls to get some overlapping fire fields, it feels like DE are just going to evaporate.  It's so easy to cripple a DE ship, and once they are, they're pretty easy pickings.

Salvoes of 12 torpedoes from a squadron of Subjugations is pretty ridiculous with Eldar torpedoes.  You're paying for it, but I definitely felt I did more damage with those than anything else.  That said, this was against Chaos with 5+ armor and not SM with 6+ armor like most of my previous test games, which is a huge difference overall.   The Chaos player noted that he generally demolished the SM, while the SM fleet was incredibly difficult for DE to damage, and then in turn, the DE tended to rip up the Chaos fleet.

On the next table over, the SM player went up against an IN fleet.  It was noted that Thunderhawks as Fighter-Assault being able to kill d3 bombers per round of engagement is really just too much.  Leaving pure fighters at d3 and dropping fighter hybrids to d2 seems like it would balance out better.

I'm definitely looking forward to getting a fully revised main book, with all the rules in one place.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: TheDaR on March 29, 2012, 06:38:03 PM
Any progress?  It's been awful quiet the past 6 weeks or so.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Jimmy Zimms on March 30, 2012, 01:50:04 AM
Not to be noodge but where are the BFG:R docs anyways?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on March 30, 2012, 02:01:22 AM
I think this (https://docs.google.com/?tab=wo&authuser=0&pli=1#folders/0B1Nr32u9sF3EYWQxMjcxMmItMGU1MS00NzdlLTk1YTktZWQ2MmIwYjU2ZGUz) is the correct link
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Jimmy Zimms on March 30, 2012, 04:12:34 AM
I think this (https://docs.google.com/?tab=wo&authuser=0&pli=1#folders/0B1Nr32u9sF3EYWQxMjcxMmItMGU1MS00NzdlLTk1YTktZWQ2MmIwYjU2ZGUz) is the correct link

Just a spreadsheet with "Mike's Meals"
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on March 30, 2012, 07:24:33 AM
Here:
https://docs.google.com/?authuser=0#folders/0B1Nr32u9sF3EYWQxMjcxMmItMGU1MS00NzdlLTk1YTktZWQ2MmIwYjU2ZGUz


Plaxor's signature!

You need a gmail account though.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on March 30, 2012, 04:21:55 PM
Regarding Progress,

Yeah sorry about that. It has actually been around 8 weeks since my last update, and the delay is for a few reasons. While I was updating the Core Rulebook I found a major order of actions issue in the Shooting phase. Normally this wouldn't be a huge issue, several times I have had to rewrite a few pages, however this time I had to rewrite the whole section. Unfortunately I have been using a method that doesn't work well with significant text changes. Essentially I have been making an 'image' of each page in Photoshop and then compiling them into one document, this doesn't work well when adding text.

After I finished rewriting the shooting phase I realized that the whole rulebook had comparable issues, and it would be easier to adopt a different process than use the one I have now. Currently I am working on a fully written rulebook in MSWord, which I will then upload into InDesign, without the need for endless layout fixes.

This new change allows me to reorganize the rulebook more heuristically, and move away from the original format. Also, I hope that the use of templates will help me more easily work through the second book. The first rulebook will be in its first edition format by May 7th. I will be posting a first draft of the 'word' version of the rules in a week or two, and I hope that people will be ready to quickly check it for errors.

Other Delays,

One interesting thing to note is Maverick showed up, which proved to be a bit more annoying than helpful. I appreciate that he wanted to help, but he wanted to advertize everything and sort of hijack my project. Conversations with him were distracting for about three weeks before his computer crashed...or something? Advertizing isn't important if you have an incomplete product.

Lastly, I had midterms, and a roadtrip so I took a break. Plus I was feeling a little stressed out with the rulebook, as it is quite extensive. Will post some stuff by next week.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on March 30, 2012, 04:53:03 PM
Glad to know the project is making progress. I think everyone who has had a chance to work with what you have done already appreciate what your doing!
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Seahawk on April 11, 2012, 07:05:11 PM
A bit late to get back to the party here, but just spotted something: Are the broadside batteries on a standard Battle Barge (p.33) supposed to be only 30cm or were they supposed to stay at 45? +15 pts for extra shield and turret that should've been there to start with and -15 range seems like not good. Otherwise, all else seems cheery on the SM front :D

As for the main book:

(p.5) Cruisers/Light Cruisers/Escort distinctions. Is the difference in the name and not the class? Page 5 lists them as different classes, but at least in the Imperial fleets list, none of the Light Cruisers are Light Cruisers, instead being Cruisers. Same with Escorts and Frigates, Destroyers, etc. Just haven't gotten to it yet, I imagine?

(p.9) Support Role. Does this apply to Transport Squadrons? They are technically Escort Squadrons and it doesn't make a distinction.

Under the Shooting Phase, I did not see anything along the lines of which weapon (if multiple, like WB and Bombardment Cannons) hits first/second if it matter, etc. Intentional drop from the 2010? Ahh, later reading has shown it's complete removal. That answers that!

The "Special Qualities" page is repeated.

That's all for now!





Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on April 18, 2012, 04:30:39 PM
Question: What happens when you have an Ultima of the Raven Guard (elite boarding party) and have terminators on board (elite boarding party)? Double elite boarding parties.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on April 18, 2012, 09:30:18 PM
Hum you may have stumbled on an oversight actually.

Honor Guard
Most Chapters maintain special bodies of honored Space Marines with extraordinary experience, given over to form the personal retinue of company captains, great heroes within the Chapter or even the Chapter Master himself. Once per turn you may use the Honor Guard, if your fleet list includes them. All the normal rules for teleport attacks apply, except that they may be used in addition to a normal teleport attack that turn. The player may roll two dice and choose which one to use as the result, including the normal +1 bonus for being Space Marines.

Terminator Boarding Parties
Taken from the elite First Company and wearing the heaviest armor known to man, Terminators are the greatest ship-to-ship fighters in the galaxy. Once per turn a vessel equipped with Terminator boarding parties may use them when conducting a hit and run teleport attack. They roll two dice for its hit and run attack and apply both results, including the normal +1 bonus for being Space Marines. Terminators may be used in addition to a normal teleport attack that turn.

These are the rules as introduced in the FAQ2010, it looks as if the honor guard was removed as an option from the new rules and the terminators were nerfed.

The way the rules read now it looks like a Raven Guard vessel with Terminators would roll 3d6 (1 base +1 for Elite +1 for an additional Elite) then pick the highest. It seems to me that they should be separate as above with the Raven Guard special rule being Elite boarding Party and the Terminators getting their own ?Super? Elite rule. Maybe even if the Terminator section was modified to add an additional Elite attack instead of just modifying the base attack.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 21, 2012, 12:39:28 AM
@Seahawk

The broadside battery range on the Battlebarge is a typo. It will be corrected in time. Should be 45cm.

The Cruiser/CL/Whatnot distinctions will be clarified in the new book, due for release in 3 weeks. They are separate classes and have a few special rules for each type, mostly base size and minimum move distance for turns.

Support role applies to transport squadrons as normal. Thematically the merchant captains would be more confident when escorted by a light cruiser. Also, Light Cruisers are typically tasked with convoy escort. Pirates generally feign from battle with a Light Cruiser, even though a half dozen frigates might be more powerful, CLs are much more imposing.

@Afterimagedan

It would be a wasted upgrade. To reward thematic players, an equipped Raven Guard vessel has an additional teleport attack.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on April 21, 2012, 12:47:23 AM
Ok so termys (elite) ADD one elite teleport attack in addition to the one standard attack and the Raven Guard special rule is they get free termys upgrade then??
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 21, 2012, 03:21:33 AM
No.... here is how the rule should appear on page 71 (30) of the Imperial Fleets 1.6

Terminators
Some Space Marine vessels have the option to carry a contingent of Terminators, elite troopers specialized in hit and run attacks. Only the most ancient and revered vessels carry these warriors. Most Chapters only have a few Terminators, as the armour required to equip them is in short supply, and many Chapters do not have any at all.

Vessels equipped with Terminators are considered to have the Elite Boarding Parties quality. If an equipped vessel has Elite Boarding Parties already, then it may make an additional Teleport Attack in its End Phase.

So only Raven Guard vessels should benefit from the extra teleport attack.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on April 21, 2012, 01:04:02 PM
Ah so Termys modify the base teleport attack to an elite teleport attack and raven guard vessels get 2 elite teleport attacks. This may sound silly but they still receive the +1 to each die as per embarked regiment (and the current rules)? (a roll of 1 and 4 would give you the option of applying either a 2 or 5 to the enemy ship)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 21, 2012, 01:16:12 PM
Exactly, you can build a decent H&R fleet around Raven Guard.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on April 21, 2012, 03:51:03 PM
Awesome. Thanks for up update.  Go Raven Guard!
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 22, 2012, 07:17:10 AM
Update on Leadership Tests.

Been sorting a few things out, made a 'cheat sheet' for vessel types and Leadership Tests. Auto pass/fail bonuses and re-rolls are being replaced by two qualities.

Native/Aberrant Function Rules
Whenever a vessel has the Native or Aberrant Function quality it will specify a Leadership test type, or a specific test. For example, a vessel may appear specifying a test type; Native Function (Offensive) or a specific test: Native Function (Ram).

Whenever a vessel attempts any Leadership Test specified by its Native or Aberrant Function, roll an additional die when making the test. After making the roll, remove the lowest die in the case of Aberrant Function, or the highest in the case of Native Function. Then add the remaining dice together as normal before comparing them to the vessel’s Leadership score.

If a vessel for whatever reason has both Native and Aberrant Function for the same test, the two qualities cancel. The test is made as though the vessel had neither.

For example, a vessel with Native Function (Navigation) attempts to Disengage. When rolling the test, the player rolls 3 dice with the results: 3, 6, & 2. He removes the highest die, 6, leaving the 3 and 2. Then, he adds the remaining dice as normal, and compares them to the vessel’s leadership score.

Squadron Native Function Bonus
Whenever a squadron only contains vessels with the same Native Function bonus all the vessels are considered to have that quality. Obviously, the vessels lose this quality if they are no longer in a squadron, through casualties or other means.

Normally this means that a squadron must contain vessels of only one type (since most types do not share a bonus), however there is some opportunity to mix and match. Since Cruisers and Heavy Cruisers have the same bonus, a squadron could contain both vessel types and still receive the benefit. However, a squadron containing Battlecruisers and Cruisers would not benefit from this.
(https://lh4.googleusercontent.com/-xaZ-PIDejm7l6nzOpe5OxUvzzoysxw57oI3T8JSzXtpor2f2ohWfWlYaV8vdCc_RUZYylYHpr4)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on April 23, 2012, 04:46:18 PM
Are the functions going to be new categories that need memorizing or looking up? I mean, Native Function: Disengage seems much easier to understand instead of "navigation." Will there be lots of these that need memorizing?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 23, 2012, 05:06:22 PM
Hrmmm, I posted a table.... where did it go? Here it is again

(https://lh4.googleusercontent.com/d8_uUk8nxmaEAzIOqNd0rkujyMRiHZdXhHHWbsITaStA7cByC3ukwQw8Y-AXyQH7ttk3JSdlmQc)

https://docs.google.com/open?id=0B1Nr32u9sF3ENy1IeWpfRDJaaU0 (https://docs.google.com/open?id=0B1Nr32u9sF3ENy1IeWpfRDJaaU0)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on April 24, 2012, 10:56:26 AM
whoa, make sure it isn't getting to muddied.
One thing in which BFG excelled was the straightforward of the basics.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 24, 2012, 07:17:46 PM
Now thinking about it, Citadel will be merged with ground. Heavy Cruiser will just be deleted.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on April 24, 2012, 11:31:12 PM
So what will Offensive and Defensive native function do? Will we potentially0 have modified leadership tests for every ship?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 25, 2012, 01:19:37 AM
Roll an extra die for the test, then remove one before adding the result together. Like 'cold blooded' from fantasy.

So a ship with Native Function (Navigation) would roll 3 dice when making an All Ahead Full test, then remove the highest of the 3 die.

For example, a player rolls 3 dice getting the results of 2, 5 and 3. He would remove the 5 from the result before adding the other two dice together, and comparing them to the Vessel's LD stat. In this case the result would be a total of 5 (2+3).
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on April 25, 2012, 03:43:57 PM
I see how it works but will all ships have some type of native function?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Seahawk on April 25, 2012, 03:53:12 PM
Egh...I'm not a fan of any of this. As Horizon said, the straight-forward application of rules to gameplay has always been a high-quality aspect of the game. This kind of "native/aberrant" junk just seems to make a mess of things.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Jimmy Zimms on April 25, 2012, 04:27:28 PM
conceptually here I see what is being attempted and I like the idea however as others have said I think it fails the old engineering maxim, the 2 beers test:
"if I can pound two beers and it still makes sense when explained, it is probably simple / well thought out enough"

perhaps it is just the wording that makes it hard to swallow. maybe something more like "able" instead of "native" works better but IANAWS (I am not a wordsmith :))
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on April 25, 2012, 06:06:24 PM
I think the Native and Aberrant (maybe a different word could be used) function is a great idea, I just worry about it being cumbersome if every type of ship has some form of it.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 25, 2012, 08:09:04 PM
You would only have these abilities when squadroned. So they would rarely come up, outside of escort squadrons.

This seems complicated because it is new, it is actually quite simple. I think Horizon was referring to the numerous ship types, really this chart just writes everything down.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Seahawk on April 25, 2012, 08:23:03 PM
I always play with squadrons, so these rules would always come up ;)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Dan_Lee on April 25, 2012, 08:32:20 PM
I've finally got around to looking at BFG:R. For some reason I've avoided it - I think I was under the impression the R stood for "role-play".

I've skimmed through your (Plaxor's) posts in this thread (sorry couldn't read everything) and I've skimmed the PDF's. I think you're doing a great job.

I'd like to help out so if you want to delegate me a task or two feel free.

On what I've seen so far:

Introducing the special qualities was a brilliant idea.

Where are the tyranids? Their weapons are defined in book 1 I believe but that's it.

Your native and abberant mechanic sounds good in principle, but I fear it is over-complicating things. I'd drop it, but if you insist at least drop the type and super-type stuff. If necessary just give the rule twice (once for each check that applies). It will be less elegant but easier to remember.

What I'm about to say will sound bossy and/or arrogant and that's not my intention (I just can't find a better way of putting it), but here goes: I think the project should be broken down into the following steps, both to make it easier on you and to ensure the community gets the best benefits from it sooner rather than later:

1) Produce a core rule book which is just the rules you need to play a game that incorporates the old rules and the latest FAQ.
2) Produce a separate document for each race (makes it easier for future updates) that again is just the rules you need to play a game.
3) Produce other books (campaign rules, how to paint/model, etc.) only once the rules are done.
4) Go back and add in or make major changes to the core rulebook and races as needed.

I in no way want to hijack or interfere with your project - just offer constructive criticism and my help.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 25, 2012, 10:38:29 PM
Hrmmmm... I was considering listing it out multiple times. The mechanic already exists, but it seemed redundant to say multiple checks....

Perhaps the easier thing to do would be: Native (Disengage, Asteroid Fields, etc.)

Dan Lee, I know what you are getting at, I don't plan on working on the campaign or construction rules until everything else is done. My plan is to finish the core rulebook in the next two weeks, then continue on to the fleets thereafter.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 25, 2012, 11:06:36 PM
A bit of commentary on Native/Aberrant functions:

The reason why I chose to add this mechanic wasn't to add some new element to the game. In fact I added it to simplify and group several similar mechanics, eliminating the need for 'situational' and explanatory text for each. The main instances were racial special rules, see here:

Demiurg and Tyranids have a special rule for LD tests when navigating Celestial Phenomena.

Eldar have a rule for Ramming, and one for Warp Rifts.

Orks have a rule for All Ahead Full.

Dark Eldar have a rule for Come to New Heading.


Other than that, there was a rule for escort squadrons and Celestial Phenomena (which we changed to a type bonus).


To simplify all these rules, I use the Native/Aberrant mechanic, forcing them to all work the same. There is further benefit from this rule as well, particularly for slow fleets, and to squadroning Capital Ships (most don't like to).

Orks: Native (All Ahead Full, Come to New Heading, Ram, Asteroid Fields)

There are a few reasons for this, mainly the loss of 'auto-pass All Ahead Full' orders, but also their 'slow to turn' nature and weak side weapons. Also, Orks are a pirate fleet (in most circumstance), but most players fear going through Asteroid Fields due to poor leadership and few shields.  Generally, you could assume that Orks would be fans of crazy maneuvers at high speeds.

Eldar: Native (Asteroid Fields) Aberrant (Warp Rifts, Ram)

CWE: Abberant (Warp Rifts, Ram)

Dark Eldar: Native (CTNH, AAF, Asteroid Fields), Aberrant (Warp Rifts, Ram)

Demiurg: Native (Disengage, Asteroid Fields, Warp Rifts)

Necrons: Native (Disengage)

Tyranids: Native (Asteroid Fields, Warp Rifts)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on April 26, 2012, 01:15:59 AM
In that sense, Native and Aberrant Function is a great way to make it part of the BFG:R special qualities type thing. Great idea. I was just worried when I saw the chart and most ship types had a native function. I personally am always squadroning cruisers and almost feel naked NOT doing it. I am just worried about the "offensive" and "defensive" ones on the google doc you uploaded.

Would two Lunars are squadroned, would the get bonuses to BFI? Is that what you are going for?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 26, 2012, 01:51:14 AM
Yes.

Another option is to drop its connection to squadrons, and not give it to Capital ships.

Instead, 'Native/Aberrant Function' would only apply to the three escort types. The ability would be ignored if not everyone in the squadron had the ability. No need to clarify about squadrons having all the same vessels and such. This works fine since Escorts must be squadroned, and you would only gain the benefit from squadrons of all the same type.

How do you feel about that?

Perhaps we could mix the two effects, or give something to characters. A character option would be a selection of one quality, or just automatically gives the vessel one depending on its type.

This could be seen as; secondary commander on a CL gains a bonus to all navigation type tests. One on a Battlecruiser gains it to offensive tests (etc.)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on April 26, 2012, 02:16:58 AM
BAH. There is the killer idea right there. Not on capital ships unless you have a special character type that can provide that bonus. Would it be a character idea you would buy on top of an admiral kind of like Eldar (MMS) buy Farseers which give them a reroll?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on April 26, 2012, 02:30:00 AM
Likely. Orks already have Looted Torpedoes. Why not something like:

After assigning characters to your ships, each selects a Native Function which applies to his ship/squadron (so long as he is alive).

Could be free or for a cost, or be predetermined depending on placement.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on April 26, 2012, 03:13:45 AM
That's a great way to do it.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on April 26, 2012, 03:36:33 AM
I have always been a fan of removing the cost behind fleet commanders and adding optional bonuses, this could be a viable option here. By removing the cost of the fleet commander and instead basing the leadership value off of the point value of the fleet you represent the player as the commander in the same way as the campaigns and you open up points for players to choice extras such as you mentioned. For players that may want to represent a small fleet with high leadership commander you can add the option to upgrade the leadership.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on April 26, 2012, 04:06:41 AM
:) I have no idea why the terms native & abbarant should be introduced, they look complicated. ;)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Dan_Lee on April 26, 2012, 08:24:01 AM
It sounds like native and abberant are a good way to summarize the already existing 3d6 and auto-pass Ld tests. The pitfalls seem to be grouping too many together at once and therefore introducing categories people have to remember, and the names native and abberant themselves. Perhaps "affinity" and "aversion"?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on April 27, 2012, 04:01:24 AM
Native and Abnormal?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Seahawk on April 27, 2012, 04:26:40 AM
Or even "Easy" and "Hard".
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on April 27, 2012, 05:09:41 AM
Natural and unnatural add a touch to it while keeping people from checking the thesaurus just to know what we're talking about. Maybe just make them natural and unnatural affinities it may be a bit more to spell but it's straight forward. This is also something I would just put in the appropriate ships profile unless your only going to have a handful in which case just put them in with all the rest of the rules and give each one it's own name (elite navigators or some such for example).
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on August 17, 2012, 08:27:44 AM
Hello all,

...and all that could have been...

http://www.battlefleetgothicrevised.com/

Quote
The End?
I come to you now solemnly, I fear that I have come to a crossroad and have chosen to put the Revised project on indefinite hiatus. There are a number of reasons why I came to this decision, the foremost being that I cannot complete it in a reasonable amount of time. I estimate that completion of the core rulebook would take around 200 hours of solid work, and at my current rate of 2-3 hours per day, this would be around 4 months from now. To complete the fleet rules as well would take an additional 6-10 months. Unfortunately this is far longer than I would like to devote to the project, and more hours is impossible without me forfeiting something else in my life. I had hoped that I could perhaps find funding through donations, but this wasn't the case.

Remember that people who design game systems usually spend full time on the projects, and consist of a group of 3-5 people actively working on it. In a sense what I had hoped to do was a bit quixotic from the start. Although I would very much love to complete BFG:R and I adore the game itself, I must discontinue my work in the interest of furthering personal goals. I am quite disheartened having to abandon the work I have already completed, and hate to disappoint BFG:R's loyal fans, but unless something changes it is no longer plausible to continue.

I know that  BFG:R remains widely unknown, mainly due to my decision to avoid advertizing the system until complete, and that there was a possible route to it becoming widespread and perhaps even recognized by GW. Since I am still somewhat on the edge, I give it to you, the fans, to choose if you want me to continue the project.

<zip>

Regardless of outcome, I would like to thank you all for your support, and I hope that you enjoyed my current works. All the best,

Plaxor

Another project bites the dust?

After the end of the Maverick project (Battlefleet Chronicles) another big fan project comes to a halt.

And I again the scope taken was to high.

Is their a way to go back to the core of what Revised is?

Release a pdf with the point cost/stats we as a forum debated/voted for?
And a small addendum with the rules we agreed upon (eg the changes to what BFG is).

Plaxor & Afterimagedan,
that should be available, right?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on August 17, 2012, 01:27:27 PM
Sad :/ but with so many changes there were bound to be problems :/. Hopefully the work put into this will help to see at least a portion of the original goal acheived :).
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Jimmy Zimms on August 17, 2012, 04:19:02 PM
1. It might be nice to see the documents preserved here on the boards (with permission of course) if only for historical purposes and maybe to inspire new efforts
2. It might behoove us to perhaps take and cherry pick items from it as a smaller revision for possible "house rules" document. For instance The Fleet section in the Core Rules has some very nice additions that could be easily be lifted.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Talos on August 31, 2012, 04:01:17 PM
I agree with Zimms and Horizon; even if nothing else is kept the ship revisions were simply ideal; although I did quite like the new escort rules...
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Jimmy Zimms on August 31, 2012, 05:32:50 PM
I agree with Zimms and Horizon; even if nothing else is kept the ship revisions were simply ideal; although I did quite like the new escort rules...

Yup. The stuff with raiders/destroyers so they actually have a point was pure gold IMO. I also liked the reworked holofield rules as it helped reinforce the way to play fluffy Eldar. My opponents here took to it right away despite being a change to the ability of the ships the general consensus was, "if you're an eldar player and get caught within 15 cm you deserve to get creamed".

OTOH, the whole native and abbarant stuff needs to be left in the dustbin. :D
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Talos on August 31, 2012, 08:59:11 PM
While were on the subject, what does everyone actually use for rules? From what I have gathered, there is a few weirdoes :P that use blue book/armada only, but most people use faq 2010. But then some people use 1.0 blast markers, some use house rules and some use parts of BFG:R!! And then some people use BFG:R straight up, even if its no complete yet. What is the generally accepted "most common" ruleset?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on August 31, 2012, 09:57:36 PM
What you just posted. The majority of people ive seen use some sort of house rules that pick and choose the rules that make the most sense to them/ their group.

For instance with your blast marker example I use a mix of old and new. Blast markers are placed in los then wrap around unless there are ships in base contact, if they are in base contact the bm can be placed so that it touches both ships but only if the point that the bases meet is in range arc and los, no shooting two shields off two cruisers with one ship in other words. Also blast markers only block los if a straight line between both ships stems crosses said marker. Ordinance can move to a point where blast markers are not touching the base to attack a ship if it is obvious that they have the movement but if it takes you more than 10sec of measuring to verify im calling bs and making you roll for passing through.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Jimmy Zimms on August 31, 2012, 10:28:14 PM
Perhaps we should start a house rules thread folks and keep this one OT?
I'm actually very interested in hearing other peoples rules and application thereof, especially AndrewChristlieb's.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on September 01, 2012, 05:33:02 AM
I also liked the reworked holofield rules as it helped reinforce the way to play fluffy Eldar. My opponents here took to it right away despite being a change to the ability of the ships the general consensus was, "if you're an eldar player and get caught within 15 cm you deserve to get creamed".
Those Eldar rules will never be lost. As BFG:R used an almost 1:1 carbon copy of the settled Eldar MMS v1.9b ruleset. (An upload link will appear monday).

As for rules being used:
We use the same blastmarker rules as Andrew, except with us you may never place the BM how you want. The bm is placed in direct LoF, subsequent markers are placed so it fans out left/right.
Actually, we just use, the plain old, better, v1.o original rules of blastmarkers.

Plus Eldar MMS 1.9b is being used ofcourse.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on September 01, 2012, 12:28:06 PM
Well, the blast marker thing isnt really "where ever you want" its a very specific place ;). I find this to be a good balancing feature against ordinance heavy fleets as it makes them think twice about launching massive combined waves or salvos of torps point blank. At most your usually just moving the center line a very short distance to the side and if your talking a multi shield ship your likely to knock the shield off of at least one other ship in base contact by the time the second blastmarker is placed anyway, the other thing to remember is that with how i play it if you cannot run a ruler from the stem of the firing ship to the point the two bases touch you cant place the marker there. That means you have to be between the two ships (this point creates a 45 degree arc on both sides of the ships you must be in to hit it just like a closing or abeam arc)  if your ruler clearly hits one ship first then the blast marker can only be placed touching that ship (you shouldnt even need to check really its typically pretty obvious). I very rarely run into an issue with this anyway as most people i play with dont try and get their ships that close if theyre within firing range, the obvious exception being some escort squads but if you put your torp escorts in a spot that they are a better target than a capitol they deserve to get hosed :P.

I am interested in hearing why some people are so opposed to placing blast markers in such a fashion, considering that I dont see how theres really a reason not to.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on September 01, 2012, 07:36:32 PM
lol, I think we do the same in effect. but say it different.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: boreas on September 05, 2012, 05:49:34 PM
First of all, hello to everyone! I'm sorry to barge in (pun intended!), but I'm getting back into BFG and am exploring the different rulesets now available! BFG:R seems really interesting, but I'm not sure if I should use the 1.5 (alpha) document or the 1.6 (beta) document as the latter seems to be missing things like the critical damage table...

Thanks in advance!
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on September 07, 2012, 06:38:07 AM
Link to Eldar MMS v1.9b
Eldar MMS v1.9b (https://docs.google.com/open?id=0B-aXA8fc5AQ8T0pOTmliYmIxR0U)
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on September 10, 2012, 06:45:01 PM
The BFG:R blog/site is gone.  :(
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Cneo on September 10, 2012, 06:54:36 PM
The BFG:R blog/site is gone.  :(

The guy was looking for some funds, right? I was going to donate something because I really like this project...so I hope it will be online soon.  :-[

Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Jimmy Zimms on September 11, 2012, 03:34:55 PM
I will advocate, again, that we post the final documents (how much longer before the Google Docs are removed? I know many people here have personal backups of them but the point still stands that the "official" location is offsite) here as attachments and lock the thread for posterity. A note about these being the final state of the development and that they are here to record the development effort for future generations of players. Put a note that if he complains on the fact we're rehosting them then SG Forums is happy to remove them upon request.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: CyberShadow on September 12, 2012, 02:18:27 PM
While I am more than happy to host these, I am not prepared to do this without the authors permission to me personally.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Thinking Stone on September 17, 2012, 04:22:21 AM
Hello,
I agree with these sentiments, as (from personal experience) it can be hard to find out what the current BFG thinking/development is without a centralised collection of documents, especially if one has been ‘out of the loop’ for a while (as I often am with busy life…). I also think this would be really good for new people to get into the current scene of BFG—somewhere clear and simple to go for the latest and ‘most official/well developed’ material beyond GW’s online rules. This way, more people will like coming here and hopefully more people will participate in our discussions to make BFG even better!

Thinking Stone
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on September 17, 2012, 08:17:47 AM
Site is available again by the way but Plaxor has never responded to my mail.

Oh Plaxor, where are thou?
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on October 02, 2012, 06:06:07 AM
So... still no word? We should really attempt to continue the original vision of this, even if it means starting over the core fleet books still should be rebalanced.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Talos on October 02, 2012, 03:15:52 PM
I would be willing to contribute time and opinion, if other people were interested. Recopying, rewriting and whatnot. Due to the fact that I am a newb, however, I doubt anyone would give a shit about my opinion, however ;D...
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on October 02, 2012, 06:51:52 PM
Take the flawed ship thread and derive all ship changes from it and compile it into a pdf.

No work in rules, only ships.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on October 02, 2012, 07:53:47 PM
Exactly, the rules should be the last thing worked over compleatly. They have issues but most of their problems derive from the flawed ships. I do like the idea of giving each faction their own book tho, like a codex -the fluff. So all existing ships and varients should be reevaluated and priced correctly then put into a a single list with race specific rules at the beginning and multiple fleet lists at the end. Basically as they are currently setup but revised... :D.
Title: BFG:R ship fixes
Post by: Talos on October 03, 2012, 04:38:30 AM
So I know that people are overall happy with the fleet changes in BFG:R, what ships are still not proper? My thoughts on IN at the very least:

-Armageddon: Why is its range reduced? It seems to work fine at 45cm, never seemed overpowered.
-Oberon: Why is this still expensive? I don't even need to list the problems with it...
-Hydra: If someone can see the point in it existing, please inform me.
-Chalice: Love this ship from rogue trader, but abilities do not seem to match fluff whatsoever. It is supposed to be fast, dangerous but prone to plasma ruptures under fire.
-Vanquisher: Even if it costs more, this ship should really have all 60cm and str 9 torpedoes.
-Enforcer: Not really a problem, but 9 times out of 10 it is better than equivalent dauntless for same cost.

As for other human factions:
SM
-Venerable Battlebarges seem really weak; you pay a lot to broaden your horizons (see what I did there? :P)
-The Seditio still seems like a BB on steroids
-The Vanguard seems like a piece of crap. Just me?
-The Nova should have the same speed as the Gladius

AdMech
-They should have access to the dominator, not the tyrant; range increase is irrelevant for tyrant.

Anything to add or explain, community veterans who first worked on this project? :)
Title: Re: BFG:R ship fixes
Post by: horizon on October 03, 2012, 05:47:22 AM
Hey,
the original thread:
http://www.forum.specialist-arms.com/index.php?topic=2007.0

Changes/ideas got put forth by anyone.
Voting decided which changes got ammended.
So majority decides.

(the Eldar changes are based on msm, before Plaxor started on full rule revision including mms).
//

What do you mean with range drop on Armageddon? You mean Apocalypse?
-> Read the special rule change, elegant.

Oberon:
355 pts for 60cm allround weaponry. Official is 335 (iirc) with 45cm batteries. Good change.

Ofcourse I go by thread, not the wip pdf's Plaxor posted.


Title: Re: BFG:R ship fixes
Post by: Talos on October 03, 2012, 02:43:49 PM
Are Plaxor's PDF's not "legit" as we say in street parlance? I always though they were, so the armageddon having 30cm broadside lances really bothered me. The thread link is appreciated, btw, but that was written years ago already. I would be suprised if the community was so stale that no one had any improvement/revisions/recommendations since then ;). I have heard a lot of people complain about a chaos cruiser...the inferno or something? Things like that should be dealt with before we make the BFG:R ship changes closed and done, IMO.
Title: Re: BFG:R ship fixes
Post by: horizon on October 03, 2012, 07:37:52 PM
Why should it change that thread is from a while ago but the ships in it ages old. I haven't change my opinion on the ships.
eg Perhaps I do not agree with all outcomes in that thread but have no issue with the process back then.

What Plaxor started changing afterwards I dunno. And I suspect typos in the documents as well. Can't imagine why the Armageddon dropped range,
Title: Re: BFG:R ship fixes
Post by: AndrewChristlieb on October 03, 2012, 09:23:32 PM
Iirc the armageddon range was a typo. 45cm broadsides and 60cm dorsal should be correct.
Title: Re: BFG:R ship fixes
Post by: Talos on October 04, 2012, 07:44:48 PM
Thank goodness about the armageddon. What about the fleet lists? Has anybody looked at those? I know the imperial ones are pretty odd, and the tau are perfectly segregated. Are all the other fleet lists playable?
Title: Fleet Points; What do they do?
Post by: Talos on October 10, 2012, 12:41:30 AM
Quick question for the grizzled veterans,

Attempting to rip apart BFG:R for useful material, have stumbled several times upon references to fleet points. As in, certain amount of a ship per fleet point or such. What are these fleet points? Since certain more revised lists do not have them I presume they were abandoned during early development, but to use the material I must know what they originally represent. Based on intuition, my guess is that a fleet point is worth 750pts, but that is just a guess and if you helped with BFG:R development, I would dearly love if you helped me.
Title: Re: Fleet Points; What do they do?
Post by: horizon on October 10, 2012, 03:20:06 AM
Hi,
I rather see this question in the BFG:R thread, so I merge it.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Talos on October 10, 2012, 03:56:02 AM
Fair, but do you have an answer? :P
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on October 10, 2012, 05:19:55 AM
Hey,

no idea.
As said: most on here helped/worked on ship stat/cost revision and not on rules.

You could pm afterimagedan as he was more closely on the development afterwards.

Plaxor himself is missing.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on October 10, 2012, 03:20:57 PM
Ya his facebooks even gone :/ Twitter and g+ are still up tho so maybe he just shut the fb down.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Talos on October 10, 2012, 08:43:50 PM
Possibly, but I think it's more likely he has been killed and replaced by a doppelganger, a form of pseudo-plaxor that is seeking to lure us into a false sense of security before making BFG:R, battlefleet gothic revisited featuring guest authors T-Pain and Ashton Kutcher. Oh what dark days ahead...
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on October 12, 2012, 03:58:00 PM
I would really like to get the BFG:R PDFs done so people don't have to "rip apart" the files to make it happen.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 01, 2013, 01:05:51 PM
Strange.... didn't close my Facebook.... people talk about me like I'm some sort of ethereal monster.

Fleet Points were a mechanic that I was experimenting with, in theory it was going to maintain fleet purchase restrictions whilst giving them a bit more fluidity in their purchases. It was only in a concept phase, and so only appeared in a few documents.

If I recall correctly, for every 500 points of your fleet, you would have 1 fleet point (it might have been smaller), and so could include restricted vessels, Nova Cannon etc. A good example of the fluidity/maintenance of restrictions was the fact that you could take a GC without cruisers in 750pts (escorts or such) but you still could only take 1 at that level. I found the buy two get one system forced fleets to be a bit too symmetrical, and didn't really make sense.  IN GCs in the eastern fringes are often leading groups of escorts without any 'expensive and new' cruisers around.

Another part of this had to do with the way victory conditions in scenarios would work. Fleet points would represent how difficult the mission was (how many transports you had to get across). Also, the ally/reserve system forced something like it to exist to prevent list abuse.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Talos on January 01, 2013, 07:40:38 PM
Plaxor...the man, the Legend!

Can I assume we have you are interested in our pet project, also know as the extension of your pet project?

It would be really cool to continue to have your input on this, buddy ol' pal.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Plaxor on January 01, 2013, 09:36:25 PM
I'll be around. It's interesting you guys went back to voting for everything. Seems a bit tedious.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: Sigoroth on January 02, 2013, 02:40:17 AM
I'll be around. It's interesting you guys went back to voting for everything. Seems a bit tedious.

Indeed. Much simpler for everyone to just do as I say.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: horizon on January 02, 2013, 04:01:02 AM
With a veto option for me. ;)

Hi Plaxor.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: AndrewChristlieb on January 05, 2013, 02:20:15 AM
Strange.... didn't close my Facebook.... people talk about me like I'm some sort of ethereal monster.


Yup, Ethereal.
Title: Re: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
Post by: afterimagedan on January 19, 2013, 01:10:13 PM
I'll be around. It's interesting you guys went back to voting for everything. Seems a bit tedious.

Tedious but fair.