November 01, 2024, 01:22:42 PM

Author Topic: Space Marine Fleet ER  (Read 91113 times)

Offline Admiral_d_Artagnan

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Re: Space Marine Fleet ER
« Reply #345 on: August 10, 2011, 12:00:51 AM »
Yep something like that but not necessarily my rules. The idea is to separate the shield penetration from the armor penetration. I don't see how BFI should improve it since shields aren't really part of BFI-ing as the rules just absorb the successful hits automatically. Necrons might be affected directly or indirectly is BFI improves on the shields. If it is incorporated, a change in the BFI rules should be inserted.

Offline fracas

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Re: Space Marine Fleet ER
« Reply #346 on: August 10, 2011, 12:44:43 AM »
Bfi as in divert power to shields from weapons

Offline lastspartacus

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Re: Space Marine Fleet ER
« Reply #347 on: August 10, 2011, 11:03:42 AM »
I've been looking for a good way forever to seperate shields from armor.  Never found it though.  Just assumed shields augmented existing armor.

Offline RayB HA

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Re: Space Marine Fleet ER
« Reply #348 on: August 17, 2011, 12:56:09 AM »
You have a weird logic. Shields are 'hitpoints' that comeback if the blastmarker goes away.

Imagine you can cause 1 point of damage every turn for every 100pts in a fleet. If you're playing 500pts you can only cause 5 points a turn, against 2 shields that'll be reduced to 3. In a 1000pt game that'll be 10 points a turn, so 8 hits against 2 shields. Note that 8 is more than double 3. Even though there are more targets to shoot at, you can focus your firepower meaning that shields become less potenet in larger games.

Cheers,

RayB HA
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Offline Sigoroth

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Re: Space Marine Fleet ER
« Reply #349 on: August 17, 2011, 03:48:25 AM »
Imagine you can cause 1 point of damage every turn for every 100pts in a fleet. If you're playing 500pts you can only cause 5 points a turn, against 2 shields that'll be reduced to 3. In a 1000pt game that'll be 10 points a turn, so 8 hits against 2 shields. Note that 8 is more than double 3. Even though there are more targets to shoot at, you can focus your firepower meaning that shields become less potenet in larger games.

No, they don't. Yes, with larger games you can focus more fire to get past shields and mitigate their protection. But that just means that you need to focus more fire. So let's say you can do 10 hits in 1 turn. Against 1 shield Strike Cruisers that will mean 1 destroyed cruiser and 1 more with 2 hull damage, nearly crippled. Against 2 shield cruisers that means just 1 destroyed cruiser. Essentially this translates as reducing some of the focussed fire to the equivalent of incidental fire. Speaking of which, not all fire is focussed. There is usually some incidental fire involved. The larger the game the more incidental fire there will be. The extra shield protects against this. Shields are very valuable in larger battles, just not so much to the primary target.

Offline horizon

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Re: Space Marine Fleet ER
« Reply #350 on: August 17, 2011, 04:01:35 AM »
Like that ^.


Offline Caine-HoA

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Re: Space Marine Fleet ER
« Reply #351 on: August 19, 2011, 11:23:26 AM »
Additionally it doesnt make sense to focus all fire on one target. Because that target will propably be on brace for impact. The More ships you get to brace the less return fire you have to take. So in my opinion its a better strategy to spit fire at big games (even more because crippling a target is enough to reduce its firepower, you dont have to destroy it).

Shields are the best defensive stat in small as well as in big games. And its a big difference if you have 1 or 2 or even 3 shields, the more shields the more weapon power you have to focus on a target to get a result.

Offline fracas

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Re: Space Marine Fleet ER
« Reply #352 on: August 19, 2011, 11:27:03 AM »
The optimal ratio of force applied per target wouldn't change much once past 3 ships per side ( equivalent points)