@Vaash
You still aren't getting the point. It was a LUCKY hit that caused the damage. Luck not skill. You say you are against lucky dice rolls when it comes to SO yet have no problems with lucky weapon hits (criticals). Luck will always play some part in warfare.
Yes, lucky hits can win a game. Just like what is represented by rolling dice and critical hits. Lucky hits are still represented in the game and you can get a wide range of results from abysmal failure to statistically average to astounding success. Over the long run, these dice rolls even out. You don't fault me for allowing for luck in gunnery, do you?
On the other hand, all that Ld checks for SO do is screw your strategy. They make it so a brilliant strategic player can still lose due to bad luck. It's like having to roll dice to move pieces in chess. It's the main strategic element of the game and it's overridden by pure chance. Our change makes the strategic part of this strategy game based solely on strategy. I can argue 'realism' in a fictional universe with you forever, and GW changes it's universe to fit its games all the time. What specific problem do you have with the order pool system we have created? Let's talk gameplay and balance.
Ok, you posted a table. It's completely nonsensical. Why are bigger ships lower LD? Why do nids get +1? Typically greener commanders are given smaller commands not larger ones.
In our system, Ld tests are utilized for navigating celestial phenomenon, picking targets out of squadrons, disengaging, and going on alert. Different sized vessels have different sized crews. It's harder to get 80,000 people to work together than 20,000. It's harder to squeeze a BB between asteroids than it is an escort. The Ld values are based on the difficulty in coordinating the effort to successfully navigate between rocks, get everyone to battle stations, ignore threats and shut off all systems so you can float away based on the size and crew compliment of the ship. The commander's actual ability at command are represented by the number of orders they bring to the fleet.
Orks get -1 because they are much worse at coordinating and aren't natural spacefarers. Eldar get +1 due to their skill and technology. Marines get +1 due to discipline. Tyranids get +1 because they are space creatures and are naturally adapted to their environment (and have the hivemind).
But that table isn't far harder to memorize than the table you use to roll Ld, is it? In fact, it's nearly identical just without the need to roll dice. So who's pretending? And it's much easier to look at the board and know that an Imperial cruiser is Ld 7 because of what it is than to have to go to your roster and check to see if the Lord Daaros is Ld 7 or Ld 8.
With regard to turrets, if you wish to cheat, this is the easiest place to do it in the game. Its the 'tracking torpedo' situation where a player throws bombers at a ship, turrets fire, and magically all the torpedos launched happen to be targeting that ship as well. This can be done through rules lawyering or slight of hand. It's cheating, to be sure, but it's a weak spot I've seen exploited by known cheaters repeatedly.
Tau ordnance wins through VOLUME, ordnance speed and the ability to redirect torpedo salvoes. The extra attack or two lost per turn isn't going to amount to crushing the Tau's hopes of victory. They are still a very viable fleet. Even more so that they can RO reliably. This is especially true since fighter screens and CAP really cuts down on how much this can happen, especially at long range.
From what you've posted it sounds like your are fairly new to BFG and you are having a knee jerk reaction to either misreading the rules or anomalies on the table.
This is fairly insulting. Obvious troll is obvious. I purchased the BFG starter set the week it was released and have been playing it whenever I've had a gaming group that was willing ever since. I still have a copy of the original rule book. You don't know anything about me. Perhaps I have more games under my belt than you and so I have seen the things that I'm concerned about quite a bit more. If you care about what I'm doing, stop flaming. If you don't, go away. So far the only argument that you've got left standing is that you like having your strategy dominated by luck because you believe it's more realistic. As I've said, you have other options. Play BFG:R instead when it comes out.
But I'm keeping the Elite Cadre H&R idea.
@Horizon
I don't feel attacked when people don't like my ideas. Seriously, after the abuse I received in the BFG:R forum for not swallowing the kool-aid, I know what I'm in for here. And if I prove that someone who disagrees with me that I'm right, it's because I'm too stupid to understand their brilliant argument, right?
Besides, I'm not the one losing my cool.
Regarding AC:
I don't want AC to be more powerful. That's why these rules nerf them a little bit.
Your math is off. In the original rules, 4 bombers have 16 attacks max (not 12), while in my rules they have 10 max.
But these are extreme examples, aren't they? Vaash has an Emperor with 5 turrets and not one shoots down a bomber? Lets talk averages.
Average attacks 4 bombers vs T1
Original Rules: 8.75
Our Rules: 6 attacks
Turret Suppression: 8.75 (0 fighters)
My rules average fewer attacks.
Average attacks 4 bombers vs T2
Original rules: 5 attacks
Our rules: 4 attacks
Turret Suppression: 6 attacks
My rules average fewer attacks.
Average attacks 4 bombers vs T3
Original rules: 2.5
Our rules: 2
Turret Suppression: 4
Average attacks 4 bombers vs T4
Original Rules: 1
Our rules: 0
Turret Suppression: 3
So, just by average number of attacks, do you still think that these new rules are a big boost to bomber strength?
The beauty of these rules:
Fewer average attacks. Ordnance gets a slight overall nerf so that gunnery is not overshadowed.
Greater possibility of damaging high turret targets. BBs are still vulnerable to bombers, but they will only take a few attacks. No more threat to BBs than Turret Suppression.
Ships with fewer Turrets have a better chance of survival.
Everybody get's what they wanted out of bombers. Ordnance isn't overpowered but BBs can still be damaged by bomber waves.
what do fighters do in your game?
Kill enemy ordnance.
more re-rolls = more luck. You wanted less luck, so why this?
Re-rolls can alleviate bad luck. But I like Vaash's idea better. Roll 2D6, pick what you want. This gives players some control over what systems they shut down and therefore a layer of strategy to H&R attacks that are normally completely random.
regarding boarding
whoa, lotsa dice. Not keen on your mechanic. (Not that the official mechanic is good).
The official mechanic is ridiculously abstract and allows for ships that realistically should be at a disadvantage to be at an advantage. I also really don't like victors always coming away with no damage. This system fixes both problems, the number of dice needed can be quickly calculated, and usually you're only comparing 5-10 pairs. The rest of the dice are ignored. It works faster than I had originally thought it would.
But, it can be a lot of dice. I boarded an undamaged Emperor once with 3 damaged Chaos cruisers, and that was a lot of dice. However, the majority of boarding actions we've had are between damaged ships and so that limits the number of dice involved. Usually there are under 20 dice being rolled total. You can roll more than that firing a Carnage squadron off. We also play 40k, so we aren't shy at rolling large numbers of dice. These boarding actions require nothing anywhere near the number of dice rolled in even an average sized assault in 40k.
There's no point going into the specific fleet rules until some sort of consensus is formed on the main system changes. If you don't agree that our order system is a good idea, then you'll throw out what we did with Tyranids and Eldar at first glance.
Seriously, to all 3 of you. What do you think that using SO as a resource as proposed will remove from the game? How does removing random chance in this particular section make it a bad game? You have all expressed that you don't like it, but there haven't been any concrete reasons as to how it makes for a bad game.