Bump
@Sigiroth
Part of the rationale behind streamlining BFG has been to make large and small scale games more playable (think BFG Apocalypse). The existing leadership system puts a damper on playing bigger games. It also punishes escort squadrons unfairly. This is a big reason that almost every gaming group plays at 1500pts. Its the sweet spot where the Ld rules arent burdensome. We want to open that up a bit.
Another thing about larger games is there are more ships, and usually in the same space. Its easier for ships to get crowded when fighting. More crowding means less disengaging, more dying ships and hulks, more exploding ships, and more WDIs. The chances of WDIs, or explosions in general increases very quickly as the game size increases. Chain reactions can (and have) happened and although its cool the first couple of times it gets real old real fast.
I think we are approaching a functioning chain-of-command and leadership model for BFG. You agree that movement SOs are the perogative of the admiral. I agree that LO and BFI can be the perogative of the captain. They appear to be different
The idea regarding the movement SO is that the check represents whether the crew properly prepares the ship for the manouver or not. I think the helmsman is turning anyway.
I propose a hybrid ruleset.
Movement SO are now Fleet Orders and a number of them are purchased along with the admiralty for the fleet. They are drawn from a pool just like my earlier proposal and the function works automatically. Each ship performing a FO must take a ld test all at once (like your proposed rules in BFG:R) If they fail, the ship still performs the manouver but they suffer a critical hit as the forces involved wreak havoc. A normal crit may be too much. Perhaps roll d6+1 on the crit table?
LO & BFI are now Captain Orders. The Ld test is taken per ship. If the test passes they get the effect. If it doesn't they dont. Other ships can attempt to test even if another ship fails. No penalty for failure.
@Horizon
As easy as Necrons. Yes, Eldar can fly some further away if they have the sun at the right side. Other races can also easy disengage using Ld test and celectial phenomena to improve the roll.
I can disengage with every fleet, there was no need to isolate Eldar .
Necrons are another fleet people complain about. I know several people who quit BFG alltogether because of the Necron fleet list. But that's a somewhat different issue. Necrons don't have anywhere near the manouverability and leadership that Eldar do. Do I really have to point out to you that Eldar both fly faster and are more manouverable than Necron ships? Just go read the fleet lists.
The point is that Eldar can cut and run for cover at any moment in any direction and can hide in celestial phenomena. Other fleets can't find it so easily, nor can they navigate it so safely nor do they often have the high leadership to make disengaging a foregone conclusion.
As I've said, we dispatch AC markers to stalk crippled ships to prevent them from disengaging. Each marker gives a -1 to the roll. If they haven't been able to cut and run for a gas cloud or something, that's a pretty steep negative modifier. Most of our tests to disengage are made in the 4-6 range. Odds aren't good.
Official Eldar MSM rules do not work because it allows Eldar to move in the ordnance phase. Has nothing to do with leadership.
Comparitvely, Eldar have infinite free manouvering SO without any tests. Actually, their rules are even better than this. From one perspective that's a movement problem. From another, it's a problem with the SO system. It just depends on whether you feel like rolling dice for LD makes sense and want to completely rewrite a couple of fleet lists, or if you want to tweak the SO mechanic. I think with the pool SO system and a simple rule change for the Eldar fleet we've been able to correct the issue with the Eldar without rewriting the list.
MMS addressed this issue by stranding Eldar ships inside the gunnery range of their targets. But that was such a detriment to the Eldar ships that they needed the addition of shields to be playable at all. In our system, Eldar need to burn an order to get their 2nd move in the Ordnance phase. This means the Eldar player has to plan their attacks. If they dive in and out they can't LO. They can't do it with their whole fleet every turn. And since their opponents have orders to burn as well, it means that they will be fighting a much more manouverable enemy. We bring the Eldar down but bring everyone else up to meet them as well.
No. We changed one fleet. You change the gaming system. The core rules.
Technically you changed three fleets: Corsair, Craftworld and Dark Eldar.
But you've gone farther. You were involved with the BFG:R project which changed points values, added ships to fleet lists and altered ship profiles across the board. Then at the very end BFG:R began to change core rule mechanics despite Plaxor stating that it was out of the projects purview.
Just a couple of weeks ago you posted a radical change to how AC works that goes far beyond our suggestions on the matter. And you've been discussing changing the way the hit point system works with Thinking Stone. Actually, you've been involved in quite a few attempts to radically change core rules.
This actually makes sense since you are the editor of an e-zine that publishes, among other things, changes to the core rules. Our boarding rules are inspired by an article we read in your magazine regarding changing boarding, but we toned it down quite a bit. I'm surprised you don't recognize the similarities.
Our rule changes scratch the surface of the game, for the most part. Actually, in many ways our rule set is closer to v1.0 than anything the HA or BFG:R has come up with since we can freely omit MMS if we like and plan on omitting many of the ships added to the fleet lists. Our changes can be implimented with a one page reference sheet as an addendum to the standard rulebook as printed on GWs website, and is compatible with any FAQ version you like to play with.
If anything, the core rule that we change the most is adding the order pool in place of rerolls. But that's where the secret to the sauce is.