@ Vaaish
If the torpedoes are already on the way and magically angle to hit a target that's not along their flight line, then yes, that is cheating and you should call the player on it. If torpedoes have just been placed on the base to note they have been launched as per the rules it's not cheating or rule lawyering to move them toward a better target so long as those torpedoes stay within their firing arc and move in a straight line in the ordnance phase. I twas ruled a while back that placing the marker on the base in the shooting phase was just a placeholder to note that the ordnance had been fired. It doesn't become active until the ordnance phase.
Where was this done? I hope it isn't true because it's a massive boost to the power and strategic importance of ordnance. Now a force using combined ordnance can select targets, brace them and move on, or make them shoot turrets with a single bomber squadron and swamp them with torpedoes.
Incidentally, have you run numbers for what firing turrets at every ordnance contact would do to the game? Three Dictators hitting a 5+ armor shipwith everything they had would average only one less point of damage done if turrets could shoot at all 3 bomber waves and all 3 torpedo salvos. So, how effective is this tactic really (assuming you can't aim your torpedoes AFTER you shoot them)? I definitely don't see this as a game breaking nerf. Your Tau fleet should do just fine.
I gave you that in my first post. Skeptical, yes, but valid critical analysis of your ideas. I told you to scrap the rules because they are ill conceived and don't enhance the tactical aspects of the game. I gave you alternatives with the H&R rolls because it was the only salvageable idea there.
I hope you're not offended, but I'm not going to go to my gaming group and tell them that the project is going into the round-file because Vaash doesn't like it. I'm not scrapping it based on your advice.
Your first post had some skeptical analysis. But I've addressed it. The LD table isn't the complex monstrosity you claimed it had to be. My SO system isn't the same as torching SO all together. You haven't swayed me that Ld tests are a good representation of the chain of command. Your H&R idea is good and I've adopted it. Your criticism of our boarding rules wasn't borne out by play testing.
I don't want to argue about our argument any more. Let's talk about the proposed rule set.
@Thinking Stone
You're a breath of fresh air! I'm not even sure I want to get you to agree with me because I've never been disagreed with so politely on this forum! No need to apologize. The more in-depth you go, the better.
I am curious about your dismissal of the similarities between navigational SOs and navigation through treacherous space, too. They both rely upon the leadership of the ship in question representing the manoeuvring capabilities of the crew, the only difference being that one can use a re-roll and the other can't. I suggest that they might be more similar in difficulty than not.
Awesome question. I see the orders as 3 seperate categories.
The first category are common orders. These are things like turn left, turn right, shoot at the closest enemy ship, put out that fire... All of the things that your ships do in BFG automatically.
The second category are difficult orders. These are situations that test the discipline and coordination of the crew as a whole like steering the ship into a ramming trajectory, piloting a path through an asteroid field, bring an at ease crew to battle readiness, ignoring immediate threats in order to target a specific ship or one in the distance, or shutting down systems so that the ship can drift off unnoticed. The bigger the ship, the larger the crew, the harder to pull it off. Leadership tests are good representations of the crew's ability to pull together and successfully perform a task.
The third category are emergency orders or Special Orders. These are orders given by the fleet commander to coordinate the fleet. They are exaggerations of things the crew is trained to do and they are trained to perform them with the same precision. Every Special Order is an exaggeration of something the ship can do without a Ld test. However, carrying out these orders have drawbacks to the fighting capability of the ship, and if every captain were authorized to use them at will it would destroy the order of battle and make coordinating a fleet impossible. Therefore, captains and crews are capable of performing them anytime they are called upon to do so, but will not do so unless they are ordered to.
Captains issue orders and difficult orders. Fleet commanders issue Special Orders in order to coordinate fleet-wide strategy.
The difference between my paradigm and that of those who disagree with me is that they believe that turning left is effortless but turning *more* left requires heroic effort, while I think that the special order is required because they normally refrain from performing it because it's unnecessary and has drawbacks. It's just like a modern naval vessel. A battleship can pull off a 90* turn with the same ease it does a 45* turn, but why push it when it's not necessary? If they need to turn fast they do so to the detriment of their shooting ability, but nobody's getting any medals for 'heroically' turning a hard left. It's expected that the crew can do it whenever it's required.
Although I now understand your system for boarding (whew! I was worried by the Cobras of death!) I prefer the current system which simulates a similar kind of thing but doesn't require the large number of dice.
Here's an example from the current boarding system:
A single Iconoclast destroyer wants to board an Emperor BB with full health. The Emperor had RO during his opponent's previous turn. The Iconoclast's player shoots a couple of lances off Murders at the Emperor and puts a single blast marker in contact with it by knocking down a shield.
The Iconoclast's boarding value, since it's attacking, is only 1. The Emperor's boarding value is 12 hits + 5 turrets, so 17.
So, let's figure out the modifiers. The Emperor is 4 or more times the boarding value of the Iconoclast, so it gets +4.
The Iconoclast is a Chaos vessel, so it gets +1. The Emperor had RO during it's turn, so the Iconoclast gets another +1. Also, the Emperor has a single blast marker in contact due to losing a shield to lance fire, so the Iconoclast gets another +1.
The Emperor gets +4, the lone Iconoclast gets +3. Then they roll dice. The Emperor rolls a 1, the Iconoclast rolls a 6. The Iconoclast scores a 9 and beats the Emperor's 5. The lone Iconoclast escort inflicts 4 points of damage on the Emperor battleship. As the Iconoclast 'stormed' the Emperor on the Result Table, the Emperor takes a critical hit on a 2+ while the Iconoclast only gets one on a 6+.
The Iconoclast player COULD board with the whole squadron, but the dice roll is exactly the same unless there are 6 Iconoclasts boarding simultaneously. And, if only 1 escort is in b2b with the Emperor and the Emperor scores multiple hits against the lone Iconoclast, only the one Iconoclast is lost.
About Engine Explosions: I do think that it is reasonable that such large ships have titanic explosions regarding their destruction: afterall, as hulks the ship skeleton survives pretty much intact except for criticals, allowing their 'rehabilitation'. Out of curiousity (again, not trying to be offensive) have you tried specific strategies to limit drive explosion damage (e.g. not putting ships so close together)? I would be interested in seeing what effect that has on your fleets' performances overall. I agree that it should be against armour, though (except maybe Warp Implosion, as this is a very armour-ripping type of thing and it only occurs 1 in 36 times). Also, I presume you have been playing that you are only in range of the explosion if your ship's stem is in range? Of course, this would make a great difference....
We have been playing it right. I agree with the titanic explosions too. It's cool and cinematic and a ship with a huge fusion reactor can potentially die a violent death. I question the Warp Drive Implosion fluff wise because they are so difficult to activate normally (requiring a navigator to coax the transition) but they can go off automatically when damaged? Plus the amount of damage that can be done by a WDI is very high.
We measure blast radius from stem to stem. 3d6 blast radius averages 10-11cm. Maximum squadron distance is 15cm. Generally if you're squadroning cap ships you can't place them exactly 15cm apart because you can lose coherency through maneuvering or going on SO. If you're squadroning, it's not hard for a squadron mate to be in the blast radius.
Lots of fleets have to close to be effective. Burning or drifting hulks move in a straight line an average of 14cm per turn. That's not too much slower than the living ships are moving. It's pretty common for ships that die on the way in to drift into an engagement. One ship blows up and hits a hulk, then the hulk blows up as well. We had a chain explosion of 4 ships in one game, 2 of which were crippled cruisers that were finished off by the previous explosion.
Players on this forum tend to avoid squadroning. They also turn their broadsides at one another despite the fact that their ships are a lot deadlier head-on. I'm not surprised they don't have the same experience, because they play in what we consider to be a very strange way.
For me, at least with moderately to small sized games, a lot of the fun in BFG is having characterful ships and escort squadrons having a major influence in a battle themselves. For example:
'The Sareveth has a crack crew of Ld 9, having fought in numerous campaigns over the Segmentum. In their last fleet engagement, they used their experties with lances and torpedo strikes to cripple the enemy battleship, Monstrous (renowned for destroying escort squadrons with long range lances), allowing the cruisers Isto and Porsorous to hulk the battleship before it could disengage. The Sacraficial, however, with its inexperienced crew (Ld 6), was plagued by bad luck and poor commands and was crippled by a squadron of Cobras which had no torpedoes remaining. Fortunately, it was saved by the heroic actions of the Vistor Sword Frigate squadron, despite their lack of experience in large fleet engagements (Ld 6 Sword squadron).'
I love campaign play for that very reason. Each ship and it's crew has a different story.
But in one-off games you roll a new crew for every ship every game. So your Sareveth has a crack crew in campaign, but if you roll a 1 for it at the beginning of a one-off game, it's crewed by a bunch of slack jawed troglodytes who don't know stem from stern.
I don't see any reason why ships shouldn't have their Ld raised or lowered by the events in a campaign as a campaign naturally has a lot more roleplay involved. But in one-off games, I don't see a reason for randomly generated leadership at any level as there's really no backstory.
@Horizon
A Helmsman obeying a captain? Why do you think the IN has trigger happy Commissars running around on ships? A crew underway for several months in deep space isn't a happy Star Trek Bunch in the 40k universe.
Lol! I can just see the Helmsmen turning to the captain and the officer of the watch and saying "I don't want to turn hard left because I'm unhappy with the conditions on this vessel."
The conditions you describe are an inspiration for mutiny. Considering their own skins are on the line in more ways than one, I'm sure that in a combat situation a Helmsman will temporarily forget the fact that he doesn't like the food and do what he's told. Or he'll get a bolt in the head and his replacement will take the helm.
MMS was tested through theory first and then through playing games. It worked out in the end.
So I take it that there wasn't immediate consensus in the theory stage and you playtested extensively? This project is following the same path.