@Sigiroth
Turning about is no simple task for some of the larger modern day haulers. BFG ships are many times larger than these, depend upon an archaic system of operation (for the most part), and are far more complex. It isn't simply a matter of the helmsman yanking over on the wheel. Doing so without proper preparation will likely result in a ship torn in half, or at the very least a tremendous amount of casualties. Doing this while under fire would no doubt make the entire process more taxing.
While it's widely believed that it takes a long time for a large ship to turn, especially an enormous aircraft carrier, everything I can find on the subject suggests that they are surprisingly nimble. Nimitz Class carriers are supposed to be able to do a 180* turn in 3 minutes. They don't turn like that normally because it throws everyone and everything off balance. But they can do it just in case they have to. To me, this is a perfectly reasonable explanation of the negatives to a CTNH, BR or AAF. The g-forces due to rapid velocity change are bound to throw things awry.
But, of course, we are talking about massive ships in space. Obviously, they are built to be able to withstand the forces associated with the maneuvers they perform in special orders. I've heard the 'turning could break the ship in two' argument somewhere before, but I've looked around and can't find it again. It's not in the BFG rulebook that I can see. What kind of preparation does the crew need to make a 90* turn that keep the ship from breaking in half? If this were the intent of the games designers, a much better representation would be that the ship made the turn per the SO automatically, but if you failed the Ld check the ship would take damage or have a critical hit or something. I don't think the ship's spine is in danger, especially when there is no fluid resistance to any sort of maneuver. It's just a major inconvenience to the crew and that's why there's no damage for turning and why there are penalties for velocity change SOs.
Yes, it is. However, planning for the possibility of failure should be a part of your strategy. If you cannot stand the idea of a battle occasionally being decided by a freak occurrence rather than tactics then perhaps you should take up chess instead. You could do a BFG themed version, with escorts instead of pawns, light cruisers for knights, cruisers for castles, grand cruisers for bishops and a battleship for the queen. The king could be a super heavy transport. Lots of fun to be had.
There's a very wide chasm between the inert nature of chess and our relatively minor modifications to the core rules of BFG. Our rules changes could be inserted into the BFG book with the change of a few paragraphs only. Large swathes of the game exist completely intact. There's plenty of room for chance and the possibility of failure and 'living up to it' as Horizon calls it.
The difference is that we turned the volume down on the randomness so the strategy could be heard more clearly. We've replaced a SO system that rewards lucky dice rolling with one that rewards forethought, planning and good resource management. We've instituted a boarding system that doesn't create scenarios like the Iconoclast vs. the Emperor and seems to be a fairly accurate representation of how powerful individual ships should be in boarding against one another and how they'd really fair in such an action while being a shade more predictable. We've given ordnance a slight nerf to put the focus back on gunnery (something everyone seems to want done) and we have allowed bombers to pose a little bit of a threat to BBs while removing the widely disliked Turret Suppression rules. And we've eliminated a mechanic that does little but gut somebody's fleet randomly when it happens while leaving in the cinematic explosions everyone loves.
Despite these changes, the maneuvering, tactics and gunnery that everyone is used to using still works the same. You can still completely whiff a shooting phase or have fantastic success. You can still lose a crippled ship to an exploding hulk. You can still have your shields collapse or your bridge smashed or your bulkheads collapse. You can still have a hard time loading ordnance even! But now it relies just a little bit more on you and your decision making than whether you roll good or bad.
Now to the good stuff!!!
Alright, let's run with this for now. Some issues. Why would a ship under fire wait for the nod from the admiral before bracing? This is surely a captain's prerogative. As such,I don't think this should be an automatic pass.
Ok, first let's' look at the rules as they are now. Ships can go on SO, but if they're in a squadron, the whole squadron has to go on a SO too. A ship captain could put his own ship on SO, but he couldn't force it on other ships in his squadron. Since all ships have to go on SO in a squadron, this appears to be a top-down command. Someone with authority over the whole squadron is telling them all to go on SO simultaneously. To support this, fleet re-rolls, which represent theability of the fleet commander to command, can be used on SO tests. Why would the ability of the fleet commander effect a captain's ability to have his ship go on SO? Because the fleet commander, in this case the player, is the one issuing the order for the SO.
More evidence on the top-down nature of SO is in the rules regarding failing a SO check. In the current rules, if one ship or squadron fails an SO check, no other ships in the fleet can go on SO. Why would an individual captain's failure to get his crew to successfully Lock On prevent another ship captain thousands of kilometers away in space from getting his crew to successfully CTNH? The rulebook itself says that you can imagine that the confusion in getting the orders obeyed stops any more orders from being issued. This also suggests that SO commands are given from from the top-down. The fleet commander, the player, is the one issuing SOs.
BFI in the current rules is a special exception. A ship can go on BFI in the enemy shooting phase even if there was a failed SO test in the player's previous turn. This appears like it's the captain issuing the command himself. Except that you can't put a single ship on BFI if it's in a squadron. The entire squadron goes on BFI together, just like other SO. Rather than saying that this is just a stupid rule, I see this as evidence that BFI is still issued by the Admiral.
Why would a ship wait for an Admiral to give a command before bracing? Why did men stand in straight lines while other men shot at them for almost 100 years of warfare? Discipline and the value of a cohesive line of battle. And, in this case, a Commissar on every command deck with a bolt gun and the authority and will to use it. Why would an Admiral not want a ship under heavy fire to brace? Same reason you as a player wouldn't. They have bigger plans for the ship under fire than taking a couple of pot-shots while unstuffing themselves.
Also, since I think game>realism, forcing players to reserve SO out of their pool for BFI adds a great resource management dimension and forces an important strategic choice. If you get greedy and blow all your SO in your turn without avoiding enemy fire in some way, you can expect to get your can kicked in the enemy's turn.
Similarly, why should carriers or torp boats need the admiral to tell them to reload? Surely this would be the default attitude only deviated from under orders from the admiral.
Yeah, that's weird. There's no in-game penalty for having to RO other than not being able to go on other SO. It even seems strange that a captain should have to remind his crew to put torpedoes in the tubes or refuel and rearm attack craft.
I don't have an answer to this one. But allowing any ship with ordnance to RO automatically reload makes ordnance overwhelmingly powerful and breaks the game. And game>realism again, you have to make a choice between RO ordnance or doing something else that could be equally important.
Also, how would a larger fleet be able to function?
This is actually one area where our SO system shines and something we specifically considered. In the current system, no matter how big your fleet is, you have the same statistical chances of passing SO checks. Right now, unless you roll crap for Ld, you have a good chance of getting one SO off, a little better than 50/50 of getting 2 SO passed, and a slim chance of a third. Any more beyond that is just excellent luck. Rerolls help, but if you have a very big fleet that needs to go on SO, you'll eat them up really fast.
In our system, you purchase the number of SOs you want in your fleet. They're expensive enough that you won't want to buy more than you need. That way you can build a large enough SO pool so that it's proportional to the size of the game you're playing. Our sweet spot for 1500pts seems to be 3 SOs. For 3000pts we would probably buy 6 SOs. For 15000pts, we could buy 30 SOs if we wanted. This adds another strategic element to fleet design and allows you to scale the game to any size you like.
Lastly, this limit on the number of special orders seems to me to be just as much a limit on a player's ability to execute their strategy as rolling against leadership. It's just that the limit is known ahead of time and this doesn't seem all that great to me.
First, the player sets their own limit on the number of SO they want to play with based on their strategy and how many points they are willing to sink into it. If you don't have enough SO to get what you want done, then you can't blame anyone but yourself. No bad luck here.
Second, knowing how many SO you have allows you to coordinate your fleet reliably, but having limits to the number of SO makes you think ahead.
For example:You have 3 SO in your fleet. You've got a pair of carriers in a squadron that need reloading. But another pair of your ships are likely to be under serious threat from an enemy squadron unless you can AAF past them, and one of those two ships has one of your lieutenants on it. You've also got a good opportunity to cripple one of their carriers and gain local ordnance superiority but you'll have to LO to do it and you'll definitely miss the opportunity if you don't capitalize on your good position this turn. But, you see two places where they could LO and cause some serious damage unless you BFI. There are 5 places where SO could do you some good, but you only have 3 orders to burn. What do you do?
In 1500 pt games, there are plenty of places where we wanted more SOs than we had. But spending another 50-100pts on more orders would have made us cut back on the number of ships and put us at a disadvantage.
Those were some awesome questions Sigiroth. Thanks for giving me the opportunity to spell out some of the reasoning behind these changes.
@Horizon
conducting ordnance interactions as appropriate to prevent targeting vessels out of fire arc due to proximit.
That's the part in question right there. The base isn't the ship, it's just near space. If they meant that you can't target a ship whose base is completely out of the fire arc, then that section is redundant as I don't think there was any question whether that was legal or not before the FAQ came out. If you're preventing targeting vessels out of the fire arc, then the base doesn't matter as the vessel can't be hit. This doesn't seem weird to me. Other fleets can't turn slantwise and get a ship in 2 firing arcs simultaneously. Torpedoes shouldn't be any different.
I think about the blast radius for a WDI too. It's not your own ships that get you, its drifting hulks and enemy ships. You may not experience lots of explosions, but other players have the same chance of experiencing more explosions than is statistically average that you do of having fewer explosions than is statistically average. You're just lucky, so its a bit easier for you to blow it off as a threat.
Besides, it doesn't add anything to the game system. It's a pity that you're insisting that another gaming group use it and write off their mathematical concerns as a lack of skill when you've been just lucky.
Doing a Warp Rift as a WDI would be more realistic than a bunch of lance hits considering what a WDI is. It's the same blast radius as the current WDI, and you already take that into consideration when you play. It's only a 1/36 chance of happening anyway, right? Shouldn't be a problem for any of you since you can account for it in your strategy.
Sorry, that was really inflammatory. I'm just tired of my mathematical arguments being countered with accusations that me and anyone who agrees with me is just not up to snuff.
Were WDIs not a part of the original game set, nobody would be asking for them or would even notice their absence. It's just a random die roll that adds nothing to the game but an extra opportunity for someone to lose the game based on dice alone.
What's wrong with the current boarding system?
It's so abstract that it allows absurd results and boarding actions rely more on luck than strategy. A boarding action, unless you really have them screwed over, is a shot in the dark. Even Space Marine players don't consider it a viable strategy as they have a decent chance of losing and the payoff isn't there.