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Author Topic: Modified Bomber rule  (Read 5288 times)

Offline Bessemer

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Modified Bomber rule
« on: March 30, 2013, 12:56:09 AM »
Just to pick peoples brains, we've been trying out a slightly different procedure for working out bomber attacks.

to summarise-

  • Each bomber surviving turrets rolls D3 attacks (expert pilots/equivalent can re-roll, second stands
  • Reduce the total by 1 per turret the target has
  • Turret suppression: Each fighter marker cancels out 1 turret
  • Roll attacks
    • Fighter bombers: roll D3 for the wave +1 per marker

      To me, this is a more streamlined mechanic than the old d6- turret per bomber.

      Thoughts? I've only been using these over about 6 or so games and it seems to work fine. Could anyone else test this also and give feedback?

      And PLEASE tell me ASAP if this has already been tried!

      Cheers
« Last Edit: March 30, 2013, 02:21:27 AM by Bessemer »
I refuse to be killed by something I've never heard of.

Offline AndrewChristlieb

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Re: Modified Bomber rule
« Reply #1 on: March 30, 2013, 02:35:38 AM »
Intersting, This brings fighter bombers much closer to standard bombers in terms of output.

Standard 4B wave = ~8 attacks - turrets vs 4FB wave = ~7 attacks - turrets

How are you working fighter suppression for the fighter bombers? It looks like you just have it built in there?

I don't make the rules, I just think them up and write them down.

Offline Bessemer

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Re: Modified Bomber rule
« Reply #2 on: March 30, 2013, 03:01:29 AM »
The FB mechanic is WIP, the problem being is it's too consistent as is! Admittedly, neither me or my gaming buddy actually use fleets that have FB's. But it doesn't feel right to exclude them.

My only other solution thus far is D3 for the wave, with turret suppression as per bombers (-1 turret per marker) and +1 attack for every marker that exceeds the targets turrets.

It's this issue that has prompted me to post, what do you reckon about the above?
I refuse to be killed by something I've never heard of.

Offline AndrewChristlieb

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Re: Modified Bomber rule
« Reply #3 on: March 30, 2013, 03:24:58 AM »
Well currently your rule vs a standard 2 turret with 4 fighter bombers works out to:

D3 (2) + 4 (FB's) - 2 (turrets) = 4 attacks

The other version you posted would look like:

D3 (2) - 2 (turrets) + 2 (fighter suppression) + 2 (FB's beyond the turret value) = 4 attacks

Exactly the same actually just a different way of going about it.

Same scenario with 4 standard bombers:

D3 (2) x4 (bombers) - 2 (turrets) = 6 attacks

3 bombers/ 1 fighter:

D3 (2) x3 (bombers) - 2 (turrets) + 1 (fighter) = 5 attacks

2 bombers/ 2 fighters:

D3 (2) x2 (bombers) - 2 (turrets) + 2 (fighters) = 4 attacks

So against the average ship theres really no point in taking fighters :/
I don't make the rules, I just think them up and write them down.

Offline Bessemer

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Re: Modified Bomber rule
« Reply #4 on: March 30, 2013, 03:55:38 AM »
Out of interest, what would the averages be for the BBB rules on the above examples? Bad head for figures, was hoping someone who is good with then would post!

I refuse to be killed by something I've never heard of.

Offline AndrewChristlieb

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Re: Modified Bomber rule
« Reply #5 on: March 30, 2013, 04:41:31 AM »
Well the original rules would be:

D6 - turrets x 4 assuming average rolls on each die your looking at about 6, the swing is alot bigger tho, anywhere from 0-16.
I don't make the rules, I just think them up and write them down.

Offline horizon

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Re: Modified Bomber rule
« Reply #6 on: March 30, 2013, 06:34:34 AM »
The idea means that 1 bomber will have almost no chance to do an attack versus a cruiser with 2 turrets.
Currently the number of attacks is D6-2
Yours D3-2.

Quite a difference.

Offline afterimagedan

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Re: Modified Bomber rule
« Reply #7 on: March 30, 2013, 06:52:52 AM »
I think he means to total the bombers then subtract the turret value from the total.

Offline horizon

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Re: Modified Bomber rule
« Reply #8 on: March 30, 2013, 07:03:12 AM »
Corret, but if only 1 marker attacks the difference is quite high. This means the str2 carriers see a downfall :
(D6-2) + (D6-2) = maxed out 8 attack runs
(D3+D3) - 2 = maxed out 4 attack runs

Now an Emperor with 8 markers:
current maxed out: 32 attack runs
idea: 22 attack runs

The counter: with the idea you will, in the Emperor example, always have a minimum of 6 attack runs, where as bad dice rolls may end up with zero attack runs under current rules.

I am not vehemently against another approach but it does have a great effect on carriers and their attack strength.
 

Offline fracas

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Re: Modified Bomber rule
« Reply #9 on: March 30, 2013, 09:22:28 PM »
D3 +#markers -#turrets

1 marker = D3 +1 averaging 3 hits, 1 hit vs 2 turrets

Offline Bessemer

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Re: Modified Bomber rule
« Reply #10 on: March 31, 2013, 12:56:23 AM »
Thanks for the replies, people! :)

In retrospect, I'm getting a smaller average, if more consistent. An does go some way to not getting zero attacks, which with my luck, is quite often :'(

May as well stick with to original on the chance of the bigger upswing. I don't actually dislike the original rules, just think it could run a little smoother. My original version of this mod was just d3 per bomber, no deduction form turrets.
 
But, like horizon says, any serious tinkering could affect carrier strength. Just throwing it out there anyway, I like messing with thing once in a while. Keeps it fresh!

Thanks all

ps. Horizon, why would you attack a ship with one bomber? :P ;)
I refuse to be killed by something I've never heard of.

Offline horizon

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Re: Modified Bomber rule
« Reply #11 on: April 01, 2013, 08:29:56 PM »
Hey,
well, usually not but if you consider that there are 2Launch Bay carriers around and one blastmarker, one enemy fighter etc and suddenly only 1 is left for example.