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Author Topic: What makes each race special?  (Read 9462 times)

Offline Islacrusez

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What makes each race special?
« on: July 10, 2013, 12:22:16 AM »
So I'm new to BFG, but not new to game design. I came across some rules I didn't like, and promptly changed two of them. There's still plenty more that I don't like, but changing them will change the very core of BFG, and that's a hefty proposition. I'm going to do it anyway, but it'll take some time. My main problem is that I don't know enough about any of the races. I'm still new to 40k, and newer still to BFG.

So, I ask you all to help me out with this question - in two parts:

In BFG, what are all the races good for? What're they good at, and what are they bad at?

In the 40k universe as it relates to BFG, what are the races good and bad at?


I ask this in these two parts simply because the rules don't always add up to what the story says.


As far as I can tell, the basic idea in BFG is that:

IN: Slow, tough, with heavy broadsides, torpedoes
Chaos: Fast, long range, non-torp ordnance
Eldar: Fast raiders
Dark Eldar: Fast raiders
Orks: Chewing gum, duct tape and willpower.
Tau, Tyranids, Necrons - honestly don't know.

As for the rules side of things, I don't know what they really come out to, but Chaos has a tougher broadside than it's given credit for, Orks are for loaded dice, and Necrons are OP. (Or so it sounds)

So, what makes each race unique?
Quite crucial to be able to tell minefields and rally points apart...

Offline lordgoober

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Re: What makes each race special?
« Reply #1 on: July 10, 2013, 02:41:30 AM »
Tau.  Ordinance, only fleet with natural turning non-boarding torpedos and LARGE amounts of launch bays in the Armada list.  Powerful front pointing guns, most broadside weapons can also fire forward.

Tyranids.   Boarding, non boarding "melee" attacks,  customizable ships,  Instinctive Behavior.

Necrons.  Extreme speed when AAF,  extreme durability (gets a save instead of shields,  increases to 2+ when braced),  able to disengage at will without a roll.  No ordinance.

Offline Gothmog Lord of Balrogs

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Re: What makes each race special?
« Reply #2 on: July 10, 2013, 04:23:54 AM »
I suggest playing a few times before changing rules. I think you may find the game more balanced than it seems you do.
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Offline horizon

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Re: What makes each race special?
« Reply #3 on: July 10, 2013, 05:38:52 AM »
Agreeing with both posters.

Tell us first what rules you do not like. (Not that I disagree with not liking rules, per example we still use the blastmarker rules from v1.0 and we do not use the stacking rules from FAQ2010. Plus we have Eldar MMS).

Offline Islacrusez

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Re: What makes each race special?
« Reply #4 on: July 10, 2013, 11:43:05 AM »
Duly noted! Indeed, my experience of BFG is a little bit limited. However, it's not strictly balance that I'm struggling with... My main issues are torpedo reloading, escort usefulness, shields after armour, and relative ship directions for working out ballistics.

In a little more detail:

Torpedo Reloading

Current rules: Torpedoes must be reloaded using a Reload Ordnance special order before firing again. The means rolling leadership, and failing to do so results in the entire fleet no longer being able to use special orders. It also means if any other ship fails special orders first, you cannot reload.

Really: Torpedoes are a primary function of the ship, just like any other weapon. If you're a Viper destroyer with no other weapons, it's your only function. Your crew should be able to perform this function in combat and it should be no great feat to do so.

Proposed: Torpedoes are automatically reloaded, but a special order may be undertaken to reload them faster.
Specifics: Torpedoes fire in the shooting phase, and get moved in the ordnance phase. They may be reloaded by RO during this ordnance phase, and be ready to fire again next turn. If not reloaded by RO, they are reloaded automatically during the following turn's ordnance phase, allowing them to be fired in the next shooting phase. In short, torpedoes fire every other turn unless you roll for them.

Problems: Torpedo cheese fleet, torp value increase (potentially above acceptable levels).
Solution: Escorts


Escort Usefulness

Currently: They're just not that good. They don't do much of this escorting business, they fall to bits at the first sign of hostility, and their weapons do very little.

Really: Escorts should be there to protect the larger ships from smaller threats, for two main reasons; one so that the big guns can hit big targets, and because the big guns aren't good at hitting small targets.

Proposed: First, escorts gain 1 hp for a total of 2 except where otherwise noted. Generally only the smallest ships will get stuck with 1 hp total. Escorts still go squish on a critical hit (no roll on critical hit table).

Second, the gunnery rework (detailed later) will make escorts harder to hit, and more likely to hit other escorts or ordnance than other ships.

Third, the special order of yet undetermined name, allowing escorts that haven't yet fired to fire on ordnance that moves into their defensive range. This order must be undertaken during their own turn. This range will be short. Turrets will still function normally for ships on this order, but it can only be undertaken by escort vessels (subject to change).

Problems: Escorts OP maybe.
Solution: Test, test more, test again, analyse results, identify specific problems. Point increase?


Ballistics

The big one. This covers the ballistics change alluded to in the Escorts section, the shields after armour, and the relative ship directions.

Current: Ships that are shooting must first penetrate armour, and the shields then negate a number of hits.
Really: Shields should take effect before working out armour penetration.

Current: Two ships abeam, heading in the same direction at the same speed practically can't hit each other.
Really: At short range these two ships would be as good as defences to each other, at longer range they still shouldn't suffer such huge penalties.


Current System In Brief: A ship firing at another notes its weapon strength, range to enemy, enemy heading, and enemy armour. The number of shots that "hit" are based off the weapon strength, range and heading. This is then rolled against armour, with shields negating.

Proposed System In Brief: A ship firing at another notes its direction and the enemy direction, and range. This is read off the table and is given as gunnery modifiers (which can be math'd or off a second table). These are applied to the weapon strength (and is pretty much always going to be a penalty). This is rolled to hit, with larger ships being easy to hit and smaller ones being harder. The dice that hit, minus shields, are simply picked up and rolled again for armour penetration. Hits soaked by the shields drop shields as normal, those that penetrate armour do damage as normal, and roll for crit as normal.

Problems: It's longer, with at least one extra step in there. A much smaller number of lances are required to put holes in battleships. Escorts OP. Eldar OP? Complicated and potentially unwieldy.

Solution: Still in development, looking at ensuring the process is streamlined.



So that's my thoughts on the subject so far, with various bits and pieces about other races still jumbled in my head. I want to keep all the races with individual strengths, and some unique rule for each one. Chaos seem to be missing out, marks of Chaos notwithstanding.

I do have a question, do Necrons really have no ordnance in this world? It seems almost odd, as I picture them with swarms of space-scarabs... But then, that's why I want to compare the ... is it fluff you guys call it? ... and the actual game rules.
Quite crucial to be able to tell minefields and rally points apart...

Offline Gothmog Lord of Balrogs

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Re: What makes each race special?
« Reply #5 on: July 10, 2013, 01:19:13 PM »
check the 2010 FAQ. Reloading torps is different

escorts are not nearly as Underpowered as you believe. placing them in a squadron does wonders. I would be worried that your proposed change for a special order wind make ordnance obsolete and by doing so you would ruin several fleets

as for the gunnery tables and what you perceive to be close range you must remember that on the combat is actually taking place over thousands of kilometers close range is a relative term

as for your Gunnery table change, it seem s a little cumbersome. As well the idea of rolling "to hit" makes sense in 40k, but I imagine starship sensors to be highly accurate. But misses do happen. That is why the strength of the salvo changes based on aspect and range on the current table. Basically predetermined hit percentages. So the number of dice you roll are "hits" you just then need to penetrate armour. At least that is how I always perceived it
« Last Edit: July 10, 2013, 03:42:45 PM by Gothmog Lord of Balrogs »
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Offline horizon

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Re: What makes each race special?
« Reply #6 on: July 10, 2013, 01:24:25 PM »
Hey,
cool.

Dissection time.  8)


Torpedo Releading.
i. Torpedoes are only in limited quantities on a ship.
ii. Reloading is a hazardous task
(Background embedded).

Failing a Special Order can happen, thus do them in the correct order. Do not waste torpedoes. Make a shot count. It are expensive things.
And do not forget re-rolls. ;)

Your idea will lead to torpedo spam. Eldar will love this, Imperial as well. Tau will just have more fun.


Escorts
You have to little experience. ;) Escorts are good.
5 Swords cost 175pts and bring 20 weapon batteries with 30cm on a mobile platform.
They have a strike range of 30+25 = 55cm. A Lunar or similar can only strike 30+20 = 50cm with less mobility.

Currently they can protect bigger ships (eg massing turrets), fly into large ordnance waves etc. Also, do not waste them. Use them wisely. They're cool.
All my fleets use escorts with great effect. Only fleet I would not field them is Craftworld Eldar because of the background to that fleet.
Even my Chaos fleet has 9 escorts in 1500pts. My IN has 9, AdMech ~5-7. Corsair Eldar everything escort next to Void Stalker/Flame/Aurora or Solaris (depends what I fly), Tau CPF between 6-12. DE 9, Novamarines ~ 9-12.
Rogue Trader varies a lot.

Note: some escorts may have two hits because of their size (Hellebore, Tau Defender, the large Ork escorts). That's about it. Everything else is fine at 1.

Just do not waste escorts into the line of fire. At the back they are much more worthwhile. Engage when lines close.

ballistics
urgh,
The gunnery table is thing of genious in Battlefleet Gothic!!

Have eye on perception: in BFG 1cm is 1000km. So a ship with 15cm in between is 15000km distance, shooting at fast travelling ships being around 3-5km in size. And with 15cm you get a left shift  on the table already.

The gunnery table is awesomesauce as one dice roll incorporates both to hit and to damage. On a table that factors in heading and distance! It also takes care of bigger and smaller ships.
Whoa  8)

 
Now, one small thing that you should work with:
use the blastmarker rules from v1.0 and not from the 1.5 rulebook/FAQ2010.
Basically:

i. Blastmarkers are placed in line of fire (fanning out left/right if more are place). A player cannot select where he wants to place a blastmarker.

ii. Blastmarkers only intervene in line of fire. So if a Lunar has blastmarkers on port side, it has no intervening blastmarkers on starboard. So if I nip another vessel to the other side I can fire at that vessel (with shields down) but without a blastmarker causing a columns shift.

Now see, escorts benefit a lot from this as they are suited to nip around enemy ships and do this trick. :)


(have to go, perhaps later more)


warning-
eh, reloading torps is dependant on ld test/special order per usual.,..

Offline Facialmatters

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Re: What makes each race special?
« Reply #7 on: July 10, 2013, 02:57:13 PM »
What game are you playing? :P :D

Torp RO
Torpedos reloading automatically would upset the ordnance balance (IN, Tau, Eldar - lord they would be OP) and simply create spamming, instead of the current situation where they require the player to decide when to use them most effectively for tactical reasons - like the valuable missile ordnance they are.

Escorts
Escorts are very useful as is. Of course they fall to bits if you get them in the close crossfire of big ships. But what are they doing there!? And if they were so pointless as you say, why are the bigger ships firing at them? Because they are cheap for the raw firepower they can lever on the table, and the flexibility in positioning they have.

You don't just throw them into the melee along with the gunline - flank or keep them back, out of range or firing arc - then dart in from an awkward/uncovered angle of the enemy formation when the main fleets lock horns (usually from the rear). 30cm movement and tight turning are what keep them alive, by minimising enemy fire wherever possible. Its up to your skill in positioning to keep them alive, not their ability to soak damage. And for their cost, whenever the enemy is shooting at them, they are keeping your cruisers safer. You get less bang for your buck when you shoot at escorts - against them you roll the least on the battery table, and lances are valuable and usually too few in number.

Which is why escorts are also the best hunters of other escorts :D Nimble enough to get close to offset column shifts for their small size on the gunnery table (if attacking with batteries) and packing enough firepower to demolish the other squadron, while being cheap. Escorts are also effective to intercept ordnance with their massed turrets, speed and low cost (you can force an entire multi-bomber wave to waste itself on a single escort).

Gunnery
Part of what I like about Gothic is that it streamlines the most boring statistics and dice rolling, focussing on the player's skill and finesse of positioning, timing and orienting his forces to bring weapons to bear most effectively. I can't see how your changes to the gunnery mechanic would do anything to actually deepen the tactical considerations in gameplay - instead adding complication and time for mostly intellectual immersion.  :-\

I also use the rules regarding blastmarkers as Horizon said above. Works well.


Offline AndrewChristlieb

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Re: What makes each race special?
« Reply #8 on: July 10, 2013, 07:34:01 PM »
Do you play Firestorm Armada? Your changes sound really similar to how it plays. Torpedoes are basically standard weapons that get targeted by turrets and are auto loaded and smalls have two hits each in that.

Escorts take some time to use effectivly. I see alot of people do away with them all together tho. They are significantly weaker than the cruisers and despite their cost/ firepower they still dont stand up very well. Of course theyre not designed to go head on with cruisers either :D.
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Offline Gothmog Lord of Balrogs

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Re: What makes each race special?
« Reply #9 on: July 10, 2013, 08:34:27 PM »
Quote
warning-
eh, reloading torps is dependant on ld test/special order per usual.,..

Yeah.  I phrased that wrong.
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Offline unseelied

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Re: What makes each race special?
« Reply #10 on: July 10, 2013, 09:32:22 PM »
Another few things to  thing to think about before you go changing the rules.  First, are you intending to play with anyone else besides your close circle? When I first started playing gothic like 1000 years ago, I had a close crew of guys that I played BFG at home with.  We house ruled some stuff. ( we used to BFI on a 5+ for instance and had our own Ork fleet version).  As time passed, guys moved away and some lost interest so I was forced to reach out to the larger world to find people to play with.  House rules are all good and fine in your house but not so good out in the larger world.  When I had to go out to the real world the transition was harder. 

Second thing, I noticed in an earlier post you are playing at a low points value, with no ordance  and in a smaller field.  That is going to give you a strange baseline on deciding what needs to change and how much.  As someone who had some game design experience you will know this will give you skewed results.  The slaughter seems like a great ship and it is but in a larger point game with a larger field the 30cm range makes it far less viable.  No one runs a 1500pt chaos fleet with over  50% of it being slaughters unless they want to lose. Same thing goes with torpedoes.  Four Imperial ships auto re-loading might not seem game breaking but eight might be an entirely different thing.  Its like you are playing 40k on a 3x3 board and saying that assault units are overpowered.  As the points, scenerios or conditions change various units will rise in fall in power.  1500 on a 4x6 foot board seems to be the gold standard.  I'd give that points level and board size a shot before I go changing things around.

Third thing is experience.  Your experiances will change the way you look at the game.  I am from the big gun school and I am not a fan of escorts, generally.   If I do take any it will be one large squad.  Escorts are harder to use, especially for someone new to BFG, so when I started out I stuck with big ships and only later as I learned how to actually play the game I was able to understand and use escorts.  Now I can use them, they do have uses but I guess I am a creature of habit so I still mostly avoid them.  The guys from the next county over, Berks, were all taught by the same guy and he loves escorts.  All their fleets are mostly escorts with a sprinkling of capital ships.  Its weird, and its not my style but it is surprisingly difficult to stop.  Just so many threats zooming about that you can hurt the squadrons but if you actually spend the guns to kill one that leaves too many unattended to do what they want to your fleet.  Anyway what I am trying to say here is that escorts are difficult to use for the begining player and that is going to color your opinion of them.  Your problem with torpedoes and the wb chart also is something that time and experience might change also.

A lot of people on the forums like to house rule stuff.  I did when I first started too.  We changed the BFI to saving on a 5+ because we felt that the ships weren't individually strong enough.    The 5+ just let more hits through. Kind of the same thing you want to do but from a different direction. Later we changed it back.  What really was happening was we weren't moving our fleets very well at first so it seemed like nothing was getting done.  Ships have to act together in BFG to really work well. As time passed and we were beter able to move our fleets like fleets rather than a bunch of individual ships we realized that the 5+ brace just wasn't enough and it unbalanced the game.  I think that if you stick with the game you are going to find out that a lot of the changes you are advocating are going to be similar.  The game is very well balanced as it is and I think you will be better off using it as it is rather than making a new game.  Having said that, however, it is fun to make your own way and make up your own ships  and such.  The game is about having fun and if you think your rules will make it more fun for you then you should go right on.  It may be a phase we all go through" improving" the game.  Some people are still doing it.   

Offline Gothmog Lord of Balrogs

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Re: What makes each race special?
« Reply #11 on: July 10, 2013, 11:48:08 PM »
When I first played my brother and I thought bfi was useless. Just shows how skewed perception can be

As for changing rules I think youll find most problems lie within the original original cost or stats of a ship vice the mechanics. Thats why there are projects like bfgr
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Offline Islacrusez

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Re: What makes each race special?
« Reply #12 on: July 11, 2013, 02:34:34 PM »
Yikes! Leave you guys alone for a few minutes and you take my idea to bits and leave the chassis sitting on concrete blocks!

Well ok, admittedly I've been watching this thread like a hawk... I'm seeing some love for the old system, so I probably won't make too many friends by turning it upside down, and I'm also seeing a lot of fair comments and criticisms. So without further ado, let there be discussion!


check the 2010 FAQ. Reloading torps is different

You mean the lack of the running out rule as mentioned earlier in this thread?


escorts are not nearly as Underpowered as you believe. placing them in a squadron does wonders. I would be worried that your proposed change for a special order wind make ordnance obsolete and by doing so you would ruin several fleets

Obviously some ordnance changes would be included, and the short range would mean escorts have to stay very close to the ship they're protecting. The main reason for this thread is so that I don't ruin races outright. Certain fleet compositions might become inadequate, but that's expected.


as for the gunnery tables and what you perceive to be close range you must remember that on the combat is actually taking place over thousands of kilometers close range is a relative term

Noted. Mind you, I don't particularly buy any particular claim as to what the scale actually is, just that it is kinda big.


as for your Gunnery table change, it seem s a little cumbersome. As well the idea of rolling "to hit" makes sense in 40k, but I imagine starship sensors to be highly accurate. But misses do happen. That is why the strength of the salvo changes based on aspect and range on the current table. Basically predetermined hit percentages. So the number of dice you roll are "hits" you just then need to penetrate armour. At least that is how I always perceived it

I'm aware that the table does a lot of these things, and I simply disagree with them. For example I disagree that ships abeam, moving in the same direction and at the same speed should really not be subject to the same penalties as those moving in opposite directions. Seeing as they're providing the largest target and the most stable one, why the hell do they miss so damn much?

Also to note is your perception of the tables being hits, and the rolls being for armour - why do the shields only take away from the penetrations then? If I accept that approach, and keep the table, shields will take from the dice pool, not from the penetrations.

I also don't think these spaceship sensors are all that advanced seeing as the Imperium of Man is the least technologically advanced race in the known universe.


Hey,
cool.

Dissection time.  8)

Woot woot! I like idea dissections, they're fun ^^


Torpedo Releading.
i. Torpedoes are only in limited quantities on a ship.
ii. Reloading is a hazardous task
(Background embedded).

This is true, and speaks to my lack of experience in BFG - because I've never seen a ship fire more than one salvo. The battle was over by the time a reload was made.

Failing a Special Order can happen, thus do them in the correct order. Do not waste torpedoes. Make a shot count. It are expensive things.
And do not forget re-rolls. ;)

I'm not sure I want to spend my one reload on a torpedo, when I really need it to make a burn retros to not fall off the table. I also do not feel that torpedoes (one of the most common weapons in the Imperium fleet) should fire less frequently than the big bad nova cannon that fires skyscrapers at the enemy fleet.

Your idea will lead to torpedo spam. Eldar will love this, Imperial as well. Tau will just have more fun.

There are balance points to tweak, of course. The length of time for the standard reload. It could be the 1 turn delay, it could be 2 or 3.

Also important to note is that the main purpose of this thread is to keep an eye on the effects any changes would have on the other races. Probably the only post that's done so is the first response xD No rule revamp would be complete without a complete examination of every ship - the ships are made for the system, not the other way around.

Escorts
You have to little experience. ;)
I'll put my hands up to that one; you have me there ^^

Escorts are good.
5 Swords cost 175pts and bring 20 weapon batteries with 30cm on a mobile platform.
They have a strike range of 30+25 = 55cm. A Lunar or similar can only strike 30+20 = 50cm with less mobility.

Impressive... But a Slaughter class can strike to 60cm with firepower 14 weapons battery broadside (assuming it doesn't have a closer fwd target), plus a strength 2 lance. And it still gets 2 lance and 8 weapons in the other direction. It'll still stand up to the same amount of punishment as your entire squadron put together, and it your squadron will lose firepower for every two hits that land. The cruiser is a slightly bigger target, which will draw some fire, but then again it needs to take 3 hits per turn just to take damage. Your squadron loses a ship on every second it hit takes per turn (unless you're shooting from opposite sides).

Head to head, I think the cruiser wins out. It's cheaper too. You can manoeuvre to get into a blind spot, but I can outrun you. If you get in front of me, I still have weapons to bring to bear and if you sit there long enough I'll plough into the middle of your squadron and there will be nothing left when I am done. More importantly, with the faster ship I have a better chance of choosing my engagement, and if I fire first, your strength 20 weapons battery will drastically diminish at a rate of 4 per 2 shots landed.

I'm perfectly happy to put this theory to the test if you have some sort of online system we can use? If not, I'm sure one can be found.


Currently they can protect bigger ships (eg massing turrets), fly into large ordnance waves etc. Also, do not waste them. Use them wisely. They're cool.

They can mass turrets. And I guess you can fly into ordnance, if you're feeling lucky. A max squadron of swords, that's 6 turrets; a max squadron of infidels, that's a strength 12 salvo; a max squadron of vipers will give you 18. Are you feeling lucky?

All my fleets use escorts with great effect. Only fleet I would not field them is Craftworld Eldar because of the background to that fleet.
Even my Chaos fleet has 9 escorts in 1500pts. My IN has 9, AdMech ~5-7. Corsair Eldar everything escort next to Void Stalker/Flame/Aurora or Solaris (depends what I fly), Tau CPF between 6-12. DE 9, Novamarines ~ 9-12.
Rogue Trader varies a lot.

Fair; I'd like to play against you; it would be interesting.

Note: some escorts may have two hits because of their size (Hellebore, Tau Defender, the large Ork escorts). That's about it. Everything else is fine at 1.

I still believe escorts should be more durable on the whole.

Just do not waste escorts into the line of fire. At the back they are much more worthwhile. Engage when lines close.

Alas, another problem of my lack of experience. When lines closed, there was nothing left to engage.

ballistics
urgh,
The gunnery table is thing of genious in Battlefleet Gothic!!
Fangirl squee? ;)
[/quote]

Have eye on perception: in BFG 1cm is 1000km. So a ship with 15cm in between is 15000km distance, shooting at fast travelling ships being around 3-5km in size. And with 15cm you get a left shift  on the table already.

The gunnery table is awesomesauce as one dice roll incorporates both to hit and to damage. On a table that factors in heading and distance! It also takes care of bigger and smaller ships.
Whoa  8)

I reserve the right to question both methods and results of this table =P
The fact that to hit and to penetrate rolls are done before shields is a personal pet peeve of mine.
Similarly, two ships travelling at the same speed in the same direction with a net relative velocity of 0 are subject to the same penalty as the same ships heading in opposite directions with a a relative velocity of stupid.
 
Now, one small thing that you should work with:
use the blastmarker rules from v1.0 and not from the 1.5 rulebook/FAQ2010.
Basically:

i. Blastmarkers are placed in line of fire (fanning out left/right if more are place). A player cannot select where he wants to place a blastmarker.

ii. Blastmarkers only intervene in line of fire. So if a Lunar has blastmarkers on port side, it has no intervening blastmarkers on starboard. So if I nip another vessel to the other side I can fire at that vessel (with shields down) but without a blastmarker causing a columns shift.

Now see, escorts benefit a lot from this as they are suited to nip around enemy ships and do this trick. :)

This is useful...


(have to go, perhaps later more)

Looking forward to it!



What game are you playing? :P :D

It's this strange thing with all these space ships and flying cathedrals and speedboats made of stupid! ;)

Torp RO
Torpedos reloading automatically would upset the ordnance balance (IN, Tau, Eldar - lord they would be OP) and simply create spamming, instead of the current situation where they require the player to decide when to use them most effectively for tactical reasons - like the valuable missile ordnance they are.

I don't want to play with one-shot weapons, thanks.

While the spamming is a serious potential issue, there are balance points to tweak. Such as the length of time the auto-reload takes; a potential requirement for a leadership roll to be made after a certain number of shots (this would simulate the limited stores of torpedoes on hand in the torpedo "room", and having to fetch them from the cargo bays, or requiring a resupply drop).

Torpedoes could also get changes in the way they operate. If their overall strength is kept the same as their amount increases, each individual torpedo would be less powerful. An extra point cost could be used to bring along the good stuff, using the original torpedo rules.

Also remember that any major core rule change is also going to cause changes in the ships that use it. It's possible that the auto-reload could have a points cost attached to it, or a points cost attached to a faster reload speed.

However, more torpedoes will be put into play, that is an undeniable fact.

Escorts will gain some extra bonuses against torpedoes, as mentioned above. Plenty of balance points in there too.


Escorts
Escorts are very useful as is. Of course they fall to bits if you get them in the close crossfire of big ships. But what are they doing there!? And if they were so pointless as you say, why are the bigger ships firing at them? Because they are cheap for the raw firepower they can lever on the table, and the flexibility in positioning they have.

The bigger ships were shooting at them because the bigger ships have offside cannons. Or they're the closer target and leadership tests have proven difficult. Or because they're all that's left. Occasionally they can be threatening, but it's usually a suicide run. Which is hilarious when their ideal attack position is also the ideal place to drop a metric fuckton of blast markers.


You don't just throw them into the melee along with the gunline - flank or keep them back, out of range or firing arc - then dart in from an awkward/uncovered angle of the enemy formation when the main fleets lock horns (usually from the rear). 30cm movement and tight turning are what keep them alive, by minimising enemy fire wherever possible. Its up to your skill in positioning to keep them alive, not their ability to soak damage. And for their cost, whenever the enemy is shooting at them, they are keeping your cruisers safer. You get less bang for your buck when you shoot at escorts - against them you roll the least on the battery table, and lances are valuable and usually too few in number.

Again, big ships have offside weapons; and with forward-only firing weapons on one squadron, it'll take a really bad split to keep an angle open for your attack. Even worse is that they have to stick around after they've fired. It's really unlikely that a firing arc will be blank on consecutive turns, especially when there's targets in it. And the harder you hit, the bigger priority you get.

Admittedly, this starts to come down to effective usage of ships, and higher level tactics.


Which is why escorts are also the best hunters of other escorts :D Nimble enough to get close to offset column shifts for their small size on the gunnery table (if attacking with batteries) and packing enough firepower to demolish the other squadron, while being cheap. Escorts are also effective to intercept ordnance with their massed turrets, speed and low cost (you can force an entire multi-bomber wave to waste itself on a single escort).

Fair points there. However, I'm not taking escorts just to hunt other escorts when I can put a lot of hurt on the main fighting ships for the same cost. Escorts are easy to hunt when everything's dead.


Gunnery
Part of what I like about Gothic is that it streamlines the most boring statistics and dice rolling, focussing on the player's skill and finesse of positioning, timing and orienting his forces to bring weapons to bear most effectively. I can't see how your changes to the gunnery mechanic would do anything to actually deepen the tactical considerations in gameplay - instead adding complication and time for mostly intellectual immersion.  :-\

Streamlines it yes, but it means it can't do everything. And I want to do the things it won't.


I also use the rules regarding blastmarkers as Horizon said above. Works well.

Certainly sounds interesting. Will put those to the test before bringing other changes into play.


Do you play Firestorm Armada? Your changes sound really similar to how it plays. Torpedoes are basically standard weapons that get targeted by turrets and are auto loaded and smalls have two hits each in that.

Interesting. Will have to find the rules for that. I do know some of my changes were taken from (or inspired by) the Rogue Trader rules; do they share a ruleset?



Escorts take some time to use effectivly. I see alot of people do away with them all together tho. They are significantly weaker than the cruisers and despite their cost/ firepower they still dont stand up very well. Of course theyre not designed to go head on with cruisers either :D.

That's kinda my problem. All they're really good for is sacrificial armour against a torp/bomber wave, distracting other ships by requiring a leadership roll to not hit them, and adding turrets. Their firepower is reasonable, but I can field that firepower in a cruiser package and I'm better off for it. I think that's not right.

A number of escorts should either contribute very significantly to another ship's performance, or be able to take on a ship of equal point cost (isn't that the point of the point costs?).

For example as mentioned above; the five swords against one slaughter. Can tell you now they swords would make a fine mess of it with an extra hitpoint. As it is I can wipe out a squadron of swords with a single good salvo; with 2 hp it becomes near impossible.

Quite crucial to be able to tell minefields and rally points apart...

Offline Islacrusez

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Re: What makes each race special?
« Reply #13 on: July 11, 2013, 02:34:44 PM »

Another few things to  thing to think about before you go changing the rules.  First, are you intending to play with anyone else besides your close circle? When I first started playing gothic like 1000 years ago, I had a close crew of guys that I played BFG at home with.  We house ruled some stuff. ( we used to BFI on a 5+ for instance and had our own Ork fleet version).  As time passed, guys moved away and some lost interest so I was forced to reach out to the larger world to find people to play with.  House rules are all good and fine in your house but not so good out in the larger world.  When I had to go out to the real world the transition was harder. 

I don't even have a close circle atm; I have one opponent. And if some people here are right, we're not even in the same class of player. Do you guys have any online system to play against others on the forum? It would aid my journey significantly!

And aye, house rules stay in-house. But I don't have anyone else to play with so it really doesn't make a difference right now =[

Second thing, I noticed in an earlier post you are playing at a low points value, with no ordance  and in a smaller field.  That is going to give you a strange baseline on deciding what needs to change and how much.  As someone who had some game design experience you will know this will give you skewed results.

This is very true. Are the rules optimised for a larger fleet, a larger field, and a few extra hours? It might work in BFG's favour to cater for smaller engagements... It sounds like IN doesn't get good until the battleships are brought out.

And indeed, I can't rebuild a system from just the experience I have. However, sometimes the changes give more insight than playing by the rules (especially when the changed rules were actually crucial in some obscure way).


The slaughter seems like a great ship and it is but in a larger point game with a larger field the 30cm range makes it far less viable.  No one runs a 1500pt chaos fleet with over  50% of it being slaughters unless they want to lose. Same thing goes with torpedoes.  Four Imperial ships auto re-loading might not seem game breaking but eight might be an entirely different thing.

For the last game with the changed torpedo reloads, iirc my opponent fielded torpedoes on every single ship he had. That's close to 8, perhaps more. It resulted in hilarity and stupid. But it was more fun than never reloading, I'll tell you that now. Not to mention the strength 12 salvo that wiped out on a blast marker ;)


Its like you are playing 40k on a 3x3 board and saying that assault units are overpowered.  As the points, scenerios or conditions change various units will rise in fall in power.  1500 on a 4x6 foot board seems to be the gold standard.  I'd give that points level and board size a shot before I go changing things around.

I'll do my best, but who and where can I play against? I'm in the arse-end of nowhere and GW has abandoned BFG. What do?


Third thing is experience.  Your experiances will change the way you look at the game.  I am from the big gun school and I am not a fan of escorts, generally.   If I do take any it will be one large squad.  Escorts are harder to use, especially for someone new to BFG, so when I started out I stuck with big ships and only later as I learned how to actually play the game I was able to understand and use escorts.  Now I can use them, they do have uses but I guess I am a creature of habit so I still mostly avoid them.  The guys from the next county over, Berks, were all taught by the same guy and he loves escorts.  All their fleets are mostly escorts with a sprinkling of capital ships.  Its weird, and its not my style but it is surprisingly difficult to stop.  Just so many threats zooming about that you can hurt the squadrons but if you actually spend the guns to kill one that leaves too many unattended to do what they want to your fleet.  Anyway what I am trying to say here is that escorts are difficult to use for the begining player and that is going to color your opinion of them.  Your problem with torpedoes and the wb chart also is something that time and experience might change also.

I need to find an experienced player that likes escorts then; this sounds like fun ;)
I don't have many problems with the ballistics table, just pet peeves really. The abeam issue is one, the shields are another. The shields are probably the bigger issue - it just doesn't make sense to me.

A lot of people on the forums like to house rule stuff. (snip)  Some people are still doing it.   

Some fine points in here, and indeed. It's a natural way of things, to want to change the rules to your will; the urge tends to go away when you learn to exert your will through the rules.

The problem is I can already exert my will through the rules against the opponent I have. His fleet is so squishy. It shouldn't take a master tactician to defend against a bull rush.


When I first played my brother and I thought bfi was useless. Just shows how skewed perception can be

As for changing rules I think youll find most problems lie within the original original cost or stats of a ship vice the mechanics. Thats why there are projects like bfgr

It's one way. However BFGR didn't adjust the costs in the way I was hoping, so apparently we're either playing badly or the rules don't work for us. Or both. We went as far as to suggest a 25% decrease in point cost for Imperial ships, that's how badly he was getting smashed.


Whew, that was a long post!

Some very good points out there. Especially the lack of experience. Anyone up for a few games against me to teach me the might of the Imperial Navy?






Now someone tell me why the Necrons don't get swarms of scarabs as ordnance.
Quite crucial to be able to tell minefields and rally points apart...

Offline horizon

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Re: What makes each race special?
« Reply #14 on: July 11, 2013, 10:33:11 PM »
Hi,
On necron ordnance: I think they should get them. :)

You cost imperial navy 25% down. You think after more then ten years such a drastic lowering wouldn't have been done already. If the navy was that weak we would have seen complaints every other day all those years. Right?

But yes in time there will be people who find things unbalanced. I remember people who said the IN was to strong if they applied the shotgun tactic based on a fleet with dictators.
That happens. Discussing such things is fine and cool. Can't your friend come online so we can help him through somewhat? Tactical discussions and tips I'd always fun.

On reloading: on worst he has a leadership 8 admiral on his flagship. With enemy ships on special orders you will have +1 to it. On average he should succeed some leadership tests. And if your fleet depends on ordnance and torpedoes using a re roll is perfectly fine! Or for which occasion do you spare them?