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alextroy

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alextroy last won the day on June 2

alextroy had the most liked content!

About alextroy

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    Sircan
  • Birthday 09/25/1971

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    Tacoma, WA

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  1. alextroy

    Infantry Transport Capacity

    The 16 may have been a case of future proofing. However, the Charon is taken with a Grand Company of Nix. The 7 bases may all be upgraded, so you that means they can take unto 14 Transport Capacity to carry.
  2. alextroy

    Battlecruiser Rankings

    See my comments above, based mostly on ship MARs.
  3. alextroy

    Battlecruiser Rankings

    What do the points levels represent?
  4. alextroy

    Point Defense from allied SRS

    Since the rules literally say nothing about allies even existing, I can’t agree with your analysis.
  5. alextroy

    SRS rebalnace

    I second these ideas. SRS rules should be constructed to be as close to those as Ships as possible and should be reflected by the models/tokens. Personally, that would mean two SRS options based on the tokens. Either a fighter/bomber distinction or a small/large distinction. The microdie would work great for tracking damage.
  6. alextroy

    Cruiser Rankings

    @Stoobert There should defiantly be some sort of minimum activation threshold you need to work with to avoid activation stalling. My initial thought would be minimum of 4 unless you lack ships within Command Distance to activate that many. I'd probably force player to use small activation squadrons last to avoid shenanigans.
  7. alextroy

    Cruiser Rankings

    I'm glad to. First off, it not about just taking a mishmash of non-complementary ships and activating them together. That would be sub optimal. You would still center your fleet build around purchasing ships to form effective squadrons at the start of the game. It would be about these things: Increased Fleet Building Flexibility: We've all been at the point in fleet building where you just can't fit in a full squadron of X and you have to either bring a full squadron of something else, pile in the upgrades/hardpoints, or pull off upgrades and hardpoints. There are a lot of things you could do with 90 points but won't because that won't get you 3/4 cruisers and for some fleets that won't get a a full squadron of Tier 3s either. Do you see any advantage in purchasing "spare" cruisers or frigates to replace losses during the game? Increased Play Flexibility: Have you ever lost two cruisers from a cruiser squadron and two frigate from a frigate squadron and thought, "those guys are useless, time to shunt them out before they cost me battlelog"? Wouldn't be nice to just activate them together as one squadron and actually have enough firepower to do something useful? Increased Tempo of Play: If we increase the size and effectiveness of activations later in the game, we should decrease playtime as there are less activations per turn and those activations are more consequential. As just mentioned, the game will be faster if the one cruiser and two frigates are activated together. One activation would take less time and that activation would be far more likely to damage the opponent than the current two activations. Would the actually plan out in play? No idea. I'm totally at the spitballing phase of the idea. Would some rules have to change to make it functional? Most definitely. PD is currently squadron based. The rules for it would need to change to either proximity based (with limits) or with higher PD values with ships only able to defend themselves. Victory Conditions would need to change since you can't base BattleLog on Squadrons if there are no squadrons. Are those the only things that would need to change? No idea. Would need to be play-tested to see what else falls apart due to lack of squadrons.
  8. alextroy

    Cruiser Rankings

    But that would be only 2 Cruisers in an activation. Need as least 3 to make it worthwhile unless you are playing a low point game without Large Ships. That's why my spitball idea is 6. You could get more granular with higher per ship values and higher Command Points per activation like @Charistoph suggested. Regardless, I like the idea of increase flexibility and increased combat longevity this idea would foster over the current proscribed squadron formations.
  9. alextroy

    Cruiser Rankings

    My first conceptual thoughts are each Activation allows up to X Command Point of Ships, which could be adjusted based on game size (4 for small games, 6 for normal games, 8 or higher for large games). Small Ships have Command Value of 1 Cruisers/Destroyers and the other Tier 2 Ships are Command Value of 2 Battlecruisers have Command Value of 3 Battleships have Command Value of 4 There a few ships types that I'm not sure the best value on, but we are into very shallow conceptualization here. So, when you perform an activation, you pick a lead ship and other ships within Command Distance of the ship that total no more than 6 Command Points to all move, shoot, and assault as if a Squadron under the current rules. That means linked fire for weapons from all ships. Such a change in rules means an overhaul of the Point Defense Mechanic for Torpedoes and Boarding, but think about what you gain? Scaling that makes large games faster and small games more manageable Ships purchased on an individual basis, removing the issues of not being able to purchase the full squadron of a ship and issues with accompaniments More flexible use of supporting ships in the fleet, such as Tier 3s and the like Degrading of Ghost Ship syndrome since all Squadrons are Adhoc in basis. If you lose some ships from a 'squadron' you just grab some others if available Would this require lots of rules rewriting and testing? Definitely. But I'm sure you can see that it would have an interesting impact on game play.
  10. alextroy

    Cruiser Rankings

    Oddly enough, I’m contemplating what would happen if there were no squadrons at all. Instead, each activation would be a certain number of ships (size adjusted) that would otherwise function as squadrons currently do. Maybe a bit radical, but it could help with some game issues like under powered squadrons due to points availability and ship casualties
  11. alextroy

    Cruiser Rankings

    In other words, the Abraxas is cheap trash that is only useful when you take undercosted threats like Heavy Cruisers and Gunships Teuton's aren't super resilient, but they don't die automatically if get to use Sector Shielding, or you have 2 Shields along with a Shield Cruiser. As for the firepower, I don't often get all three arcs of Primaries/Beams, but it's not hard to get two of three and don't forget the Torpedoes. I love that you can have Teutons slugging way at RB 1/2 on one side of the battlefield while tossing substantial amounts of Torpedoes 2/3rd the way across the battlefield. Resolutes have a tough time using their unimpressive torpedoes at all.
  12. alextroy

    Cruiser Rankings

    I regularly used the Teuton with lots of upgrades and either the Shield or HP Hardpoint. Shields were the better choice with the addition of the Shield Cruiser to the squadron. Otherwise, the HP was better even if I hated using that option. The Resolute served me much more as a budget Heavy Cruiser than a Cruiser. It can hit one target harder, but was barely more resilient to damage due to CR 7 and lacks the Teuton's variety of weapons due to poorer torpedoes (less dice and Fore only) and the lack of the FF weapon system. It just did a poorer job at engaging multiple targets, which the Teuton does adequately.
  13. alextroy

    Cruiser Rankings

    I've always found the Terran Alliance Teuton to be better than bottom Tier. I rate it a better than the Directorate Frigate based on experience, but YMMV. At the same point value, I put it just a hair below the Hawker Industries Resolute, which I'd put in the middle Tier.
  14. alextroy

    Critical hit table

    Corrosive and Hazard Markers are an edge case of my statement. Those don't have an impact until you fail your Repair Test. They are designed to only have an impact some of the time, but that impact is permanent when it happens. Repairing them at the end of your activation is pretty nice also, since that means a ship gets one last hurrah before losing the last HP to Corrosive. Dying at the beginning of your activation would be rather cruel. The other critical effects are all temporary and go away entirely once repaired. You should have to suffer from those before you get to repair them.
  15. alextroy

    Critical hit table

    The idea that your opponent should get that critical effect on you and you get to ignore it entirely because you repair it first is IMHO bad rules design. If it is too harsh for guaranteed impacted, the Critical Effect needs to be replaced with something that is less effective.
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