X-POP3-Rcpt: jcoleman@azure Return-Path: owner-babylon5-wars@CSUA.Berkeley.EDU Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by azure.a2t.com (8.7.5/8.7.3) with ESMTP id VAA03785; Mon, 14 Sep 1998 21:42:55 -0400 Received: (from majordom@localhost) by soda.CSUA.Berkeley.EDU (8.8.8/) id SAA27060 for babylon5-wars-outgoing; Mon, 14 Sep 1998 18:40:07 -0700 (PDT) env-from (owner-babylon5-wars@CSUA.Berkeley.EDU) Received: from hotmail.com (f284.hotmail.com [207.82.251.175]) by soda.CSUA.Berkeley.EDU (8.8.8/) via SMTP id SAA27048 for ; Mon, 14 Sep 1998 18:40:05 -0700 (PDT) env-from (m0rden@hotmail.com) Received: (qmail 8197 invoked by uid 0); 15 Sep 1998 01:40:03 -0000 Message-ID: <19980915014003.8196.qmail@hotmail.com> Received: from 207.225.88.181 by www.hotmail.com with HTTP; Mon, 14 Sep 1998 18:39:57 PDT X-Originating-IP: [207.225.88.181] From: "Mr. Morden" To: agentone@agentsofgaming.com Cc: babylon5-wars@CSUA.Berkeley.EDU Subject: [B5W] *** SUCCESSFUL PLAYTEST of new combat / damage rules *** Content-Type: text/plain Date: Mon, 14 Sep 1998 18:39:57 PDT Sender: owner-babylon5-wars@CSUA.Berkeley.EDU Precedence: bulk Reply-To: babylon5-wars@CSUA.Berkeley.EDU Delivered-To: babylon5-wars@csua.berkeley.edu I just got finished with a pair of test battles concerning AoG's proposed new system. I'll give you my exact thoughts after the reports, but... all in all, I'd say with the listed modifications, it works GREAT. It was very fun to play and felt much more like the show than any other battle I've done (despite the fact that I was using WoR ships, which weren't seen on the show... ;p). First, I'm going to spout off some questions about your suggestion ( I know you probably typed it up pretty quick, so...) The weapon range changes ... were they supposed to be in there? If so, I like most of them... I'll get to that later, but checking to see if it wasn't mistyped. The Medium Laser has been made a weaker weapon than the Battle Laser. As its lower range means that it normally does less damage anyhow, that severely weakens the weapon. Though this change is acceptable, I suggest if implemented the Nova's price would go considerably down... and then the EA would be left with no effective dreadnought. Honestly, though, a suggestion for the nova that seems to fit the show quite a bit better, plus implements a rule that's been on 'standby' for a while... Give the Nova Heavy Laser / Pulse Arrays instead of Medium, but give it a considerable power loss : I'd say Power Shortage : 24 or 30. The energy mine is listed as 'Flash Damage' but armour's effect against it is nebulous considering there is no X. Is it intended to follow armour as before? With energy mines causing that much flash damage, I can see three possible results when a flight of fighters is impacted. 1. All fighters take listed damage 2. One fighter takes enough damage to kill it, then the next, and so on until you run out of damage. This seems rational and is in accordance with new Flash Damage rules. 3. One fighter takes the listed damage, the others take half of it, as per WoR-style flash damage. I'd prefer 3, as it means any fighters in the same hex as the emine are obliterated, and of those on the surrounding hex there will likely be one casualty each flight and 10 damage all around... suitable amounts. How does Mag Gun Flash Damage affect other things in the same hex as the target? NOTE --- I've heard something about Dropouts ... what are they and how do they work? Ok, here's the summary of the playtests. I won't bore you with the exact techinicalities of the battles, but you'll quickly see the point. Both of their main intent was to test weapon damages ... thus, the tactics used in the battle were somewhat limited and repetative, but not just straight-line-and-strike. The battle was a pseudo-scenario entitle "Slay the Dragon." The "Real" ships placed in the battle would probably have been a Centurion, a Darkner, and fighters... but to test out weapons, especially Twin Arrays, I sent in 2 Maximi and 1 darkner. They were attacking a Bin'Tak The IDEA was that the Bin'Tak SHOULD be able to destroy those mostly defensive ships fairly easily. "Slay The Dragon" Narn vs. Centauri A lone Bin'Tak has been stranded from its assault fleet when it was forced to drop out of hyperspace. Awaiting repair of its long-range communicator and jump drive, it is almost immediately jumped by a centauri attack group. The centauri had attacked the Narn battle fleet in the best way the knew how : Sabotage and ambush! Forces : Narn : 1 Bin'Tak Dreadnought. Centauri : "Real version" above. This version : 1 Darkner Fast Attack Frigate, 2 Maximus Defense frigates Deploy : This battle, to keep things simpler, is fought with two mapsheets end-to-end.... though easily more could be added. Bin'Tak is speed 0, Centauri ships enter at speed 1. They jumped in last turn . The Centauri objective is to destroy the Bin'Tak, the Narn objective is to survive. The Narn can power up its jump engines in 30 turns, if it can survive that long. First turn : The Centauri ships duck their heads in their shells and floor it forward, trying to get into range. The bin'tak opens up with emines and ion torps... with 8 TA shots and 3 guardians, though, the ion torps have no effect and the emines do a bit to one maximus. Three heavy laser shots are fired, but to no effect (bad range and rolls of 16, 18, 17. 15 was the hit number) Final range : 22 Second turn : Centauri ships close to 8. Bin'tak fires 3 light pulses, 4 TA shots. Little real effect, a bit of superficial damage. Turn Three : Centauri ships close to pointblank range and open up. The bin'tak obliterates the partially damaged maximus with a Mag Gun shot and 2 heavy lasers and many Twin's and light pulses cripple the Darkner. Note that the Bin'Tak is not defending itself here... this is more a test. The bin'tak has no DEW, no defensive weapons. I didn't even have to roll for most of the shots against the Bin'Tak, however, as the first maximus's TA shots VAPORISED the dreadnought utterly. oops. ***ANALYSIS : Twin arrays are FAR too powerful. They should be reduced. Tacticall, the Bin'Tak acted as if it had just gotten out of bed. I think I should have done more with it and been a little less itchy on the trigger finger.*** I tried this again, this time keeping the Twin Arrays to -2 per hex, X+4 damage. This seemed to work extremely well... the battle was perfect. First turn, Ion Torps and emines damage the Maximi a little ... second turn, the three HL's fire at the Darkner and cripple it, removing its front section and taking half its primary structure off, forcing it to disengage. Third turn, again the ships close to point-blank ranges (remember, this IS to test to see if the rush-to-pointblank TA tactics work). The 18 twin array shots, not defended against, tear into the Bin'Tak and remove its forward side, doing about half damage to the primary structure. In response, the Bin'Tak's mag gun and a heavy laser destroy a Maxiumus, reducing it to a ball of hot gas, and assorted lighter guns do some damage to the forward strucutre of the other. Then, it became a fun running battle as the Maximus screamed past the dreanought, burning its side thruster to a crisp as it struggles to about-face. Meanwhile, the lumbering dreadnought lit thrusters and began to lumber away as the maximus screeched to a halt. Attempting to fly up past the Bin'Tak to make another pass on its cripples front, the Maximus had to fly through heavy fire. The Bin'Tak accelerated too fast, however, and the maximus, only gaining 2 hexes per turn, was destroyed. So you see, this worked much more like it 'should' have. TA's still hurt, if well-placed, but they're not godly. Heavy Lasers and Battle Lasers along with other heavy weapons can do more damage. Final Conclusions / Suggestions / Notes >From Testing 1 - Twin Arrays would work great at -2 / hex, X + 4 damage 2 - Emines work much better now, but please clarify 3 - Heavy Lasers et. al. now do appropriate damage 4 - Surgeon General's Warning : Getting hit by a Mag Gun at point blank range is severely hazardous to your health. It is unlawful to advertise Mag Guns on public television or on radio. 5 - Intercept abilities should probably be increased : as seen in the show, one Pulse Gun should be able to intercept one Pulse Gun, etc. It should not, for instance, take 6 shots to assure taking down a single torpedo. This would be more b5 realistic and make defensive fire an actual part of the game. 6 - New armour rules very good for lasers, but for simplicity and logic, keep it away from other weapons. TA's and Burst Beams having to overcome structural armour to ping off an interceptor or SPB's does not work well. I suggest, with particle weapons, rolling for location before computing damage and using THAT armour value. Other : 1 - AoG's rule for Jammers seems fairly acceptable, though I've never formally playtested it. Point increases should not be flat; much more valuable for smaller ships as they are harder to hit. Nial jammers should probably count as one point of static; that seems much more logical. 2 - Fighters' point cost should across the board be reduced by about 1/5 to 1/3. Fighters are now easier to damage. Make clearer flight level rules, and make THEM the standard. Eliminate that one-roll to-hit thing, it doesn't work very well -- you end up either all hitting or all missing much more than you should. There's no bell curve. As all races would gain this point reduction, nobody would get anything more out of it. Well, that's all, folks. Hope this helps the jury's decision. All in all, though... nice system. P.S.: Bruce, this is a different email address, but you may remember me as Eb0nFlame@hotmail.com, we've emailed back and forth a few times now... Tyler Stetson EbonFlame Evolve or Die. The shadows still reign. ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com -- End --