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 QAA16454; Wed, 23 Sep 1998 16:34:16 -0400 Received: (from majordom@localhost) by soda.CSUA.Berkeley.EDU (8.8.8/) id NAA24131 for babylon5-wars-outgoing; Wed, 23 Sep 1998 13:29:38 -0700 (PDT) env-from (owner-babylon5-wars@CSUA.Berkeley.EDU) Received: from proxy3.ba.best.com (proxy3.ba.best.com [206.184.139.14]) by soda.CSUA.Berkeley.EDU (8.8.8/) via ESMTP id NAA24124 for ; Wed, 23 Sep 1998 13:29:36 -0700 (PDT) env-from (mcalhoon@best.com) Received: from mcalhoon.vip.best.com (dynamic51.pm06.san-jose.best.com [209.24.165.115]) by proxy3.ba.best.com (8.9.0/8.9.0/best.out) with SMTP id NAA08317; Wed, 23 Sep 1998 13:25:47 -0700 (PDT) Message-Id: X-Sender: mcalhoon@shell8.ba.best.com X-Mailer: QUALCOMM Windows Eudora Pro Version 4.0 Date: Wed, 23 Sep 1998 13:29:48 -0700 To: babylon5-wars@CSUA.Berkeley.EDU, agent1@agentsofgaming.com From: "mcalhoon@best.com" Subject: [B5W] E-mine playtest comments In-Reply-To: <19980923174434.10535.qmail@hotmail.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Sender: owner-babylon5-wars@CSUA.Berkeley.EDU Precedence: bulk Reply-To: babylon5-wars@CSUA.Berkeley.EDU Delivered-To: babylon5-wars@csua.berkeley.edu Well, we tested the E-mine as a missile type weapon concept. Basically, you rolled to hit based on facing and EW and did 40 flash to the target and 10 damage to anything else in the hex (not that there ever was). We used a fire control bonus of +4/+2/-2 for the weapon. It was a Narn vs. Centauri battle. The Narn had 1 Bin'tak, 1 G'Quan, 1 Dag'Kar, 1 T'Loth, 3 Rongoths, 6 Frazi, and 20 Goriths. (Ran by myself). The Centauri had 1 Octurion, 2 Centurions, 3 Altarians and 36 Sentris. (These were run by Michael Calhoon and Randy Grundstrom). Turn 1 E-mine fire severely damaged the front of 1 Centurion and destroyed the front of the the other as well as the Octurion. (Both sides had full offensive EW at their respective targets, the Altarians had full defensive EW). At this point all players conceded that the E-mines seemed TOO powerful using this rule. In order to compensate (and continue the battle) we decided to increase the damage of all heavy weapons, changing half of the D10s to 10 points of damage (as had been suggested by someone on the mailing list). E-mines still seemed far too nasty though. After the battle was over we discussed some of the rules changes that we liked (that we also used): 1. We like the new initiative system. +4 for HCVs, +8 for medium ships, and +12 for fighters seems to work just fine. 2. Acceleration at the time of movement seems to be much more flexible than acceleration before all movement. It allows you to respond better to units moving before or after the current moving unit. It also makes accidental overflying of a target happen much less often. For example, Frazis flying at speed 15 could easily overfly a capital ship in the previous version, but now (as long as you move after the target) you just change your speed so that you end up at the range you want. This seems to make a lot of sense for fighters. We (all three of us who played) like this rule. 3. The change to -2 per hex for twin arrays caused those weapons to not be fired at ships on every turn. One negative is that the 36 Sentris were able to go to range 6 on a Rongoth and hit it on 8's, but since the Rongoths were not locked onto them, they didn't have to worry about any counter fire (from twin arrays anyway). Even with a lock on of 1 point (the Rongoth REALLY wanted to shoot heavy pulse cannon at an Altarian) the chance to hit the Sentri's would have been facing minus seven. We like this rules change. 4. The -2 intercept rating was not discussed, but did come into play against E-mines and heavy pulse fire. The -3 against heavy pulse is VERY helpful as it will (most of the time) reduce the number of pulses hitting (if you are using the rule discussed in #5 below) in addition to decreasing the chance of an actual hit. 5. We used the rule that says for every 4 points you beat your to-hit chance, you get a +1 on the d5 die roll for number of pulses hitting from a pulse weapon. This seems reasonable IF heavy weapons are overall getting a damage increase in 2E. 6. We let LPCs fire every other turn, and allowed heavy pulse cannons to have up to 7 hits. -- End --