|
Post by quadratus on Mar 12, 2022 23:33:44 GMT
Hello,
I have played a few 1 vs 1 games of this now and have some questions;
1. In the example on page 8 with fighting multiple opponents, it mentions that the Gaea Prime fighter gets the bonus on the taking control table for winning. However, it does not mention whether the 2nd Razor fighter who won its roll, and is tailing the Gaea Prime fighter getting the bonus. Would this be the case as well? It seems the Gaea Prime fighter in the middle still has and advantage in rolling a bonus dice against a fighter that beat it. I'm not sure how this would be resolved - should the Gaea Prime fighter only count the bonus dice against the fighter it beat, and ignore it against the 2nd Razor who rolled higher?
2. On page 8 it also mentions that a fighter that gets to zero hull is destroyed, but on the Continue On table, there is a -1d6 penalty if more hull damage is taken than remaining hull points. Is this relevant if the fighter is destroyed?
3. On the Continue On table, where 2d6 dice are passed, it says replenish bonus dice up to rep, do both fighter do this, or only the one who was rolling on the continue on table?
4. On page 9, it says that all fighters must roll on the Continue On table, but the winner isn't required to (unless it sees the enemy run who scored no successes). Otherwise, why is the winner also required to roll on that table?
5. This is more of a thematic question. I'm trying to picture what a Hishen pilot is, and what the thematic reason is behind them getting a -1d6 penalty on the Maneuver table. Are they meant to be hopeless pilots?
Thanks in advance
|
|
|
Post by Ed the Two Hour Wargames Guy on Mar 13, 2022 2:17:32 GMT
Hello,
I have played a few 1 vs 1 games of this now and have some questions;
Here goes.
1. In the example on page 8 with fighting multiple opponents, it mentions that the Gaea Prime fighter gets the bonus on the taking control table for winning. However, it does not mention whether the 2nd Razor fighter who won its roll, and is tailing the Gaea Prime fighter getting the bonus. Would this be the case as well?
Yep, just like it says on the Taking Control Table. I pointed out the GP guy still got it as he was also being tailed. Could have been clearer. Best thing is when in doubt rely on the tables. Sometimes the examples need fixing. Doah!
It seems the Gaea Prime fighter in the middle still has and advantage in rolling a bonus dice against a fighter that beat it. I'm not sure how this would be resolved - should the Gaea Prime fighter only count the bonus dice against the fighter it beat, and ignore it against the 2nd Razor who rolled higher? Correct as he only beat the front fighter.
2. On page 8 it also mentions that a fighter that gets to zero hull is destroyed, but on the Continue On table, there is a -1d6 penalty if more hull damage is taken than remaining hull points. Is this relevant if the fighter is destroyed? No and misleading. Should read more than half remaining hull points. So if had 4 Hull points and took 2 hits. That is more than half of the 2 remaining Hull points.
3. On the Continue On table, where 2d6 dice are passed, it says replenish bonus dice up to rep, do both fighter do this, or only the one who was rolling on the continue on table? Just the guy rolling. If you look at the other tables when directed to go back to the Maneuver Table you Replenish. So return to that Table, always replenish Bonus dice up to current Rep.
4. On page 9, it says that all fighters must roll on the Continue On table, but the winner isn't required to (unless it sees the enemy run who scored no successes). Otherwise, why is the winner also required to roll on that table? It specifies at who has to go and when. When a Fighter takes Damage, sees a friendly Fighter Run For It or is destroyed it must see if it will Continue to Fight. The all at the end of the list means all of the required Fighters must roll on the Continue On table before anyone else can roll on anything else.
5. This is more of a thematic question. I'm trying to picture what a Hishen pilot is, and what the thematic reason is behind them getting a -1d6 penalty on the Maneuver table. Are they meant to be hopeless pilots? Definitely. They are an unimaginative Clone Race, about 4 feet tall and have no initiative.
Hope this helps.
Ed
|
|
|
Post by quadratus on Mar 13, 2022 6:56:59 GMT
Thanks for that, it is clearer now.
Just a clarification with replenishing bonus dice, if an attacker gets a hit on the Fire! table, it says go to the Continue On Table. If the hit plane gets 2 passes and replenishes their bonus dice, does that now mean that the attacking plane does not replenish their bonus dice as I can't see any instruction that they also can?
|
|
|
Post by Ed the Two Hour Wargames Guy on Mar 13, 2022 19:18:21 GMT
Anytime any fighter goes back to the Maneuver Table, it replenishes its bonus dice. Hope this helps.
|
|
|
Post by quadratus on Mar 14, 2022 1:16:16 GMT
Thanks, I understand it now.
One last question if I may, are there any supplements that increase the capabilities of the fighters such as allowing them to use missiles?
|
|
|
Post by Ed the Two Hour Wargames Guy on Mar 14, 2022 2:37:11 GMT
No supplements but it could be easy to put it together. Any ideas? I'd guess evading it would be attempted.
|
|
|
Post by quadratus on Mar 14, 2022 8:03:00 GMT
I was thinking that just prior to the 1st manoeuvre roll, there is an "approach" turn where each craft can fire 1 missile - a missile might be something like a thrust 6, firepower 4, Rep 3 to 5 (depending on how good the missile is), and has no bonus dice from the Rep. Roll as if a manoeuvre turn, if the missile wins it goes straight to the fire table. If the target wins or draws, the missile is evaded, but they lose whatever bonus dice they spent fending off the missile in the first manoeuvre turn so they have an initial disadvantage.
|
|
|
Post by Ed the Two Hour Wargames Guy on Mar 14, 2022 18:05:42 GMT
I was thinking that just prior to the 1st manoeuvre roll, there is an "approach" turn where each craft can fire 1 missile - a missile might be something like a thrust 6, firepower 4, Rep 3 to 5 (depending on how good the missile is), and has no bonus dice from the Rep. Roll as if a manoeuvre turn, if the missile wins it goes straight to the fire table. If the target wins or draws, the missile is evaded, but they lose whatever bonus dice they spent fending off the missile in the first manoeuvre turn so they have an initial disadvantage. I like that but what's the downside to having missiles? May limit the number and replace something else - Hull points? Maybe add Hull points but reduce Thrust?
|
|
|
Post by quadratus on Mar 14, 2022 21:01:42 GMT
Perhaps missiles can be a scenario specific thing - you may need your missiles to be retained as a mission may involve bombing an objective at the end. If used during fights, your chances of succeeding at the end may be diminished (e.g. roll a dice for each retained missile at the end of a mission and you need X successes to win). Also, missile kills on an enemy craft shouldn't count as a confirmed kill, as it didn't involve a dogfight.
|
|
|
Post by Ed the Two Hour Wargames Guy on Mar 14, 2022 21:52:21 GMT
Sounds good. Can you put something on paper? Doc?
|
|
|
Post by quadratus on Mar 15, 2022 7:45:16 GMT
Maybe in future when I've had the chance to play the game a lot more.
|
|
|
Post by sztrave on Mar 27, 2022 1:13:00 GMT
I have vague thoughts about adding missiles to fighter pilot by incorporating the burst table from Aces Up into fighter pilot. Short/Long burst becomes short range/long range and then can choose to use missiles or beams. I was thinking of doing this to use ships a little bigger than fighters. But this is as far as I have got!
|
|
|
Post by Ed the Two Hour Wargames Guy on Mar 27, 2022 16:28:09 GMT
I have vague thoughts about adding missiles to fighter pilot by incorporating the burst table from Aces Up into fighter pilot. Short/Long burst becomes short range/long range and then can choose to use missiles or beams. I was thinking of doing this to use ships a little bigger than fighters. But this is as far as I have got! Looking forward to what you come up with. This is from Fighter Command, maybe some help. FIRING MISSILES To fire a missile at a target you must first lock onto it using Scanners. Here’s how we do it: • Only Fire & Forget missiles may be fired in response to a Reaction Test (except if a “Snap Fire” result is rolled). • All other missiles are fired during the ship’s action phase. • The shooter declares the type of missile he is launching and the target. • The target consults the Counter Measures Test (QRS) when the missile contacts the Fighter. • Start with the Rep of the target. • Modify the result by any applicable circumstances. • Roll 2d6 versus the modified Rep. Determine how many d6 are passed. • Read the results on the Counter Measures Test and immediately carry them out. • If the result is attempt a Special Maneuver, be sure to use the unmodified Rep of the Pilot. COUNTER MEASURES Taken against incoming missiles. -1 to Rep if missile attacking Target Aspect 4. - 1 to Rep if FF -2 to Rep if IR Pass 2d6 The Missile evaded and no damage occurs. Pass 1d6 Missile detonates nearby. Roll once on the Fighter Damage Pass 0d6 Missile hits the target. Roll twice on the Fighter Damage Table.
|
|
|
Post by sztrave on Mar 28, 2022 8:02:28 GMT
THanks Ed, that has given me some ideas (some might be rabbit holes :-) ) on how to simply add missiles to 5150FP.
|
|
|
Post by archivistdragontigre on Apr 16, 2022 16:14:43 GMT
Hello there. First test game today so...
(Note: the title of the column is "Taking damage" where on every other table it's "Results"...)
Pass 2D6 => Return to Maneuver Table counting a -1 to Rep. Replenish Bonus Dice up to current Rep.
Just to be sure... the decrease in Rep stays for the rest of the mission right ? Or is it just for the following Return to Maneuver Table?
Pass 0D6 => RUN FOR IT! (...) • Runners with a total less than or equal to the Chaser must continue the fight. Go to the Maneuver Table.
It's seems strange that in that case there is no counting a -1 to Rep when returning to Maneuver Table. Is it intentional ?
|
|