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Post by Ed the Two Hour Wargames Guy on Feb 13, 2021 17:00:05 GMT
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Post by bigwalleye on Feb 15, 2021 15:40:38 GMT
Ever since I noticed the discrepancy in the Fire Table in 5101: No Limits, I have used a somewhat different mechanic:
Both sides roll on the Fire Table. Number of D6=Firepower Rating of ship, taken vs Rep of Gunner. Only Successes scored by ship that won the Dogfight Table roll can cause damage. But Successes scored by ship that lost the Dogfight role cancel Successes scored by the winning ship one for one. I assume that this allows for effective use of shields, ECM, and defensive fire, all of which make the losing ship more difficult to hit.
To me, this mechanic has three attractive features: 1. It makes it less likely that my Star's ship will be whiffed in a single turn of bad dice. (Which has happened. I suck at dice-rolling.) 2. It provides an effective use for the ability (=Rep) of Gunnery Officers on both ships. (Gets more of my crew involved.) 3. It makes a ship with superior firepower a harder ship to damage. (I imagine a heavily-gunned ship throwing out so much fire that the attacking ship can not get into position for a clean shot. And a ship with more firepower would typically have better defenses as well.)
This mechanic does make ship combats last longer. But I rarely fight more than 2-3 ships on a side in my campaigns, so it doesn't slow things down much, and it adds a lot of easily visualized action.
As always, YMMV.
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Post by Ed the Two Hour Wargames Guy on Feb 15, 2021 22:40:32 GMT
The updated version has a maximum of two hits per roll so no whiffs involved. Like your version as well. It's all about what you want when playing and being mostly solo, no need to let otheres know about rule changes.
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