Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 9 posts ] 

BFI against shield hits

 Post subject: BFI against shield hits
PostPosted: Wed Jan 23, 2008 9:49 am 
Brood Brother
Brood Brother

Joined: Mon Apr 23, 2007 11:30 am
Posts: 114
Location: Fife, Scotland
When playing against a few of my friends, we sometimes use a house rule allowing shield hits to be braced against. The rationale behind this (as my mate says) is the star trek "all power to shields!" type of situation where a ship diverts its available power to shields, effectively acting like BFI in BFG.

What do you guys think about this?

Does anyone else out there use this 'rule'?

R

_________________
L'enfer c'est les autres


Top
 Profile Send private message  
 
 Post subject: BFI against shield hits
PostPosted: Wed Jan 23, 2008 9:51 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Jul 13, 2005 9:40 pm
Posts: 2842
Location: Netherlands
We don't use your house rule.

Though I think with modification it could work. Although it would get even harder destroying ships.

_________________
Light at the Horizon.

Warp Rift
Project Distant Darkness
Eldar MMS

GothiComp Hall of Fame
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=38&t=19176


Top
 Profile Send private message  
 
 Post subject: BFI against shield hits
PostPosted: Wed Jan 23, 2008 12:46 pm 
Brood Brother
Brood Brother

Joined: Mon Apr 23, 2007 11:30 am
Posts: 114
Location: Fife, Scotland
Ah, just wondered.

You're right, it does make killing shielded ships even harder, which is a bit of a disadvantage for races with no shields (eg: Eldar & Necrons). I'm personally not really a fan of this house rule, but my mate seems to think it makes sense.

What modifications would you make to make it work better?

_________________
L'enfer c'est les autres


Top
 Profile Send private message  
 
 Post subject: BFI against shield hits
PostPosted: Wed Jan 23, 2008 8:30 pm 
Brood Brother
Brood Brother

Joined: Sat Jan 06, 2007 9:42 pm
Posts: 896
Location: Rome or London..depends on my mood
i would say that if at full shield charge like star trek - and the save is FAILED  then you lose all shields for a turn and take d6 hits...to represent shields breaking bad time...but im really bad a rule design...

_________________
We are the Emperor's Sword! We are impenetrable! Pizza man? Sure come through. *a loud kamikaze explosion is heard*


Top
 Profile Send private message  
 
 Post subject: BFI against shield hits
PostPosted: Wed Jan 23, 2008 11:37 pm 
Swarm Tyrant
Swarm Tyrant
User avatar

Joined: Thu Jan 02, 2003 6:22 pm
Posts: 9350
Location: Singapore
I assume that this confers the same disadvantage to shooting that BFI does? If not, I think that it should. With this, it will help not to unbalance the order too much. If it is still a little too powerful, you could always only allow it against shots fired against a single aspect, selected when the initial order is performed.

Personally, I dont think that this is strictly required. I dont even like the way that the shield reflects the thickness of the armour - for example that Imperial shields are stronger on the front than the sides, and the forward shields of Chaos, just because of the frontal armour.

_________________
https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond.
https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.


Top
 Profile Send private message  
 
 Post subject: BFI against shield hits
PostPosted: Thu Jan 24, 2008 10:48 am 
Brood Brother
Brood Brother

Joined: Mon Apr 23, 2007 11:30 am
Posts: 114
Location: Fife, Scotland
Yes, bracing against shield hits confers the same penalties as BFI normally would.

I agree with you on the last point, it is indeed a bit odd that shield strength reflects the hull armour values. It would perhaps make more sense if shields had a 'standard' armour value of their own (eg: 5+), and once shields were knocked down, further hits went against the armour value of the hull (dependent on aspect). This would probably make shooting a bit slower and more complex (you'd have to roll shield hits a few at a time if they had different 'armour' values to the hull), but perhaps it'd be a little more realistic?

What do you guys reckon?

R

_________________
L'enfer c'est les autres


Top
 Profile Send private message  
 
 Post subject: BFI against shield hits
PostPosted: Thu Jan 24, 2008 12:22 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Jul 13, 2005 9:40 pm
Posts: 2842
Location: Netherlands
This only applies to batteries as lances hit on a 4+. Always. (!!??!)

Example idea:

IN Lunar class cruiser
Armour:
6+ prow
5+ rest

number of shields: 2
Shield value 5+.

To bring down a shield you need a 5+. To the rear or sides all would stay the same if you attack the ship.
But to the prow:
Lets say you got 5 dice to roll:

Result 1 =
1,1,2,3,5 = one five, meaning 1 prow shield is down.

Result 2 =
1,1,5,5,5 = three fives, meaning 2 prow shield is down. Third five gives no effect.

Result 3 =
1,1,5,5,6 = two fives, meaning 2 prow shield is down. Six scores damage point as shields are down


Vica Versa:
Armour 5+
Shields 1
Shield value 6+

Result 1 =
1,1,2,3,5 = one five, nothing happens

Result 2 =
1,1,5,5,6 = one six means shield is down, two fives score two points of damage.


No extra rolls needed. Only: keep eye on balance. Plus it would mean going through all ships and addressing point costs.

Warp Rift?

In a complete BFG rework the idea has merit imo

_________________
Light at the Horizon.

Warp Rift
Project Distant Darkness
Eldar MMS

GothiComp Hall of Fame
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=38&t=19176


Top
 Profile Send private message  
 
 Post subject: BFI against shield hits
PostPosted: Thu Jan 24, 2008 2:35 pm 
Brood Brother
Brood Brother

Joined: Mon Apr 23, 2007 11:30 am
Posts: 114
Location: Fife, Scotland
Yes, good point, lances always hit on a 4+ so this would only apply to WB's.

Cool, so you think this has potential? I'd be happy to put it down on paper if you think there'd be space in WR for it.

As you say though, it might require a review of ship pts costs.

Also, deciding on what the 'standard' shield armour value would be will require some thought. 5+ seems reasonable for warships.

Would non-combat vessels have weaker shields? (eg: could a transport with armour 5+ have for instance shields with only 4+ armour?)

Finally, would it be feasable for there be any options (such as in ship upgrades) for a ship to have improved shields? (eg: a cruiser with armour 5+ with shields which were 6+?)

Food for thought...

R





_________________
L'enfer c'est les autres


Top
 Profile Send private message  
 
 Post subject: BFI against shield hits
PostPosted: Thu Jan 24, 2008 2:40 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Jul 13, 2005 9:40 pm
Posts: 2842
Location: Netherlands
Good points.

non-combat vessels could indeed have weaker shields. I wouldn't want to jump on upgrade options right away.

sidenote: I think a D10 would have been great for BFG. It would give heck of a lot more variant options in races armour.

_________________
Light at the Horizon.

Warp Rift
Project Distant Darkness
Eldar MMS

GothiComp Hall of Fame
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=38&t=19176


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net