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Shields

 Post subject: Shields
PostPosted: Wed Mar 18, 2009 7:40 pm 
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Okay how do shields work. They say that you lose a shield when a ship is hit unless otherwise stated.

Now does this mean that if you get 4 rolls to damage a ship with a Weapons Battery then 2 shields are stripped and then you have to roll 5+ to cause points of damage on the hull.

Or do you have to roll a 5+ and any hits are taken on the shields first of all?

Personally i think the first method makes more sense. As ships are hard to miss (unless stated otherwise, for instance the eldar) it makes sense that the shield would absorb the impact before armour comes into play. After that armour then comes into play protecting the ship from further damage?


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 Post subject: Shields
PostPosted: Wed Mar 18, 2009 7:56 pm 
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Nope. Second one.

You roll with batteries against a fully 2 shielded ship, assume 5 hits on a 5+. That means 2 shields down, 3 against the hull.

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 Post subject: Shields
PostPosted: Wed Mar 18, 2009 8:00 pm 
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you loose a shield for each blast marker you are in base contact with regardless of whether it was placed due to enemy fire or if you ended a move on top of it. The shield is automatically regenerated the instant you leave contact with the marker.

That said a hit only occurs when the enemy weapons rolls beat your armor value so the second option is correct. The first two 5's place blast markers that drop one shield each and the second two hits then reduce the hull of the ship by one point each and provide once dice each to roll for criticals.

The number of dice you roll are not equal to hits against the target. They represent the strength of the weapons fired at the target only.

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 Post subject: Shields
PostPosted: Wed Mar 18, 2009 8:21 pm 
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That makes no sense in my humble opinion. Shields should go as soon as a hit is placed. Armour should not have any effect on shields because a shield would seath the armour.
The strength of a ships shields are represented by how many they have so it couldn't be that armour related to the shield strength.


I donno, it just seems a bit strange...


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 Post subject: Shields
PostPosted: Wed Mar 18, 2009 8:50 pm 
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I do not follow your strain.

But both Vaaish and I are correct and I never seen it played differently to be honest.

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 Post subject: Shields
PostPosted: Wed Mar 18, 2009 10:31 pm 
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That's how it is done and seems to work just fine that way.

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 Post subject: Shields
PostPosted: Wed Mar 18, 2009 10:36 pm 
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I think that partly this is also an issue of paperwork. BFG has been fairly clear in attempting to avoid book-keeping at all stages, and certain compromises have to be made for these. This is one of those, since the number of shields now can be figured by the number that a fresh ship has, minus the number of blast markers in contact at any time.

It may help to imagine that a shield is not a single entity, but a collection of shields, and so the debris from various hits is actually more damaging to a shield than a single strike.

PS. Your point about armour values affecting shields is well met. It does seem strange that the Imperials have stronger shields on their prow, just because they have stronger shields there, but it is one of the 'characteristics' of the game.

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 Post subject: Shields
PostPosted: Thu Mar 19, 2009 1:46 am 
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I know the rules, i understand that answer and thank you for the confirmation.

However it just seems to go against laws of common sense and physics that the armour of a ship would have any effect on Shield strength. From a balance point of view it might work but then it does create problems as regards Imperials having superior shields to the prow when i believe it was just meant to be armour. (effectively making them 4x harder to wound instead of double)

Logically it makes little sense.


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 Post subject: Shields
PostPosted: Thu Mar 19, 2009 2:15 am 
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It may make little logical sense, but it speeds up the game no end.

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 Post subject: Shields
PostPosted: Thu Mar 19, 2009 3:42 am 
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I fail to see how. losing a Shield as soon as a potential hit is placed against your vessel saves you the game time of rolling a dice. Thus resulting in less dice.

It would seem more accurate that a roll is deducted for each point of shield (excluding blast markers etc) untill shields are drained and then rolls are made against armour for the remainder of the turn?

That would be more simple, more effective and would have allowed the Eldar for instance to have better shielding but a fragile hull by introducing a "save" for their shields. That would mean torpedoes and fighter craft would be deadly to them but not normal weapons so much, encouraging mobile warfare but not making them rediculously special rules based (good turn angles and speed would have been enough to evade ordnance with skill and also to out manouver an oponenet. Perhaps suffering less penalties for Come to new heading etc if needs be.)


Just throwing some thoughts and questions about why the system is like it is. Playing the Devils Advocate!


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 Post subject: Shields
PostPosted: Thu Mar 19, 2009 3:47 am 
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Losing a shield for every possible shot makes shields worthless.




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 Post subject: Shields
PostPosted: Thu Mar 19, 2009 4:31 am 
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See, the thing is shields don't block the possibility of hits, just things that actually hit the ship. Given that the IN armors the prow of their modern ships, is it that hard of a logic jump that they would also place their strongest shields there as well?

It would seem more accurate that a roll is deducted for each point of shield (excluding blast markers etc) untill shields are drained and then rolls are made against armour for the remainder of the turn?


That makes less sense than the current system to be honest because you get a number of rolls equivalent to the strength of your weapons. Having shields doesn't reduce the strength of the enemy weapons thereby reducing the number of dice they can roll, just the effect that those weapons have on their intended target.




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 Post subject: Shields
PostPosted: Thu Mar 19, 2009 1:39 pm 
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Quote: (Vaaish @ 19 Mar. 2009, 03:31 )

See, the thing is shields don't block the possibility of hits, just things that actually hit the ship. Given that the IN armors the prow of their modern ships, is it that hard of a logic jump that they would also place their strongest shields there as well?

It would seem more accurate that a roll is deducted for each point of shield (excluding blast markers etc) untill shields are drained and then rolls are made against armour for the remainder of the turn?


That makes less sense than the current system to be honest because you get a number of rolls equivalent to the strength of your weapons. Having shields doesn't reduce the strength of the enemy weapons thereby reducing the number of dice they can roll, just the effect that those weapons have on their intended target.

I'm clearly not explaining this well and i don't think people understand the real principle of a "field" (sheild) is something that surrounds the ship, a field that will slow, disepate or otherwise render targets passing through the shield as harmless.

In science fiction, and theory, shields can opperate in a variety of way however the armour of a ship has nothing to do with the strength of a shield. It never will do, it is independenet and physically a flaw to state that armour has something to do with the shields.

Now if in Gothic armour includes the "Aspect" (which we known it doesn't as there is a weapons battery table for that) or the speed of the vessel (again not true) then that would be fine... Its not though. Gothic states that if you have a weapons battery of 10 and fire on a closing target (coming straight at you) then you get 8 hits. There are further modifiers for range etc.
Armour then says that of those eight you need to roll a 5+ to penetrate the ship and cause damage. A critical dice roll represents not only beating armour but hitting a critical point.

It follows then that shields would protect the entire ship (through multiple generators) and would protect against a "potential" ship before impact with the armour occured. In this case armour has nothing to do with the shield. It should absorb the hit and be downed straight away.

For example.

10FP battery on a closing enemy at 20cm. You get 8 rolls. The target has armour of 5+ to protect the ship. However it also has 2 shields. These shields absorb 2 hits and you get 6 rolls on a 5+

A lance strength 4 engages an enemy at 45cm. Range has no effect on the lance and it is highly accurate so blast markers have no effect. It hits the space ship with all 4 lances then and will do damage on a 4+ regardless of armour. However shields absorb 2 hits and so you get 2 rolls on a 4+

Does that make what im trying to say more clear people.

Armour is independent of shields. They are two seperate layers of defence and the inner layer should have no effect on the outer layer.

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 Post subject: Shields
PostPosted: Thu Mar 19, 2009 1:40 pm 
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Quote: (zombocom @ 19 Mar. 2009, 02:47 )

Losing a shield for every possible shot makes shields worthless.

Well perhaps but it makes much more sense in my mind. Unless armour also takes into account the shields...strength.

Thus number of shields are how many you have and armour includes deck plating AND shield resonance, harmonics, yadda yadda


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 Post subject: Shields
PostPosted: Thu Mar 19, 2009 1:51 pm 
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Antonious, there's simply a level of abstraction in BFG between a 'hit' and a 'potential hit' that isn't represented in the game mechanics.

If you try and use your rules with the base BFG game mechanics, then as has been said, shields become nigh-useless, and it would upset the game balance for every fleet that makes use of shields (Eldar would win every game due to not using shields, heh).

So whilst your rule change might make some mechanical sense, it unbalances the game horribly.

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