Does ordnance have a too big impact on the game?
In the last adepticon the winner was a powergamed Tau SG fleet, second an Ork heavy on Terror kroozer fleet. The manifestation of many Devastations in Chaos fleets. Nightshades being so immense popular.
Here a mail from Reg Steiner (Galactic Fringe):
BFG - - - - I see I have missed something in our games here. We never had uncountable torpedoes to deal with. So I need to expand on my proposed solutions, from some ordinance, to all ordinance. Nothing easier. A friend and I did some "brain-storming" on a recent phone-call.
I have never been happy with inconsistencies in any rule, or even story. The one I refer to is the Weapons Batteries. These are supposed to be area effect weapons. Hence the Eldar holo-fields are not proof against weapons batteries, like against lances. A whole area of space explodes, and the Eldar vessel is in that space.
I propose to allow Weapons Batteries a greater effect on all kinds of ordinance. The current chart narrows 10 batteries to 2 die to roll a six - and then a hit zaps the whole 'wave' of a dozen markers.
Let us change our mind-set. A marker is not a nebulous or vague representation of warcraft, no, it is an actual 'flight' of ordinance. (Torpedoes, assault boats, bombers, etc, is still one flight per marker.) Now that we have something physical to deal with:
I have an initial proposal. If a ship has 8 Weapons Batteries, then let it roll 8 dice (!), with any "6" rolled equaling an ordinance marker removed from a wave. So I rolled two sixes, two markers are gone. In mixed waves, the casualties must be equal numbers of those in the mix. Bombers and fighters? One of each is gone. My first idea was to make the die roll needed to hit ordinance a "4-5-6" all hit. But I decided to ease up a little, while I 'ran the numbers' as I typed this. I had actually proposed this very idea during the brain-storm session I mentioned. Instead of a possible two or three hits with eight or ten weapons batteries firing, I like the 50-50 result better. It fits my idea of giant explosions filling vast areas of space, and woe to any caught in that firestorm. Also, five less ordinance markers in that wave (10 firing) hurts ordinance more.
A third twist would be to use the weapons batteries charts just the way they are, but make the hits on ordinance a 4-5-6, and still wipes out the whole wave. Use the comparison of shooting pigeons with a high powered rifle. Several shots might get you one or two. (Think lances). Now the shot-gun. Each shot has a potential to bring down several birds, so that several shots thins out a flock quick. (Like weapons batteries should!) In real life, the most birds I ever took with one shot was nine, from birds in flight. Birds sitting equaled twenty-three down with one shot. These were pests that eat large amounts of our grain, that travel in huge flocks of hundreds. Making them feel unwelcome spared a lot of grain. Back on topic:
Now if you think this through, you will see that making ordinance more vulnerable lessens their impact on the game. Instead of waves, the players will have the markers scattered, in an effort to negate the whole 'wave eliminated' idea, and get more ordinance to the target. That is why I thought of the number of guns and number of markers hit idea. As long as the ordinance is in the fire-zone of the weapons batteries, they can be hit, until a number of markers removed equals the number of hits. Unless you run out of target markers - oh! what a shame!
Also, if players divide up 'waves' into individual markers making attack runs, then the turret values of ships really matters! Each marker is targeted by the whole turret value, as each marker tries to attack, and with a 4-5-6 hit value, ordinance will get through a lot less.
So, instead of making a rule that prohibits, or eliminates ordinance altogether, make rules that make ordinance more vulnerable. I like the 'shotgun' idea. I never liked the idea that those little ships and torpedoes were that hard to hit, not if one hundred cubic kilometers of fire results from one weapon blast. You don't even need to get very close, and you still vaporize the little buggers. (Blast markers cover considerably more volume, in this scale, even though it only results from shield hits.) I decided to write a note as if it were in answer to a debate, rather than like my other works, with the calculations, and charts, or whatever. Since I do not think that the issue is settled, yet.
Well then, tell me how you like the idea of making weapons batteries more lethal against ordinance. We can make it a lot more, or a little more difficult on ordinance. We can even expand on which ordinance is more vulnerable. Like unmanned torpedoes can withstand "G" forces that would kill humans. So torpedoes would be harder to hit. That kind of thing. Workable?
You did not outline any of your ideas (that I remember). But I remember a lot of other "input" from other discontented players. Often saying that the stuff should be eliminated entirely. I never had anyone succeed in filling the table with torpedoes, but I have heard of it before. I remember thinking that the 'reload ordinance' rules were being flaunted, somehow. Having to reload, and having rotten leadership values, usually limited ordinance enough that most of us 'hoarded' ours, until close enough to be deadly. Like firing torpedoes from less than 30 centimeters away, so no intercept, or 'big guns', removing the torpedoes before they hit. Don't have to worry about reloads much, either. I started doing this with Orks, and soon everyone was doing the same thing. Made for a lot of 'hurt' all at once, when added to gun damages. Fun!
Well, I carried on a one-sided conversation long enough, I think. After you mull this over a little, maybe try a solo game where my recommendations are used. Like you, I want a big ship, big gun, duel. Not another exercise in fly-swatting. If ordinance just becomes another tool in the box, and not a dominant part, I will be able to adapt. ( Evil Grin ) Later for sure, Cheers! Reg.
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