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A New approach to BFG |
Cuban Commissar
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Post subject: A New approach to BFG Posted: Wed Sep 22, 2004 12:11 am |
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Purestrain |
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Joined: Wed Oct 22, 2003 4:32 am Posts: 2933 Location: Colorado, USA
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I love BFG and conisider it one of the best games GW has ever done. I was just thinking of how could we use the same BFG minis in a different manner.
I think their should be super detailed altertive rules for BFG. A kind of dueling rules for ships. Where you take one maybe three ships at most. With a couple of escorts.
What do you think? Is it an idea worth pursuing?
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Serps
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Post subject: A New approach to BFG Posted: Wed Sep 22, 2004 1:11 am |
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Brood Brother |
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Joined: Tue Sep 02, 2003 2:47 am Posts: 388 Location: Sydney, Australia
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I use my spaceships all the time in Epic:Armageddon battles. If you want Orbital Support, you must have a BFG ship on the table.
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Legion 4
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Post subject: A New approach to BFG Posted: Wed Sep 22, 2004 4:52 am |
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Brood Brother |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36984 Location: Ohio - USA
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We use the SM1 rules for off-board support for orbital bombardment. And I use some of the old Space Fleet 'Nids for my Epic Bug Army ! 
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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Mojarn Piett
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Post subject: A New approach to BFG Posted: Wed Sep 22, 2004 7:09 am |
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Brood Brother |
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Joined: Fri Feb 14, 2003 7:35 am Posts: 5455 Location: Finland
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There are some rulesets like that already on the market so I don't see why not. Tread carefully, however, or you'll fust follow the road of Star Fleet Battles and Babylon 5 Wars.
_________________ I don't know and I let who care. -J.S.
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CyberShadow
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Post subject: A New approach to BFG Posted: Wed Sep 22, 2004 11:46 am |
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Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9348 Location: Singapore
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It is a nice idea, something along the lines of BattleTech for Gothic. However, you do need to be careful because if you are only using a couple of ships the games can get all the same, with the two formations approaching and slugging it out at mid range until one buckles.
I would guess that the first place to start something like this would be with the damage tables, making them more detailed and the effects of the damage alter the state of the vessel more. You could replace the 8 damage points with a larger 'crew quota' which starts around 1500 at a variety of stations (point defence, reload bays, engineering, etc) and drops with damage, and the vessel losing ability in certain areas as it does so.
Interesting idea. There must be a game like that already. Wouldnt it be easier to find it and make stats for the Gothic ships in it?
_________________ 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.
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stormseer
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Post subject: A New approach to BFG Posted: Wed Sep 22, 2004 12:00 pm |
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Brood Brother |
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Joined: Fri Feb 14, 2003 9:52 pm Posts: 4598 Location: Suffolk, UK.
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Man 'O War has crew casulties affect ship performance I believe...
_________________ www.darkrealmminiatures.com
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Cuban Commissar
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Post subject: A New approach to BFG Posted: Wed Sep 22, 2004 7:16 pm |
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Purestrain |
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Joined: Wed Oct 22, 2003 4:32 am Posts: 2933 Location: Colorado, USA
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Cybershadow,
That was exactly what I envisioning. I have the Aerotech rules for battletech universe but I'm not sure they play well. It worth a try.
I think the biggest thing in a dueling game is simultaneous movement. Where you write down the your movement orders and play them out.
I've tried to think out some systems but nothing yet.
I'll keep thinking out it.
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CyberShadow
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Post subject: A New approach to BFG Posted: Wed Sep 22, 2004 8:54 pm |
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Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9348 Location: Singapore
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I dont know whether AeroTech is the best system to use, although a few concepts would be good. You have to work out right from the start what kind of game you are thinking about. There is always a trade-off between paperwork and detail. I wsa thinking more about some of the historical ship games. A friend of mine has a game of Ironclads which is very detailed. You would need to add a third dimension, but it might be a start. (You could even lok at Harpoon.)
You might also find that you will need hypothesis extra weapons. A broadside weapon battery of strength 8 may be fine, but you may want to differentiate more guns, etc.
The movement mechanic could probably remain close to the original Gothic game, since it deals well with the concept. However, you will encounter things such as rotation of the vessel, and angle of 'ascent' in the void, as well as the already catered for speed and direction of movement.
_________________ 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.
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Jackhammer
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Post subject: A New approach to BFG Posted: Sat Oct 16, 2004 11:10 am |
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Brood Brother |
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Joined: Thu Feb 06, 2003 9:36 pm Posts: 466
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Quote (stormseer @ 22 2004 Sep.,12:00) | Man 'O War has crew casulties affect ship performance I believe... | Not really. Loss of crew only affects boarding actions and only ship performance when they get wiped out. Nearly all ship damage has specified, secondary effects though and criticals can cause crew attrition.
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stormseer
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Post subject: A New approach to BFG Posted: Sat Oct 16, 2004 5:31 pm |
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Brood Brother |
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Joined: Fri Feb 14, 2003 9:52 pm Posts: 4598 Location: Suffolk, UK.
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Ah, okay... that was an eductated guess based on reading battle reports & stuff from WD, as I don't actually own the game. 
_________________ www.darkrealmminiatures.com
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[ 11 posts ] |
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