Blacklancer99 wrote:Thank goodness for that! I noticed that and I have to admit that I kind of "ugh" moment thinking that fighters were no longer going to be independent, but rather treated as just another weapon system. I'm back to really looking forward to the Shiny New Version
Heh, you'll be thinking "ugh" when you're trying to maneuver 10+ ships, and 10+ fighter flights around the board, alternating movement one at a time. Using the Seeker trait is simply the way that we in our group agreed upon to simulate and streamline fighters.Blacklancer99 wrote:I haven't seen anything other than what has been posted here, but I am particularly interested in the addition of an EW component with the inclusion of ECM as a defense "layer". I think this will greatly enhance certain setting conversions in which Electronic Warfare is a major component of the combat system, which was difficult to model in S:AE.
Defensive capability is now handled in one of three ways: Armor, ECM, and Shields.
Armor is simply additional hull hits, which increase the number of hits a ship can take before it must take damage checks.
The ECM rating is simply a negative modifier to the firing ship, which reduces the number of dice on a given attack roll.
The shield rating is a saving throw against hits that are suffered.
In my opinion, one of the best things about the new system is the quickness of combat resolution. If the target ship has no shields, each attack roll is resolved on ONE die roll.
Everyone has their own opinions on what makes a rules set good, and one of mine is quick combat resolution. I don't mind rolling buckets of dice, IF IT'S QUICK.
And this is.
Another is the movement system. It's extremely easy to understand and use.
It gives a great nod to momentum, without having to plot movement. The only thing that is tracked is current speed.
Now that being said, it's been a little frustrating for us trying to design ships that rely solely on speed and maneuvering for defense, similar to the Eldar in Battlefleet Gothic. We've found that once the thrust gets up around six or so, going much beyond that will be really somewhat of a "diminishing return of investment."
But it's also my understanding that's the way the game is now, so this isn't any new limitation or change from the current system.
I've been following the system for about ten years now, and this is the first edition that I've actually really enjoyed playing, and have started designing ships for.
I'm kinda partial to the dice column mechanic, though.