Quote:
Is there a summary of the game anywhere? Is it vector movement and all that jazz etc.
Ummm. Yeah.... below!
This applies to version 2.01 of the game, which is the second public version and subject to change.
General - The game is squadron based, alternating activation with action points. Each ship gets a number of Reactor Points, and performs actions to use these, each action following a minimum movement.
Movement - This is 2D vector, abstracted. Each ship has a speed, a direction of movement and a heading (the way that the ship is pointing). Thrust is applied by heading, which can affect both direction and speed. Mostly, the new direction is the mid-point vetween the old direction and the ships heading, while the ship has speed +/- 1 depending on whether thrust is applied in the front or rear direction arc.
Firing - Weapons are run by battery, consisting of one or more system fired simultanteously. Each battery has a power value (the number of D10 rolled) and a damage value (D10 + damage - target armour, referenced by a table to detect structure hits). There are broadly three ways to destroy an enemy ship - knock out its structure points on one aspect, inflict critical hits (a natural 10 on the to-hit dice) or kill the crew. Different types of weapons include focussed (capable of blasting clean through a ship and out the other side), focussed (able to ramp up damage and range with additional reactor points), EMP (causes more criticals but not structural damage) and radiation (knocks out crew but less critical and structural damage).
Much more is still in development, such as torpedoes, attack craft, planets (including slingshotting), stars, etc.
Feel free to ask questions.
Quote:
1.1.1
Where is table 01? Seems essential.
Table 01 is not essential. It will give special scenario conditions such as one fleet having less points, or only using size 1 and 2 vessels, or special goals. Right now, games use a 'tournament scenario' or line up and fight.
Quote:
1.1.2.1
Displacement rules seem wacky and clumsy at first read. Need to play it out I guess. For non-English people a hard read.
Displacement is very easy when you get used to it. Each ship has a size, from Frigate (1) to SuperDreadnought (8). A squadron should have a total size of between 5 and 15. Thats about it.
Quote:
1.2.3
Interesting to see attack craft goes before torpedoes.
It will allow CAP.
Quote:
2.2.1 / following section
Reverse movement isn't a fan of mine. It unneccessary complicates in my humble opinion.
Possibly, but it is necessary as otherwise it is very restrictive to move the ships around, as you would need to change heading and apply thrust, which could take 5+ RPs (4 turns at 45 degrees and at least one thrust action).
Many thanks for your comments and feedback.
_________________
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.