Spartan_FA_Mike

3rd Edition Short Range Spacecraft (SRS)

103 posts in this topic

4 hours ago, Xystophoroi said:

Did the 'Torpedo Bomber' idea get any traction in playtest?

It wasn't tested.  This addition (if we add it) will have to come in a future update.

In principle, I do like the idea of a stand-off platform like this though.

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On 7/30/2017 at 1:25 PM, Commodore Jones said:

Or you can restore a completely destroyed SRS for 3 Carrier Points (to the minimum 2 Wing count, and then you have to Deck Crews it back up to full strength from there). There's a two or three other things you can do to your wings in DW 2.5 with those points etc. Carrier Points replenish each turn, so there's a limit to how much per turn your carrier can do.

lets just hope they don't decide to make that a comm pt

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If they make it a Command Point then we're back to V1.x where there's no point to taking carriers. Using the current version of V3 PD vs Wings rule, wings DIE, FAST!  Yesterdays game had me and my opponent spending 3 to 7 Carrier Points each per turn, just to keep our dead wings replenished. That's upwards of 280 to 560 points of your MFV spent just to keep your carrier from becoming empty shells for 4 turns (how long our game lasted).

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1 hour ago, Commodore Jones said:

If they make it a Command Point then we're back to V1.x where there's no point to taking carriers. Using the current version of V3 PD vs Wings rule, wings DIE, FAST!  Yesterdays game had me and my opponent spending 3 to 7 Carrier Points each per turn, just to keep our dead wings replenished. That's upwards of 280 to 560 points of your MFV spent just to keep your carrier from becoming empty shells for 4 turns (how long our game lasted).

Just to help clarify, we are not using carrier points in V3.  If you lose a full token of 6 wings, the next activation you will have those automatically replenished on the carrier.  Wing Capacity is only lost as the carrier takes damage, -1 WC per 2 HP damage.

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4 minutes ago, Spartan_FA_Mike said:

Just to help clarify, we are not using carrier points in V3.  If you lose a full token of 6 wings, the next activation you will have those automatically replenished on the carrier.  Wing Capacity is only lost as the carrier takes damage, -1 WC per 2 HP damage.

So flying some Repair Craft SRS with the carrier to keep the damage off and the WC high may be advisable.

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55 minutes ago, Spartan_FA_Mike said:

Just to help clarify, we are not using carrier points in V3.  If you lose a full token of 6 wings, the next activation you will have those automatically replenished on the carrier.  Wing Capacity is only lost as the carrier takes damage, -1 WC per 2 HP damage.

Not a fan

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I like it. Keeps the Carrier doing it's job of sending out SRS all game long. Also allows SRS to be squishier as they are not permanently lost due to one lucky roll by the enemy against the token.

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i'm a fan of the new srs too, the tokens actually can be driven off now (no more impending bomber doom, where your only defense is to kill the carrier before it arrives)

while at the same time, keeping carriers a viable (though degrading) threat. just like every other ship, simply a different method of delivery

all is as it should be :) 

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i like the idea of new SRS replenish make carriers more attractive to play. So like in Taskforce SRS are like a flexible weapon system right?

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But what's nice is that your old tokens aren't invalidated. SRS have light and heavy varients so you thus sml/lrg tokens are viable indicators. Pull the colored dice codes idea from DW, where red die in the die socket indicates bomber, green die assaulter, white interceptor, blue support shuttle.

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A question that came up in our test game, do SRS get their own activations after launch like in V1.0 and 1.5 or do they activate on the parent carrier's turn like they do now in V2?

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3 hours ago, Commodore Jones said:

A question that came up in our test game, do SRS get their own activations after launch like in V1.0 and 1.5 or do they activate on the parent carrier's turn like they do now in V2?

SRS launch and activate on the parent carriers activation, during the Indirect Weapons segment.  In the case of interceptors that are sent to perform escort duties to another ship, that token moves with the ship until it makes a PD defense, at which point it immediately returns to the parent carrier, regardless of where they are on the board.   The interceptor SRS on escort duty cannot be reassigned to another squadron without first returning to the parent carrier.

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First time coming to the FA forums from DW in a while, I have to say I like these changes.  Though I am apparently a rare dissenting voice against the loss of fighters, my Aquan fleet tended to use their increased range for hunting tier 3s.  I can accept the change though.  All in all I like the various rules I have been hearing, nice work.

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20 hours ago, Spartan_FA_Mike said:

Just to help clarify, we are not using carrier points in V3.  If you lose a full token of 6 wings, the next activation you will have those automatically replenished on the carrier.  Wing Capacity is only lost as the carrier takes damage, -1 WC per 2 HP damage.

That does sound a little more fair

On 7/30/2017 at 1:25 PM, Commodore Jones said:

Or you can restore a completely destroyed SRS for 3 Carrier Points (to the minimum 2 Wing count, and then you have to Deck Crews it back up to full strength from there). There's a two or three other things you can do to your wings in DW 2.5 with those points etc. Carrier Points replenish each turn, so there's a limit to how much per turn your carrier can do.

lets just hope they don't decide to make that a comm pt

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21 hours ago, Shadowcatdecoy said:

First time coming to the FA forums from DW in a while, I have to say I like these changes.  Though I am apparently a rare dissenting voice against the loss of fighters, my Aquan fleet tended to use their increased range for hunting tier 3s.  I can accept the change though.  All in all I like the various rules I have been hearing, nice work.

I actually will miss them as well- theu didn't hit as hard, but if you could replenish them (Drone Repairs is a wonderful TAC) you could use them to keep people at arm's length. For Relth, you were almost at Stealth Systems range with them, and definately could poke out of it given a turn where they were already deployed.

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I used fighters often with Relthoza specifically to be able to get in first strikes while staying where Stealth would continue to function.  You take a Carrier with two Shunt Cruisers for escorts and use Split Berth to get quasi-quick launch to stay there and lob away with the SRS.  Also useful on Battlestations who have WC slots due to the extreme slow movement speed of the platform; the extra range on the SRS could often be the difference between getting in an attack and not.  

Interestingly, the Kickstarter makes it look like the new repair craft and medical shuttles are going to be concentrated in specialist medium ships, as the faction reinforcement boxes largely feature repair ships or medical ships.  With the new crit table and changes to CP/AD and boarding, I'm not sure that I really care about medical shuttles.  I am interested to see if the repair craft continue to be on dedicated platforms or if other carriers will get options for those as well.

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So can someone tell me @Spartan Mike is it true that only Repair and Medical ships going to be able to deploy support shuttles? Because it seems like an awful awful idea.  There is really no reason why existing range of many different carriers cant do that.

Does anyone know? This is really bugging me after i seen the expansion fleet list? Im hoping those ships are just "better" at utilizing support ships.

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All:   Remember that there are two Mike's about.   Be sure to mention the right one depending on the game you're going for. :)

Not all carriers will have access to all kinds of SRS.  I do not expect that the repair/medical ships to be the only ones with these SRS on board.

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58 minutes ago, Spartan_FA_Mike said:

All:   Remember that there are two Mike's about.   Be sure to mention the right one depending on the game you're going for. :)

Not all carriers will have access to all kinds of SRS.  I do not expect that the repair/medical ships to be the only ones with these SRS on board.

Ok thanks i was really worried that you wouldnt  be able to use repair and medical srs on existing carriers.

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Fair Warning

THIS IS NOT OFFICIAL!!!

I REPEAT, THIS IS NOT OFFICIAL!!!

I have absolutely no idea as to what Spartan plans to implement with limits to Wing types by carrier models. I've pulled this list out of nowhere to apply to V2 stats in order to experiment with and get a taste for the idea of carrier limits to different wing types. THIS ABSOLUTELY DOES NOT REFLECT WHAT SPARTAN HAS PLANNED!  This is just what our group is using to try to familiarize ourselves to the concept of wing-type limits by carrier type.   

Wings by Carrier Type

Carrier: Light Interceptor, Heavy Interceptor, Light Bomber, Heavy Bomber, Light Support Shuttle, Heavy Support Shuttle, Light Assaulter.

Assault Carrier: Light Assaulter, Heavy Assaulter, Light Interceptor, Light Support Shuttle

Battle Carrier: Light Interceptor, Heavy Interceptor, Light Bomber, Heavy Bomber.

Escort Carrier: Light Interceptor, Light Bomber, Light Support Shuttle, Light Assaulter.

Escort Carrier Accompaniment: (Escort Carriers acting as Accompaniment for another ship may use the Parent ship's Wing Type restrictions if it has any)

Other Ships with Wing Capacity: Light Interceptor, Heavy Interceptor, EITHER Light Bomber OR Light Assaulter (Depending on the Ship's focus/stats), Light Support Shuttle.

Feel free to use these to get a taste of wing limits until Spartan posts official.

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