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RE: [FT] WotW #4: Railguns

From: "YOY"<raphou@l...>
Date: Tue, 20 Mar 2001 14:56:15 +0000
Subject: RE: [FT] WotW #4: Railguns

> From: "Robertson, Brendan" 
<Brendan.Robertson@dva.gov.au>
> 
> > What about simply using the K-gun rules; negate the 
doubling roll & reduce
> > cost to 3 pts per mass (in line with other human 
tech), effectively making
> > it a fixed damage, armour penetrating weapon.
> >...table...
> > ...The other option is to use the full K-gun
> > rules, but add 1 mass to each class to account for the 
different tech
> base.
> 
> But won't sticking normal K-guns on wallowing Human 
ships with standard
> drives account sufficiently for the different tech base? 
If you want enough
> maneuverability to use K-guns as the KV do, you'll pay 
through the nose in
> mass and not have as many guns. 
> 
> Noam
> 

The Kra'vaks are really very efficient, but do not have as 
much range as the ESU superdreadnought and it's hard to 
succeed from a long range, they are weaker and are more 
expensive than humans, but not so much, too. But if you 
reduce the mass of K-guns, so the price, even if you do 
not double damage, they will be stronger, and it will be 
hard to play against them.
Have you already eaten the 4 K-guns class 6 of their 
superdreadnought? if you add K-guns with the mass you got 
from the others, you will have other chances to roll your 
6 at a range of 30". I know it's not obvious, but play and 
you'll see that when you throw twice the number of dice, 
you will approach the probabilities.
Finally, Don't change an army like this, or create your 
own game.
YOY

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