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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