Re: EFSB
From: Winchell Chung <nyrath@c...>
Date: Wed, 21 Jan 1998 21:12:07 -0500 (EST)
Subject: Re: EFSB
On Tue, 20 Jan 1998, Jim 'Jiji' Foster wrote:
> For the sake of those of us not flush enough to buy both, could you
give a
> rundown of how B5 Wars works? I've yet to meet anyone who owns, let
alone
> plays it....
Comparison with EFSB, it's a matter of taste.
B5 Wars sacrifices a bit of playability for
more detail. For instance, the ship damage sheets
have damage boxes to check off for *every single
weapon, drive, engine and sensor* !!
The game comes with some very nice cardboard
ship counters with wonderful illustrations.
The game comes with 12 metal miniatures,
3 fighters for EarthForce, Narn, Centauri and
Minbari.
The combat system is ok, but the movement
system is pretty ad-hoc. Owners of the game
should subsitute the vector movement system
variant developed by Christopher Weuve and
Arius Kaufmann, available at
http://www.wizard.net/~caw/vms.htm
The Hit Location chart determines what
item was hit. Some items are in the
ship's core, these are called "Primary" items.
The hit table uses 1d20, rolls of 1-18 hit
various non-primary items (thrusters, weapons,
jump engines, etc). Rolls of 19-20 mean
that one got lucky, and gets to roll 1d20 on the Primary Hit
Location chart (sensors, engines, hangars, reactors,
C and C).
Weapons have different firing options.
Standard: take the volley's damage points,
subtract the armor of the item hit (each
weapon, drive, engine, and sensor has their
own armor rating!) and check the remaining
damage points off the item. When all of
the points are gone, the item is toast.
Raking: the volley's damage points are divided
into separate volleys of 10, with the remainder
going into a less than 10 volley. Each volley
gets a separate roll on the hit location chart.
Piercing: the volley is divided into two volleys.
The first is treated like a raking volley.
The second volley gets to roll on the Primary
hit location chart!
Plasma: as standard, except the amount of
damage points goes down with each hex of
range between firer and target ship.
Sustained: only in the most advanced weapons,
when these hit, by feeding power into the
weapon on the next turn, it continues to
inflict damage on the target.
When a ship system undergoes damage, it
has to roll on the critical hit table.
50% chance of nothing happening, 50%
chance of something dire.
If a system has all its damage boxes destroyed,
and there are damage points left over, the
remaining damage goes to "structure".
There is a Forward structure, Aft, Port,
Starbord, and Primary.
When a structure block is totally destroyed,
*all* items attached to that block are
destroyed as well!
In summary: EFSB is for people who want
more action, faster gameplay, and less detail.
B5 Wars is the opposite.
IMHO, EFSB gives more "bang for the buck".
--
* A B S I T * I N V I D I A * V E R B O ** I D E M * S O N A N S *
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| WINCHELL CHUNG
http://www.clark.net/pub/nyrath/home.html |
| Nyrath the nearly wise
nyrath@clark.net |
+---_---+---------------------[ SURREAL SAGE SEZ:
]--------------------------+
| /_\ | The object of war is not to die for your country, but to make
the |
| <(*)> | other bastard die for his.
|
|/_/|\_\|
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| //|\\ |
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