Resistance builds

The space game set in the Commanderverse.
achiles625
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Re: Resistance builds

Post by achiles625 » Sun Aug 18, 2019 4:52 pm


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Thunderboy
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Re: Resistance builds

Post by Thunderboy » Sat Aug 31, 2019 5:35 pm

Cool names.
Any lists you have in mind with these?
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NiciusMax
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Re: Resistance builds

Post by NiciusMax » Tue Sep 03, 2019 7:54 pm

Thatbis a lot of firepower with limited thrust and armour. Not sure if that would work to be honest

achiles625
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Re: Resistance builds

Post by achiles625 » Fri Sep 06, 2019 10:32 pm

Yeah, the names are lame. I'm not great at naming, but I don't care. I have played three games with them so far. They actually tend to survive at least a round of getting shot, and I always outnumber my opponent. With their largely subpar dice I have generally found it better to maximize shots while minimizing spikes as the best way to survive and get in my licks.

Generally I always try to bring at least one carrier of some type for fighter support as well as a troop transport. The fire ships raised some rules issues. Do they trigger PD like bombers and torpedoes? If so, can the entire 3 damage be negated by one PD success?

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Thunderboy
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Re: Resistance builds

Post by Thunderboy » Tue Sep 10, 2019 8:09 pm

Oh I meant it. I like the name's.

As to the fireships, I'm not sure...
To of my mind is that you need 2 successful PD (Like crits) Not sure though.
“We're like the Forums little pitbull. You'll beat it, mistreat it, and once in a while we'll escape to attack somebody.” ;)

Location: The Netherlands, Europe

_ghost_
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Re: Resistance builds

Post by _ghost_ » Fri Sep 13, 2019 12:30 pm

If I got it right pd is used against damage, not hits.

Thus a normal hit would mean 2 pd to stop it and 4 against a crit

Lorn
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Re: Resistance builds

Post by Lorn » Sat Sep 14, 2019 7:17 am

You got it wrong then, PD is used against Close action weapon hits, or crits. Since you need to roll a 5+ for a succes, you need 3 PD on average to stop 1 normla hit and 6 to stop a crit.

_ghost_
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Re: Resistance builds

Post by _ghost_ » Sat Sep 14, 2019 12:18 pm

Hm....

The rules speak of blocking hull damage,...

Also the example speaks solely of received hull damage points...

Is this handled in a faq or erata? Because p 47 seems to me that pd blocks damage, instead of hits.

Im confused

Lorn
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Re: Resistance builds

Post by Lorn » Sat Sep 14, 2019 12:34 pm

We mean the same thing, the rule book nomenclature is a bit meh, it speaks of hull damage before armour saves. Which I would rather call "hits" for the sake of clarity. Your numbers are certainly wrong though as you habe a 1/3 chance to prevent such a "hit" or "damage before armour saves [not critical those need 2]".

_ghost_
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Re: Resistance builds

Post by _ghost_ » Sat Sep 14, 2019 1:12 pm

I was in no way talking of probability.

By my understanding a fire ship makes

1 hit - - > 2 damage ~ you need two 5+ pd rolls

1 critical hit - - > 2 crit damage ~ two 5+ for each hit thus four 5+.

This does not include how Man dice in pd you have to throw around to get a good chance of getting the required successes.


And there is a difference between hit and damage. Because we have weapons that have more than just one damage per hit.
At least that's my understanding.

The example in the book and also the parts above speak clearly of blocking damage.

I hope it's now clear what I mean. It differs from your point of view.

BTW not a native English so just assume a nice casual voice and mindset ;)

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