View Full Version : Fleet Command (working title) PEACH

2012-05-05, 01:44 AM
Made a wargame and it needs playtesting and/or critique. Preferably both.

Link (https://docs.google.com/document/d/1yGjTXVgyyd9ZLGW-tfuZltsQTXpH8dDF2nf_Yt8HZ2Q/edit)

2012-05-07, 06:23 AM

Am I posting this in the wrong Sub-forum?

2012-05-07, 04:58 PM
seems fun, but I fear the ability to build a death star
Death star: gigantic so a 1000 point budget...
4 turret mounted lasers(28 points) each shooting 1d6+180(or 61d6) beams (720 points), with 63(252 points) range... the range and damage could be lowered to allow for more lasers, but that is if range is shorter... heck with a battle group you could drop 3 of these suckers with a splash of fighters to keep heat of the capital guns... as a vanguard I could see running it on it's own, as it would be swatting 3-4 ships, with only large or bigger needing more then a shot to drop.

edit: thought of doing some play testing on open rpg/triops?

edit: the main problem I see is all the weapons scale equally. if lasers got a +1 to damage per 2 points, or a d6 per 6 points, the death laser of perfect accuracy would be hard...

edit: quick battle group sized fleet
2 death stars
1 Gatling gun(gigantic, 16 turret lasers(112 points), damage 1d6+5(80 points), range 50(800 points), 4 armor(8 points)
50 chafe(tiny, 10 armor(20 points)

the death stars are placed on the back flanks of the Gatling gun, the chafe lay around all sides of the formation. now to actually hit the capital guns one needs kill at least two chafe, which form rather insane ablative armor. meanwhile the Gatling gun will be splattering small ships while the death stars create new levels of mayhem at insane ranges.

2012-05-07, 08:41 PM
I would also sugest a d20 for hit, as you know "chainmail" went that way...
then the to hit could run between 1-20, but actual ships being more like 4-18, with 18 being silly, and 4 being silly easy.

I realy want to play this on a 3D map as a space opera...

2012-05-08, 01:33 AM
Why a D20?

What is TriOps?

You can afford two Deathstars tops.

Waiting for the Erfworld Testbed.

2 death stars
1 Gatling gun(gigantic, 16 turret lasers(112 points), damage 1d6+5(80 points), range 50(800 points), 4 armor(8 points), 500 points Hull

3000 Points

50 chafe(tiny, 10 armor(20 points), 10 Points Hull

1500 Points

Total 4500. Much too expensive for you.

2012-05-08, 07:10 AM
d20 gives a much nicer RNG, with 1-20 instead of 2-12...

oh, so the ships point buget is added to the hull point cost... that makes more sense. much saner.

erf world test bed?

2012-05-08, 08:23 AM
Feast your eyes. (https://docs.google.com/document/d/11j_Qz4MLX2N-nNcAo36xqSV3mEG6MBoLaYlXEnpw72Y/edit)

And huh? I meant that the total cost of the two death stars and fifty chafes is more than the point budget of a Battlegroup. The units are legal but too expensive for you to buy.

2012-05-08, 04:19 PM
interesting, I only tossed up open rpg as it is what I know about...

I get that, I was just misunderstood the idea that ship bugets don't come free with the hull prices.

I still say damage needs a tweak...

2012-05-09, 04:40 AM
Up or down? And just made tiny ships a tiny bit more viable. :smallbiggrin:

Anyone else got anything to say?

2012-05-09, 07:03 AM
Price wise for lasors, as is they blow balistics out of the water. One point for a certen chance to hit? With a base cost of one d6?

I would say make it cost 2 points to boost lasors 1 point...

2012-05-09, 07:14 AM
Cheapened range for ballistics and boosted Torpedoes. I think that's all folks. Unless there are any more suggestions? Why do you spell it lasors?