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Post by bornofmachine on Aug 27, 2002 21:07:06 GMT -5
what do you guys think of a cruiser that carries a couple of escort-sized homing anti capital heavy rockets? something to the tune of a hit causes 2d6 or 3d6 lance shots ignoring shields on the target, and a special pattern of cruiser would carry 2 or 3 with no or minimal other armament
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Post by Shadow_Hunter on Aug 28, 2002 2:47:01 GMT -5
What's the rules for those special torpedoes? Wasn't one of those extra deadly? I cant remember now. As far as I remember torpedoes are massive things anyway, not like the torpedoes subs use, but monstrous things the size of skyscrapers. Its a nice idea. I would think if it was very large then it would be slower than normal torps, giving capital ships some protection via avoidance.
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Post by CyberShadow on Aug 28, 2002 5:44:22 GMT -5
Hi, I guess that the direction that you are going in is away from torpedoes and more towards kamakazi escorts. Loot at the ramming rules for them, and then add some for the explosive contained. I could see this for Orks.
There are rules, as Shadow Hunter mentioned, for Vortex torpedoes which are quite nasty. They are in Warp Storm.
In general, you have to be a bit careful. A ship which is capable of knocking out a Capital ship in a single strike could easily unbalance the game. It would need to be fired upon as an escort with no shields. This means that it would either destroy the enemy in a single turn, or get knocked out quickly leaving the firing ship floating shopping mall with no defences.
How would fighters work against it (or even bombers)?
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Post by bornofmachine on Aug 29, 2002 22:05:14 GMT -5
i definitely see your point about it unbalancing the game. i was thinking about how it would work while i walked o schol today and i came up with what is imo a cool idea for implementing this thing. Space tugs. it could be pulled along by like four or five escort sized tugboats with no weapons and 6+front/4+ armor. as for effect, i said before, 2-3d6 warp cannon shots, as it would need to be very strong to justify its use. i dont think a fighter would be very useful against a rocket this size, and bombers would simply make normal bombing runs against the thing. it would be fired on as a capital ship and moves 15 or 20 cm during the ordnance phase. maybe, 2 hits? and if its blown up prematurely, on a 1 or 2 its a plasma overload and a 3+ its a warp drive implosion. and 0-1 per full 2000 points. and the rocket itself counts as destroyed for victory point purposes. i dont know what sort of point cost to give such an item, would this unbalance things too much? i was thinking either an imperial or (more likely) an ork only ship.
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Post by CyberShadow on Aug 30, 2002 4:00:55 GMT -5
The problem here is that things are getting more complex. Space tugs is cool, but you are now paying extra points for them, with no combat capabilities, and which are useless after a single firing. On top of that, what about when one is destroyed? And, the issue of 2 hit escorts is very hot right now, and in general I would avoid it if you can - it opens up all sorts of problems such as criticals, etc.
I would start from the other side of things. There is already an escort which is designed to hit things, the Ork Brute Ram ship. Adjust the cost to make it Imperial (about +5 or +10 points, I would guess) and then upgrade it with explosives to cause more damage when it hits. That might be simpler, and your opponents may be more willing to accept it if it is based on existing ships.
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Post by Blacksnotling on Aug 30, 2002 9:44:24 GMT -5
I think the idea of an Imperial ship that would be built to ram another doesn't fit within the imperium. They view their ships as relics adn I don't thinkk they would throw their ships away like that. Now destroying captured enemy ships....thats another matter entirly .......
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FishPig
Scout
Now, what does this do?
Posts: 34
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Post by FishPig on Oct 14, 2002 4:14:00 GMT -5
I see your point, but they still seem to build big rammy spikes on the front of their ships.
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Post by Blacksnotling on Oct 14, 2002 9:50:56 GMT -5
I see your point, but they still seem to build big rammy spikes on the front of their ships. They are for "emergencies"
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FishPig
Scout
Now, what does this do?
Posts: 34
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Post by FishPig on Oct 15, 2002 0:41:06 GMT -5
Ah, yes, I see. Of course, it all makes sense now!
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Post by kingperson on Nov 7, 2002 0:01:27 GMT -5
They already have an exploding torpedo ship - its called a fireship! (3 fires can be VERY VERY nasty)
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FishPig
Scout
Now, what does this do?
Posts: 34
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Post by FishPig on Nov 26, 2002 3:27:21 GMT -5
Fire Ships are cool...I fondly remember driving one into my opponent's Transport squadron...that'll teach him to hunt down my Pirate Base! HAHAHAHAHA!!!
Erm...sorry...
Nice against Eldar. Or any escort-based fleet!
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Post by CyberShadow on Nov 26, 2002 8:17:01 GMT -5
True, but remember that (I think!) fire ships are not Warp capable, so you need at attack their system and they become difficult in a campaign.
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FishPig
Scout
Now, what does this do?
Posts: 34
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Post by FishPig on Nov 28, 2002 0:35:17 GMT -5
Fire Ships are planetary defences so you only get them if YOU get attacked.
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