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X-Wings vs Star Destroyers: Scale questions
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Hellcat
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PostPosted: Sat Mar 13, 2010 10:42 pm    Post subject: Reply with quote

I don't have AJ#15 and I thought from the R&E and R&E GMscreen exactly what you and gry both said, ZzaphodD (as evidenced by my posts). Personally I think whoever answered in AJ#15 may not have read the full question as at 16D it's already going to be very difficult to damage an ImpStar with a proton torp. And I'd probably roll 9D twice for two torps from an X-wing since that makes a little more sense to me.
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Kytross
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PostPosted: Sun Mar 14, 2010 2:09 am    Post subject: Reply with quote

It makes sense to me to apply the bonus to shields and hull for reasons I've already stated.

Wedge made a comment at the battle of Sluis Van in Heir to the Empire about fighters having no way to stop capital ships. We certainly never see fighterts taking out Cap ships in the movies except under very special circumstances. For Example: the battle of Naboo in Episode I. They couldn't even damage the droid control ship until Anakin got inside it and tore the ship apart from the inside out. You need cap ships to take out cap ships, generally.
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ZzaphodD
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PostPosted: Sun Mar 14, 2010 4:46 am    Post subject: Reply with quote

Kytross wrote:
It makes sense to me to apply the bonus to shields and hull for reasons I've already stated.

Wedge made a comment at the battle of Sluis Van in Heir to the Empire about fighters having no way to stop capital ships. We certainly never see fighterts taking out Cap ships in the movies except under very special circumstances. For Example: the battle of Naboo in Episode I. They couldn't even damage the droid control ship until Anakin got inside it and tore the ship apart from the inside out. You need cap ships to take out cap ships, generally.


Of course you can play with whatever rules you want, but if you implement this rule this will mean:

All smaller Capital Ships will be more or less invulnerable too. As pointed out, even a 30meter Skipray Blastboat will resist damage at over 16D. Even if you consider the Skipray a special case an 'normal' Corellian Corvette will resist at 18D..

The relative difference between different capital scale ships will more or less disappear, as most dice will com from the 12D bonus instead of the actual dice for Hull and Shields.

To be honest the scaling rules are a big mess and also the capital ships rules in general. In the case of capital starships its because 'they' (WEG) crammed ships with such difference in size in the same category with only minor difference in stats. Compare the 120m Corellian Gunships 6D+3 resistance roll with the 1600m Star Destroyers 'puny' 10D.

I once read some rules that gave different capital ships several 'hit locations' that had to be destoyed separately. Similar to the 'damage table' of the original rules, with the difference that the number of 'hit locations' differed with ship size where larger ships had more hit locations and therefore could take more punishment.
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atgxtg
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PostPosted: Mon Mar 15, 2010 2:44 am    Post subject: Reply with quote

[quote="ZzaphodD"]To be honest the scaling rules are a big mess and also the capital ships rules in general. In the case of capital starships its because 'they' (WEG) crammed ships with such difference in size in the same category with only minor difference in stats. Compare the 120m Corellian Gunships 6D+3 resistance roll with the 1600m Star Destroyers 'puny' 10D.

I've been toying with the vehicle rules from Stuff! as a possible method for addressing this. What that does is cap the damage than one hit can do to a vehicle, unless the hit is a explosion or other large area effecting attack.
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Whill
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PostPosted: Mon Mar 15, 2010 6:51 pm    Post subject: Reply with quote

Grimace wrote:
Here's the official answer from Star Wars Adventure Journal #15...

atgxtg wrote:
Of couse back when SWAJ #15 came out, they were using the older, more powerful scaling rules (from 2E)

FYI, no they weren't. The "Rule Upgrade" converting 2E to 2E R&E (including scales) was first published in SW Adventure Journal #11 (November 1996). (Yes, it was even available for free for those who wanted to keep using the blue book instead of buying another rule book - so cool of them to do that). All game material from AJ issues 11-15 were based on the R&E version.
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atgxtg
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PostPosted: Tue Mar 16, 2010 2:18 am    Post subject: Reply with quote

Whill wrote:
Grimace wrote:
Here's the official answer from Star Wars Adventure Journal #15...

atgxtg wrote:
Of couse back when SWAJ #15 came out, they were using the older, more powerful scaling rules (from 2E)

FYI, no they weren't. The "Rule Upgrade" converting 2E to 2E R&E (including scales) was first published in SW Adventure Journal #11 (November 1996). (Yes, it was even available for free for those who wanted to keep using the blue book instead of buying another rule book - so cool of them to do that). All game material from AJ issues 11-15 were based on the R&E version.


Ah. I stand corrected. I wasn't even aware of 2R&E until about a decade later.

So it looks like they wanted most capitol ships to be virtually impervious to fighter lasers. Even a Hull 1D, shields 1D ship would get 14D resistance, according to AG #15.
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ZzaphodD
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PostPosted: Tue Mar 16, 2010 3:17 pm    Post subject: Reply with quote

atgxtg wrote:
So it looks like they wanted most capitol ships to be virtually impervious to fighter lasers. Even a Hull 1D, shields 1D ship would get 14D resistance, according to AG #15.


I think you give game designers, or in this case AJ writers, too much credit for game rules consistency... Laughing
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atgxtg
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PostPosted: Tue Mar 16, 2010 6:11 pm    Post subject: Reply with quote

ZzaphodD wrote:
atgxtg wrote:
So it looks like they wanted most capitol ships to be virtually impervious to fighter lasers. Even a Hull 1D, shields 1D ship would get 14D resistance, according to AG #15.


I think you give game designers, or in this case AJ writers, too much credit for game rules consistency... Laughing


No, I'm just pointing out how things go according to the rule quote for AG #15. Whether that was rule consistency, a mis-answered question,or a misinterpreted answer. is debatable.

To me it just looks like more incentive to get my group familiar with Star Warriors.
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Kytross
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PostPosted: Tue Mar 16, 2010 10:51 pm    Post subject: Reply with quote

First off the Skipray blastboat is an abberation I won't let fly in my games. A ship that small ship simply cannot put out the same damage as a turolaser that takes three men to fire. In WWII terms, its like putting a Howitzer on a Zero.

Cap ships are at least 100 meters long, massive ships dedicated first to warfare. Even a 'tiny' correllian corvette is over ten times longer than a X-Wing and drastically more massive. Most cap ships energy generators are bigger then a starfighter. Starfighters should have to mass attack to damage any capital ship. 18D starfighter scale damage resist for a correllian corvette sounds right to me. It should take a squadron of Fighters with torps or ion fire to take one out. No single fighter could do it.

22D for an Impstar? A combined action of 24 people, 12 pilots, 12 astromechs, would do a maximum of 17D. That's a 5D damage. On average it won't even phase an Impstar. Only when the rebels get lucky and the Imps get unlucky that things get dangerous. Now two squadrons of fighters...

Not unless it had an exposed thermal exhaust port or was already damaged so the fighter could fly inside the cap ship and fire at its powercells.
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Kytross
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PostPosted: Tue Mar 16, 2010 11:04 pm    Post subject: Reply with quote

Also, that's an additional 6D to cap ship shields to spread out over 4 arcs, not 6D to every arc. Cap ships still only get the full 6D to shields if the fighters are attacking one arc.
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Darth Ginzain
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PostPosted: Wed Mar 17, 2010 2:54 pm    Post subject: Reply with quote

Actually the 6d bonus for scales to shields would be added to any arc that has dice of shields to it. So for an ImpSD it would want to split it's 3d of shields around 3 arcs. Leaving one arc open. The game would be for the fighter commander to attack that arc.

To add a historical comment. While SD's resisting with 22D seems like a lot, it's not intended to be attacked by a single squadron or even a single wing. The battleship Yamato was attacked by 400 aircraft, hit with 9 torpedo's and 18 AP bombs. To seriously attack an ImpSD and her escorts better plan on bringing a similar size force.
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garhkal
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PostPosted: Tue Mar 23, 2010 9:55 pm    Post subject: Reply with quote

Most games i have played in the scale diff is only added into the hull... BUT I have played in a few where it was added to both the shields and hull and man did it make going against cap ships fearsome!
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