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Thought on Alpha Strike from CL 41 Supplemental

 
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ericphillips
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Joined: 16 Apr 2009
Posts: 701
Location: Los Angeles, CA, USA, Sol, Gould Belt, Orion Arm, Milky Way Galaxy, Local Group, Universe Beta

PostPosted: Tue Jul 27, 2010 4:14 am    Post subject: Thought on Alpha Strike from CL 41 Supplemental Reply with quote

First off, great idea Mike Bennet. I love it and the implementation, and in some circumstances, I will use the Alpha Strike DAC to speed up the game.

However, one thought on it. I think there should be some requirement on a PWR hit to take a BTTY. Normally, I seem to lose batteries before half my other power is gone. This causes problems with shield reenforcement. As written, the Alpha Strike DAC would let me really choose when to take a battery, keeping more for later. I suggest adding a rule like "every fifth PWR must be a BTTY hit, if any remain." Not per volley, but over multiple volleys.
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terryoc
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Joined: 07 Oct 2006
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PostPosted: Tue Jul 27, 2010 10:29 am    Post subject: Reply with quote

Yes, batteries are hit very frequently on the DAC. Since it's called "Alpha Strike" I assume that it's intended for use on very big volleys of internals. Under those circumstances, it may be better to take hits on batteries first, because batts can help with reinforcement but that doesn't matter if you don't have any power tokens. I think experience will show whether such a change is necessary.
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Mike
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Joined: 07 May 2007
Posts: 1674
Location: South Carolina

PostPosted: Tue Jul 27, 2010 4:04 pm    Post subject: Reply with quote

I am currently on a "working vacation" at my mother's place in southern Illinois and have not had a chance to see either CL41 or the Supl. file, so I can't comment on what it might or might not say in the Alpha Strike submission.

I do know that in my original submission it stated that it was intended to be used for lots of damage points (I think 30 or more, but it may have been 20 or more). We've even used it for small numbers of hits, but the results are not left up to chance. Some folks would like it that way.

Another idea I've toyed with is Averaged Phaser Fire. It involves simply taking the average of the various results of phaser fire at the different ranges and using the averages instead of rolling for each phaser in a volley. With lots of ships this method can speed things up a bit, but you sacrifice the possible highs and lows due to luck. It gets a little dicey when you get into the ranges where 0 results are possible, but if everyone playing that particular game agrees to use the system at the start, no one is surprised or disappointed. There is no need to apply this system to weapons such as photons or disruptors.
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