Rules Proposal: Particle Cannons
Posted: Thu Jan 06, 2011 6:06 pm
I've played a couple of games with Selts now. One thing I'd like to do is to remove the 3 segment delay in firing PCs if it's over a turn break. Keep the delay if it's fire within the turn. This rule seriously nerfs a Selt force.
What often happens is that the sides trade shots near the end of a turn. If it's an impulse 8 exchange, the other side with disrupters for example, can fire impulse 1 whereas the Selts must wait until imp 3. This puts the Selts at a serious disadvantage. Their lousy turn mode keeps them from trying the long range saber dance. If the Selts fire impulse 6, it's often at longer range and their opponents can get closer to fire impulse 8 for more damage.
Selts have a hard enough time winning as is. I think removing the 3 impulse delay over a turn break helps them by a decent amount, doesn't overpower them, and simplifies the game and bookkeeping. It also seems more in the spirit of Federation Commander than the current rule.
What often happens is that the sides trade shots near the end of a turn. If it's an impulse 8 exchange, the other side with disrupters for example, can fire impulse 1 whereas the Selts must wait until imp 3. This puts the Selts at a serious disadvantage. Their lousy turn mode keeps them from trying the long range saber dance. If the Selts fire impulse 6, it's often at longer range and their opponents can get closer to fire impulse 8 for more damage.
Selts have a hard enough time winning as is. I think removing the 3 impulse delay over a turn break helps them by a decent amount, doesn't overpower them, and simplifies the game and bookkeeping. It also seems more in the spirit of Federation Commander than the current rule.