I had a great playtest game against Dale last night at Gamer's Haven. I took Earth Alliance vs Dale's Centauri Republic. The points worked out that we both took exactly 1005 points.
EA -
2x Omegas (2 squadrons of 1 each)
Squadron of 2 Hyperion Theta
Squadron of 3 Sagittarius Missile Cruisers
Squadron of 3 Artemis Escorts
Centauri -
1 Primus
Squadron of 2 Centurions
Squadron of 2 Dargans
2 Squadrons of 3 each Vorchan
The game was pretty evenly matched throughout:
- Both Centurions, one Dargan, and 3 Vorchan lost, with the the Primus at about half damage.
- One Omega lost, one Hyperion lost, 2 Sagittarius lost, 2 Artemis lost, and one Omega badly damaged.
We found that the original Sagittarius stats were kind of crazy so I reduced them to 8 AD of Missiles (Torps) with a 360 fire arc. We played with adding the Combustible Cargo MAR, but the Sagittarius are vulnerable enough compared to the rest of the fleet that anyone crewing one would have to be suicidal to fly them in a formation, so I dropped it. That reduced their cost to 50 pts each.
We also modified the Plasma Accelerator special rule to simplify it. Rather than having an AD boost on the first time it's fired each game, the weapon instead gets a +1 to hit. I also boosted the basic AD at RB 1 to 8 AD and to 4 AD at RB 2.
The Dargan was mis-typed as a Battlecruiser. We agreed its stats were better typed as a Heavy Cruiser. I made the adjustment, but because the type is factored into the cost and DR/CR calculations, it had the net effect of dropping the CR to 6 and reducing the cost to 135 pts.
I modified the EA Interceptor special rule. Rather than going with the Black 6 mechanic when intercepting Laser weapons, EA Interceptors now count as impeded against Laser weapons. This made things a bit simpler and seemed to make the EA defenses more manageable.
Our game also raised the question of whether Direct fire counts as simultaneous when determining PD reduction due to Hull/Crew loss. We decided that it would be best to have the PD reduction take effect immediately upon loss of Hull/Crew. That simulates the interceptors getting saturated due to overwhelming fire from a single ship/squadron and keeps the game from moving too slowly due to the effects of the interceptor rule.
I've updated the EA, Centauri, and Summary files at the following link:
File Name: Abbai.pdf
https://www.sendspace.com/file/v72lq8File Name: Babylon 5 Firestorm Rules Summary.pdf
https://www.sendspace.com/file/7qebpmFile Name: Centauri.pdf
https://www.sendspace.com/file/6fqajyFile Name: Earth Alliance.pdf
https://www.sendspace.com/file/lbr2adFile Name: Minbari.pdf
https://www.sendspace.com/file/ywvh9lFile Name: Narn.pdf
https://www.sendspace.com/file/1vju6zFile Name: Vree.pdf
https://www.sendspace.com/file/si2fub