
"Shields on Capital Ships" Topic
9 Posts
All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.
Please remember that some of our members are children, and act appropriately.
For more information, see the TMP FAQ.
Back to the Star Wars Message Board
Areas of InterestScience Fiction
Featured Hobby News Article
Featured Link
Featured Ruleset
Featured Workbench Article
Featured Profile Article Need post-apocalyptic robots?
Current Poll
Featured Movie Review
|
Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
| DB Draft | 19 May 2013 10:01 p.m. PST |
What do you think is the best way to represent shields on Capital Ships (Corvettes and larger) in X wing? 1) Treat it as a large fighter and have a single Shield rating. Simple and keeps the same mechanics for all ship types. 2) Have a single Shield rating and an Armour rating that negates one damage per attack once the shields are down. For example an Armour rating of 1 negates 1 hit per attack. (Not my idea but I have seen it) 3) Have different Shield ratings for different locations on the ship. This could be fore and aft or port and starboard arcs or more specific locations such as Bridge, Engines, etc
4) Something else? Should these larger sized ships also have the ability to regenerate their shields as part of their actions? This would represent power transfer to the shield generators. Is this more a Star Trek deal or is it still applicable to Star Wars? |
| Rubber Suit Theatre | 19 May 2013 11:12 p.m. PST |
I thought the rationalization for snub fighters (the real reason being "dogfights are exciting") was that they could get inside the shields on capital ships. I know a lot of the X-wing PC games had the player blasting the shield generators (the big d20s near the bridge) off of Star Destroyers. |
| Mako11 | 19 May 2013 11:34 p.m. PST |
Have it negate a number of hit points, per fighter attack, which pretty much eliminates the small guns/lasers/blasters from doing any damage, but torpedoes and missiles can get through. |
| DB Draft | 20 May 2013 2:43 a.m. PST |
I like that idea Mako11! If the shields were "resistant" to fighter laser cannons (even just negating 1 hit per fighter attack) that would be quite interesting as then you could represent Turbolasers from a friendly capital ship having a role by being able to strip the shields more effectively while the fighters are engaging their counterparts. Maybe if a fighter "crashes" into the stand of the Capital ship (overlaps the model) it could still attack it and this represents them getting past the shields to make a strafing run. Again the target could be resistant to laser cannon fire and negate 1 point of damage per attack due to the sheer mass of the target and greater structural strength. Torpedoes and missiles would better represent the "ship killer" role if they could get past shields or at least do enough damage to bring down the shields quicker. One idea is that even these sized ships have maybe only 5 or so shields but they can regenerate these quite quickly from round to round. Therefore the attackers need to co-ordinate their attacks to overwhelm the shields in a single round to score damage on the hull or do criticals on components like the shield generators before they can recover. |
| CPBelt | 20 May 2013 5:00 a.m. PST |
link Deflector shield info is here. |
| CorSecEng | 20 May 2013 5:52 a.m. PST |
Have Shield regions with static values. Allow the cruiser to move 1 shield token to another location once per turn. Give it say 5 shields per section. So port, starboard, fore, and aft. Thats 20 shields but the attacker can weaken a section and keep pounding it. This plays better with the true fighter role and forces the defender to defend those sections with their own fighters. You could also give each section it's own special ability or function. It might add some flavor and give the attacker another reason to try for a specific section. |
| Rod Langway | 20 May 2013 1:30 p.m. PST |
Well, going the "Empire at War" route, would give each large weapons station stats, not the ship itself, then also have a shield generator and whatever scenario objective have separate stats as well. The shield points would be reflected on the objectives themselves, representing the entire ship at the micro level. As an example, Venator class cannon emplacements with a hull of 1, shields of 3. Shield generator marked as an objective on the ship could have a hull of 2 or 3, shields of 3-5, but once the shield generator is taken out, all shields for the turrets and other objectives go down as well. Been giving this some thought with a Venator stand in as a heavy corvette with a capture objective, hence targeting the engines (which would have their own hull/shield stats). YMMV. |
| DB Draft | 20 May 2013 3:01 p.m. PST |
CorSecEng: I like that idea alot, it represents power being diverted to different areas of the ship nicely. Most ships could be represented by a fore section: command and control, rear section: engines and two side sensor/weapons/hangar sections. Cold Warrior: Is that the Revell model? I have one of these on order so I plan on doing the same as you and paint it "Imperial Grey". I like the idea of separate ship components that can be targeted. |
| Rod Langway | 21 May 2013 2:48 a.m. PST |
DB, It is indeed the Revell model. Am doing the same in painting it Imperial Grey. |
|