"Babylon 5 Fleet Action and Turning Point" Topic
8 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 don't call someone a Nazi unless they really are a Nazi.
For more information, see the TMP FAQ.
Back to the Spaceship Gaming Message Board
Areas of InterestScience Fiction
Featured Hobby News Article
Featured Link
Featured Showcase ArticleWho can resist gun-toting skellies?
Featured Workbench Article
Featured Profile ArticleReport from Day Two!
Current Poll
|
TheBeast | 22 Jul 2016 7:08 a.m. PST |
With recent questions, yet again, about fleet rules, I was reminded of a couple of Agents of Gaming sets. Actually, Turning Point was considered Fleet Action, Pt. 2, indicating a rewrite, with it's own background fluff. What I do recall is the game tried to incorporate formation rules, which a lot of rulesets mentioned elsewhere either don't, or leave it pretty vague. And, outside of just moving a Task Force marker instead, I think, for FLEETS, formation rules seem rather important. As I never got a chance to try Turning Point, did it tighten up the rules started in B5FA? Do you have a favorite ruleset that does a good job of this? Doug Edit: Whoops! I know several very abstract rules that formations are just names that change what dies where, and really aren't in games of movement. I'm excluding those here. |
McKinstry | 22 Jul 2016 10:22 a.m. PST |
The only current set of rules that I know that uses formations as a core metric is Spartan's Halo fleet set. |
Markconz | 22 Jul 2016 7:46 p.m. PST |
What do you want from formation rules? |
TheBeast | 24 Jul 2016 3:44 a.m. PST |
Ah, I'd forgotten about Halo Fleet, though Markconz makes a very valid point. I was thinking of formation movement and transition; Halo Fleet is formation stands. Set at the beginning of the scenario, right? Mostly effects how shots are given and taken, right? Now, it wouldn't be impossible to expand that, but it'd mostly be rules to swap stands in mid-game. Could be interesting, mind you. Doug |
Kirk Alderfer | 24 Jul 2016 9:48 a.m. PST |
|
TheBeast | 24 Jul 2016 5:36 p.m. PST |
Right, and the 'corrected' pages explanation indicates, like most formation rules, you move one ship, usually the squadron flag, and then everything else follows as best it can. I'll have to dig up my books, but I recall it being a bit more detailed, but nothing that satisfied my sense of 'deploy the fleet!' By the way, this page is obviously pre-Turning Point, and the *NEW* resource is from 2002. ;->= Doug |
Markconz | 24 Jul 2016 8:10 p.m. PST |
You can "squadron" ships in Battlefleet Gothic which then act as a formation, all having to have same orders but the best captain in the formation controlling this. You can also squadron fighters/bombers, which then deliver more co-ordinated attack runs, at cost of vulnerability to capital weapon fire. |
TheBeast | 26 Jul 2016 5:54 a.m. PST |
Thanks! I was just thinking it was time to dust off, figuratively, the books and, literally, the models. I'll remember to enlighten myself on that. Doug |
|