Just thinking but wouldn't a Blue Red dice feel more thematic like a bunch of turbolasers firing at planes. I know the accuracy might be down but with the double hit on the red you could get some incredible antifighter results such as 3 hits or accuracy plus 2 hits. To me that seems more like a turbolaser shot easy to dodge but when it hits it hurts.
Should the imperial Star Destroyer have a Blue Red anti-fighter value instead of a Blue Black?
I think the designers have quite intentionally not given anything red anti-fighter dice at this point. Being able to fire at every single squadron in arc all the way out to long range might be a bit too much.
The idea is that turbo-lasers in general are to slow to hit fights especially alt long range. And if you give it to Star Destroyers you'd have to give it to all other ships with red dice as well.
Also big ships are supposed to be bad against fights.
Edited by DuskwalkerWatch the original trylogy again, especially all the 'Falcon meets Star Destroyers' scenes. Then thank designers they gave any anti-squadron dice to those ineffective trianges.
Well the falcon takes a fair amount of hits in those scenes if I recall correctly. Also, the ISD-I has fighter defenses, but the ISD-II has mostly done away with that for heavier long range firepower. So it varies per Star Destroyer encountered. I expect the ISD-II in armada to only have 1 blue anti fighter dice.
I think of it as being representative of turbolaser shots being a single massive shot with a low rate of fire. Sure, its possible that a single fighter might be unlucky enough to collect a turbolaser shot (in which case it would be atomised), but very unlikely given the speeds and distances involved. Like firing 16" battleship guns at incoming divebombers....
The ISD's do have a red dice, likely representing better targeting computers. Black A-S dice would be anti squadron missiles.
NM
Edited by Wes JansonI play the RPG and have done a lot of Reading of Star wars.
To me the dice have different aspects of accuracy and damage and do have some abstract correlation to what we know in EU
Red dice: Longest range. Likely heavy turbolasers. IIRC these are the Turret batteries we see on the dorsal side of the VSD and ISD
Blue Dice: Accurate fire outside of Fighter range. Ions, Light Turbolasters. These are the main "Ship of the line" weaponry. Similar to what you saw in the ANH movie during the battle of Yavin
Black Dice: Missiles/Torpedoes, fighter scale weaponry. Laser Canons.
I doubt we will ever see red dice as ship anti-squadron dice. To me that would be like Flak canons we saw in WWII. Highly inaccurate, but just accurate enough to make it a little more difficult to do bombing runs. There isn't really a star wars equivalent unless you are using planetary based Surface to space weaponry
The Epitome of Ship anti-star fighter would be the Lancer Frigate, and i could see that with two blue dice, maybe three, or 2 blue and a black dice.
A blue and black for ISDs? yep, that is perfectly reasonable IMHO
Well the MC80 has a Blue and black for the command cruiser and the Assault Cruiser has double Blue.
The best picture I can find for the ISD is in the link below.
I play the RPG and have done a lot of Reading of Star wars.
To me the dice have different aspects of accuracy and damage and do have some abstract correlation to what we know in EU
Red dice: Longest range. Likely heavy turbolasers. IIRC these are the Turret batteries we see on the dorsal side of the VSD and ISD
Blue Dice: Accurate fire outside of Fighter range. Ions, Light Turbolasters. These are the main "Ship of the line" weaponry. Similar to what you saw in the ANH movie during the battle of Yavin
Black Dice: Missiles/Torpedoes, fighter scale weaponry. Laser Canons.
I doubt we will ever see red dice as ship anti-squadron dice. To me that would be like Flak canons we saw in WWII. Highly inaccurate, but just accurate enough to make it a little more difficult to do bombing runs. There isn't really a star wars equivalent unless you are using planetary based Surface to space weaponry
The Epitome of Ship anti-star fighter would be the Lancer Frigate, and i could see that with two blue dice, maybe three, or 2 blue and a black dice.
A blue and black for ISDs? yep, that is perfectly reasonable IMHO
The high inaccuracy is precisely my point. The Red die has only 3 sides with hits on them. The 2 crits will only be blank sides against fighter and only 1 accuracy so not much targeting down hero defenses.
Come to think of it the red dice is the worst of the 3 when shooting at fighters.
- Black dice 6 sides with hits (crit-hit counts only as a single hit against fighters) Odds of damage 3 out of 4
- Blue dice 4 sides with hits Odds of damage 1 out of 2
- Red dice 3 sides with hits Odds of damage 3 out of 4. Odds of doubile damage 1 out of 8.
I think the designers have quite intentionally not given anything red anti-fighter dice at this point. Being able to fire at every single squadron in arc all the way out to long range might be a bit too much.
With those stats IMHO an ISD should only have a single red die. Who cares about the long range shot being overpowered against fighters? Odds are it will miss way more than it will hit at any range. A blue dice is way better than a single red dice. You worry about the wrong statistic.
Edited by MarinealverThe high inaccuracy is precisely my point. The Red die has only 3 sides with hits on them. The 2 crits will only be blank sides against fighter and only 1 accuracy so not much targeting down hero defenses.I play the RPG and have done a lot of Reading of Star wars.
To me the dice have different aspects of accuracy and damage and do have some abstract correlation to what we know in EU
Red dice: Longest range. Likely heavy turbolasers. IIRC these are the Turret batteries we see on the dorsal side of the VSD and ISD
Blue Dice: Accurate fire outside of Fighter range. Ions, Light Turbolasters. These are the main "Ship of the line" weaponry. Similar to what you saw in the ANH movie during the battle of Yavin
Black Dice: Missiles/Torpedoes, fighter scale weaponry. Laser Canons.
I doubt we will ever see red dice as ship anti-squadron dice. To me that would be like Flak canons we saw in WWII. Highly inaccurate, but just accurate enough to make it a little more difficult to do bombing runs. There isn't really a star wars equivalent unless you are using planetary based Surface to space weaponry
The Epitome of Ship anti-star fighter would be the Lancer Frigate, and i could see that with two blue dice, maybe three, or 2 blue and a black dice.
A blue and black for ISDs? yep, that is perfectly reasonable IMHO
Come to think of it the red dice is the worst of the 3 when shooting at fighters.
- Black dice 6 sides with hits (crit-hit counts only as a single hit against fighters) Odds of damage 3 out of 4
- Blue dice 4 sides with hits Odds of damage 1 out of 2
- Red dice 3 sides with hits Odds of damage 3 out of 4. Odds of doubile damage 1 out of 8.
I think the designers have quite intentionally not given anything red anti-fighter dice at this point. Being able to fire at every single squadron in arc all the way out to long range might be a bit too much.
With those stats IMHO an ISD should only have a single red die. Who cares about the long range shot being overpowered against fighters? Odds are it will miss way more than it will hit at any range. A blue dice is way better than a single red dice. You worry about the wrong statistic.
You do realize that all antisquadron barrages do not count critical (whether fired from a ship or another squadron). This kinda puts your theory to bed because that means red dice are more effective than blue dice (red have 4 hot 1 double hit, while blue have only 4 hit).
The high inaccuracy is precisely my point. The Red die has only 3 sides with hits on them. The 2 crits will only be blank sides against fighter and only 1 accuracy so not much targeting down hero defenses.I play the RPG and have done a lot of Reading of Star wars.
To me the dice have different aspects of accuracy and damage and do have some abstract correlation to what we know in EU
Red dice: Longest range. Likely heavy turbolasers. IIRC these are the Turret batteries we see on the dorsal side of the VSD and ISD
Blue Dice: Accurate fire outside of Fighter range. Ions, Light Turbolasters. These are the main "Ship of the line" weaponry. Similar to what you saw in the ANH movie during the battle of Yavin
Black Dice: Missiles/Torpedoes, fighter scale weaponry. Laser Canons.
I doubt we will ever see red dice as ship anti-squadron dice. To me that would be like Flak canons we saw in WWII. Highly inaccurate, but just accurate enough to make it a little more difficult to do bombing runs. There isn't really a star wars equivalent unless you are using planetary based Surface to space weaponry
The Epitome of Ship anti-star fighter would be the Lancer Frigate, and i could see that with two blue dice, maybe three, or 2 blue and a black dice.
A blue and black for ISDs? yep, that is perfectly reasonable IMHO
Come to think of it the red dice is the worst of the 3 when shooting at fighters.
- Black dice 6 sides with hits (crit-hit counts only as a single hit against fighters) Odds of damage 3 out of 4
- Blue dice 4 sides with hits Odds of damage 1 out of 2
- Red dice 3 sides with hits Odds of damage 3 out of 4. Odds of doubile damage 1 out of 8.
I think the designers have quite intentionally not given anything red anti-fighter dice at this point. Being able to fire at every single squadron in arc all the way out to long range might be a bit too much.
With those stats IMHO an ISD should only have a single red die. Who cares about the long range shot being overpowered against fighters? Odds are it will miss way more than it will hit at any range. A blue dice is way better than a single red dice. You worry about the wrong statistic.
You do realize that all antisquadron barrages do not count critical (whether fired from a ship or another squadron). This kinda puts your theory to bed because that means red dice are more effective than blue dice (red have 4 hot 1 double hit, while blue have only 4 hit).
Did you read my post?
Okay well then it is possible you do not know the faces of the dice.
Black dice
2 blanks, 4 hits, 2 hit+crit (which I stated in my past post that the crit doesn't count so a crit-hit is just a hit) 6:8
Blue dice
2 accuracy, 2 crits, 4 hits 4:8
Red dice
2 blanks, 1 accuracy, 2 crits 2 hits, 1 double hit, 3:8 1 or 2 hits 1:8 2 hits.
But this confusion is natural, the dice are more of an abstract than the X-wing so. With X-wing it is so much simpler to count probabilities as dice results don't change no mater who is attacking and who is defending. A hit is a hit, an evade is an evade, and a focus is nothing without a focus token. With armada as mention depending on who is the attacker and who is the defender the dice drastically change. Not to mention trying to count the value of defense tokens as accuracy can freeze them. So yeah I can see harder time to crank out the probabilities thus more confusion such as fearing red dice when a ship has 2 evades or squadrons can't be hit by crits and have no defense tokens to be frozen by accuracy.
Edited by MarinealverAgainst unnamed fighters red and blue dice have an equal expected value of 0.5 damage per die. Black dice have a 0.75 expected value per die. When it comes to raw damage, nothing beats black dice.
Against unnamed fighters red and blue dice have an equal expected value of 0.5 damage per die. Black dice have a 0.75 expected value per die. When it comes to raw damage, nothing beats black dice.
Well I am not exactly sure about the expected value of red dice and blue dice being the same. True that the red dice does have a double hit but that is only 1 out of an 8 sided dice. I am not exactly sure trading 2 hit results for a single double hit results equals the same in probability. So lets go through pros cons
Blue dice
- Higher chance to hit 50%
Red dice
- longer range
- 1 of the hit results is a double hit.
So blue I guess the efficiency is rms sort of comes out to the same. (any Mathwing stat wizards around here to give us values of dice against starfighters?) But again IMHO I think the 2 advantages the red dice has does not make up for the consistency the blue dice have. Yet my argument for the Red dice for anti-starfighter value was not to buff or nerf but make it more thematic. The red dice has a harder time to hit, but occasionally when it makes contact that contact could hurt a lot. So it fits the them as for those turbolasers on the Star destroyer having a hard time to hit but if it does hit it could take out an X-wing.
(2*1*.125)+(1*2*.125)+(4*0*.125)=0.5
Expected values are easy to calculate in this instance.
As for theme, let's look at X Wing. The turbo laser is inaccurate and has a huge range, the main guns shoot a little shorter, and assault missiles have a range of three.
Edited by PewPewPew(2*1*.125)+(1*2*.125)+(4*0*.125)=0.5
Expected values are easy to calculate in this instance.
As for theme, let's look at X Wing. The turbo laser is inaccurate and has a huge range, the main guns shoot a little shorter, and assault missiles have a range of three
PMed Maj Juggler who is better at stats, and you are right the calculated expected damage is supposed to be the same however the red dice do have a higher deviation.
I think of it as being representative of turbolaser shots being a single massive shot with a low rate of fire. Sure, its possible that a single fighter might be unlucky enough to collect a turbolaser shot (in which case it would be atomised), but very unlikely given the speeds and distances involved. Like firing 16" battleship guns at incoming divebombers....
Good analogy