Gladiator Boxing : Tactics from Gencon

By ransburger, in Star Wars: Armada

You may like or dislike the the actual outcome, but what is happening abstractly is different.

The ship that is actually doing the ramming is trying to decelerate to avoid hitting. If the ship cannot perform a legal move then it stays still causing the 1 damage to each ship. You can imagine this damage minimal because the ship slowed down enough to only cause a fender bender.

I personally don't like the rule, but I can appreciate what ffg is doing.

You may like or dislike the the actual outcome, but what is happening abstractly is different.

The ship that is actually doing the ramming is trying to decelerate to avoid hitting. If the ship cannot perform a legal move then it stays still causing the 1 damage to each ship. You can imagine this damage minimal because the ship slowed down enough to only cause a fender bender.

I personally don't like the rule, but I can appreciate what ffg is doing.

Oh and your concept of bigger hurts more is false. It is kinetic energy so faster smaller projectiles hit harder than slower moving large projectiles.

So a 10 ton truck traveling at 35 vs a 2 ton pickup going 75, we'll there is hell to pay all over that one.

Bit of a nitpick, but in space this is all relative. If those two vehicles were to crash into each other, at the stated speeds, then basically you're just slamming them together at 110 mph. Which takes the most damage?

Its easy for squadrons, just use the current rule.

If you are concerned about bouncing ships, I would move the the ship that has the lower printed hull value back one straight. If that caused the moved ship to hit another ship each take another damage.

Kinda like a slam attack in warmahordes.

I know it doesn't really solve the bounce issue but its a start and other s can provide more insight.

Also I said I don't like but, can live with it, because I play by the rules.

It creates situations where you can pinball ships into other friendly or enemy ships. What happens to the ship if it hits one behind it, does it go back to its original position? What if it can't?

This is the kind of things that changing a rule or adding one will do, in the end you are playing a completely different game

Thank you, you just confermed something I though was really wrong when I read the rules. and happened in our last game Smaller ships being able to stop bigger ships from moving when they crash ( the bigger one should just push a smaller one out of the way and maybe even make it move out of control for a turn ) and smaller ships takes the same damage as a bigger one whan they crash (each class size bigger should do +1 point of damage maybe even one face up) I just added my first 2 house rules to this fine game. :) Thank you again.

Oh and while you formulate your response, please tell me how many games you have played. It sounds like you are newish and don't see the balance yet.

I am sorry if I am coming off combative but I have yet to find a game this well balanced and you are trying to break that because of some notion that the game has to conform to your standards.

What worries me most is your house rules may ruin someone's play experience when they learn the real rules.

If both players are fine with this house rule, then it obviously isn't a problem. However, I do believe that when teaching other people how to play, you should teach them the proper rules and then propose your house rules and let them choose which they would like to follow. I agree with Lyraeus in that it could break aspects of the game to allow for a sort of "pin-balling" tactic. Remember, the speed is only temporarily reduced when a collision occurs. Most of the time, one of the ships can move past the other on the following turn. The only situation where this isn't possible is if you've got two ships (especially Medium-based ships) moving speed 1 or 2 with no way to increase speed or yaw due to no available navigate command or command token. And in my opinion, a situation like that is your own **** fault. If you couldn't properly plan ahead to avoid that happening on a 3x6 foot area, you kinda deserve to get stuck :P

But in the end, it is just a game, and we play games to have fun (and blow **** up of course). If people you play with would rather use your house rules, who are we to stop you? Just don't expect everyone to want to play that way, some will want to use the base rules, and some will be fine with house rules. I for one think everything is balanced and plays quite smoothly right now. Ramming can bring up some interesting situations, but that makes it all the more fun to try and come up with legit (or silly) thematic reasons those events would occur in an actual fleet engagement. Armada is one of the best games I've played, and I can't wait for more :)

Oh I can think of plenty of improvements but I also consider how my influence will effect others.

The issue with your system is that you will need to figure out what happens in overlapping situations where ships will hit other ships, squadrons and it causes a chain reaction. You won't have any idea how to resolve it and the games will turn into ram fests.

Oh and your concept of bigger hurts more is false. It is kinetic energy so faster smaller projectiles hit harder than slower moving large projectiles.

So a 10 ton truck traveling at 35 vs a 2 ton pickup going 75, we'll there is hell to pay all over that one.

I like the ramming technique but your analogy doesn't work. A 2 ton pickup going twice the speed will not have as much kinetic energy as the 10-ton. In any case, "bigger hurts more" is irrelevant, as both ships get the same force of impact, except the smaller ship has to dissipate the energy in its small frame, albeit on the entire ship, while the bigger ship has an applied force in a single spot. Think needle through skin, pencil through paper, bullet vs everything, but less extreme. As the 1HP is a bigger percentage in the smaller ship's case, I think this is satisfactory. 25% of HP for a Corvette ramming an ISD for less than 10%... sounds quite thematic.

Oh and your concept of bigger hurts more is false. It is kinetic energy so faster smaller projectiles hit harder than slower moving large projectiles.

So a 10 ton truck traveling at 35 vs a 2 ton pickup going 75, we'll there is hell to pay all over that one.

Bit of a nitpick, but in space this is all relative. If those two vehicles were to crash into each other, at the stated speeds, then basically you're just slamming them together at 110 mph. Which takes the most damage?

Bit of a bigger nitpick, this not space specific in any way.

It made more sense in my head, but I can't be bothered changing it now.

can we please get back to talking about game tactics and not ramming house rules, theoretically wrong physics, shields and deceleration and what the flob.

How do you keep your range 1 glads alive through focused fire. Whats the angle of entry? I keep losing mine to random focus fire. He just picks one blasts it, rams it. etc.

MOMENTUM=MASS X VELOCITY

p=mv

so, both mass and velocity produce foot pounds of force (or newton meters)

so a 1 ton truck moving 20 miles per hour produces exactly the same amount of energy as a ten ton truck moving 2 miles per hour.

now, in a real world collision, lighter vehicles generally fare worse than heavier ones, for a number of reasons. more energy is generally transferred to the lighter vehicle, the lighter vehicle usually absorbs more of the collision energy through deformation of it's structure, a heavier vehicle may have more friction with the road surface, do in part to it's mass, and it may sit higher, and have heavier frame components, etc.

but f=ma force = mass x acceleration

and p=mv momentum = mass x velocity (more relevant for armada) are always true. So, speed and mass are equal contributors to the energy produced in a collision, but you would much rather be in the coal truck than the Honda.

MOMENTUM=MASS X VELOCITY

p=mv

so, both mass and velocity produce foot pounds of force (or newton meters)

so a 1 ton truck moving 20 miles per hour produces exactly the same amount of energy as a ten ton truck moving 2 miles per hour.

now, in a real world collision, lighter vehicles generally fare worse than heavier ones, for a number of reasons. more energy is generally transferred to the lighter vehicle, the lighter vehicle usually absorbs more of the collision energy through deformation of it's structure, a heavier vehicle may have more friction with the road surface, do in part to it's mass, and it may sit higher, and have heavier frame components, etc.

but f=ma force = mass x acceleration

and p=mv momentum = mass x velocity (more relevant for armada) are always true. So, speed and mass are equal contributors to the energy produced in a collision, but you would much rather be in the coal truck than the Honda.