What are the Issues/Flaws with the Space Combat mechanics?

By MorbidDon, in Rogue Trader Gamemasters

From this point forward - what is actually "questionable" or "broken" in the Ship Combat System?

I've been watching (if not all of em lol) Battle Fleet Gothic videos on youtube recently - as an example - I saw in one post how Fighters vs. Torpedoes was an issue for players/gms.

So it made me wonder how "off" is the system in Rogue Trader and what do I need to look out for "power creep" or bad mechanics wise?

Morbid

Mostly, "whatever MathHammer fixes".

Kinda joking but not really - if those rules tweak it, it's broken.

How do I hate the RT space combat rules, let me count the ways...

  1. Lances suck. Furthermore, carrying lances makes your macrocannons less effective since they do best in large numbers. Better to load up with macrocannons and leave the lances at home. That's a problem on multiple levels. Math-hammer fixes macrocannons beautifully with lessened armor and individual hits vs. armor. Math-Hammer does not fix lances.
  2. With the change in armor from Math-Hammer you also need to change the way torpedoes do damage.
  3. Bombers are ridiculously broken. Bombers always get through, they do devastating damage, and they never take casualties.
  4. Broadside batteries are a waste of space and power. NPC ships can't use the extra firepower since their crew ratings are so low. This makes you wonder why the Imperial Navy would ever use them.
  5. Shields coming back up for every firing ship adds needless time to a combat and removes the BFG tactic of ganging up on targets. In short, it changes the story.
  6. Light Cruisers and Transports have the wrong turning radii.
  7. Boarding actions don't account for the size of crews. Components adding to boarding actions and H&R attacks horribly outnumber and outclass components that help defend against them.
  8. Detection is ill-defined. It needs to be delineated. It is the starting point of any action.
  9. Ranges need to be brought in line with already published materials. If Mars macrocannons can shoot 12 VUs then Mars Nova Cannons should shoot 60 VUs.
  10. Small craft can't keep up with capital ships on flank speed with a decent Explorator. They are completely outclassed by escorts.
  11. Turrets don't work except in boarding actions where they are really really good.

That's the short list. I have many other lesser gripes.

Edited by Errant Knight

Could I get a link to "math hammu" please...

I'd be willing to work point-by-point (i.e. 1 to 11 or more) with it + BFG right by my side each step of the way!

To me its worth fixing this facet of play in total - heck someone got something right when they did BFG - so to me its not impossible just daunting lol

Thanks LoneKharnivore - I'll get cracking and see whats what...