Republic At War Rules/OC Conversation

By GhostofNobodyInParticular, in Star Wars: Armada Off-Topic

They are no doubt plotting...

Orders in.

Orders in.

1 hour ago, LTD said:

They are no doubt plotting...

Always plotting.

51 minutes ago, The Jabbawookie said:

Orders in.

10 minutes ago, Ling27 said:

Orders in.

It's hard enough telling you guys apart even when your posts are different...

2 minutes ago, Bertie Wooster said:

It's hard enough telling you guys apart even when your posts are different...

Sometimes, I do it on purpose.

Processing.

Darn the torpedoes! Full speed ahead!

18 hours ago, GhostofNobodyInParticular said:

Bingo. I am not satisfied that 451 v 500 results in no modifier, but at least it makes people go to 451. I may add that a full 500 point fleet gets an extra D6 for bombardment     , to give at least some incentive for players to go beyond 450 (which would be the maximum relevant for bombardment).

Why not just say that for every 50 points bigger one fleet is, they get +1 bonus? That seems easy.

That's an approximation of the method LTD used. It works for medium sized fleets and above. It breaks down for really tiny fleets (10 pts vs 50), which under LTDs system would be +7 but here would only be +1.

How about we use the system I laid out above, but 500 points get an additional +/-1 in its favor?

4 minutes ago, GhostofNobodyInParticular said:

How about we use the system I laid out above, but 500 points get an additional +/-1 in its favor?

I'd be in favor.

Sure, give the Republic side another built in advantage...

500 point republic fleet:

4 Venator 1s, 5 Nu-Class shuttles. 12 Carrying capacity. Gets +4 from Warship, +1 from 500 points, still has 7 capacity left to carry superior ground forces.

500 point CIS fleet:

3 Recusant Class Battlecruisers, 1 Omni, 4 Sheathipedes, 1 HMP, 1 Trifighter. 11 Carrying capacity. Gets +3 from Warship, +1 from 500 points, has 5 capacity left to carry inferior ground forces.

18 minutes ago, LTD said:

Sure, give the Republic side another built in advantage...

500 point republic fleet:

4 Venator 1s, 5 Nu-Class shuttles. 12 Carrying capacity. Gets +4 from Warship, +1 from 500 points, still has 7 capacity left to carry superior ground forces.

500 point CIS fleet:

3 Recusant Class Battlecruisers, 1 Omni, 4 Sheathipedes, 1 HMP, 1 Trifighter. 11 Carrying capacity. Gets +3 from Warship, +1 from 500 points, has 5 capacity left to carry inferior ground forces.

To be honest, I've always wondered why the CIS ships and squadrons are priced so weirdly.

28 minutes ago, LTD said:

Sure, give the Republic side another built in advantage...

500 point republic fleet:

4 Venator 1s, 5 Nu-Class shuttles. 12 Carrying capacity. Gets +4 from Warship, +1 from 500 points, still has 7 capacity left to carry superior ground forces.



500 point CIS fleet:

3 Recusant Class Battlecruisers, 1 Omni, 4 Sheathipedes, 1 HMP, 1 Trifighter. 11 Carrying capacity. Gets +3 from Warship, +1 from 500 points, has 5 capacity left to carry inferior  ground forces.

This sort of balance thing is why I am hesitant about giving an outright bonus.

On the plus side, your Droids are cheaper and can have 5 more in the garrison. It should be noted that the +1 benefit to clones is only whilst attacking . They don't have that benefit when defending.

If it was me, I would give the Lucerhulks Warship 2 and reduce their cost to 200

I feel it is too late to change unit stats or combat calculations. We have all made plans based on current assumptions.

Let that which must be done be done.

For fun this afternoon I rolled 200 sets of risk dice - 3 vs 2.

The first hundred I rolled with the Clone attack bonus (+1 to rolls, lose tied rolls).

The clones caused 2 hits on 67 out of the 100 rolls. The defenders caused 2 hits on 14 rolls. They tied on 19 rolls.

The second hundred I rolled just standard risk odds.

The attacker caused 2 hits on 44 out of 100, defender caused 2 hits on 23 out of 100, and they tied on 33 out of 100.

This is is obviously not statistically significant. But I believe that even with 15 droid defenders, I would happily attack with 7 clones and expect to win.

I rolled some more dice. Assume a planet defended by 15 droid armies.

Under standard risk rules, 5 times repeated, the average casualties of the attackers to take such a planet was 12.4.

Using the clone forces rules, the average casualties across 5 times was 5.4.

So yes, 7 clone troopers can take out a planet of 15 droids 80% of the time. Which is nice.

I'm having fun

4 hours ago, LTD said:

For fun this afternoon I rolled 200 sets of risk dice - 3 vs 2.

The first hundred I rolled with the Clone attack bonus (+1 to rolls, lose tied rolls).

The clones caused 2 hits on 67 out of the 100 rolls. The defenders caused 2 hits on 14 rolls. They tied on 19 rolls.

The second hundred I rolled just standard risk odds.

The attacker caused 2 hits on 44 out of 100, defender caused 2 hits on 23 out of 100, and they tied on 33 out of 100.

This is is obviously not statistically significant. But I believe that even with 15 droid defenders, I would happily attack with 7 clones and expect to win.

What does 'caused two hits' mean?

18 minutes ago, GhostofNobodyInParticular said:

What does 'caused two hits' mean?

Two of the opponents' ground forces died. Best case scenario. I assume "tie" means when when one of each (attacker and defender) died.

47 minutes ago, Matt3412 said:

I'm having fun

You are wanted in the team chat.

In the interests of easier bookeeping, might I ask all players to list the start and end point in jumps, rather than just the end?

Edited by GhostofNobodyInParticular
7 hours ago, GhostofNobodyInParticular said:

What does 'caused two hits' mean?

In risk, the attacker rolls 3 dice, the defender 2.

If two of the attackers dice are higher in value than the defenders, then two defenders are lost (two hits).

7 hours ago, Matt3412 said:

I'm having fun

As am I. Just grousing.