![]() They are also useful against Space Marines and other fleets with ready access to 6+ armour.Īnother factor to consider is range. The catch is that rolling fewer dice puts a lower hard limit on how much damage you can possibly inflict with them, and leaves you more at the mercy of the Dice Gods. Lances on the other hand generally produce fewer dice, but those dice have a higher chance of inflicting damage (flat 50/50 vs, whatever the target's armour is). The main advantage of weapons batteries is that they roll more dice for damage, which in turn means a higher damage potential (yes you aren't likely to actually reach if often, but there's always the chance), as well as higher chances of inflicting damage by forcing favourable rolls through with rule of averages. Why take weapon batteries over lance batteries? If a wave of 4 fighters and 2 bombers attacked the same, you'd still only add +2 to the Wave's total. For example, if a wave of 2 fighters and 2 bombers attacks a 2-turret ship, you'll roll D6-2 per bomber, add the results together, and then add +2 to the total. With fighter suppression - If fighters are with the bombers in a wave, they'll add +1 attack to the Wave's total for each fighter, not to exceed the number of surviving bombers. Vii.Any hits on the hull are then rolled by the defender to see if any are critical hits. Vi.Roll the number of dice and compare the result against the armour of the ship and allocate hits if the dice roll is equal to or higher than the hull strength V.The results of the dice roll is the number of bomber attacks you will complete minus the turret value of the ship that is being attacked Iv.Roll the remaining dice to work out the number of bomber runs to be completed Iii.Remove the number of bombers successfully destroyed by turret fire Ii.Ship fires its turrets to reduce the wave numbers So the easiest way I think to explain this is in steps: a wave of X bombers rolls X dice to determine the number of attacks they make), as well as how turrets factor into that roll the dice one at a time for each bomber to determine the number of attacks they make) or roll them all at once (I.E. How bomber attacks are rolled - handle each bomber individually (I.E. What happens to escort squadrons’ shields and hits when they’re in base contact and take fire, or when they run over blast markers and blast markers in general i.e a torpedo wave will be wiped out by one fighter on cap. If a fighter is on cap these still apply.Torpedoes that hit other torpedoes will detonate and remove both markers. ![]()
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