About Asteroid Fields
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About Asteroid Fields
During the last two Gravitational Wars, the level has clearly gone up as players have gained a lot of experience since the game's release. And a recurring question now arises about the Asteroid Fields, a special sector that it is very often found on our battlefields since it is one of those delivered in large numbers in the basic box.
Where is the problem ? Quite simply, the sector can be used as part of a rather frustrating hit & run strategy: we hide a group of ships (with ionic propulsion is even better) and each turn it comes out to strike and returns to hide in asteroids. The only challenge of the game is therefore to be able to seize the asteroid fields before the enemy.
These areas can also cause players to stay on the defensive and "kill" the suspense. This is particularly true for scenarios where one must seek to destroy / protect a particular ship. For example for my test of the Duel scenario last Friday, I could have taken the option of keeping my Heavy Cruiser hidden in an asteroid field and defeating my opponent with renforcements. Not very funny.
https://fleetcommander.forumactif.org/t436-quatrieme-session-virtuelle-lyonnaise-de-fleet-commander
This problem there was obviously anticipated by the author by making the asteroid field a minimum dangerous since on a special result the hidden ships suffer damage. Shouldn't we simply reinforce the dangerousness of the sector to make it less essential? For example by risking a collision on a special result or on a multidirectional result ?
Another option would be to make all asteroid fields movable as in the "Into the Asteroid Belt" scenario, which would prevent a player from systematically hiding there.
Finally, we could also allow attacks against ships hidden in an asteroid field but without support and by dividing the damage by two (rounded down to the whole number lower for example).
What do you think ? Is this sector really a problem? Should the rules be changed?
Note that I also posted this topic in the FR section:
https://fleetcommander.forumactif.org/t437-a-propos-des-champs-d-asteroides
Where is the problem ? Quite simply, the sector can be used as part of a rather frustrating hit & run strategy: we hide a group of ships (with ionic propulsion is even better) and each turn it comes out to strike and returns to hide in asteroids. The only challenge of the game is therefore to be able to seize the asteroid fields before the enemy.
These areas can also cause players to stay on the defensive and "kill" the suspense. This is particularly true for scenarios where one must seek to destroy / protect a particular ship. For example for my test of the Duel scenario last Friday, I could have taken the option of keeping my Heavy Cruiser hidden in an asteroid field and defeating my opponent with renforcements. Not very funny.
https://fleetcommander.forumactif.org/t436-quatrieme-session-virtuelle-lyonnaise-de-fleet-commander
This problem there was obviously anticipated by the author by making the asteroid field a minimum dangerous since on a special result the hidden ships suffer damage. Shouldn't we simply reinforce the dangerousness of the sector to make it less essential? For example by risking a collision on a special result or on a multidirectional result ?
Another option would be to make all asteroid fields movable as in the "Into the Asteroid Belt" scenario, which would prevent a player from systematically hiding there.
Finally, we could also allow attacks against ships hidden in an asteroid field but without support and by dividing the damage by two (rounded down to the whole number lower for example).
What do you think ? Is this sector really a problem? Should the rules be changed?
Note that I also posted this topic in the FR section:
https://fleetcommander.forumactif.org/t437-a-propos-des-champs-d-asteroides
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