Battlefleet Gothic: Armada
Micro-warp jumps? Really?
It is absolutely terrible idea, which also does not fit to wh40k:eagle:
It is necessary to remove them from gameplay.
< >
Показані коментарі 6175 із 88
Цитата допису LikeDoran:
because games need to be innovative and need to change, or in contrast, have features that are unique to that game to make it special. yes, it's 40K and therefore needs to be true (though, seeing some other 40K games, i'd replace 'true' with 'accurate') but there's a grey area of "how to make this game more than just an interactive 40K and an actual game"

nevertheless though i couldn't be arsed with what's accurate or not, as long as its fun

I don't see why it HAS to be "micro warp jumps" that break the rules of the setting that has been like that since 1987. Why not something like "Burst Engines" or something? Build up energy, release to travel a short distance at breakneck speeds attempting to ram another ship. Miss and you're forced to use a lot of engine power to slow down.

Anything better than micro warp jumps. Nobody messes with the warp and lives happily ever after in 40k. Unless it has an 98% of destroying the ship doing the unprotected jumping, that'd be okay too.
Цитата допису SkeletonHarvester:
I don't see why it HAS to be "micro warp jumps" that break the rules of the setting that has been like that since 1987. Why not something like "Burst Engines" or something? Build up energy, release to travel a short distance at breakneck speeds attempting to ram another ship. Miss and you're forced to use a lot of engine power to slow down.

Anything better than micro warp jumps. Nobody messes with the warp and lives happily ever after in 40k. Unless it has an 98% of destroying the ship doing the unprotected jumping, that'd be okay too.

You mean other than because there are multiple references in BFG's lore to calculated short-range jumps, and no references to "burst engines" or any other form of super-thrusters used by anyone but the Necrons?
Автор останньої редакції: obliviondoll; 8 лют. 2016 о 1:11
In the table top game there was the warp rift stellar phenomenon that allows you to pass a test to instantly reposition within a certain distance of the model base. While that is not quite the same, it could be agruged that a few brave/foolhardy captains have figured out how to manufacture a breif warp rift.
Just a quick reply that's probably been mentioned; but to be fair on the table top these ships are hundreds if not thousands of miles apart from thier respective enemy target. The majority accounts of them being really close to each other is if there were two large fleets and the only way was foreward THROUGH the enemy fleet.

So you can kind of take 'micro warp jumps' with a grain of salt. The space in between ships and anomolies are big enough where a small warp jump is "safe," of course lore wise its a risky manuvuer that only experienced navigators can accomplish. Inexperience navigators on the other hand, when they execute a micro jump, it could potentially be catastrophic. Given the inconsistant nature of the warp, even for experienced navigators a small jump could take you a few miles away from your intial jump to literally a different star system. So it is inconsistant enough where taking the time to manuever or take damage is acceptable over being out of action. Also inaction the risks are doubled since the shields are under stress and the ship has to pull up a geller field at the same time. That being said I imagine Navigators on thousand year old BBs and cruisers who themselves lived for hundreds, they probably have the balls/exprience to risk a small warp jump with some consistancy predicting the currents in the warp. Also the geller field appearhently requires a lot of power, so it probably draws from other systems that may be critical in battle.

So I imagine it would not be used casually as the game may insist. And it maybe even be risky in game, like disabled weapons while the ship is prepping for warp or on exit of that small jump they are vulnerable.
Автор останньої редакції: Khorneflakes!; 10 лют. 2016 о 12:06
Цитата допису obliviondoll:
Цитата допису SkeletonHarvester:
I don't see why it HAS to be "micro warp jumps" that break the rules of the setting that has been like that since 1987. Why not something like "Burst Engines" or something? Build up energy, release to travel a short distance at breakneck speeds attempting to ram another ship. Miss and you're forced to use a lot of engine power to slow down.

Anything better than micro warp jumps. Nobody messes with the warp and lives happily ever after in 40k. Unless it has an 98% of destroying the ship doing the unprotected jumping, that'd be okay too.

You mean other than because there are multiple references in BFG's lore to calculated short-range jumps, and no references to "burst engines" or any other form of super-thrusters used by anyone but the Necrons?

Where is this mystical lore at? We've been asking for it for weeks now.
Цитата допису SkeletonHarvester:
Where is this mystical lore at? We've been asking for it for weeks now.

And it's been referenced multiple times over those weeks, but here, have the best sources I can dig up for you that are publicly available online:

http://warhammer40k.wikia.com/wiki/Warp-Drive#Warp_Navigation

Navigation of Warpspace can be achieved in two ways: the calculated jump and the piloted jump.

By means of observing these movements in the Warp it is possible to calculate a course, corrective manoeuvres, and approximate journey time to a proposed destination in realspace. Calculation relies on the assumption that the Warp-currents observed from realspace do not change significantly during flight. This method is known as a "calculated jump", but is often referred to as a "blind jump" by Imperial Navy personnel. It is not safe to make a calculated jump of more than four light years at one go.

http://wh40k.lexicanum.com/wiki/Warp_jump#Calculated_jumps

Says basically the same thing - 4 to 5 light years is generally considered "safe", but any further than that and you risk the warp currents changing significantly enough to throw your jump off course.
Just as a side note, it is mentioned in the novel "blood of asaheim" that its a valid tactical manuever to use warp jump for retreat from battle as long as the geller field is working.
Цитата допису obliviondoll:
Цитата допису f2k:
It's a 40K game, that's the important issue.

If it didn't have the 40K logo I wouldn't even bother to look at it. A space game in 2D with ramming...? Stupid...

That's why it's so important that it's true to the 40K universe. If it isn't, then why bother in the first place?

1. It has the BFG logo, not the 40K logo.

2. Describing BFG as "a 2D space game with ramming" is entirely accurate, and it's popular and awesome. Saying that ramming is stupid in a BFG game would be like saying that melee weapons are stupid in 40K and demanding they remove them for "realism" in the videogames.

1: Well, same universe...

2: Indeed. It's quite accurate. It's quite funny. And it's a damn shame that Games Workshop killed it.

Still doesn't mean that it isn't stupid. In fact, a lot of things within that universe is stupid but most of us let it slide, explaining it by the rule-of-cool.

But, to me at least, it only works within the 40K universe because I'm willing to let such stupidity slide.

If, for example, Homeworld had used such mechanics I doubt it would have been such a big hit.
Цитата допису obliviondoll:
Цитата допису SkeletonHarvester:
Where is this mystical lore at? We've been asking for it for weeks now.

And it's been referenced multiple times over those weeks, but here, have the best sources I can dig up for you that are publicly available online:

http://warhammer40k.wikia.com/wiki/Warp-Drive#Warp_Navigation

Navigation of Warpspace can be achieved in two ways: the calculated jump and the piloted jump.

By means of observing these movements in the Warp it is possible to calculate a course, corrective manoeuvres, and approximate journey time to a proposed destination in realspace. Calculation relies on the assumption that the Warp-currents observed from realspace do not change significantly during flight. This method is known as a "calculated jump", but is often referred to as a "blind jump" by Imperial Navy personnel. It is not safe to make a calculated jump of more than four light years at one go.

http://wh40k.lexicanum.com/wiki/Warp_jump#Calculated_jumps

Says basically the same thing - 4 to 5 light years is generally considered "safe", but any further than that and you risk the warp currents changing significantly enough to throw your jump off course.

It says that yeah, but this refers to in system travel. From planet to planet. It's quite a stretch to say this validates micro warp jumps in the middle of naval combat.

The issue here is Gellar Field (a bubble of reality for warp travel) vs Void Shields (a bubble of warp energy for displacing attacks into the warp). You can't have both active as they are exact opposites and you can't travel the warp without a Gellar Field, so warp jumps of any kind would require disabling void shields.
There are no hard and fast canon explanations for why a ship doesn't (not necessarily "can't") use void shields in the warp. There isn't even hard and fast lore about how void shields protect a ship, other than them being at least somewhat based on warp technology. Additionally, the lore is pretty loose around how Gellar fields work.

There's official lore that says the gellar field and warp drive use most of the ship's power when both are active, leaving little to provide for other systems on board, and the fact that there are situations where ships have been shown to fight during warp travel, it's possible that extra power normally used by the weapons could be directed to the shields to raise them.

There's also some lore which states that the gellar field is just a bubble around the ship, and the space inside the field is JUST space. By that lore, and reflected in some versions of the rules, once a daemon is inside the field, it suffers no ill effects beyond what it normally suffers for existing in real space. Similarly, warp-based technologies (and psykers) can operate without negative effects while inside the Gellar field. It's only if you're attempting to pass through the outer "bubble" itself (or project energy/matter through it) that problems arise.

There's also nothing saying that void shields take a significant time to power down and back up, only that they need a short time to repair after absorbing damage. It's plausible for a ship to disable its void shields, immediately activate the Gellar field, then either be in the warp already before the next shell hits, OR have their void shields back up. There is lore which directly states that ships are "blind" for a period after they exit the warp, with varying explanations from "dropping out of warp shuts the entire ship down" to "energy from the warp saturates the area and screws with sensors but the ship's power remains fully functional", as well as a variety of explanations which would fit somewhere between those two extremes.

Add in the fact that ships can take damage after their void shields go down and not instantly cease to exist from being hit. They clearly have protection beyond JUST the reliance on void shields to keep them safe. Armour isn't ideal as the only line of protection, but if your shields are already failing, attempting a warp jump using the undamaged gellar field device can be a better option than relying on fragile armour and a failing void shield generator.
I dont like it. it dont fit with lore at all.
Цитата допису obliviondoll:
There are no hard and fast canon explanations for why a ship doesn't (not necessarily "can't") use void shields in the warp. There isn't even hard and fast lore about how void shields protect a ship, other than them being at least somewhat based on warp technology. Additionally, the lore is pretty loose around how Gellar fields work.

There's official lore that says the gellar field and warp drive use most of the ship's power when both are active, leaving little to provide for other systems on board, and the fact that there are situations where ships have been shown to fight during warp travel, it's possible that extra power normally used by the weapons could be directed to the shields to raise them.

There's also some lore which states that the gellar field is just a bubble around the ship, and the space inside the field is JUST space. By that lore, and reflected in some versions of the rules, once a daemon is inside the field, it suffers no ill effects beyond what it normally suffers for existing in real space. Similarly, warp-based technologies (and psykers) can operate without negative effects while inside the Gellar field. It's only if you're attempting to pass through the outer "bubble" itself (or project energy/matter through it) that problems arise.

There's also nothing saying that void shields take a significant time to power down and back up, only that they need a short time to repair after absorbing damage. It's plausible for a ship to disable its void shields, immediately activate the Gellar field, then either be in the warp already before the next shell hits, OR have their void shields back up. There is lore which directly states that ships are "blind" for a period after they exit the warp, with varying explanations from "dropping out of warp shuts the entire ship down" to "energy from the warp saturates the area and screws with sensors but the ship's power remains fully functional", as well as a variety of explanations which would fit somewhere between those two extremes.

Add in the fact that ships can take damage after their void shields go down and not instantly cease to exist from being hit. They clearly have protection beyond JUST the reliance on void shields to keep them safe. Armour isn't ideal as the only line of protection, but if your shields are already failing, attempting a warp jump using the undamaged gellar field device can be a better option than relying on fragile armour and a failing void shield generator.

The stories of the horus heresy are filled with ship based ambushes where ships would take hours to power up void shielding, leaving them completely at the mercy of the betrayers because without void shields, ships are destroyed in a few hits.
Цитата допису SkeletonHarvester:
The stories of the horus heresy are filled with ship based ambushes where ships would take hours to power up void shielding, leaving them completely at the mercy of the betrayers because without void shields, ships are destroyed in a few hits.

And yet both lore and game rules have instances where ships can take multiple hits without void shields or while their shields are down and still remain at least somewhat functional. Void shields also come back online quite rapidly after being knocked out during combat, so it appears possible to restore them much faster in the right circumstances. Engineering those circumstances should be possible if needed.

And that still only partly addresses one point I made. Got any argument against any of the other viable explanations?
Цитата допису Khorneflakes!:
Just a quick reply that's probably been mentioned; but to be fair on the table top these ships are hundreds if not thousands of miles apart from thier respective enemy target. The majority accounts of them being really close to each other is if there were two large fleets and the only way was foreward THROUGH the enemy fleet.

No, hundreds to thousands of miles is point blank range, per Battlefleet Gothic the "base" of a ship represented 'several thousand kilometres', typical ranges go from approximately twenty-five thousand kilometres.... you know what. Here goes something else :p


---------------------------------------------------------------------------------------------------------------------------------------


Цитата допису Battlefleet Gothic extrapolation:
"In the shooting phase, your ships get to unleash their weaponry against the enemy. The attacks that ships make are divided into two sorts; direct firing and ordnance attacks. Direct fire attacks include weapons such as lasers, fusion beams and plasma launchers which when fired hit almost immediately, even across tens of thousands of kilometres."

"Enemies at close range pose a much greater threat than those thousands of kilometres away, so a ship will normally target the nearest enemy ship or squadron. However a ship can always fire at whatever targets you like if it takes and passes a leadership test on a 2D6 first."

But I have no particular objection with that, my own calcs are based off of the game mechanics and their statements within reason..

Namely

"Once a torpedo is launched, the plasma drive propels the torpedo forward at high speed, whilst beginning a buildup which will culminate in its detonation. Torpedoes have a limited ability to detect a target and will alter course to intercept if they pass within a few thousand kilometres of a vessel."
followed by
"If the Torpedo marker contacts a ship's base (friend or foe) it attacks"

This makes it clear, a Ships base represents an area several thousand kilometres around the vessel. (Which is what I recall the White Dwarf saying as well.

Thus whether you like it or not, Short Range (Say 10cm gameplay wise) equals no less than ten thousand kilometres, and may be as high as twenty thousand kilometres or more.

Extreme ranges of 60'000 Kilometres to 120'000 Kilometres or more.

Then we have the Blackstone Fortresses for more range, specifically 75'000 Leagues, which translates to 360'000 Kilometres for a League on Land to 420'000 Kilometres if we use a Nautical Mile.

Using the Nautical figure.

60cm Ranged weapons would have a range of 280'000 Kilometres.
45cm Ranged weapons would have a range of 210'000 Kilometres.
30cm Ranged weapons would have a range of 140'000 Kilometres. (Which is also consequently, the speed of Torpedoes and faster ships per turn)
All of which puts 1cm at 4'666 kilometres.

Using the land figures.

60cm Ranged weapons would have a range of 240'000 Kilometres.
45cm Ranged weapons would have a range of 180'000 Kilometres.
30cm Ranged weapons would have a range of 120'000 Kilometres. (Which is also consequently, the speed of Torpedoes and faster ships per turn)
All of which puts 1cm at 4'000 kilometres.

(Note: Blackstones have a range of 90cm. As do Nova Cannons)

Цитата допису Rogue Trader extrapolation:
But here is an addendum with Rogue Trader Figures thrown into the mix for a low end. It has long being established that 1 Void Unit in Rogue Trader = roughly 10'000 Kilometres.


Thunderstrike Macrocannons: Range 4 VU, = 40'000 Kilometres (Weak Obsolete Civilian grade Macrocannons)
Mars Pattern Macrocannons: Range 6 VU, = 60'000 Kilometres
Sunsear Laser Battery: Range 9 VU, = 90'000 Kilometres
Ryza Pattern Plasma Battery: Range 5 VU, = 50'000 Kilometres
Starbreaker Lance: Range 5 VU, = 50'000 Kilometres
Titanforge Lance: Range 6 VU, = 60'000 Kilometres
Jovian Missile Battery: Range 6 VU, = 60'000 Kilometres
Lathe Grav-Culverin: Range 5 VU, = 50'000 KM
Mezoa Macrocannons: Range 5 VU, = 50'000 KM
Pyros Melta-Cannons: Range 4 VU, = 40'000 KM
Sunhammer Lance: Range 9 VU, = 90'000 KM
Bombardment Cannons: Range 4 VU,= 40'000 KM
Disruption Macrocannons: Range 5 VU, = 50'000 KM
Hecutor Patterns Plasma Battery: Range 11 VU,= 110'000 KM
Stygies Pattern Macrocannon: Range 5 VU,= 50'000 KM
Godsbane Lance: Range 12 VU,= 120'000 KM
Las-Burner: Range 3 VU,= 30'000 KM
Mezoa Lance: Range 4 VU,= 40'000 KM
Voidsunder Lance: Range 6 VU,= 60'000 KM
Mars Pattern Nova Cannon: Range 6-40 VU,= Minimum 60'000 KM range to maximum 400'000 KM range.
Ryza Pattern Nova Cannon: Range 6-36 VU,= Minimum 60'000 KM range to maximum 360'000 KM range.
Normal Torpedo: Speed 10 VUs, 100'000km for 30m (55.6 km/s)
Fast-Burn Torpedo: Speed 15 VUs, 150'000km for 30m (83.3 kps)


Speed of Imperial Strike Craft:
Fury Interceptors: 10 VU (100'000 Kilometres) For a 30 minute turn indicated that's a speed of 55.6 kilometres per second.
Starhawk Bomber: 6 VU (60'000 Kilometres) 33.3 Kilometres per second.
Shark Assault Boat: AS FURY.

And from a mate who did his own assessment (shorter)

"The Gothic rulebook DOES explicitly state in the section about measuring distances for range purposes etc that the base of a ship is, in BFG scale, "a few thousand kilometres" from the stem to the edge. So if you're going to use game mechanics that puts the scale at anywhere from 2cm to 3,000 kilometres up to 2cm to just under 10,000 kilometres for the scale of the game.

At 2cm:3,000km, that gives the shortest-ranged Imperial ships in the game (30cm) a range of 45,000 kilometres and a movement distance per turn (however long a "turn" is) of 37,500km for most capital ships (25cm). Torpedoes actually move at 90,000km per turn because they move in BOTH Ordnance phases. The longest-ranged conventional batteries (60cm) then have a range of 90,000km and the Planet Killer, Nova cannons and Blackstone Fortresses can reliably strike targets out to 135,000km.

At 2cm:9,000km (still in the range of "a few thousand") that puts the shortest weapon ranges at 135,000km and the longest at 270,000km (conventional) and 405,000km (special).

These figures are strikingly similar to the high end and low end produced by Kard's analysis based on (at high end) a fluff reference to the range of the Blackstones and (at low end) another set of game mechanics."
Цитата допису obliviondoll:
There are no hard and fast canon explanations for why a ship doesn't (not necessarily "can't") use void shields in the warp. There isn't even hard and fast lore about how void shields protect a ship, other than them being at least somewhat based on warp technology. Additionally, the lore is pretty loose around how Gellar fields work.

There's official lore that says the gellar field and warp drive use most of the ship's power when both are active, leaving little to provide for other systems on board, and the fact that there are situations where ships have been shown to fight during warp travel, it's possible that extra power normally used by the weapons could be directed to the shields to raise them.

There's also some lore which states that the gellar field is just a bubble around the ship, and the space inside the field is JUST space. By that lore, and reflected in some versions of the rules, once a daemon is inside the field, it suffers no ill effects beyond what it normally suffers for existing in real space. Similarly, warp-based technologies (and psykers) can operate without negative effects while inside the Gellar field. It's only if you're attempting to pass through the outer "bubble" itself (or project energy/matter through it) that problems arise.

There's also nothing saying that void shields take a significant time to power down and back up, only that they need a short time to repair after absorbing damage. It's plausible for a ship to disable its void shields, immediately activate the Gellar field, then either be in the warp already before the next shell hits, OR have their void shields back up. There is lore which directly states that ships are "blind" for a period after they exit the warp, with varying explanations from "dropping out of warp shuts the entire ship down" to "energy from the warp saturates the area and screws with sensors but the ship's power remains fully functional", as well as a variety of explanations which would fit somewhere between those two extremes.

Add in the fact that ships can take damage after their void shields go down and not instantly cease to exist from being hit. They clearly have protection beyond JUST the reliance on void shields to keep them safe. Armour isn't ideal as the only line of protection, but if your shields are already failing, attempting a warp jump using the undamaged gellar field device can be a better option than relying on fragile armour and a failing void shield generator.

In Shadow Point, the Macharius powered its shields up from standby to combat strength within a few minutes. How long it would take them from cold (for example right after exiting the warp) isn’t stated outright but in Execution Hour it doesn’t seem to be much longer.

The main issue, I think, would be just how much energy the ship has stored in its capacitators. It takes a lot of energy to enter or exit the Warp, so it wouldn’t be a stretch of the imagination to suggest that after leaving the Warp and lowering the Gellar Field, a typical ship wouldn’t have much power left for its Void Shields.

In both books, a ship caught with shields down are shown to take a fair bit of damage before the shields come up. Typically not bad enough to outright destroy a capital ship, but enough to cause some issues.

So putting up shields isn’t an instant thing, but it can be done fairly quickly if needed.

Also, it shouldn’t be forgotten that entering or exiting the Warp isn’t an instant thing either. A ship will need to charge its Warpdrives and raise the Gellar Field before attempting a Warpjump, all of which gives out a very clear energy signature that enemies can lock onto.

As I recall, there is some fluff stating that ships from the era before the Great Crusade relied much more an armour as shields weren’t common back then. Modern ships, on the other hand, tend to rely more on their shields than on their armour, which, even though it’s several meters thick, can still be easily defeated by Lance strikes or massed volleys.
< >
Показані коментарі 6175 із 88
На сторінку: 1530 50

Опубліковано: 23 січ. 2016 о 2:42
Дописів: 88