Supplement Four
SOC-14 5K
Does anybody play using LBB5 starship combat rules?
Do you like the abstract game?
Do you like the abstract game?
Does anybody play using LBB5 starship combat rules?
Do you like the abstract game?
I've used it a lot. I don't like it much now, because it's piss-poor and unfun for ACS level ships.
It's hard to involve players in HG2's as a 2D6 roll can only "absorb" so many DRMs before it's distorted past utility.
...kinda like switching to mass combat when you've been playing personal combat all the time.
Mayday movement coupled with HG2 combat was plenty exciting for them thanks to their wargaming background.
My view was that it was almost meant to be an option--not the only option--for starship combat.
ACS level? Use LBB2 or Starter Traveller...or even Mayday.
Want to describe huge capital ships going at it to your players, with hundreds of lasers firing, hundreds of missiles in the "air"? Then, LBB5 is your game.
Just my impression.
oh, ok. I thought it would include sensors, complex ranges, etc.
We tried a lot of stuff and we kept coming back to "Move 'em like Mayday, fight 'em like High Guard".
I've heard Brilliant Lances, for TNE, is a good game.
I've heard Brilliant Lances, for TNE, is a good game. I've got both BL and the capital ship game, Battle Rider, but I've never played either.
I've heard Brilliant Lances, for TNE, is a good game.
... Battle Rider...
Complexity on BL is extremely high. Play is slow, too.
I'm an SFB and CW player, and found BL unplayably fiddly and needlessly complex...
The only rule you need is Mayday hex to HG2 range conversion:
- 0 - 5 hexes is Short
- 6 - 15 hexes is Long
That's it. Use Mayday for movement and HG2 for everything else.
I'm sure that you haven't forgotten the Mayday + HG article in JTAS.