Seeing as one is meant for roleplaying and the other is meant for wargaming, shouldn't the outcomes be different? Different modes of play produce different results.
I think the results should be roughly the same assuming identical units played in both systems, though in roleplaying the level of detail needs to be higher in some areas (the "hull" results matter for players, someone has to slap the patch on). Big picture. Fight 10 Close Escorts vs X enemy ships of some type in both systems, and compare the results. You'd expect over large numbers of plays that one side or the other would win more often in both systems. If player A always wins in HG, and always loses in B2, something is clearly broken.
How often have you played LBB:2? I'm asking because you've only a partial grasp on the rules you're bitching about.
In LBB:2 and unlike HG2, every hit has a chance of being a critical hit. Every blessed one. No need for large batteries, no need to account for ship size. Every hit, even one from the single laser aboard a ships boat, can become a critical hit. HG2 may have more critical hits result from a given hit, but only LBB;2 gives every hit a chance of being critical.
In LBB:2 and unlike HG2, every single missile hit has a chance of becoming multiple hits. One missile strike will produce 1D6 rolls on the damage table and each of those can become critical hits in turn. HG2 may see missile hits occur more often, but LBB:2 will see more damage occur from each hit.
You are completely right here, my bad.
2.8% of hits will critical.
In HG 72.22% of my factor 6 attacks will hit. The smaller ship will automatically get 2 criticals then, 72% of the time. In B2, the ships get 12 rolls at 8+ or 9+ (range dependent). So 41.66% or 27.77% chance to hit. Expect 5 hits with the former, 3 hits with the latter. Assume the worst. It means on average it will take 9 turns or so for the beam weapons in LBB2 to do 1 critical. Note that BOTH combatants have this chance, unlike HG where the larger one does, but not the smaller. Ever. So in HG the 1000dton ship gets 2 crits on the smaller 72% of turns, and either ship gets a critical in B2 ~14% of the turns.
Changes the magnitude of my statement slightly, but not the overall results at all.
Both rule sets see small ships killed by "scrubbing off" turrets and fuel but, thanks to it's critical hit and missile hit processes, only LBB:2 can see a battle involving small batteries ending earlier. Also and unlike HG2's rules, LBB:2's damage rules can see the game end earlier too which is something else you've overlooked or ignored.
CAN, sure, but incredibly unlikely. It ends almost certainly in 2 turns in HG, and better than not in 1 turn. In HG the battle can ONLY end one way, regardless of time, too. The larger ship is NEVER criticaled in HG by the smaller.
In LBB:2, damage is applied the instant it occurs and not at the end of the turn. This means a ship which earns the initiative can mission kill it's opponent without receiving any damage in return. When we remember that LBB:2 is all about roleplaying ship combat - and you need to keep that firmly in mind - it becomes obvious why LBB:2 damage occurs when it does: The course of a battle can be significantly effected by the players via roleplaying.
I agree, you are right. I've said I think B2 is better in many ways.
Only if it faces large batteries aboard large ships. Stack the LBB;2 ships with up against each other with in eye towards HG2-type critical hits and you'll see that only one ship, the corsair, routinely lands criticals on it's most likely opponents. The patrol cruiser and merc cruiser don't have batteries to land criticals on anything larger than a free trader. However, if you apply the LBB:2 critical hit rule, every ship can land criticals on any other.
This is my point, actually. Not that one is better all the time, but they produced markedly different outcomes. Ships that are dominating in HG, and not in B2, etc.
(Mayday, the Series 120 version of LBB:2, takes it even further. Two cumulative hit rules mean a ship hit so many time in one turn or so many times over so mant turns is destroyed. Because a Mayday scenario is meant to be played in under 120 minutes, ramping up the damage process was a deliberate design decision.)
Yeah, makes sense, I meant it wasn't "canon" in that Maytday outcomes were not to be considered the "norm" in the traveler universe. As I have said, I prefer "narrative" canon over rules in terms of judging things.
You may find it surprising that ships designed for LBB:2 perform better in LBB:2 combat system than the later HG2 system, but I don't think many other people would.
Of course they do, they were written together.
That's because HG2 is a wargame and LBB:2 ships were designed for another combat system.
It most certainly is a scale issue and that's because...
Being a wargame designed to handle large numbers of large ships in large numbers, HG2 must dish out large amounts of damage to produce results more quickly. Complaining that ships aren't damaged quickly enough in LBB:2 compared to HG2 is like complaining a company of T-34 tanks isn't damaged quickly enough in Advanced Squad Leader compared to PanzerBlitz.
Not at all the same. If you play an operational level game vs tactical (though HG is really sort of in between), you would expect that you'd have similar final outcomes, or something would be wrong with one or both systems (note in HG the turn lengths are also nearly the same).
So take a Company in ASL, and in PB, and fight identical scenarios to the extent possible. To be fair, use the TO&E from PB to establish exact units used in ASL. Play the scenario multiple times in each, and look at the counts of lost units, AND look at the big picture (who wins the battle). Are the results basically the same? We'd want the "big picture" to be the same more likely than not. The unit counts dead/wounded? If that meshes they are very well calibrated, but the big picture is what matters.
It's not broken, it's realistic. Outside of Star Wars, tramp traders which choose to attack battleships are going to quickly end up looking like a puppy hit by a cement truck. For a guy complaining about a lack of realism, I find it surprising that you want such an unrealistic model.
Who said tramps would attack BBs? I don;t recall saying that. A BatROn of Tigress has 2400 fighters. I don't have Sup9 in front of me. What is the agility of the IN Heavy used there? So a "typical" fleet action could certainly include many more small craft than BBs. A few orders of magnitude more.
Are you serious? How the hell can you calibrate a Tigress vis a vis a Beowulf?
See above.
Good sweet christ... You actually want a battle between Plankwell squadrons to be handled at a RPG/player level rather than a wargame level? Have you any conception of how long such a battle would take? It would be like using PT boat rules to model Jutland...
Where did I say this? I said "player sized" units. Not "player units."
Players are in the 100-1000 ton range for their ships, usually (and on average towards the bottom of that).
HG actions in CANON often, perhaps TYPICALLY, involve more ships of "player size" than any other, by a wide margin.
A detached element os a BatRon jumps in to find a similar enemy unit in a system, and combat ensues. 1 BB, with some escorts fights another single BB with some attached escorts. 2 BBs in the fight, maybe a couple cruisers, and a handful of DDs on each side? Reasonable? 18 ships all bigger than 1000 dtons... How many fighters, then? 100? Small craft outnumber large ships.
A
nd those huge weapons doing super damage are going to do what exactly to the LBB:2 size ships you're so concerned about?
Vaporize them, obviously. Forget the BIG weapons, HG works for those just fine. What about the hundreds and hundreds of small turrets?
Fleet actions already play out that way in HG2.
Yeah, because you ignore small units until the end because you can't hit them
And small units have no business tangling with the big boys. Choose to fight too far outside of your weight class and you're dead. That's realistic and changing the rules for it to be otherwise is not.
Like the canon fighters? I hate fighters, BTW, but there they are in all the books. I'm in the "bigger is better" camp for spacecraft. Still smaller ships don't work well, even smaller military ships (frigate/DD type battles).
You need to understand a system and the design assumptions behind it before making changes. Read the rules and play out some games. What you think you know may not be so.
I haven't in a while, but I played many HG and mayday games years ago. Fewer LBB2 games, as they were in RPG settings, then we switched to a hex map for space reasons. I played out many stupid BL games, and BR, too. Stock, and with alternate rules.
Note again that my 400 ton vs 1000 ton example is unchanged in outcome, even though I forgot the 2.8% of critical in B2 in the example.
HG always has the 1000ton ship winning (it takes at most 1 hit per turn, doing regular damage, and does at most 1 regular, and 2 criticals per turn to the enemy). In B2, the smaller ship CAN win, as both ships have exactly equal chances to damage and critical the other.