Ares Games
Results 1 to 20 of 20

Thread: Heavy Raider Stats Question

  1. #1

    mudvill9
    Guest


    Default Heavy Raider Stats Question

    I'm wondering what the rationale is for giving the heavy raider worse attack stats (8 vs. 6) than the vipers and regular raiders. Aren't these supposed to be big gunships? Anyone have any insight on this? I don't have the models yet; my question is based on other people's pictures.

  2. #2

    Default

    The Heavy Raider is also a troop and supply carrier. It is not as fast or manoeverable as the primary fighter. That justifies an 8 rather than 6 I think.

  3. #3

    Default

    Perhaps play balance with the Raptor?

    Wait until the Mk.I Raider comes out. To emulate the 'flying target' status of that ship in the original series, you might find it a bit lacking, too.
    Mike
    "Flying is learning to throw yourself at the ground and miss" Douglas Adams
    "Wings of Glory won't skin your elbows and knees while practicing." OldGuy59

  4. #4

    Default

    Quote Originally Posted by Baxter View Post
    The Heavy Raider is also a troop and supply carrier. It is not as fast or manoeverable as the primary fighter. That justifies an 8 rather than 6 I think.
    I thought being not as maneuverable is shown by the deck. But I thought it was still a heavy weapons platform. That's surprising.

  5. #5

    Default

    We chatted about this at Donnie on Friday night (We had a "Turkey" in play and the model is definitely loaded down with a very heavy gun armament). It was suggested that the 8 to hit was mitigated by drawing 2 damage shots (but only one "+" counted if both chits showed plusses
    Last edited by David Manley; 09-30-2019 at 11:36.

  6. #6

    Default

    Quote Originally Posted by David Manley View Post
    We chatted about this at Donnie on Friday night (We had a "Turkey" in play and the model is definitely loaded down with a very heavy gun armament). It was suggested that the 8 to hit was mitigated by drawing 2 damage shots (but only one "+" counted if both chits showed plusses
    I didn't realize that you draw two damage cards. Do you draw four at close range?

  7. #7

    Default

    No, you draw one. We were suggesting a house rule of 2 to reflect the large pile of guns that the model has

  8. #8

    Default

    Quote Originally Posted by David Manley View Post
    No, you draw one. We were suggesting a house rule of 2 to reflect the large pile of guns that the model has
    Sounds like a good idea. I still wonder why it a more powerful attack than a regular fighter?

  9. #9

    Default

    Being less agile means that you have less maneuvres, but also that it is more difficult to aim exactly at the target. Hence the 8 instead than 6.
    But an optional rule for the heavier armament - 6 guns instead than 2 - should be included among the attached cards, isn't it?

  10. #10

    Default

    Another suggestion mooted @ Donnie might be for the Heavy Raider to have many more hardpoints for missiles when the missile rules are added?

    Make it a weapons platform, rather than a fighter...........
    I laugh in the face of danger - then I hide until it goes away!

  11. #11

    mudvill9
    Guest


    Default

    Quote Originally Posted by Angiolillo View Post
    Being less agile means that you have less maneuvres, but also that it is more difficult to aim exactly at the target. Hence the 8 instead than 6.
    But an optional rule for the heavier armament - 6 guns instead than 2 - should be included among the attached cards, isn't it?
    But isn't this simulated by the difficulty of actually lining up a shot on another model with more restricted maneuver cards? Or did you find this wasn't enough to simulate the difficulty these bigger ships would face? Not trying to criticize; I love the game. Just trying to make thematic sense of the numbers in my head. What's the optional rule with 6 guns instead of 2? I don't have the model pack, as it doesn't seem to be out in regular retailers yet, but I'll be picking one or two of them up as soon as they are.

  12. #12

    Default

    Well, generally lining up the plane/starship to the target is a requisite, but not enough. Then there is the need to exactly aim at the target instead than just shooting in its general direction, choosing the exact moment and the most vulnerable spots of the enemy plane/spaceship. That's where the ability and experience of the pilot, the distance, the relative speeds and such come into account. So in BSG:SB you roll dice, and you get modifiers for factors helping or hindering you.

    The Heavy Raider 6 guns are simulated with an optional rule, a card should be provided. Target takes 2 counters of damage instead than one, but a hird one only if both these counters show a +.

  13. #13

    mudvill9
    Guest


    Default

    Quote Originally Posted by Angiolillo View Post
    Well, generally lining up the plane/starship to the target is a requisite, but not enough. Then there is the need to exactly aim at the target instead than just shooting in its general direction, choosing the exact moment and the most vulnerable spots of the enemy plane/spaceship. That's where the ability and experience of the pilot, the distance, the relative speeds and such come into account. So in BSG:SB you roll dice, and you get modifiers for factors helping or hindering you.
    Sure, that all makes sense. I just don't really get why we should assume that the pilots of the heavy raiders have less ability and experience (as represented by the attack rating) than the pilots of vipers or regular raiders to make these shots.

    Quote Originally Posted by Angiolillo View Post
    The Heavy Raider 6 guns are simulated with an optional rule, a card should be provided. Target takes 2 counters of damage instead than one, but a hird one only if both these counters show a +.
    Oh I like that. That will definitely make the heavy raiders pack the thematically appropriate bigger punch that they should. Looking forward to trying them out soon.

  14. #14

    Default

    Quote Originally Posted by mudvill9 View Post
    Sure, that all makes sense. I just don't really get why we should assume that the pilots of the heavy raiders have less ability and experience (as represented by the attack rating) than the pilots of vipers or regular raiders to make these shots.
    Not the pilots' fault. It's just the machine, heavier and slower to answer to their piloting.

  15. #15

    Default

    In the pre production Heavy Raider and Raptors used in the 33 campaign games in Australia, in addition to Pilot ability cards, there were Gear cards.

    The Raptor could have one of 2 different weapons packs added, but this drastically reduces maneuverability. Or it could be configured as a specialist Jammer. 3 different Gear cards. The unaided firepower of 8 is for the handful of small self defence missiles usually carried.

    The Heavy Raider has a gear equipping it with all the guns seen in some episodes, which give an eye watering amount of firepower that can do a one shot kill, if it hits.

  16. #16

    Default

    Unofficial Pilot Card:
    Click image for larger version. 

Name:	BSG_PilotCardFull_NumberSix_Heavy2b.jpg 
Views:	40 
Size:	156.3 KB 
ID:	275939

    I was pretty upset that robots couldn't out-turn humans when I was playing with Raiders and Vipers, and found out Raiders had Change Direction cards a with '2G' cost, where Vipers had '0G'!

    Andrea said the ships were the limitation, not the pilots. Vipers were more agile by design. OK. That I could see.

    Any time I have flown the Heavy Raider, I haven't been able to hit a planet. I need better pilots.
    Mike
    "Flying is learning to throw yourself at the ground and miss" Douglas Adams
    "Wings of Glory won't skin your elbows and knees while practicing." OldGuy59

  17. #17

    Default

    Quote Originally Posted by Angiolillo View Post
    Being less agile means that you have less maneuvres, but also that it is more difficult to aim exactly at the target. Hence the 8 instead than 6.
    But an optional rule for the heavier armament - 6 guns instead than 2 - should be included among the attached cards, isn't it?
    Not in the one I have, probably just a packing error.

    Nice to see my house rule suggestion was exactly the same as the official one

  18. #18

    Default

    You guys have these in-hand? Where? Not in any US shops yet AFAIK.

  19. #19

    Default

    They're not on sale in the UK as yet.

    Dave "acquired" his through a special negotiation with Ares, I believe.
    I laugh in the face of danger - then I hide until it goes away!

  20. #20

    Default

    Quote Originally Posted by Angiolillo View Post
    Well, generally lining up the plane/starship to the target is a requisite, but not enough. Then there is the need to exactly aim at the target instead than just shooting in its general direction, choosing the exact moment and the most vulnerable spots of the enemy plane/spaceship. That's where the ability and experience of the pilot, the distance, the relative speeds and such come into account. So in BSG:SB you roll dice, and you get modifiers for factors helping or hindering you.

    The Heavy Raider 6 guns are simulated with an optional rule, a card should be provided. Target takes 2 counters of damage instead than one, but a hird one only if both these counters show a +.
    I would have thought that since this is a BSG universe that a "need to exactly aim at the target" wasn't as necessary. I don't know anything about it yet, but will missiles (or something like that) work as Stand-Off weapons? Or are they only for large ships?



Similar Missions

  1. BSG Play Test - Raptor and Heavy Raider, 18 May 2019
    By OldGuy59 in forum After Action Reports
    Replies: 1
    Last Post: 05-19-2019, 10:46
  2. BSG Play Test - Raptor and Heavy Raider, 11 May 2019
    By OldGuy59 in forum BSG: After Action Reports
    Replies: 5
    Last Post: 05-13-2019, 06:16
  3. Question for unofficial stats gurus
    By BB401 in forum Officer's Club
    Replies: 4
    Last Post: 01-07-2019, 06:45
  4. Heavy fighters question
    By Lino22 in forum WGS: General Discussions
    Replies: 17
    Last Post: 05-08-2013, 04:04
  5. Another card stats Question.
    By Flying Officer Kyte in forum Hobby Room
    Replies: 12
    Last Post: 05-20-2011, 17:08

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •