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Hi, just deciding to try my first game of BFG. I am liking it so far, it is pretty fun, I think it is a little bit tedious that things take so long to destroy (I'm just doing cruiser clash). Anyway, a few questions so far, may think of more as I go.
1) When a ship can turn a certain amount of degrees, must it turn that far or can it turn less? So can they turn 10 degrees for example?
2) When you have movement reduced by things such as blast markers or damage does that decrease the minimum amount you need to move before turning?
3) If you use burn retros and move nothing can you just turn on the spot? It makes sense to be able to burn the retros and activate side engines to begin turning at the same time, not sure though...
4) Lances always hit on 4+. Do they need to check off the gunnery table for their firepower? It seems, especially with ships like the lunar that only have a lance power of 2, that it makes them pretty inafective...
5) Is there a mistake under the slaughter class entry? It says prow weapon battery when I believe it should say port weapon battery, it still says it fires to the left though.
6) The whole salvo of torpedoes counts as hitting a ship even if only one clips the edge of the base? I thought I saw somewhere that ones that would miss simply keep moving, the rulebook seems to indicate otherwise.
Well, thanks for any responses thats all I can think of now. Sorry if the questions are very simple, this is my first game at BFG...
1) You can turn less than that. Page 16 "A ship can turn by a maximum of either..."
2) No. This means that e.g. an Emperor battleship which moves through blast markers cannot turn without burning retros. That's one of the reasons why it's so cheap, pointwise
3) Yes. Page 17.
4) Lances do not use the gunnery table. Therefore one point of lance strength equals about 2.5 - 5 points of battery strength, depending on the situation. They're a less tactical but more flexible weapon - they always perform the same, except against eldar, regardless of the situation. Many players therefore like to have lots of lances, but i think the balance is even. There are situations where bats suck and lances shine, but with good tactics, particularly if you're within 15cm of the enemy and benefit of that left shift, bats can rule supreme. Bats also benefit more of lock on than lances do.
It's best to have a good mix of both bats and lances.
5) Probably that's indeed a mistake.
6) Yes, if the edge hits the edge of a base, then the whole salvo can potentially hit.
Keep in mind that the size of the base is not the size of the ship either, it's the range from which e.g. the target aquisition system of things like torps can lock on to the target. So if one torp moves within that range, then it detects the ship, and it "tells" the other torps about this. Torps, even though they are unguided on the table, do have some sort of dedicated targetting equipment - just their sensor's range is very short due to whatever reason, and they are not remote controlled by ships.
Yeah I thought most things would probably be in the rulebook.. Sorry, I'm still working my way through it properly.
Well, thanks for the response. I am very glad I got BFG, it is much better than I thought it would be. I'm having a little bit of trouble with my chaos fleet though, I found out how powerful the planet killer is so I removed it from standard 2000 point list that I planned in the other thread before ordering the models, now of course since the despoiler costs less I need to fill up a few hudred points... I'm trying to upgrade cruisers a bit and add makrs to a few ships just to get close enough to 2000 points, I'm not sure if its going to be an effective list though...
THis thread has intrigued me i like the sound of these rules, I must investigate further as my favourite combat type is massice ship on ship naval (space) battle
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