As I have said already in some threads, I see one of the rules all too often forgotten in any HG combat (mostly in BCS/TCS tourney style engagements) is the effect of crew quality (mainly the two skills that in HG2 directly affect dice rolls; Pilot and Ship Tactics).
As I once already suggested, simply adding to one of such engagements 1 each such skills at level 5 and 3 at level 3 gives quite survivality added to larger ships, as they can concéntrate those skills in large ships, adding to them 1 computer rating for those with level 3 tactics and 2 for those with level 5 tactics and similar numbers to agility.
See that those effects on agility will easily be cancelled by the fact those ships are larger, but the effects on computer rating against sips wihtout those tactics bonus are higher, as they affect also any penentration table.
So, a single Dreadnough (lead by a tactics 5 capitain and piloted by a skill 5 pilot) figting 108 hamsters (to make their number easy to divide by 36, so easing numbers) now is harder to hit (10+ instead of 6+, so reducing hits from 63 to 18) and the hamsters missiles are more often neutralized by the dampers (that, without this tactics bonus only penetrate them on a 12). This aside from the repulsors the dreadnough has...
And if the dreadnough achieves initiative (even if the hamsters have +1 for larger numbers, it would happen sometimes) the hamsters would achieve only 9 hits, due to the -1 DM for missiles at short range.
And meanwhile, the dreadnough's own missiles, with their +2 to hit and to penetrate given by his commander will keep damaging the hamsters, while its spinal destroys them one at a time.
Of course, one of the hamsters would also have the computer bonus (but the agility bonus of the dreadnough will still affect it), and 3 of them will have a computer bonus of 1, but that's a very small effect on 108 ships...
As I once already suggested, simply adding to one of such engagements 1 each such skills at level 5 and 3 at level 3 gives quite survivality added to larger ships, as they can concéntrate those skills in large ships, adding to them 1 computer rating for those with level 3 tactics and 2 for those with level 5 tactics and similar numbers to agility.
See that those effects on agility will easily be cancelled by the fact those ships are larger, but the effects on computer rating against sips wihtout those tactics bonus are higher, as they affect also any penentration table.
So, a single Dreadnough (lead by a tactics 5 capitain and piloted by a skill 5 pilot) figting 108 hamsters (to make their number easy to divide by 36, so easing numbers) now is harder to hit (10+ instead of 6+, so reducing hits from 63 to 18) and the hamsters missiles are more often neutralized by the dampers (that, without this tactics bonus only penetrate them on a 12). This aside from the repulsors the dreadnough has...
And if the dreadnough achieves initiative (even if the hamsters have +1 for larger numbers, it would happen sometimes) the hamsters would achieve only 9 hits, due to the -1 DM for missiles at short range.
And meanwhile, the dreadnough's own missiles, with their +2 to hit and to penetrate given by his commander will keep damaging the hamsters, while its spinal destroys them one at a time.
Of course, one of the hamsters would also have the computer bonus (but the agility bonus of the dreadnough will still affect it), and 3 of them will have a computer bonus of 1, but that's a very small effect on 108 ships...
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