The 2300 ship combat system is quite easy to play and can be
quite exciting and fun. I've played in quite a few battles
and have enjoyed them immensely, when I survived.
However, as already stated by others, there are a lot of
inconsistencies.
1. Top of my list. You control a missile using some sort of
communication device which operates at light (or less) speed
so when telling a missile that is 10 hexes away to target a
ship you are facing the same (if not worse) time delay as
if you were firing one of your energy weapons from the ship
at the target from the 10 hex distance.
2. When 2 or more DETONATION missiles enter your hex you have the option
of using your energy weapons to shoot them. Assuming you miss
and that the missile owner detonates only ONE of the missiles
this phase you automaticly get a FREE point defence shot ONLY at
the DETONATing missile.
3. A ship CAN DETECT a relay in a missile triggering and aim and fire
all facing weapons at the target before the relay closes and the
missile detonates.
4. DETONATION Missiles can fire at targets in ANY of the 7 hexes
around or in the one they detonated in. No facing restrictions
for this baby.
5. A ship can go from 0 to 9 movement instantaneously and yet this speed
and agility is not factored into the weapon targetting routines. Hmm
actually its been a while since I last looked at the rules, I may be
wrong on this one.
6. Ships can't mask friendly ships from enemy fire in any way. You park
your Froggy Carrier (the one that blotts out half the sky) between your
small freighter and that nasty enemy incoming fighter and you still
can't prevent him from shooting the freighter to pieces. It's like in
HIGHGUARD where you park an imperial heavy fighter right next to your
stationary ship (or in your cargo hold) and the computer difference
alone (9 vs 0) makes it impossible for the little guy to hit your ship
at all. Ho hum.
The game is fine so long as you don't look too close at the reasonig
behind the mechanics.
Bruce... [email removed]