This is a continuation of an off-topic tangent from this thread.
Simply put, I like the tactical complexity of SFB. FC is supposed to be a stripped down, simplified version of SFB, but in my experience, only the tactical aspect of the game got simplified. The game mechanics aren't all that much less complex. In other words, almost as much number crunching for less fun.
This review is what originally sold me on SFB, particularly this passage near the end:
Since picking up BattleTech in my teens, I've played a lot of SF wargames. Over the years, as I've learned more about tactics, I've become increasingly dissatisfied with all of them. The combination of "you go/I go" game mechanics and the ability to see what your opponent is doing in real time makes most games into attritional bashfests, where tactical choices are limited to picking the right army list and deployment, and then hoping your dice are luckier.
As that review promised, SFB is an exception to the rule. The 32-impulse turn was a little awkward at first, but it means you have to actually outthink and outmaneuver your opponent, not just fly over and shoot until something gives. It may sound funny, since it's a Star Trek game, but SFB makes me feel like I'm in an Honor Harrington novel. Victory goes to the better shiphandler, not the luckier dice or cheesier army list.
After only a few games, most of the "intimidating" rules come pretty naturally. The only part I still find frustrating is the DAC, what with having to make a die roll for every single point of damage.
FC is kind of a step backward in this respect. By letting you allocate power on the fly, it weakens the maneuvering aspect of SFB, moving back toward the attritional bashfest end of the scale, while not actually being all that much simpler in terms of game mechanics.
Marian
...oh, and what is it about SFB you like more than FC?
Simply put, I like the tactical complexity of SFB. FC is supposed to be a stripped down, simplified version of SFB, but in my experience, only the tactical aspect of the game got simplified. The game mechanics aren't all that much less complex. In other words, almost as much number crunching for less fun.
This review is what originally sold me on SFB, particularly this passage near the end:
SFB isn’t about flying around and blowing each other up, it’s about separating the master tacticians from the dead. You will know exactly why you should sometimes lower your shields in the face of oncoming missiles. You will berate yourself for ending the game with an undamaged shield and an unused HET. You will know how a tractor beam can be your deadliest weapon. You will revel in peeling the weapons off your opponent’s ship like a banana peel with a well-executed “Mizia”.
Since picking up BattleTech in my teens, I've played a lot of SF wargames. Over the years, as I've learned more about tactics, I've become increasingly dissatisfied with all of them. The combination of "you go/I go" game mechanics and the ability to see what your opponent is doing in real time makes most games into attritional bashfests, where tactical choices are limited to picking the right army list and deployment, and then hoping your dice are luckier.
As that review promised, SFB is an exception to the rule. The 32-impulse turn was a little awkward at first, but it means you have to actually outthink and outmaneuver your opponent, not just fly over and shoot until something gives. It may sound funny, since it's a Star Trek game, but SFB makes me feel like I'm in an Honor Harrington novel. Victory goes to the better shiphandler, not the luckier dice or cheesier army list.
After only a few games, most of the "intimidating" rules come pretty naturally. The only part I still find frustrating is the DAC, what with having to make a die roll for every single point of damage.
FC is kind of a step backward in this respect. By letting you allocate power on the fly, it weakens the maneuvering aspect of SFB, moving back toward the attritional bashfest end of the scale, while not actually being all that much simpler in terms of game mechanics.
Marian
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