question about space combat

giogionis's picture
giogionis
November 26, 2016 - 5:06pm
hi i recently discovered the game and im planning on building modules for it i have builded modules for other systems as well, im a dungeon master since 2002, i just need an example of space combat lets say this is the scene a merchant ship armed with two lasers is engaged by 2 pirate fighters how will the situation resolve any help will be apreciated and excuse my english.
Comments:

Shadow Shack's picture
Shadow Shack
November 26, 2016 - 8:35pm
From the Basic KH rules (expanded merely adds the features from that game such as Interceptor Missiles etc):

Quote:
Sequence of Play

The game is played in a series of game turns. Each game turn is divided in half. The first half is Side A's turn and the second haIf is Side B's turn. During Side A's turn, Side A is the moving side and Side B is the non-moving side. During Side B's turn, Side B is the moving side and Side A is the non-moving side. During each side's turn, players do the following things in order:


1. Player A's Turn

 

a. Movement

Player A announces which of his ships are using masking screens. A masking screen counter is placed on top of each of these ship counters.

Ships and space stations in orbit are moved one hex, following the direction of their orbit.

Player A moves each of his ships, making sure that no ship moves a longer or shorter distance than its speed from the previous turn will allow. The player writes down each ship's new speed after it moves.

 

b. Combat

The non-moving player (player B, in this case) announces which of his ships will shoot at moving ships, and which weapons they will use. The non-moving player then resolves all of these attacks and their effects are applied immediately.

The moving player (player A, in this case) announces which of his ships will shoot at the non-moving player's ships, and which weapons they will use. He then resolves all of these attacks, and their resuIts are applied.

 

2. Side B's Turn --- The steps described above are repeated, bul Side B becomes the moving side and Side A becomes the non-moving side.

I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

giogionis's picture
giogionis
November 26, 2016 - 9:30pm
thank you :) it is a great game 

Zulkee's picture
Zulkee
September 22, 2017 - 5:48pm
I would say the merchant ship would be outclassed by the 2 fighters, weapons, maneuverability, and inertia turning. The merchant lasers could be superior in the distance and overall damage multiplier, it could also have small point/barrier defenses for incoming missiles and boarding pods. And besides fighters may not have the range....without some form assault ship for them to dock and retrofit.

Shadow Shack's picture
Shadow Shack
September 22, 2017 - 6:36pm
2LB vs 2 fighters with the typical AR weaponry --- this would boil down to the operator skill levels before determining which side has any advantage. While the fighters obviously pack more punch and can acquire their target with ease, you can't escape the fact that those battery weapons have more than twice the range.

All things being equal I would bet on the fighters, but level 4+ gunners vs level 1-2 fighter pilots leans to the merchant ship. Higher level pilots in the fighter craft? Bet the farm on them.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Shadow Shack's picture
Shadow Shack
September 22, 2017 - 6:36pm
2LB vs 2 fighters with the typical AR weaponry --- this would boil down to the operator skill levels before determining which side has any advantage. While the fighters obviously pack more punch and can acquire their target with ease, you can't escape the fact that those battery weapons have more than twice the range.

All things being equal I would bet on the fighters, but level 4+ gunners vs level 1-2 fighter pilots leans to the merchant ship. Higher level pilots in the fighter craft? Bet the farm on them.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Tchklinxa's picture
Tchklinxa
September 23, 2017 - 9:04am
Knight Hawks has several levels of play that allow for keeping it simple to getting more complex as needed. 









 "Never fire a laser at a mirror."

Shadow Shack's picture
Shadow Shack
September 24, 2017 - 4:13pm
Tchklinxa wrote:
Knight Hawks has several levels of play that allow for keeping it simple to getting more complex as needed.

Yep, there's a blurb somewhere in the rules suggesting the use of KH Basic sequences for larger/fleet actions and KH Advanced for smaller/one-on-one encounters.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website