Boltian/Kuissian Errata?
Posted: Thu Feb 26, 2009 5:53 pm
First, let me say that though the content below is critical, it is only meant to be objectively so. VBAM and all its published products are, in my opinion, excellent and exceedingly enjoyable. However, that does not mean that they are above reproach. Or possibly, I suppose that the answers to my questions could be in there somewhere and I'm the one with the issues!
Anyway, I am trying to put together a campaign for the second war of the Boltians and the Kuissians (and Terrans). As I do so, I am encountering some anomalies. Is there an errata for the book? I cannot find it on the company site.
Some examples:
Appendix: Firestar R1 (ISD 2860) and Firestar R2 (ISD 2898) have exactly the same stats. Are they different just to make the Boltian player at the start of the war have extra maintenance groups? If so, why?
Appendix: The Kuissian planet Feamek has Census 2 and Morale 1: the planet teeters on disorder. Why is there no fluff explanation for this?
Appendix: The Boltian planet Scism starts with census 3 and morale 1. This planet is not in good order and should have a halved output, but the full value is listed. What is correct and fluff-wise, why is this planet on the brink of revolt?
Meta question: Why are the Boltian planets having morale problems but Kuissian pacified worlds are hunky-dory?
Appendix: The Boltian planet Tybor is listed with a RAW of five, a production of 1 but with an output of only 1. Shouldn’t the output be 5?
Appendix: The Boltian planet Tolm really has a RAW of zero? The fluff describes them as having trade goods, apparently of value to both the Boltians and the Kuissians. Why is the RAW 0 (productivity 0 I understand given the fluff, but RAW 0?)?
7.1.2 The Relemonia scenario specifies that the Throdox carriers each have 11 flights on board, but the listed basing is 10 in the appendix. Which is correct?
SOME GENERAL QUESTIONS:
1. Has anyone made AIX values for the sub-races in this game? This scenario would make far more use of the diplomacy system if it made use of the treaty rules from the CM Companion. This would be perfect material to be included in an erratum.
2. The fluff describes a great deal of espionage and intelligence capabilities for the Boltians and the Kuissians, but this gets no treatment in even the beginning scenario dispositions, let alone special rules.
3. Similar to above, how much of the opposite player maps does each faction know? I am telling the Terran nothing, and giving the Boltian and Kuissian players each a map that includes the buffer planets between the two empires. However, based on fluff, it would seem that the for the second war the Kuissian player knows exactly the way to the Boltian HW, but the Boltian player has no idea where the Kuissian HW is. This seems like a big vulnerability…
ONE SPECIFIC, IMPORTANT QUESTION:
EDT. The fluff describes the difficulty and time it takes to plot EDT routes. What are the rules for establishing new EDT routes? What’s to stop the players from simply plotting EDT routes directly from HW to HW and ignoring the rest of the map except CM fiat? This is especially important as in a CM moderated game with hidden maps, I expect the players to be trying to sniff out new routes each step of the way. Also, I want to allow for exploration. Has anyone fleshed this out already and would be willing to share?
Anyway, I am trying to put together a campaign for the second war of the Boltians and the Kuissians (and Terrans). As I do so, I am encountering some anomalies. Is there an errata for the book? I cannot find it on the company site.
Some examples:
Appendix: Firestar R1 (ISD 2860) and Firestar R2 (ISD 2898) have exactly the same stats. Are they different just to make the Boltian player at the start of the war have extra maintenance groups? If so, why?
Appendix: The Kuissian planet Feamek has Census 2 and Morale 1: the planet teeters on disorder. Why is there no fluff explanation for this?
Appendix: The Boltian planet Scism starts with census 3 and morale 1. This planet is not in good order and should have a halved output, but the full value is listed. What is correct and fluff-wise, why is this planet on the brink of revolt?
Meta question: Why are the Boltian planets having morale problems but Kuissian pacified worlds are hunky-dory?
Appendix: The Boltian planet Tybor is listed with a RAW of five, a production of 1 but with an output of only 1. Shouldn’t the output be 5?
Appendix: The Boltian planet Tolm really has a RAW of zero? The fluff describes them as having trade goods, apparently of value to both the Boltians and the Kuissians. Why is the RAW 0 (productivity 0 I understand given the fluff, but RAW 0?)?
7.1.2 The Relemonia scenario specifies that the Throdox carriers each have 11 flights on board, but the listed basing is 10 in the appendix. Which is correct?
SOME GENERAL QUESTIONS:
1. Has anyone made AIX values for the sub-races in this game? This scenario would make far more use of the diplomacy system if it made use of the treaty rules from the CM Companion. This would be perfect material to be included in an erratum.
2. The fluff describes a great deal of espionage and intelligence capabilities for the Boltians and the Kuissians, but this gets no treatment in even the beginning scenario dispositions, let alone special rules.
3. Similar to above, how much of the opposite player maps does each faction know? I am telling the Terran nothing, and giving the Boltian and Kuissian players each a map that includes the buffer planets between the two empires. However, based on fluff, it would seem that the for the second war the Kuissian player knows exactly the way to the Boltian HW, but the Boltian player has no idea where the Kuissian HW is. This seems like a big vulnerability…
ONE SPECIFIC, IMPORTANT QUESTION:
EDT. The fluff describes the difficulty and time it takes to plot EDT routes. What are the rules for establishing new EDT routes? What’s to stop the players from simply plotting EDT routes directly from HW to HW and ignoring the rest of the map except CM fiat? This is especially important as in a CM moderated game with hidden maps, I expect the players to be trying to sniff out new routes each step of the way. Also, I want to allow for exploration. Has anyone fleshed this out already and would be willing to share?