>the rules are similar (very much so) to DzC (almost no modifications to lock value, crit on +2 lock and so on)
user, to-hit rolls are common amongst all game systems. That's like saying that DFC is pretty much DZC in space because they both use D6
Also, what's important to note is that there are no to-damage rolls in DFC, as well as weapons doing varying amounts of damage, rather than just one, or two on a crit.
>(I wonder if they even add anything significant to the game)
Why wouldn't they? They add a form of abstract topology and terrain to the battlefield, in addition to sensor/sig, that heavily effect how quickly ships die,
>and the bread and butter rules that we dont know ZIP about - so how dropping troops acctually works
But we do know how it works, we just don't have the hard numbers to look at.
>you mean -1 lock value is dramaticly changing the game ?
In a game run with D6, yes, +1* lock value is extreme.
> only that if you have more "tons" lol aorund objectives you get one point
What's funny about this? Ships come in different tonnages (light, medium, heavy, superheavy); the more tonnage you have near a cluster, the more points you get.
>but why you need those troops on the ground
Because that's the point of the game?
>and how much VP you get for them in relation to destroying opponent
From the standard scenario, you get a ticking +1 VP every turn for having more tonnage around a cluster. At the end of the game, you get VP based on which sectors and clusters you control with ground assets, and what exactly they are.
Destroying ships does not give you VP (except in some scenarios, I'd imagine); It'll most likely be a tie breaker.
>is still pretty much in the wind
No, it's not.
>those rules werent ready when BoW viedeos were filmed user
These are core mechanics of the game! In any case, this has been confirmed as much through the Admiral that comes through these threads.