By Terry O'Carroll (Terryoc) on Monday, September 13, 2010 - 10:47 pm: Edit |
Greg, that's correct. Web does not affect Tholian phasers in FC.
By Greg Ernest (Grege) on Tuesday, September 14, 2010 - 09:59 am: Edit |
Thanks!
By Garrett Turner (Gar1138) on Tuesday, September 14, 2010 - 12:03 pm: Edit |
Rule 5M1e1 is the specific rule number about Tholian phasers. Thanks,
Garrett
By Greg Ernest (Grege) on Tuesday, September 14, 2010 - 03:26 pm: Edit |
Another question: does web lose power at a different rate under Fleet level rules? It would seem that there might be a difference because ships have less power to contribute.
By Mike West (Mjwest) on Tuesday, September 14, 2010 - 03:42 pm: Edit |
Nope. No reduced loss rate for fleet scale.
By Greg Ernest (Grege) on Tuesday, September 14, 2010 - 06:09 pm: Edit |
So keeping webs powered up is a pistol, huh? No regrets here! :-)
I've got an old friend who played the Thols back in the day and we might be planning to blow some ships up soon. I'd love to have a wedding cake that could come down in a couple of hours rather than taking days like back in the '80s.
Now, where'd I leave my disruptors...?
By Greg Ernest (Grege) on Tuesday, September 14, 2010 - 06:43 pm: Edit |
Wait, it turns out that 1/2 point of power gives one strength point of web in Fleet scale. 5M2c.1, second sentence.
So there is a benefit... Hmmm. Nevermind. We're still going to do Fleet scale.
By Mike West (Mjwest) on Tuesday, September 14, 2010 - 10:18 pm: Edit |
It works out.
Also, remember that the maximum strength of web in Federation Commander is 32, not 35. This has some important tactical implications you need to keep in mind ...
By Greg Ernest (Grege) on Wednesday, September 15, 2010 - 09:46 am: Edit |
Mike: thanks! It still seems like a huge challenge for standard attack a Tholian base situation. That is 8 turns of web degredation before the Klingons have a chance at getting through the outer ring.
That's 8 turns of Ph-4 fire from the base, even assuming that the Tholians don't come out to reinforce the outer ring. In that time the Kligons will lose ships, especially with Tholians phasers not being degraded at all by the web.
Is this really at all a balanced scenario with the attackers only having four cruisers, 3xF5, and 3xE4? We'll have to play it out to see...
By Mike West (Mjwest) on Wednesday, September 15, 2010 - 11:21 am: Edit |
Greg,
You don't need to wait 8 turns. An undamaged ship (yes, ships will get damaged; but not all of them) can penetrate a full strength web in 8 impulses with no degredation. Simply move 24+1 and you will make it through the web. In fact, as long as you start the turn undamaged, you can make it through the web in 8 impulses.
That is why I was highlighting that particular aspect of the web rules. Full strength webs are not impregnable. You can get through them.
It also means that once you clear the outer layer of web, you should immediately start firing drones. They will survive long enough to pass through two layers of web and still hit the base. That means the Tholians will have to fire at the drones at some point, which means less fire on your ships.
By Greg Ernest (Grege) on Wednesday, September 15, 2010 - 12:22 pm: Edit |
Wow. That is so different from SFB. I didn't think I could generate 32 movement in a turn...
Wait a sec... If the max strength is 32, how can a ship with 25 movement points make it through?
Now I'm confused. :~|
By Mike West (Mjwest) on Wednesday, September 15, 2010 - 01:28 pm: Edit |
Speed "24+1" means that you choose a base speed of 24, then accelerate each impulse. So, "24+1" can mean a speed of anything from 25 to 32. Context will show you whether "24+1" means simply accelerate above 24 in a given impulse, or do it for the whole turn.
You will also see it used when talking about avoiding seeking plasma. When facing a ship with armed plasma, the most common response is to move speed 24, then move 24+1 when avoiding the plasma.
By Greg Ernest (Grege) on Wednesday, September 15, 2010 - 03:42 pm: Edit |
Ah! Now I understand!
This all can make a difference, as one can actually move speed 32 in FC.
Wow. Much to ponder... Thanks again, Mike! :-)
By Terry O'Carroll (Terryoc) on Wednesday, September 15, 2010 - 05:23 pm: Edit |
Note also that repair rules are infinitely more generous in FC than SFB, making it possible for the attackers to repair a lot of the damage done by the phaser-4s.
By James Hallmark (Jhallmark) on Wednesday, November 03, 2010 - 10:54 pm: Edit |
The rules for the Juggernaut say the following:
"The shield can be turned to any direction as the first action of the Other Functions Phase of any Impulse. Each point of power in it blocks 10 damage points (up to 100 max). If any direction receives a volley of 40 damage points, the shield will rotate to that direction and remain there for the rest of the impulse."
What happens if there are two separate 40 point volleys on the same impulse?
By Terry O'Carroll (Terryoc) on Thursday, November 04, 2010 - 12:01 am: Edit |
It stays in the direction it first went in for the entire impulse.
E.g. you have two ships on opposite sides of the Juggernaut. One is facing the Juggernaut's #1 shield arc, the other the #4. Both ships declare fire. You elect to resolve the fire of the front ship first. It scores 40 points of damage (for the purpose of the example), and the rotating shield then rotates to cover the front. Then you resolve the fire of the other ship. It, too, scores 40 points of damage but the rotating shield is locked to cover the #1 shield arc, so all the damage is applied to the #4 "shield", which in this case goes straight to the engines. And the Juggernaut is now in trouble.
By James Hallmark (Jhallmark) on Thursday, November 04, 2010 - 12:02 am: Edit |
I was forgetting that the attacker decides the order of volley resolution.
Thank you.
By James Hallmark (Jhallmark) on Saturday, November 06, 2010 - 10:23 pm: Edit |
Topic: Juggernaut's rotating shield
Can it be repaired? If so how?
Topic: Juggernaut's Phaser-4's
Are they meant to be destroyed on Phaser damage?
By Terry O'Carroll (Terryoc) on Sunday, November 07, 2010 - 12:54 am: Edit |
You pay 1 point of power at the beginning of the turn per 10 shield boxes, you don't repair it like normal shields in FC. If you don't pay the power, you don't get the rotating shield.
I'm pretty sure the Juggy's phaser-4s are hit on Phaser. Phaser-4s are hit on phaser on all other units that have them.
By James Hallmark (Jhallmark) on Sunday, November 07, 2010 - 08:43 pm: Edit |
Juggernaut's rotating shield:
So per your interpretation the Juggernaut has a 100 point shield available (if powered) each turn. Which means that damage to the rotating shield during prior turns does not matter.
By Nick G. Blank (Nickgb) on Sunday, November 07, 2010 - 09:15 pm: Edit |
Right, damage to the shield gets erased at the end of each turn. Each turn the shield will have strength equal to 10 times the energy used to activate it, up to the maximum.
By Shawn Hantke (Shantke) on Thursday, November 11, 2010 - 01:06 pm: Edit |
I have rule numbers (7K) Seltorians and (7K) Hydrans is that the correct numbers for them?
Have the Vudar (7?), FRAX (7?), and Andromedans (7?) been given a rule number? What are they?
By Mike West (Mjwest) on Thursday, November 11, 2010 - 02:21 pm: Edit |
I will have to check when I get home.
The Seltorians are (7K). The Hydrans got pushed back. I think they are (7P).
I believe the Vudar are (7V) and the Andros are (7U). The Frax are (7SB), I believe. (I think (7SA) is the general comments on Simulator empires.)
Again, I have to check when I get home. If you don't want to wait for that, the most complete correct listing I know is in Briefing #2.
By Shawn Hantke (Shantke) on Thursday, November 11, 2010 - 03:02 pm: Edit |
Mike, I checked Briefing #2 and you are correct on Seltorians, Hydrans, and Vudar. Now I just need confirmation on Adromedans and FRAX.
By Shawn Hantke (Shantke) on Sunday, November 14, 2010 - 10:21 am: Edit |
Mike, did you find a number for the Andromedans and FRAX yet?
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