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mike_espo Lieutenant JG
Joined: 17 Mar 2011 Posts: 72 Location: Chicago, IL
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Posted: Mon Apr 04, 2011 11:25 pm Post subject: 1st FC session: some rules questions |
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Just finished playing FC this weekend. Had a few questions:
Dropping shields: I know the rules say that two impulses must elapse before they can be raised, but is this true if shields were dropped on Impulse#8? Are shields raised on the beginning of the next turn? I ask this because with weapons, if you fire on Impulse 8 they are ready to fire at the beginning of turn.
thanks.... Lovin this game!!!! |
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OGOPTIMUS Captain
Joined: 10 Nov 2006 Posts: 980
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Posted: Thu Apr 07, 2011 6:36 am Post subject: |
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My gut says that it carries over the turn break since the rule says that the shield may be reactivated 2 impulses later and makes no reference to the end of the turn. Shields don't really get raised again at the beginning of the turn - they're active for the entire game as long as you choose not to lower them (unless the enemy does do enough damage to disable all the boxes). As for weapons, the rule states that the weapons are available next turn, rather than X number of impulses later (particle cannons being a notable exception). _________________ O.G. OPTIMUS
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terryoc Captain
Joined: 07 Oct 2006 Posts: 1386
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Posted: Thu Apr 07, 2011 10:00 am Post subject: |
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Shields wait 2 impulses. Weapons are different. _________________ "Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West
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mjwest Commodore
Joined: 08 Oct 2006 Posts: 4075 Location: Dallas, Texas
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Posted: Thu Apr 07, 2011 12:47 pm Post subject: |
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Terry and the giant robot are correct. The two impulse delay extends over the turn break for shields. _________________
Federation Commander Answer Guy |
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mike_espo Lieutenant JG
Joined: 17 Mar 2011 Posts: 72 Location: Chicago, IL
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Posted: Thu Apr 07, 2011 4:36 pm Post subject: |
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Thanks. Keep forgetting that this is not SFB. |
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mike_espo Lieutenant JG
Joined: 17 Mar 2011 Posts: 72 Location: Chicago, IL
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Posted: Fri Apr 08, 2011 4:43 pm Post subject: |
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One more thing: I played a convoy scenario the other day with a Fed Middle years DD escorting a convoy vs an Orion CR.
Found that the DDM is not too powerful. The CR crippled it with no problem; mostly due to engine doubling and tractor
The question I have is damage allocation and directed damage:
The Fed DD with only the center warp engine is incredibly hard to knock out. With Directed damage, the center warp engine is only a alternate until the tenth internal. I am assuming that a Cwarp can only be taken out on a CWarp hit or Any Warp?
With Directed Damage: What happens if only, say 6 internals are called for vs the Fed DD; Lets say that the Orion succeeds in Engine targeting and row 1 is used.
Hit 1-skipped. Hit 2 Impulse. Hit 3-skipped. Hit 4 Hull. Hit 5 Lab Hit 6 Trans. Since Hits 1-3 are skipped, the DD only suffers 4 internals. Is this correct?
If so, at this rate, the DD won't start losing warp engines for a long time..the saucer will be a hulk before this happens.... |
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Scoutdad Commodore
Joined: 09 Oct 2006 Posts: 4754 Location: Middle Tennessee
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Posted: Fri Apr 08, 2011 7:38 pm Post subject: |
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That is correct... if directed targeting (3D4) is used. Be aware however; that most people will not use directed targeting against a Federation DD for that reason. At least not against "power:, now "weapons" OTOH...
Too many chances for lost damage points.
I'd rather let the chips fall were they may as opposed to having every L Warp / R Warp become a missed hit. _________________ Commander, Battlegroup Murfreesboro
Department Head, ACTASF |
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