Web casters
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Web casters
The introductory paragraph of (4Q3) says that cast web lasts 8 impulses; section (4Q3c) says four impulses. Which is right, please?

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wedge_hammersteel
- Commander
- Posts: 578
- Joined: Sat Sep 27, 2008 12:42 am
- Location: Lafayette, LA
Another Web Caster question, if I may.
Rule (5M1d) says of web, 'Any non-Tholian unit which enters a web hex stops in that hex, and remains there until it has expended....movement points...'.
However, if I cast a 'normal' web, anchored at both ends, and an enemy [or other non-Tholian] ship is already present in one of those newly cast web hexes - which I realise do solidify straight away - does the same apply even though the unit has not 'entered' a web hex?
Common sense would dictate that the ship would still get 'stuck' in the web hex, even though the hex was not a web when the ship actually entered the hex.
What's others' take on this one, please?
Rule (5M1d) says of web, 'Any non-Tholian unit which enters a web hex stops in that hex, and remains there until it has expended....movement points...'.
However, if I cast a 'normal' web, anchored at both ends, and an enemy [or other non-Tholian] ship is already present in one of those newly cast web hexes - which I realise do solidify straight away - does the same apply even though the unit has not 'entered' a web hex?
Common sense would dictate that the ship would still get 'stuck' in the web hex, even though the hex was not a web when the ship actually entered the hex.
What's others' take on this one, please?

Cool, thanks Mike. I have just realised, then, that as a corollary to this, it means that a WC could be used as a sort of 'snare' for plasma torps by casting a web right in the torp's path and forcing it to waste time in the web hex - or could even slow a drone down or stop it completely. Some very interesting tactics are appearing in my head....

