Rules question: attacking a BATS

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jmt
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Rules question: attacking a BATS

Post by jmt »

If I am attacking an undefended BATS (i.e. no fleet defending it), do we have to resolve the 4 SIDS steps before the BATS is crippled?

If so, is this done by scoring 18 points of damage on the BATS per SIDS step?

We just played Turn 1 of <i>The Wind</I> and the Kzinti left a BATS to its own devices. We ran the combat where the Lyrans had to work through the SIDS levels, but we couldn't find it explicitly in the rules.

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Post by Sgt_G »

No. If you have enough power to smack it down with one blow, you may do so. See rule (308.81).
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jmt
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Post by jmt »

While SIDS is an option, as specified in (308.81), if the attacker doesn't choose to use SIDS, does the damage resolution revert to (302.6)?

According to (302.615), if the attacker doesn't choose SIDS, the defender would take voluntary SIDS steps for 4 points. Is that correct?
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Post by Sweeper »

If I recall the standard damage allocation rules correctly, the remaining amount of damage done must be equal or higher to the smallest defense factor in the fleet to count. If the the BATS is the only one there and uncrippled, 4 points isn't going to cut it as you need at least 6 points to cripple. If the the BATS 'is' crippled, then 4 points would definitely do the trick to destroy it. Yeah, rule 302.61 covers that.

I think the Voluntary SIDS rule only comes into play where SIDS can be used, ie the BATS has freindly ships in the battleforce providing cover for it. No ships covering the BATS, no SIDS.
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Post by terryoc »

Forgive my ignorance: If the attacker did not score enough damage to cripple the BATS in one battle round (assuming SIDS are not used), what happens to the damage? Is it carried forward into the next battle round until there's enough to cripple something?
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jmt
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Post by jmt »

Sweeper wrote: I think the Voluntary SIDS rule only comes into play where SIDS can be used, ie the BATS has friendly ships in the battleforce providing cover for it. No ships covering the BATS, no SIDS.
This makes sense, but I couldn't find it in the rules when it said where SIDS was to be used.
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Post by Scoutdad »

terryoc wrote:Forgive my ignorance: If the attacker did not score enough damage to cripple the BATS in one battle round (assuming SIDS are not used), what happens to the damage? Is it carried forward into the next battle round until there's enough to cripple something?
Yes Terry. If there are damage points remaining after the fighters aredestoryed, but not enough to cripple the base - then they are carried into the next combat round as +points and are added to that rounds damage... and so on until the total damage potential will cripple the BATS.
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Post by jmt »

LRAH* but I think if there are insufficient points to damage the station w/o resorting to minus points, the defender has to take voluntary SIDS to take the damage points.

*LRAH: Left Rules At Home
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Post by Sweeper »

@jmt- Being an Advanced Rule (308.8 ), It's decided upon before the game starts. Having used it recently, I would not be be opposed to it's use in future games. I just looked through my rulebook (F&E 2000) and I didn't see any spot in saying it was 'required' for use at anytime during the game, (someone please check me on that?).

That being said, it's usally 'implied' that all agreed upon rules set up beforehand remain in full effect for the duration game for better or worse. Fairplay and and all that good stuff. Individual groups will have their own veiws on how to play the game.

@Scoutdad: I missed the part of the carryover damage, what rule is that? The 4PW scenario I'm playing in is going to have a lot base busting and it, (as I'm sure you know well :) ), so it'll be important. Thanks in advance.
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