Tug Questions

Ask your questions about Federation Commander game system rules here.

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Bolo_MK_XL
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Post by Bolo_MK_XL »

Just use a hole punch and make you a few --
Color them for whichever empire you need before hand -- :)
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Kang
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Post by Kang »

This might sound obvious, but just checking we played this right yesterday (playing Terry's excellent scenario 'The Gun Runners' - nice one mate ;)).

The question is on the rules for dropping and picking up pods (5T2b).

Although it says, " A ship could drop a pod at the end of one turn and pick up a different pod at the start of the next turn", this is limited by the next sentence, " A pod dropped by one ship cannot be picked up by another ship during the same turn or the next turn".

So, we played it like this:

Turn 1, both LTTs go to the same hex and emergency decelerate, drop pods in the end-of-turn phase.

Turn 2, this is the turn after the pods were dropped so both pods remain unattached

Turn 3, the LTTs are Stopped' and can pick up whichever pod they like

Turn 4, the LTTs can hightail it out of there at will.

Is that right?

Also I assume, then, that the rule 'A ship could drop a pod at the end of one turn and pick up a different pod at the start of the next turn' refers to a pod that is already there in the hex and has not just been dropped on the turn before?
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mjwest
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Post by mjwest »

Kang,

You answered your own question. Perfect!

Makes my job easier. ;)
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Kang
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Post by Kang »

Hehe

Glad to be of service :)
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Sneaky Scot
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Post by Sneaky Scot »

I just got Transport's Attacked (Hurrah!), Is the T6 Point Value correct at 140+10+10? I recall that the T7 in a Communique was 125?
Nothing is quite as persuasive as a disruptor pistol on slow burn and a rotisserie......
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mjwest
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Post by mjwest »

Sneaky Scot wrote:I just got Transport's Attacked (Hurrah!), Is the T6 Point Value correct at 140+10+10? I recall that the T7 in a Communique was 125?
Well, @#%#*()!

That 140 was likely transposed from the Romulan KRT. The Point Value should be way, way less than that.

Well, we fubared that one ...

It should be approximately what the fleet scale point value is ...
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Sneaky Scot
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Post by Sneaky Scot »

Thanks Mike - can we have a statement on the correct Sqiadron and Fleet values?
Nothing is quite as persuasive as a disruptor pistol on slow burn and a rotisserie......
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mjwest
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Post by mjwest »

Sorry, got completely sidetracked.

Also, note that these are totally unofficial unless Steve says they are official.

The values I get are:
Squadron: 78+10+10
Fleet: 41+5+5
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marcus_aurelius
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Post by marcus_aurelius »

Great! I was also struggling with the rationale for 140 pts.
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m1a1dat
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Post by m1a1dat »

Came across this old thread while searching for something else and thought of something not covered.

When a tug is carrying a freighter as a pod and all systems are inactive on the freighter; shouldn't all freighter boxes be treated as cargo? This would keep you from scoring weapon and engine hits on the freighter to save those on the tug. Of course when marking off damage on the freighter, you can pick whichever box you want.
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Kang
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Post by Kang »

Nice idea
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