terryoc wrote:I am not saying anything about determing relative position, I am on about determing shields hit
Storeylf, This sentence is a tautology. The relative position
decides which shields are hit.
i said that with the following earlier comment by MWest in mind.
Now, note that I am saying their "relative positions" do not change. This is different than "shield facing".
The thread is about shield facing. Hence I am talking about shield facing. That is what the rules talk about, but for those like MWest who like to talk about relative position I am just being clear that I am not specifically discussing that.
What happens if the two ships start in different hexes is addressed by 3C6D already. The only point of issue is the special case where the two ships are starting in the same hex on a sub-pulse and ending in the same hex on the same sub-pulse. What we are looking at is a grey area not addressed by the rule as written, and that's what Mike's ruling applies to.
Which is the point. 3c6d does not say what happen when 2 ships start in different hexes. It says what happens when 2 ships
are in the same hex. There is no difference under 3c6d for ships that do or do not start in the same hex. Which part of 3c6d states (or even implies) that it only applies wher you started in different hexes?.
The rule as written handles both situation.
"in the event that the firing ship and the target ship are in the same hex.."
Where does it say "and started in different hexes". If you are
currently in the same hex then 3c6d applies.
"... resolve the question of which shield was hit from the position occupied by the last ship to enter the hex on the sub-pulse before it entered that hex"
So move the ship to the position it occupied before entering the hex, but only the last ship. Then resolve the shield from there.
As noted already, it has been confimed by MWest multiple times that same time does not mean 2 ships with different move orders, hence the extra bit in brackets about moving same time only applies to simultaneous movement.
Like you I am interested in the rules and what they say.
Your interpretation results in situations which are inconsistent with the rest of the rules, as I point out in my edit above. It's inconsistent that you can get on your opponent's six while travelling in a straight line, in the same direction, while staying at range zero but not if you are at any other distance.
So what are you interested in, the rule as written or consistency based on what you think would happen in reality in some (and only some) situations. MWests ruling is inconsistent with other 'reality' scenarios, ergo it must also be wrong. But that is irrelevant to the rule. Its a game based on rules as written not reality. It is inconsistent that I can cycle my weapons in 1 impulse if I fire on impulse 8, but not at any other time. There are many things about FedCom that are not consistent with reality, that doesn't mean we just throw away the rules and make up something that we think is more real, even more so if in fact you are only making it more real for a narrow set of 'reality' conditions, but even less real for another set of 'reality' conditions.
It's equally inconsistent that (for example) a battleship which is being pursued by a more maneuverable or faster ship can force a situation in which the other ship will be hit by rear-firing heavy weapons. It's inconsistent, therefore it must be wrong.
Umm it would also be inconsistent that the more faster more manouverable ship can't change the situation as MWests ruling prevents. Therefore that ruling must be wrong.
The only ruling that makes sense to my mind, is that you redetermine shield facing the enemy when the situation changes. If you start in the same hex, both move, and both end in the same hex, then the situation has not changed and the shield facings are not redetermined.
Only under some conditions.
The only thing that make sense to me is to follow the rule in the rule book. If I wanted some uber real game I wouldn't be playing FedCom.