FC: War And Peace - Andromedan vs Federation play test repor
Moderators: mjwest, Albiegamer
hmmm...
Good Question.
My first thought was 1 point of burn through, since it was still only only one firing sequence - but I can see where two points would also be a legitimate answer...
mjw will have to confirm this, but I'm going to go with 1 point of burn through.
Good Question.
My first thought was 1 point of burn through, since it was still only only one firing sequence - but I can see where two points would also be a legitimate answer...
mjw will have to confirm this, but I'm going to go with 1 point of burn through.
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Department Head, ACTASF
I would suspect 2. The hellbore becomes two volleys, one at front, one at rear. 10 each, each loads 9 power and burns through 1. Two separate DAC rolls for 1 point.Scoutdad wrote:hmmm...
Good Question.
My first thought was 1 point of burn through, since it was still only only one firing sequence - but I can see where two points would also be a legitimate answer...
mjw will have to confirm this, but I'm going to go with 1 point of burn through.
Why would any andro do this?Steve Cole wrote:(5V3b) ENGINES: Andromedan ships can operate their engines at lower output in order to use battery power and clear battery space for power absorber panel transfers. During the Energy Allocation Phase, simply announce that you are not using all of the power your engines could normally produce. This non-produced power is marked “used� on the power track for that turn, cannot be recovered later, and is simply lost, but does not permanently reduce the capacity of the engines to produce power on future turns. (Any ship can do this, but only Andromedans have any reason to do so.)
(1E3a) says you may (not have to) transfer spare ship power at end of turn to battery. I would assume as an andro player you would simply use all battery power first and dip into standard power whenever needed. Then at end of turn just chose not to fill batteries.
Is there some reason I am missing why you would ever under produce?
Last edited by DirkSJ on Tue Jun 15, 2010 6:57 pm, edited 1 time in total.
I think by the rules as written, it would be two volleys (or six volleys for a battlestation or starbase!) but Hellbores cannot use directed targeting so it should not be too bad.
"Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West

"Man, Terry, you are like a loophole seeking missle!" - Mike West

In SFB, any unused power MUST be sent to batteries. If this is not also true in the FC version, then it's something that needs to be added.(1E3a) says you may (not have to) transfer spare ship power at end of turn to battery. I would assume as an andro player you would simply use all battery power first and dip into standard power whenever needed. Then at end of turn just chose not to fill batteries.
Is there some reason I am missing why you would ever under produce?
"Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West

"Man, Terry, you are like a loophole seeking missle!" - Mike West

DirkSJ wrote:Why would any andro do this?Steve Cole wrote:(5V3b) ENGINES: Andromedan ships can operate their engines at lower output in order to use battery power and clear battery space for power absorber panel transfers. During the Energy Allocation Phase, simply announce that you are not using all of the power your engines could normally produce. This non-produced power is marked “used� on the power track for that turn, cannot be recovered later, and is simply lost, but does not permanently reduce the capacity of the engines to produce power on future turns. (Any ship can do this, but only Andromedans have any reason to do so.)
(1E3a) says you may (not have to) transfer spare ship power at end of turn to battery. I would assume as an andro player you would simply use all battery power first and dip into standard power whenever needed. Then at end of turn just chose not to fill batteries.
Is there some reason I am missing why you would ever under produce?
haha - I've been mulling thay over while eating tea, and was going to ask the same question - it is partly why I asked about separate battery tracking earlier. If there was no battery track and spare 'batteries' were whatever the difference between current and max power then it would be a clear cut case of why you do it. But with a separate battery track I am wondering the same.
I can't see how you can affect your battery availabiity by altering the output of your main power engines. Is there anyone who has playested, or the rules guys who can shed some light on why you would do this.
MM, actually I think I can see one possibility, if you have to hold onto any left over power at the end of the turn in your batteries (up the limit at any rate) then if you can plan that far ahead starting with less power will mean less power left at the end of the turn?!
[edit] lol cross post with terry suggesting the same thing
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Seconded.Kang wrote:As a slight aside, I have to say that I love this ruleset. It's simple, it's elegant, it's 'realistic' (in that it captures the Andros really well) and it looks like a whole load of fun.
Thanks for sharing it with us, Steve
Will there be a limit to the number of DD equipped ships in a scenario?
We are Hydrans! NO ONE LIKES US!
Probably should be a disdev limit. There's already limits on webcasters, and hellbores in WYN fleets. So there's precedent for it.
Of course, the Game Police aren't going to kick your door in if you have too many (or not enough!) disdev ships on the table, but I think the rule should be there.
Of course, the Game Police aren't going to kick your door in if you have too many (or not enough!) disdev ships on the table, but I think the rule should be there.
"Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West

"Man, Terry, you are like a loophole seeking missle!" - Mike West

There is the same DisDev limit as in SFB: only two active in one scenario; only two DisDev equipped ships in a scenario without a base.
Rule (5V3a3) that specifies that an Andromedan may not use battery power until all generated power is used. So there is a reason to use (5V3b).
Remember that Steve only showed some of the rules. He can't show all of it, because he wants you to buy the module!
Rule (5V3a3) that specifies that an Andromedan may not use battery power until all generated power is used. So there is a reason to use (5V3b).
Remember that Steve only showed some of the rules. He can't show all of it, because he wants you to buy the module!

Federation Commander Answer Guy
Aha!! way nasty.mjwest wrote: Rule (5V3a3) that specifies that an Andromedan may not use battery power until all generated power is used. So there is a reason to use (5V3b).
I sort of assumed we were only seeing a smattering rules. Speaking for myself I'll be buying it whether the rules are all here or not.Remember that Steve only showed some of the rules. He can't show all of it, because he wants you to buy the module!
Totally agreed. W&P has my favorite race, the ISC. Even if he posted all the ship cards and all the rules I would still buy it to support any future development around my favorite racestoreylf wrote:I sort of assumed we were only seeing a smattering rules. Speaking for myself I'll be buying it whether the rules are all here or not.
These are probably already covered (just not revealed to us yet), but on the basis it might not be I'll fire away anyway.
Boarding actions.
No doubt Andros will do whatever to stop boarding, and every one else will jump on every chance to hit and run PAs, so given we are in new territory with boarding, has the following been pondered and ruled on, as it coud be quite crucial in a tight game.
Andro with a full bank of PA and the other side deactivated. I get to H&R, I aim 3 boarding parties at full PA bank.
- I assume that each panel is targetable, and the '1 bank' thing doesn't mean only 1 H&R can attack it?
I roll for first boarding party and it kills the PA.
- what now? Do I immedaitely resolve the PA cascade as a seperate volley, or do I resolve the other marine attacks first and then resolve all downed panels as a single volley afterwards?
I am not alone, a second ship has also H&R the Andro.
- again, what is the order of cascading panels and marine attacks between different ships launching H&R attacks. Do I resolve one ships H&R, then any PA that they took out then the next ships H&R or are all H&R just lumped together or ...?
- If we resolve panel cascade before some other marines (from the same ship or other wise) and damage is done to a system that a H&R is still to resolve what happens? Does the marine die, does he escape, does he roll as normal to survive, does he get to target something else?
Emergency Decel
Obvioulsy there is no shield reinforcment to use energy on, does an Andro just ignore the the energy that you'd get for ED, or does he have to dump it in batteries/PA (which sort of appeals to me
)
Displacement
- If I displace a unit, and it ends up off the map (I have no idea how far etc these things can throw someone) is the ship considered disengaged/defeated/victorious per scenario rules or does he stop at the edge of the map?
- 4A4 mods don't cover cloaks, are they protected from displacement in any way?
Boarding actions.
No doubt Andros will do whatever to stop boarding, and every one else will jump on every chance to hit and run PAs, so given we are in new territory with boarding, has the following been pondered and ruled on, as it coud be quite crucial in a tight game.
Andro with a full bank of PA and the other side deactivated. I get to H&R, I aim 3 boarding parties at full PA bank.
- I assume that each panel is targetable, and the '1 bank' thing doesn't mean only 1 H&R can attack it?
I roll for first boarding party and it kills the PA.
- what now? Do I immedaitely resolve the PA cascade as a seperate volley, or do I resolve the other marine attacks first and then resolve all downed panels as a single volley afterwards?
I am not alone, a second ship has also H&R the Andro.
- again, what is the order of cascading panels and marine attacks between different ships launching H&R attacks. Do I resolve one ships H&R, then any PA that they took out then the next ships H&R or are all H&R just lumped together or ...?
- If we resolve panel cascade before some other marines (from the same ship or other wise) and damage is done to a system that a H&R is still to resolve what happens? Does the marine die, does he escape, does he roll as normal to survive, does he get to target something else?
Emergency Decel
Obvioulsy there is no shield reinforcment to use energy on, does an Andro just ignore the the energy that you'd get for ED, or does he have to dump it in batteries/PA (which sort of appeals to me
Displacement
- If I displace a unit, and it ends up off the map (I have no idea how far etc these things can throw someone) is the ship considered disengaged/defeated/victorious per scenario rules or does he stop at the edge of the map?
- 4A4 mods don't cover cloaks, are they protected from displacement in any way?
Lot of good questions there. I think the simplest solution to the Marine raid question is to resolve all the Marine raids, then worry about any PA panel damage resolution, since all the Marine raids are effectively simultaneous. But Mike may rule differently.
Displacement off the map: treat offensive displacement as stopping at the edge of the map, otherwise disdevs become cheap kills. With self displacement, if it doesn't work you don't move so I'd treat displacement off the map as whatever the scenario says in this case.
Cloaks: you can't do a lot of things to a cloaked ship, like launch seekers at it or use transporters/tractors, so disallowing disdevs on cloaked ships seems fair.
Displacement off the map: treat offensive displacement as stopping at the edge of the map, otherwise disdevs become cheap kills. With self displacement, if it doesn't work you don't move so I'd treat displacement off the map as whatever the scenario says in this case.
Cloaks: you can't do a lot of things to a cloaked ship, like launch seekers at it or use transporters/tractors, so disallowing disdevs on cloaked ships seems fair.
"Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West

"Man, Terry, you are like a loophole seeking missle!" - Mike West

