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Web casters

Posted: Thu Jul 16, 2009 7:29 am
by Kang
The introductory paragraph of (4Q3) says that cast web lasts 8 impulses; section (4Q3c) says four impulses. Which is right, please?

Posted: Thu Jul 16, 2009 11:27 am
by wedge_hammersteel
Check out Communique 42.

(4Q3) Cast web evaporates after 4 impulses, not 8 impulses.

Posted: Thu Jul 16, 2009 12:31 pm
by Kang
Aha! Thanks Wedge :)

Posted: Thu Jul 16, 2009 1:45 pm
by mjwest
Yeah.

At least I caught it first. :)

Posted: Sun Jul 19, 2009 3:51 pm
by Kang
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?

Posted: Sun Jul 19, 2009 4:20 pm
by mjwest
If a ship is in a web hex when it solidifies, then the ship is stuck. However, it is kinda hard to do that, given the freedom of movement in Federation Commander.

Posted: Sun Jul 19, 2009 5:04 pm
by Kang
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....