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Andro batteries and movement

Posted: Wed Jan 12, 2011 7:46 pm
by Nerroth
In FC, for the most part, power for movement can come from any source; unlike in SFB. In most cases, it's not an issue; for the Andromedans, it might well be.

In the case of an Andromedan ship with full batteries, can the Andro choose to power its engines down, then use the power in the batteries to handle all of its movement costs?

For example, say an Intruder has thirty-six points of power in its batteries by the start of a given turn. During Energy Allocation, could it decide to turn off its warp engine boxes under (5V3b), then use the battery power to set a Baseline Speed of 24, thus burning away two-thirds of its battery storage in the one go? (And then get rid of the rest in the one turn, by using eight points for accelerations and the remaining four through other use.)

Posted: Wed Jan 12, 2011 8:07 pm
by storeylf
Thats how the rule currently works, I seem to remember some discussion of that in the pre war and peace release thread. You acquire your energy tokens first (at which point you decide to not use all the energy producing boxes), then determine speed after without regard to where the tokens came from. Indeed it was stated that normal ships can do that (but probably never have a reason to).

So far when I've played andros though I seem to spend half the game trying to get more more energy not getting rid of it. They are expensive to run with little inherent power generation.

Posted: Wed Jan 12, 2011 8:20 pm
by mjwest
Yes, you may do exactly that. Lee is completely correct in his answer.

Posted: Wed Jan 12, 2011 8:53 pm
by Shinanygnz
I asked exactly the same thing in this thread, so you're not alone.

http://www.starfleetgames.com/federatio ... 62&start=0

Stephen

Posted: Wed Jan 12, 2011 10:17 pm
by Kang
So then, if the power in Andro batteries is lost when the batteries are destroyed, and let's say the Andro ship (a) generated no engine power this turn and is thus running entirely on NiCds, and (b) it takes a thorough clattering which destroy so many batteries that it has insufficient batteries left to contain its power token pile. Say it has 15 power left but only 10 space in the batteries; a not unrealistic proposition for a ship with 5 batteries (space for 25 power)

Does this mean, then, that its available power (in its token pile) is reduced immediately to equal the amount of battery space available?

Posted: Wed Jan 12, 2011 10:18 pm
by mjwest
Yes.

Andromedans don't work like any other ships. They require trade-offs and the penalties for being wrong are extreme. They are just different.

Posted: Wed Jan 12, 2011 11:19 pm
by Nerroth
Okay, thanks.


One other battery question; in the Repair Phase, which happens first; the use of Repair Points to restore disabled battery boxes, or the transfer of points of power to batteries from PA panels?

For example, a Conquistador loses one of its six battery boxes. In the Repair Phase, it's able to repair that box; but can it immediately fill the five spaces that battery box offers, or must it wait until the Repair Phase of the following turn?

Posted: Thu Jan 13, 2011 1:09 am
by mjwest
Actually, that distinction should be included in the Rev6 rules.

Anyway, power allocation occurs first.

Here is a general rule: If you repair something this turn, you can't use it this turn. Ever. Just be happy you could repair it on the same turn it was disabled.

Posted: Thu Jan 13, 2011 10:02 pm
by Nerroth
Thanks.



Oh, energy modules. What happens to a "dropped" energy module that is fired on, but already has its panel bank filled? Does it blow up? And can it be destroyed while still in the hangar, or is its fate tied to that of the mothership in that event?

Posted: Thu Jan 13, 2011 10:11 pm
by Kang
It's explained and discussed here: http://tinyurl.com/6xd6ced - or at least your first question is. IIRC, for the second question, all sat ships are destroyed when a mothership is destroyed. The module would count as a sat ship - however remember that the module may also have had a part in protecting the mothership from the fatal volley, so may well be full up anyway despite being nested.

Posted: Thu Jan 13, 2011 11:12 pm
by mjwest
Kang got it right.

When firing on a full energy module, you must destroy the panels in the energy module to kill it. This was covered in the other thread Kang references (assuming it is the one I think it is; I didn't click).

Anything in the hangar of a mothership will be destroyed if the mothership carrying it is destroyed.

Do note that energy modules are worth victory points. You get points for damaging them (10% of point value) or destroying them (100% of point value). There is no crippling an energy module. (Yes, this last paragraph is one of the line items for the updated RRB.)