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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Alex319" data-source="post: 5017195" data-attributes="member: 45678"><p><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 12px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-family: 'Arial'"><span style="font-family: 'Times New Roman'"></span></span></span></span></span></p><p><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 12px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-family: 'Arial'"><span style="font-family: 'Times New Roman'"></span></span></span></span></span></p><p><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 12px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-family: 'Arial'"><span style="font-family: 'Times New Roman'">In this case, the best strategy would almost always be to cloak them as soon as the battle begins (they can be cloaked even when they would otherwise be sitting on their ship with nothing to do) and leave them cloaked the whole battle. Is this what you want?</span></span></span></span></span></p><p><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 12px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-family: 'Arial'"></span></span></span></span></p><p><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 12px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-family: 'Arial'"></span></span></span></span></p><p></p><p>That seems really weird. You would think that since auras usualy represent point-defense systems like turrets, that they would be programmed not to fire at friendly ships. An I certainly don't recall seeing, say, a Star Destroyer's turbolasers firing at TIE fighters. What's the reasoning behind this decision?</p><p></p><p></p><p></p><p>First of all, if you target a multi-hex ship, which hex do you count the AoE from? Or is it 3 hexes away from any hex in the target ship's space (so the larger the target, the larger the AoE)? And can you target a hex of space that has no ship in it (I would guess not)?</p><p></p><p>This could lead to some quite unorthodox tactics. For example if there were several squadrons of enemy fighters clustered in an area of space with no other ships, a good strategy would be to move a friendly Large or bigger ship in there and then nuke it - a large ship can easily soak up 3d6 damage and it would probably wipe out (or come close to wiping out) all of the squadrons (since it's an AoE, it does full damage to squadrons).</p><p></p><p></p><p></p><p>The wording here is confusing, because the clause "with a roll of 11 or more on a d20" is placed in between the two powers, so it seems like it should be parsed as "On his turn, the IL may (a) inflict 1d8 damage to an enemy combat unit with a roll of 11 or more on a d20, or (b) restore 2d6 HP to a friendly combat unit".</p><p></p><p>Probably a clearer wording would be "...the IL may roll a d20. On a roll of 11 or more, the IL may inflict 1d8 damage to an enemy combat unit or restore 2d6 HP to a friendly combat unit."</p><p></p><p></p><p><strong>Hero and Combat Unit Movement:</strong></p><p></p><p>Am I correct in my understanding that heroes and combat units have no ability to move from ship to ship under their own power? The ways to move them from ship to ship are (a) you can move them from a carrier to a ship that that carrier launched, when the carrier launches it; (b) you can use transporters, boarding party breach abilities, or other ship actions, which happen when those ships use those actions on their turns.</p><p></p><p><strong>Colonial Support Vessel:</strong></p><p></p><p>Does the "let allies benefit from sensor locks" ability only apply to allied "fighters," or to all allied ships? If the first one, what ships count as a "fighter"?</p><p></p><p>The ECM pulse is centered on the ship itself, right?</p><p></p><p><strong>Imperial Assault Craft:</strong></p><p><strong></strong></p><p><strong></strong>Can the breach ability move heroes from the IAC to the target ship? You said the IAC can carry only one combat unit, but ca it carry a combat unit and a hero, or multiple heroes? In general, do heroes count as combat units for purposes of abilities that move them, or are they different?</p><p></p><p><strong>Rebel Fighter Squadron:</strong></p><p></p><p>It might be a good idea to remove repair abilities from squadrons. If we're operating under the idea that in a squadron, 1 HP = 1 ship and loss of HP represents ships being destroyed, then it doesn't make sense that the HP could be repaired. Also since they have an extra copy of this for each ship, then they could repair themselves very quickly.</p><p></p><p><strong>Rebel Freighter:</strong></p><p></p><p>The "Wingover" maneuver is listed twice.</p><p></p><p>Also, just like with the CSV, the ECM pulse is centered on the ship itself, right?</p></blockquote><p></p>
[QUOTE="Alex319, post: 5017195, member: 45678"] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT][FONT=TimesNewRomanPSMT][SIZE=3][FONT=TimesNewRomanPSMT][FONT=Arial][FONT=Times New Roman] In this case, the best strategy would almost always be to cloak them as soon as the battle begins (they can be cloaked even when they would otherwise be sitting on their ship with nothing to do) and leave them cloaked the whole battle. Is this what you want?[/FONT] [FONT=Times New Roman][/FONT][/FONT][/FONT][/SIZE][/FONT] That seems really weird. You would think that since auras usualy represent point-defense systems like turrets, that they would be programmed not to fire at friendly ships. An I certainly don't recall seeing, say, a Star Destroyer's turbolasers firing at TIE fighters. What's the reasoning behind this decision? First of all, if you target a multi-hex ship, which hex do you count the AoE from? Or is it 3 hexes away from any hex in the target ship's space (so the larger the target, the larger the AoE)? And can you target a hex of space that has no ship in it (I would guess not)? This could lead to some quite unorthodox tactics. For example if there were several squadrons of enemy fighters clustered in an area of space with no other ships, a good strategy would be to move a friendly Large or bigger ship in there and then nuke it - a large ship can easily soak up 3d6 damage and it would probably wipe out (or come close to wiping out) all of the squadrons (since it's an AoE, it does full damage to squadrons). The wording here is confusing, because the clause "with a roll of 11 or more on a d20" is placed in between the two powers, so it seems like it should be parsed as "On his turn, the IL may (a) inflict 1d8 damage to an enemy combat unit with a roll of 11 or more on a d20, or (b) restore 2d6 HP to a friendly combat unit". Probably a clearer wording would be "...the IL may roll a d20. On a roll of 11 or more, the IL may inflict 1d8 damage to an enemy combat unit or restore 2d6 HP to a friendly combat unit." [B]Hero and Combat Unit Movement:[/B] Am I correct in my understanding that heroes and combat units have no ability to move from ship to ship under their own power? The ways to move them from ship to ship are (a) you can move them from a carrier to a ship that that carrier launched, when the carrier launches it; (b) you can use transporters, boarding party breach abilities, or other ship actions, which happen when those ships use those actions on their turns. [B]Colonial Support Vessel:[/B] Does the "let allies benefit from sensor locks" ability only apply to allied "fighters," or to all allied ships? If the first one, what ships count as a "fighter"? The ECM pulse is centered on the ship itself, right? [B]Imperial Assault Craft: [/B]Can the breach ability move heroes from the IAC to the target ship? You said the IAC can carry only one combat unit, but ca it carry a combat unit and a hero, or multiple heroes? In general, do heroes count as combat units for purposes of abilities that move them, or are they different? [B]Rebel Fighter Squadron:[/B] It might be a good idea to remove repair abilities from squadrons. If we're operating under the idea that in a squadron, 1 HP = 1 ship and loss of HP represents ships being destroyed, then it doesn't make sense that the HP could be repaired. Also since they have an extra copy of this for each ship, then they could repair themselves very quickly. [B]Rebel Freighter:[/B] The "Wingover" maneuver is listed twice. Also, just like with the CSV, the ECM pulse is centered on the ship itself, right? [/QUOTE]
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