Thanks for the detail Matt!
I've had many a debate on this forum about the initiative system and it's the main issue for me with the old system. I recognise that the issues are linked to other areas of 2nd edition and so I'll keep an open mind for the new game.
My RPG group doesn't actually...
There's been a spoiler on movement in ACTA:NA mentioned somewhere that it won't be changing from ACTA:B5. I took that as the fact you measure in inches, turn a number of times and must move half speed etc. However does that mean the initiative system is staying the same?
I hope not. That's...
I used to think this too but if you think about the differences between number of turns and turn "rate" then it becomes more clear.
E.g.
A ship could be 1/90 or 2/45, these are different styles of ship.
1/90 means a ship can take the stress of turning round fast and/or has powerful...
I think this came up in a game of mine a while ago. I though it was double your turns.
"Turn rate" translates to me as the rate at which you turn. That's the whole thing. A ship who can turn 2/45 is faster and has a higher "turn rate" than one with 1/45. So come about is better for the...
I play it Burger's way but I did realise that it's not quite the same as other races. They can't hold the JP open for 3 turns, so when you use the SA they must come on next turn regardless.
I agree with Burger as to the RAW. I think the rule is refering to the initiative that's rolled every turn. Not the one in pre-game setup and is giving two examples not a range of phases in which the ability can be used.
I can't see why it shouldn't be allowed on the pre-battle initiative...
I've made some changes to this, still haven't played it but I worked out that the planet needs to be in different positions depending on the attacker. It also makes the game last around 12 turns.
I've just been looking for some answers on hyperspace and stumbled upon a thread from ealier this year that seems to say that you can't use ships in hyperspace as initiative sinks.
Is this correct?
If so how/when do you nominate ships in hyperspace to do something? If I move all my on...
I'm confused :? Hence why I need to use the chart!
I don't get the splitting thing. If I split 1 Arm to 3 Battle, does that mean I have to have 2 battle and can split one down further? I guess I could split straight to 5 Raid (I think) but then I'd have 4 Raid and can split one further?
It looks like I'll have to scan it in then.
I've got a big game on Thurs (trying out my planet killer scenario) and I want to send my opponent the breakdown.
I've just used your fleet designer Burger and it worked fine but it's tricky to find out what options I've got with 4pt Armaggedon.
Is there a copy of the updated FAP's anywhere?
I know it's the same as in the playtesting pack but I can't find that and Mongoose used to have a PDF with it in but has this been updated for P+P, is it still available?
Cheers Triggy!
I haven't played it yet but I realise the details need tweaking. I've just looked at the planet killers and they are sloooow! So I think either the planet needs moving, perhaps to the center, or the planet killer could turn up from hyper space perhaps at a set distance from the...
Ok I didn't specify but that's not really a shining example. Not only is it a small patrol game but I can see mistakes made by the attacker there.
One being only taking 2 ships, when the objective is to scan ships as quickly as possible. The other is that hiding a ship is almost impossible...
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