A Call to Arms Journal - Issue 1

Everything will be confirmed before the tournament, of course - it was a bit naughty of Steve to make that post, as there should be just one channel for rules in CTA. You are welcome to post any concerns you have with the new rules here, and we will deal with each and every one of them!
 
msprange said:
Everything will be confirmed before the tournament, of course - it was a bit naughty of Steve to make that post, as there should be just one channel for rules in CTA. You are welcome to post any concerns you have with the new rules here, and we will deal with each and every one of them!

but this means steves post was correct yes?
 
Ok thanks - I did post here first but got drawn into a discussion over there as well.

Is LOS going to be a part of the rules for Scouts and will each ability have different requirements?

Just to confirm that:

1. Illumination only works on a given ship once per turn
2. Cloaked Scouts benefit their fleet with Initiative bonus if opponent does not have scouts?
3. Counter Jamming makes your stealth save better - to a max of 2+
4. Is there errata needed on the Prism Scout ?
 
Da Boss said:
Is LOS going to be a part of the rules for Scouts and will each ability have different requirements?

Not if I can help it...

Da Boss said:
1. Illumination only works on a given ship once per turn
2. Cloaked Scouts benefit their fleet with Initiative bonus if opponent does not have scouts?
3. Counter Jamming makes your stealth save better - to a max of 2+
4. Is there errata needed on the Prism Scout ?

I haven't even started considering these yet, will have news as soon as I do!
 
For those of us who aren't paying the premium to get the scout rules before the tourny, are we still able to get an overview of what scouts can do to us?
 
msprange said:
Quick note: the Scout rules will _not_ be used at the forthcoming tournament, repeat, _not_ be used.

Right thats annoying - I specifically asked you this question before purchasing the pdf on page one ofthis thread and you said they would be??
 
Having read through the rules for scouts there are a few things I am unclear on so I thought I'd whack them up here and see what is what.

If you counter jam on a friendly ship which has no stealth does it do anything? do they gain a 6+ stealth or do you have to have a stealth score to improve upon already?

It has been asked already but I will put it there as well how many times can a ship be counter jammed or illuminated? Once per turn or many times?

I see that you must declare what scout functions a scout is using before they move. When do you declare their targets of the functions? As several of them appear to be reaction to fire effects declaring targets at the start of the scouts move seems a little odd.

With the range limited functions, does the range count only for the declaration or for when the effect occours - normally the shooting phase. the target may be in range when the function is declared, then at the time shooting is done both ships could then be more than 36" apart as both will(scout) or may (target) still be yet to move that turn. Obviously an uncommon occourance, but it could happen!

The following is my thought on the tactics if you declare targets at the same time as functions.
Jamming an enemy ship - fine. Jamming a friendly they will probably pick another target. It does protect that ship in that it may not get shot, but will not help in that it will not reduce the effect of any actual hits against your fleet, just target choice.
Counter jamming vs other scouts- only works if the enemy scout has moved first otherwise there is nothing to counter jam. In a fleet where you have less ships then the enemy they can always move their scout last, but this may mean they don't leave their big shooty ship until last? Mexican stand off with scouts!
Counter jamming with friendly ships - romulans will love this. Keep a good scout back out of range, and counter jam all of your ships as they recloak, improving their stealth. cool!
Counter drone - the biggie! Do you keep this as an ace in the hole and whack it down to stop a shot when it happens, or do you pre counter a ship in the movement phase before it has shot? if you do then it will simply become a matter of course to stop the big ships from firing the most drones.
Drone control - presumably this only takes effect at the point you fire the scout and is directed against the scout that does the firing, not the target of the extra shot?
Reconnaissance - easy, does what it says on the tin!
Illumination - you would tend to use this on ships that had moved and not decloacked as a ship that has yet to move may decloak and lose the cloak effect completely anyway!

Geoff
 
Da Boss said:
msprange said:
Quick note: the Scout rules will _not_ be used at the forthcoming tournament, repeat, _not_ be used.

Right thats annoying - I specifically asked you this question before purchasing the pdf on page one ofthis thread and you said they would be??

Matts missing a trick, if he says they are eligeable, everyone then has to buy the pdf!
 
Scoutdad's post mentioned that you stated what the scout channels were being assigned to when you nominated and moved the ship, so i take that to mean that you don't need to state who or what until needed, just what each channel is being used for.

Say a 3 channel klingon scout is nominated in a klingon v kzinti game - when this happens, the channels are assigned to counter drone x 2 and counter scout, so all 3 channels are in use. If the Kzinti fleets does not use any scout functions (yeah, right) the counter scout channel would be wasted, but the counter drones could be used as and when.

thats as i understood it, anyway.

And, yes, i will now be painting at least one Gorn light cruiser.
 
archon96 said:
the light cruiser is nice but the HDD scout still has its plasma's, so ill just take a 3 channel with some teeth.

Just remember if you are using your scout channels you can not use you Plasmas. This includes Plasma Ds used as Anti Drones.
 
Thats fine when everything else is beat down having two unfired plasmas on hand isnt a bad thing even if i have to forgo my senors for a turn.
 
Rambler said:
archon96 said:
the light cruiser is nice but the HDD scout still has its plasma's, so ill just take a 3 channel with some teeth.

Just remember if you are using your scout channels you can not use you Plasmas. This includes Plasma Ds used as Anti Drones.

I can't think of any scouts that have plasma-Ds though there are some with photons and plasma-torps out there. Obviously these will not get fired very often.
 
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