A non-battle report and some rules questions

G´berg

Mongoose
Hi everybody. Most of you would remember me from my post asking for help in a massive battle against centauri, some of you actually gave some advice and perhaps one or two of you are indeed waiting for me to tell you what happened...

Well, actually nothing happened.

We were ready to fight the battle in a long sunday but on friday we got finally the Armaggedon sourcebook here in Spain. We have a shadows player and a EA player, so we decided to re-start the whole campaign (it was our first turn). So no battle and no "mother mongoose" maneuver :cry:
Anyway I apreciate the comments and no doubt I´ll use them in the future.

Also, I´m proud to say in the first turn of the refreshed struggle one of my Ka´tocs, a Sho´kov patrol and a Sho´kar scout managed to destroy an Oracle scout trying to flee through a jump-gate. The scort of starfurys managed to pass through (I let them go impressed by their bravery and efficiency), but the jump gate was gained for the regime.

Also, I have some questions about the rules I hope you can help me again with. Perhaps they are simple things but I don´t find an answer for them in the rules...even reading all three sourcebooks.

1.- ¿How are shots resolved? For example: a narn ship declares to fire her two weapons over a centauri darkner. The narn fire the first weapon and it damages the dargan reducing its hull to zero. So the ship will be destroyed (running adrift)... does the narn player have to fire the second weapon, thus increasing the chance of the dargan to explode? can he do it? must he do it? must he not? can he not?

2.- In the same example, assuming the darkner is running adrift... in the next turns, how does it move? does it move as an independent ship at the beginning of the movement step? does the centauri player move it as one of his ships (therefore using it as a iniciative boon)?

3.- In the rules is written that auxiliary craft do not gain experience... but what about "autonomous" fighter wings you buy? are they auxiliary craft? do they earn experience?

Thank you all. I tell you since I couldn´t play the battle against centaury I was so frustrated that in the new-started campaign I got to hit them again, so we have a new battle. Well he has ambushed me but at patrol level I think I can beat him. Two thentus and a Sho´kov against a maximus and a fighter wing...

That will be next sunday... I hope :?
 
G´berg said:
Hi everybody. Most of you would remember me from my post asking for help in a massive battle against centauri, some of you actually gave some advice and perhaps one or two of you are indeed waiting for me to tell you what happened...

Well, actually nothing happened.

We were ready to fight the battle in a long sunday but on friday we got finally the Armaggedon sourcebook here in Spain. We have a shadows player and a EA player, so we decided to re-start the whole campaign (it was our first turn). So no battle and no "mother mongoose" maneuver :cry:
Anyway I apreciate the comments and no doubt I´ll use them in the future.

Also, I´m proud to say in the first turn of the refreshed struggle one of my Ka´tocs, a Sho´kov patrol and a Sho´kar scout managed to destroy an Oracle scout trying to flee through a jump-gate. The scort of starfurys managed to pass through (I let them go impressed by their bravery and efficiency), but the jump gate was gained for the regime.

Also, I have some questions about the rules I hope you can help me again with. Perhaps they are simple things but I don´t find an answer for them in the rules...even reading all three sourcebooks.

1.- ¿How are shots resolved? For example: a narn ship declares to fire her two weapons over a centauri darkner. The narn fire the first weapon and it damages the dargan reducing its hull to zero. So the ship will be destroyed (running adrift)... does the narn player have to fire the second weapon, thus increasing the chance of the dargan to explode? can he do it? must he do it? must he not? can he not?

2.- In the same example, assuming the darkner is running adrift... in the next turns, how does it move? does it move as an independent ship at the beginning of the movement step? does the centauri player move it as one of his ships (therefore using it as a iniciative boon)?

3.- In the rules is written that auxiliary craft do not gain experience... but what about "autonomous" fighter wings you buy? are they auxiliary craft? do they earn experience?

Thank you all. I tell you since I couldn´t play the battle against centaury I was so frustrated that in the new-started campaign I got to hit them again, so we have a new battle. Well he has ambushed me but at patrol level I think I can beat him. Two thentus and a Sho´kov against a maximus and a fighter wing...

That will be next sunday... I hope :?

1) Yes you keep firering, unless it is already at -10 and automaticly explodes.

2) Duno for real, in a normal battle you take it away. In a campain it can be salvaged, but I don't know if it moves or stays were it is...

3) The fighter wings who are bought are "autonomous" until you take a flight to replace a lost flight on one of you warships. The remainin flights are kept in reserve until they can replace other flights in warships.

Greetz Rynar
 
2) Many people just take it off the table to save time and trouble, but you are meant to move it automatically at the start of the movement phase. It can't be used as an initiative sink or shot at, it just provides a hazard to navigation.
 
G´berg said:
1.- ¿How are shots resolved?
... does the narn player have to fire the second weapon, thus increasing the chance of the dargan to explode? can he do it? must he do it? must he not? can he not?
He MUST fire all declared shots. It one of the hazards of firing big weapons at weak targets...
2.- In the same example, assuming the darkner is running adrift... in the next turns, how does it move?
It should move half speed forward with no turns BEFORE all active ships, under no-one's control. At Hull or Crew 0, it's dead, and no longer used in Initiative. If it had Crew 0 but Hull above 0, and it stays on the table, and it's former owner wins the battle, he can retrieve it and repair & recrew it.
Note that, although this is the official rule, many people, myself included, just take it off the table.
3.- In the rules is written that auxiliary craft do not gain experience... but what about "autonomous" fighter wings you buy? are they auxiliary craft? do they earn experience?
Stricktly by the rules, they don't earn any XP. Which is a shame, really, since you could at least use it to improve CQ. But, at present, no.

Wulf
 
this has already been answered pretty soundly but Ill just chip in my versions anyway because I can :P

1) You MUST resolve all declared fire, if you dont want to blow the target up completely you have to be very careful about declaring too much fire on it ;)

2) Officially the ship moves half its starting speed value straight forward at the start of the movement phase before any initiative based movement. In practice, ESPECIALLY in larger games most people simply remove the ship from play, if youre playing a campaing game and do so its worth noting which ships were actually not destroyed for purposes of salvage etc though.

3) No. They are auxilliar craft just like those you get for free and can never earn xp. Whilst it would be nice to have some kind of advancement system for them in campaigns I think that given how simplified fighter combat in ACTA is and how quickly they can die too that the added bookeeping that would be needed to track specifici flights xp etc would probably be more hassle than its worth...
 
As a quick countervailing viewpoint, I'll mention that if you use painted models it can add a lot of visual appeal to keep the 'adrift' ships on the table as they float away. :wink: As an add-on thought to that, it could be cool to make little 'adrift' markers with cotton smoke/painted flames (even if that wouldn't technically be possible in space) to put next to those burning wrecks.
 
Well, everithing is clear, thank you all again...

I´m asking so many favors I find my self thanking everytime...

over my avatar should write: "thankful mongoose" :D

I´ll take the point on those rules. Thanks.
 
Rynar said:
1) Yes you keep firering, unless it is already at -10 and automaticly explodes.
Note that, technically, you still fire anyway. It usually doesn't matter, but if the remaining weapons are Slow-Loading, they count as fired.

Wulf
 
in your turn, designate a ship that is going to attack and then declare all attacks. Declare which weapons will attack which target(s). Roll stealth as needed. if you miss a stealth roll those weapons may not be re-designated elsewhere. If a ship is destroyed/de-crewed/explodes as a result of some, but not all of the attacks de3signated against it, then the remaining attacks are wasted this turn.

Chern
 
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