ACTA - Half Fleet Reserves

Sulfurdown

Mongoose
In scenarios involving hyperspace, some state that you can keep up to half of your fleet off the board at the beginning. Is this based on the number of individual ships or is this based on the allocation points?

i.e. In a Raid-6 game consisting of 3 Raidships, 4 Skirmishships, 3 Patrolships. Can you keep 3 allocation points of your fleet out or does it mean that you can 5 actual ships out?
 
Do flights then count as a 'ship' for purposes of being held or would a wing count as a 'ship'? For example, in that Raid-6 can I field the 8 flights of Razik and hold a Corvan, 3 Prefect, 4 Darkner in hyperspace for later deployment, 8-8?
 
Then in the above case I've got 2 wings of Raziks, so three of the other fleet would need to remain in realspace (let's say the Corvan and two Darkners) to be left with 5-5? In the case of the Vorlons, that would mean a player could keep swarms of fighters poised and waiting, use the transport to place a jump point within easy range for the fighters to strike, correct?
 
You could leave fighters in Hyperspace as in your example with the Vorlons, assuming you meant that the Transport was also in Hyperspace (Jump points aren't two-way). Mind that Jump entry restrictions apply to fighters too (except White Star fighters).

Your example with the Centauri wouldn't be possible as you must have at least one ship (fighters don't count) on the table to allow others to Jump in.
 
Iain McGhee said:
Your example with the Centauri wouldn't be possible as you must have at least one ship (fighters don't count) on the table to allow others to Jump in.
That would depend on the victory conditions of the scenario. If having no ships left means you lose, then you're right, the battle would end immediately since you have no ships on the table. But if having no ships left does not end the battle, then you're free to keep all your ships in hyperspace and use a fighter on the table to prevent the battle from ending.
 
Correct, but he was only asking about setting up and only having fighters on the table would stop him from bringing any of his waiting ships on as you need a ship on table to allow others to open a Jump point from Hyperspace.
 
Iain McGhee said:
Correct, but he was only asking about setting up and only having fighters on the table would stop him from bringing any of his waiting ships on as you need a ship on table to allow others to open a Jump point from Hyperspace.
No you don't do you? Where in the rules is that?
 
All the scenarios that allow you to keep ships in Hyperspace (or at least all the ones I remember) specify that you need at least one ship on-table to bring them on . It was rulesmastered that "ship" in this case didn't include fighters. I think it says something similar in the full Jump Point section in the rulebook (p20 onwards I believe) but I don't have it to hand to confirm.
 
Yes, "ships" means "not fighters", in all cases. But I'm pretty sure it only refers to having a ship in hyperspace, to open the jump point to realspace. I'm AFB (away from books) as well.
 
I just finished playing the Ambush scenario (Minbari ambushing early EA, EA won :shock: ) and that does state that you need at least one ship in Realspace (on table) to use Hyperspace reinforcements and I'm almost positive the others are the same. Perhaps you're thinking of Tournament rules which may be different ? Don't play in them, don't know.
 
Just checked the books, you're right! Though of course any scenario-specific rules would override this.
 
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