Confirmation about the Victory's lightning cannon

madpax

Mongoose
Sorry if this already has been asked.
I'm not sure I fully understand the Lightning cannon restriction:
- Is it possible to fire first all other weapons, then, to fire during the same turn the lightning canon?

It seems, that you can't fire anything that turn after firing that canon, but it doesn't precise if you can fire all weapons in that order.

Marc
 
Nope, sorry. It specifically states that if the LC is fired, the Victory may not fire any other weapons. It doesn't say "after".
 
I dont see where the 'lack of clarity' comes in! Really seems quite clear:

If the lightning cannon is fire you cannot fire any other weapons

That seems pretty cut and shut to me ;)

edit: Ok so the slight abiguity comes in that the 'and is move 4" forward next turn' is in the same sentence.

Basically it should read:

If the lightning cannon is fired you cannot fire any other weapons. It cannot do anything else this turn (interceptors, repairs, etc)

In the following turn the ship drifts forward 4" but cannot do ANYTHING else till after the end phase. Nothing. Nadda. Zilch.

So turn one: Manuever and perform special actions normally, use interceptors if shot at UNTIL IT FIRES. The instant it fires the lightning cannon it is shut down and suffers as noted below:

Turn 2: move straight forward 4". No interceptors if shot at, no special actions, no repairs, NOTHING.
 
The ambiguity was that I wondered if the victory could do anything during its turn before firing the mega-beast. Now the ambiguity is resolved, it can't do anything during its turn if firing that gun, excluding any weapon during the same turn. Too bad, being impotent during the end of that turn and the next one seemed so great an impediment that we could allow firing all weapons that turn. But fluff is fluff.
Especially as you have to be at medium range to hit with that beast. At the same range, you have the fusion canon, and still the neutron beams.
I wondered if, even with 8 AD, a triple damage beam fired once is better than so many beam/mini-beam AD... during two turns, in addition to interceptors and anti-fighter assets.
You must be in a very dire situation to use it.

Marc
 
Yes, the short range is clearly not as seen in the series. The Lightning Cannon is generally not worth using except in unusual circumstances:

- There is a ship you REALLY need to kill this turn
- The Viccy is about to die this turn anyway...
- It is the last turn of a game

In normal operation you're better off firing other guns. The LC has 8 AD at Quad Damage, that is effectively 32 AD every other turn, or 16 AD per turn. The Improved Neutron Laser has 6 AD at Triple Damage, that is effectively 18 AD per turn. Add in the other weapons, manouverability, interceptors... and the LC's higher alpha strike isn't generally worth it.
 
It really needs longer range to be useful as an opening weapon, but even then it'd be a trade-off. Get lucky and your big gun blows the target away; roll badly and you waste two turn's firing. It's a gamble.
 
Well the only useful of the lightning cannon use I see is a gamble : If it's power may instantly shut off enough firepower it may be interesting, but being a few hight power beam it's hazardous.
 
All;
I think that the lightning cannons range is too short but is otherwise accurate. If one does the ritual review of Crusade episodes you will find that it is used as a last resort weapon... enemy on ramming course, crippled ship needing to be finished off, or needing to deliver the big fist to the nose when dealing with one ship.
In fleet actions I seldom use mine unless we are playing the Big Game with lotsa points and I can bring a pair of them. Then you can alternate use of the lightning cannon if you like.
Regards,
 
If the description "may not fire any weapons" doesn't imply before or after the lightning cannon fires, then the preceeding fluff text "requires all available power the ship can generate" does.
Regards,
 
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