Thats the effect that if you have a lot more ships than your opponent initiative becomes in danger of being meaningless. The more the mismatch in number between fleets the more the larger fleet can protect its important ships and simply wait to move vital ships till late in the turn order when the oppo have no ships to move.archon96 said:thats what weve been doing just kept hearing about int sinking and was curious.
Greg Smith said:Scouts, carriers and adrift ships can also be considered initiative sinks. All are serving a purpose in the game but can be used to force the enemy to move his heavy firepower before you do.
Pavlov Grenadier said:Greg Smith said:Scouts, carriers and adrift ships can also be considered initiative sinks. All are serving a purpose in the game but can be used to force the enemy to move his heavy firepower before you do.
Interesting on the Adrift ship. I hadnt realized you could still nomitate it...I like it :twisted: .
Should I assume that I can only nominate ships that are running adrift due to Criticals as opposed to the 9-12 result on the Striken Ships (destroyed) table?
Also you mention carriers since they will most likely be hiding in the back so who cares if you move them first? I didnt see a trait for them so assume thats something coming out later?
Thanks!
Da Boss said:Pavlov Grenadier said:Greg Smith said:Scouts, carriers and adrift ships can also be considered initiative sinks. All are serving a purpose in the game but can be used to force the enemy to move his heavy firepower before you do.
Interesting on the Adrift ship. I hadnt realized you could still nomitate it...I like it :twisted: .
Should I assume that I can only nominate ships that are running adrift due to Criticals as opposed to the 9-12 result on the Striken Ships (destroyed) table?
Also you mention carriers since they will most likely be hiding in the back so who cares if you move them first? I didnt see a trait for them so assume thats something coming out later?
Thanks!
Yeah if they are destroyed thet don't count
info re Carriers and Scouts relates to older versions of ACTA really - most are not designed for direct combat - although there are exceptions - the in ACTA: B5 the Centauri Balvarin has formidable firepower up front and can take damage as well with a reasonable hull, good damage and a intereceptor system.
Cheese! JkAdmiralGrafSpee said:I've been playing with a single DWD in my Fed fleet and its *almost* an initiative sink. Its hard to actually really screw up its placement - so going with it first is usually not a problem.
-Tim
Ewww...that would give big ships a boost.Finknottle said:I'm intending to use the initiative system that Axis and Allies:Angels 20 uses. It's essentially the same as ACTA, except during the move portion of the turn, the side with more units moves the excess number 'til remaining numbers are even, then alternating by initiative. So losing the initiative die roll doesn't spell doom at a critical moment...
Hal
Totenkopf said:AdmiralGrafSpee said:I've been playing with a single DWD in my Fed fleet and its *almost* an initiative sink. Its hard to actually really screw up its placement - so going with it first is usually not a problem.
-Tim
Cheese! Jk
Totenkopf said:Ewww...that would give big ships a boost.Finknottle said:I'm intending to use the initiative system that Axis and Allies:Angels 20 uses. It's essentially the same as ACTA, except during the move portion of the turn, the side with more units moves the excess number 'til remaining numbers are even, then alternating by initiative. So losing the initiative die roll doesn't spell doom at a critical moment...
Hal
Greg Smith said:Interestingly in ACTA:SF sometimes the reverse is better. Move your big slow ships first, then you will be able to get your manoeuvrable ships into sweet spots out of weapon arcs and able to fire on Klingon flanks.
Totenkopf said:Ewww...that would give big ships a boost.Finknottle said:I'm intending to use the initiative system that Axis and Allies:Angels 20 uses. It's essentially the same as ACTA, except during the move portion of the turn, the side with more units moves the excess number 'til remaining numbers are even, then alternating by initiative. So losing the initiative die roll doesn't spell doom at a critical moment...
Hal