fuzzilogik
Mongoose
Well, our campaign is now in it's sixth turn and has been great fun. Turn 6 should be especially interesting (and painful) with 4 war level fights and 1 battle level. Take a look at the way things are shaping up if you get a chance.
http://www.zalefamily.org/acta
There are a few rules that I am still not clear on.
Shadow Hyperspace Mastery: I think I understand the way this works when a shadow vessal is leaving a battle, but how does it work when they are entering for hyperspace. This is the way we are currently playing it, seems too powerful. In the movement phase, the shadow player declares the special action "Initiate Jump Point". The ship is then placed on board anywhere the player likes. Then the ship moves and fires as normal.
Diverting Raid: I understand how the effect of this works, I'm just not sure when the player has to declare which battle it is going to be used in. Currently we have the person roll his XP dice at the end of the turn. If he gets a diverting raid, he waits until all battles, points, and scenarios have been determined for the next turn. Then uses diverting raid to knock a fleet in one battle down one FAP. Again, this seems too powerful and is no where near the way the rule is written. Just wondering how everyone else is using it.
Victory Afterburner: I am finally going to be able to get the victory into battle and I know this has been asked, but I still don't get it. What is the difference between "All Power to Engines" and "Afterburner"? Does "Afterburner" basically give you one movement of "All Power to Engines" in which you get to make one turn as normal? I guess that would make sense for lining up the Lightning Cannon.
XP Dice for Carriers: I think that any ship with the Carrier or Fleet Carrier trait should get XP dice for any kills caused by it's fighters. I know the way the rules are written that auxiliary craft never get XP dice, but for most carriers the vast majority of it's power is in it's fighters. It's very hard to get the actual kill with the ship itself. Fighters on a carrier should be seen as an extension of the ship.
Thanks in advance for all the help!
Admiral Fuzzi Logik
ISA Fleet Commander Quadrant 10
http://www.zalefamily.org/acta
There are a few rules that I am still not clear on.
Shadow Hyperspace Mastery: I think I understand the way this works when a shadow vessal is leaving a battle, but how does it work when they are entering for hyperspace. This is the way we are currently playing it, seems too powerful. In the movement phase, the shadow player declares the special action "Initiate Jump Point". The ship is then placed on board anywhere the player likes. Then the ship moves and fires as normal.
Diverting Raid: I understand how the effect of this works, I'm just not sure when the player has to declare which battle it is going to be used in. Currently we have the person roll his XP dice at the end of the turn. If he gets a diverting raid, he waits until all battles, points, and scenarios have been determined for the next turn. Then uses diverting raid to knock a fleet in one battle down one FAP. Again, this seems too powerful and is no where near the way the rule is written. Just wondering how everyone else is using it.
Victory Afterburner: I am finally going to be able to get the victory into battle and I know this has been asked, but I still don't get it. What is the difference between "All Power to Engines" and "Afterburner"? Does "Afterburner" basically give you one movement of "All Power to Engines" in which you get to make one turn as normal? I guess that would make sense for lining up the Lightning Cannon.
XP Dice for Carriers: I think that any ship with the Carrier or Fleet Carrier trait should get XP dice for any kills caused by it's fighters. I know the way the rules are written that auxiliary craft never get XP dice, but for most carriers the vast majority of it's power is in it's fighters. It's very hard to get the actual kill with the ship itself. Fighters on a carrier should be seen as an extension of the ship.
Thanks in advance for all the help!
Admiral Fuzzi Logik
ISA Fleet Commander Quadrant 10