Questions from the new armageddon tournament pdf

No.

When considering the Sag, remember that is now limited to the Early Years EA fleet - with the consequent reduction in initiative. That probably isn't goint to deter anyone who was planning to use the 10 Sagi fleet, but it is a slight reduction in capability.
 
Greg Smith said:
No.

When considering the Sag, remember that is now limited to the Early Years EA fleet - with the consequent reduction in initiative. That probably isn't goint to deter anyone who was planning to use the 10 Sagi fleet, but it is a slight reduction in capability.
Well since the 10 Sag';s can now be put into 2 squadrons of 6 and 4, it regains what it lost from init being 0 (and then some).
 
Now that you can make squadrons of six, what do dilgar get to make up for the fact that their special ability was largely neutralized?
 
Geekybiker said:
Now that you can make squadrons of six, what do dilgar get to make up for the fact that their special ability was largely neutralized?
Pentacons remain intact even if they drop down to only 2 members.
 
Burger said:
Geekybiker said:
Now that you can make squadrons of six, what do dilgar get to make up for the fact that their special ability was largely neutralized?
Pentacons remain intact even if they drop down to only 2 members.

Interesting..... That means that there is no disadvantage to movement if you do pentacons of 2. Still get a free pass on movement, still fire as a group....
 
Burger said:
Greg Smith said:
Burger said:
I do see one mythbust required... Vorlon Light Cruiser is UNBEATABLE in a tournament!
Hull 6... check
Interestingly, the playtest version of this had Hull 5.
How about Sag, did that have hull 4?
The VLC went from hull 5 to 6 sometime between playtesting and release of the 'A' PDF? How did that happen?

There aren't any early era fleet restrictions that prevent an all Sag list are there? I suppose not since there's no news of it...I can see the rest of the early era list sucking, thereby requiring at least one ship with good firepower but the current/'A' Sag isn't right.

Fighter stacking on bases...just so I'm clear this is now legal? To expand on some of Ripple's questions, my T-bolts can get within 1" of your Sharlin - hence on the Sharlin's base - to bypass stealth and shoot it? And can my Hyperion base now legally overlap your Sharlin base since fighters can?
 
prelude_to_war said:
Burger said:
Greg Smith said:
Interestingly, the playtest version of this had Hull 5.
How about Sag, did that have hull 4?
The VLC went from hull 5 to 6 sometime between playtesting and release of the 'A' PDF? How did that happen?

There aren't any early era fleet restrictions that prevent an all Sag list are there? I suppose not since there's no news of it...I can see the rest of the early era list sucking, thereby requiring at least one ship with good firepower but the current/'A' Sag isn't right.

Fighter stacking on bases...just so I'm clear this is now legal? To expand on some of Ripple's questions, my T-bolts can get within 1" of your Sharlin - hence on the Sharlin's base - to bypass stealth and shoot it? And can my Hyperion base now legally overlap your Sharlin base since fighters can?

Ok, a couple things, yes, it sounds like Sag's were broken, this dissapoints me that it was not fixed. If they were hull four it might be appropriate, or if they did not have precise it might be appropriate, but at their current levels, this is overpowered. Perhaps ACTA needs to bring back one game mechanic from AOG, the 'rare' hull, a ship that is limited to a certain number of hulls per game. With the current mechanic, it would be easy to designate appropriate rarities.

For Example:

Rare Hull: 1 Fleet Allocation Point may be spent on this ship.
Uncommon Hull: 3 Fleet Allocation Points may be spent on this ship.
Common: Any number of Fleet Allocation Points.

On to the other issue. In the rule book it states that 'ships' may not overlap bases. It has been said many times in rule discussions that AUX fighters are not 'ships' for the purpose of rules. So I don't see how fighters overlapping ship's bases breaks any established rules. I wouldn't let fighters overlap on fighters though, since that would cause dogfighting.
 
LaranosTZ said:
Perhaps ACTA needs to bring back one game mechanic from AOG, the 'rare' hull, a ship that is limited to a certain number of hulls per game. With the current mechanic, it would be easy to designate appropriate rarities.

For Example:

Rare Hull: 1 Fleet Allocation Point may be spent on this ship.
Uncommon Hull: 3 Fleet Allocation Points may be spent on this ship.
Common: Any number of Fleet Allocation Points.

Uncommon Hulls might be better off at no more then 2 FAPs. If you leave it at 3 a player can spend 4 of your 5 FAPs on ship hulls that are not Common
 
I think they should have dropped the JP rules for the Tourney, everyone starts in the deployent zones. Its going to mean that advanced races are just going to ambush, lower tech races to hell.
 
Hi, Question
Is anyone gonna get a titty lip if I only use 4 fighters per base? Just I needs loads for a raider fleet. What is the ruleing on numbers of fighters per base anyway?

Cheers,
Barry
 
Nidalap said:
Hi, Question
Is anyone gonna get a titty lip if I only use 4 fighters per base? Just I needs loads for a raider fleet. What is the ruleing on numbers of fighters per base anyway?

Cheers,
Barry

Surely 4 fighters per base is better than cardboard counters. Can't believe anybody will object......

Obviously your fighters will have to have their dogfight value reduced by one to compensate for the missing two fighters :twisted:
 
Nidalap said:
Hi, Question
Is anyone gonna get a titty lip if I only use 4 fighters per base? Just I needs loads for a raider fleet. What is the ruleing on numbers of fighters per base anyway?

Cheers,
Barry

I dont think so, as long as the fighters are that which you are using. In other words, a flight stand of Nials are not being represented by Frazi etc.
 
Reaverman said:
I think they should have dropped the JP rules for the Tourney, everyone starts in the deployent zones. Its going to mean that advanced races are just going to ambush, lower tech races to hell.
Why don't you just write, "boohoo my Ka'Tans don't have jump points" :P
Here is the world's smallest violin playing just for your broken uberfleet: .
 
Burger said:
Reaverman said:
I think they should have dropped the JP rules for the Tourney, everyone starts in the deployent zones. Its going to mean that advanced races are just going to ambush, lower tech races to hell.
Why don't you just write, "boohoo my Ka'Tans don't have jump points" :P
Here is the world's smallest violin playing just for your broken uberfleet: .

Sorry, the only Violin playing is going to be a huge one, played by you, when your Minbari get goosed by my Vorlon fleet ;)
 
No its gona be played by who ever Adam plays, mostly requiems for his Drazi Pop ships :lol:
 
Nidalap said:
Hi, Question
Is anyone gonna get a titty lip if I only use 4 fighters per base? Just I needs loads for a raider fleet. What is the ruleing on numbers of fighters per base anyway?

Cheers,
Barry

No I don't think so, provided they are the correct fighters.
 
Brilliant.... thanks for the prompt response. Yes they will be Delta V`s as Delta V`s and double V`s as double V`s.

Cheers again guys

Barry
 
Silvereye said:
Uncommon Hulls might be better off at no more then 2 FAPs. If you leave it at 3 a player can spend 4 of your 5 FAPs on ship hulls that are not Common

Agreed. Also he assumes a 5pt fleet. Better expressed as upto 20% rare upto 40% uncommon upto 100% common.

I would hope that sag would fall under rare.
 
So let me get this straight, just for clarification:

The following are tournament legal:
All SFOS Varrients including the Tertius, Prefect, Kaliva, Zaak, Teshlan, Troglin, Veshatan.

The Sag is now officially Skirmish and has a missle load out as follows:
4 AD Forward
6 AD Port and Starboard
2 AD Aft

The EA now get their Missle Varrients in the Tournament

The Narn now get their E-Mine Varrients in the tournament
Narn e-mines now fire every turn and no longer have the -1 damage on the damage chart, but can't crit

Fighters can now overlap a ships base

Squadrons can now be up to 6 ships

The Pentacon can now be as few as 2 ships

The Vorlon CL is now a War Level ship with 2/45 turns, Hull 6, and 200 Damage points.

The White Star is now Dodge 4 with a 1AD INL Beam, SAP, TD, and Precise and a 4 AD AP, Anti-fighter, DD Pulsar

Did I miss anything?


Dave
 
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