Questions from the new armageddon tournament pdf

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 only base 2 fighters per base. Stretches my fighters out alot longer and still gives the visual impression of a flight. Again, since all measurements are based on the center of the counter/stand you can use whatever counter you like as long as it represents the correct ship type.

Hell, I used homemade Shadow Hunters at Gencon. Totally non official minis and nobody cared since it was WYSIWYG
 
Davesaint said:
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

Stealth is -1 0-8" +0 8-20" and +1 20"+
Fighters fire first
Jump points scatter 2d6 -CQ. AJP 1d6 -CQ
 
Narn enegy mines don't fire every turn, if they have the slow-loading trait then they are still slow-loading.
 
Burger said:
Narn enegy mines don't fire every turn, if they have the slow-loading trait then they are still slow-loading.

which means the g'karith can still fire them every turn, but no other ship that can be fielded at 5 point raid, ie the g'vrahn and kabintak. the Dag Kar and G'QUanb have slow loading as ever.

Question, if the sag has hull 5, can the Dag Kar get upgraded to hull 5? it's a higher priority but with less effective ranged weapons? (although all those e-mines would mess up some patrol ships i suppose)
 
The Pentacon can now be as few as 2 ships

Not exactly. They can be REDUCED to 4 or less ships and retain their Pentacon Formation abilities.

In other words, they still have to start as a legal Pentacon. But still get the benefits if they start losing ships.

I don't know what the tournament pdf thingy says, but that is the official Armageddon rule.

Cheers!
Bry
 
@Bry
Yes thats what the PDF says, a pentacon must start properly formed, but doesn't break when it drops below 4.

@hiff
G'Karith can't use energy mine variants though, since it has "pulsar mines" not "energy mines".
 
So the ten Sag fleet is stronger than before? Um....yay? :roll:

I really hope there's a typo somewhere. Either about it's priority level or about it's stats or something.
 
Celisasu said:
So the ten Sag fleet is stronger than before? Um....yay? :roll:

I really hope there's a typo somewhere. Either about it's priority level or about it's stats or something.

I'm new to ACTA and wargaming in particular but, my experence with RTS games is that massed artillery units always equal some pretty potent cheese in one fashion or another. :)

Edit: especially when they are mobile or can be deployed and undeployed to move. which I believe the sag can always move so... :)
 
On the base stacking issue.

There is a general rule in wargaming about specific overrides general rules. And you right about auxilary craft having many of their own rules. But, and this is a big one, there is no stated exception for Aux Craft not having the same stacking issue. They move by the same rules as ships, except where noted (all present aux craft are sm so eh,but...).

Under the fighter trait it states they are counted as ships for most rules in the game.

The mere act of moving onto the base of a friendly ship automatically puts you into supporting role. So this should limit the number of 'friendly' fighters on a base to four. Oddly under this new rule I could have more enemy fighters than friendly.

So yes this is against the rules, this is a change and it does add new complications. If it is an intentional rules change wonderful, just want that to be clear. If this is a case where we here using the rules as written are doing it wrong and always have been thats great too, please update the books.

Ripple
 
Matt has explicitly stated in this thread, that enemy fighters can be placed on the base of your ships and attack from there.

Its also clarified in Armageddon (or, the PDF at least), that auxillary craft are NOT "ships".
 
Burger said:
We now get a VP for every flight of aux craft we kill, right? Including those launched from ships?

Nope, the fighters from cap ships are included in the VP of the mother ship. IIRC.

One thing, each scenario wer are allowed to keep 2 FAP in hyperspace. Say we want to start with flights deployed in hyperspace, do we have to move the fighters through on the turn before the ship comes through? IIRC the JP closes as soon as the ship opening it comes through?

Also some answers to my questions on P. 5 of the thread would be nice.

Cheers

LBH
 
One thing, each scenario wer are allowed to keep 2 FAP in hyperspace. Say we want to start with flights deployed in hyperspace, do we have to move the fighters through on the turn before the ship comes through? IIRC the JP closes as soon as the ship opening it comes through?

Yessir! Since aux craft moves AFTER ships, that ship either needs to hang back and let all the aux craft through, or keep those flights in their hangars until they come into realspace. :)

Bry
 
But what if it's deployed on escort, then so long as the ship only moves within the movement constraints that the escorting fighter will suffer due to not having AJP, then it could come through at the same time?

LBH
 
According to Supporting ships SFoS pg 11 :-

Flights may also be placed on the base of a ship to support it before the start of the battle.

Surely that means that ships starting in HS can have support fighters deployed on the base and so long as the ship enters at less than the speed of the fighters then they should be ok coming through the JP.

Thats just my take.... Is that right?
 
lastbesthope said:
A couple of questions and clarifications:(Cross posting, I know, but I want to be sure of an answer)

1) ISA allies, characters, EA missile variants, Narn E-mine variants are allowed yes?

2) I assume if the JP deviation die roll - the CQ is less than 0 then the JP doesn't deviate at all, rather than deviating in the -ve direction? (God I love CQ 5 on a WS)

3) The WSC-2 and Victory are unchanged from the ir SFOS listins?

4) Point split: The way I read it, 1 Raid point can buy 2 Skirmish ships, 3 Patrol ships OR 1 Skirmish and 2 Patrol ships, yes?

5) If the ISA use EA allies, which eras can they be drawn from?

6) Is the Hermes supposed to get better stats as the eras progress?

LBH

An offical answer would be nice as we only have a week to put togeather fleet list
 
going by what i have read of the rules both in PDF and big A i would say this to questions.

1: yes

2: correct

3: correct (altho victory will change once the book is out but as not mentioned in PDF stays same)

4: havent a clue

5: well would say crusade as ISA didnt exist in earlier earthforce eras

6: havent a clue, does it? hadnt noticed
 
Ripple,
I have read the damn blasted book, thats why I assumed that fighters can't be placed on bases. Matt ruled that they can. Thats why we have these forums, and specifically the rulesmasters, for clarification. Sorry if you don't like that but as a purchaser of Mongoose products you should be used to badly worded rulebooks by now ;)
 
Ripple said:
Matt can re-write the rules however he likes them. It is his game. But as a purchaser of the game I would like to have a decent chance of understanding them without a ten page FAQ that STILL will not be up to date as the number of surprised responses to his statement made clear.

As per his statement/aux craft not being ships I can now stack my aux craft as high as I want as there is no rule against it. Inconvenient with mini's but that is what counters are for. Is that the intention? Am I supposed to divine the interntion is some way?

Woah there!

Where did stacking auxiliary craft come from? No, no, no!

The no stacking rule still applies, with no exception. At all.

I was just a little taken aback that people thought this also meant fighters could not be put on bases of the ships they attack - one of those things that just seemed obvious to me at the time :) After all, ships with larger bases are not going to get many fighters attacking them otherwise. . .

Certainly something to keep in mind in future rules writing. . .
 
Cutting comment, Burger, and I would say unfair for the most part. I must admit that there are many many typos in SFoS. However, in SST old and new I find explanations clear, complete and concise.

LBH - the fact that the new Armageddon priority Victory isn't included in the tournament pack means that the ISA have an advantage over the EA in that they can actually field it, whereas the EA can't field their newly upgraded Warlock. Not really relevent, just thought I'd mention it.
 
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