random rules that you mis at first then catch onto...

TGT

Banded Mongoose
Hi
I had a great couple of games sunday against AlexB down at Aldershot.
One of the little interesting things that cropped up was that any ship doing a special action (not Scamble scramble) cannot release an auxiliary fighter flight.
the example was a CAB Nova carrying a belly of furies when it went pop

I wondered if anyone else had these little rules pass them by only to be told correctly they had misunderstood?
 
TGT said:
Hi
I had a great couple of games sunday against AlexB down at Aldershot.
One of the little interesting things that cropped up was that any ship doing a special action (not Scamble scramble) cannot release an auxiliary fighter flight.
the example was a CAB Nova carrying a belly of furies when it went pop

I wondered if anyone else had these little rules pass them by only to be told correctly they had misunderstood?

Yeah, think we have all done that at some point. Burger keeps forgetting to launch his Sky Serpents, and then losing the ships :D
 
Yeah, SA's prevent you launching fighters. But if you fail the CQ check for a special action, you can still launch fighters.

And yeah I am going to start with my Sky Serpents deployed from now on. I NEVER remember to launch them!!!
 
And I never knew that you didn't get VP for fighters until their mothership was destroyed, neither.

Curse those Hyperions that just wouldn't die!
 
Alexb83 said:
And I never knew that you didn't get VP for fighters until their mothership was destroyed, neither.

Curse those Hyperions that just wouldn't die!

actually thats a bone of contention on this forum. Originally you did, as per rules. But that seems to have been contradicted, unfortunately the Rulesmasters thread regarding it has been deleted.
 
There is a lot of stuff in ACTA that seems contradictory or not how you would play it at first - I really hope that V2 addresses point like these and makes sense of things...I'd like to play ACTA without a law degree to find the loopholes!
 
Yep I think I pre empted the rules change a bit about VPs coming from the mothership's destruction.
fighters only give away VPs if they are PL choices
I don't think it mattered too much against the Minbari nor the Dilgar
 
What about Mini-beams being Anti-Fighter at 4"?

Is that true, saw it brought up in another thread but don't know if it was every verified?
 
LordClinto said:
What about Mini-beams being Anti-Fighter at 4"?

Is that true, saw it brought up in another thread but don't know if it was every verified?
Yes it is true, the thing that has only just been noticed by the majority of players is that it is only anti-fighter against aux craft, not against ships with the dodge trait.
 
TGT said:
anyone got any other examples to share?
GEG ignoring damage from critical hits. Skip to Mongoose Steele's correct answer, near the end of page 1.
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=21461
 
The rule we missed the first time we played it was that ships perfoming the Close Blast Doors! special action could only make one turn and fire one weapon. Every ship was on close blast doors all the time!
 
Greg Smith said:
The rule we missed the first time we played it was that ships perfoming the Close Blast Doors! special action could only make one turn and fire one weapon. Every ship was on close blast doors all the time!

Yeah, remember that this weekend Burger :P
 
Reaverman said:
Greg Smith said:
The rule we missed the first time we played it was that ships perfoming the Close Blast Doors! special action could only make one turn and fire one weapon. Every ship was on close blast doors all the time!

Yeah, remember that this weekend Burger :P
Ha! Close Blast Doors is pretty useless anyway, since it doesn't help crew loss. Although, it could be useful if I'm going to fire my Lightning Cannon :lol:
 
but only if within tollerence and doesn't ignore further damage caused by the crit even if the initial hit is ignored?
 
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