Keeper Nilbog
Mongoose
Ok, liking the current version of the scout rules, but confused as to how/when they come into play. Reading the update, they are now part of the 'attack phase' (shooting phase or whatever), so would/should be declared as if an attack. If this is right, it woud imply 2 things to me. first, the functions used who need to be 'targeted' (assigned to 'target' ships), which makes some sense, but means that the enemy scout that will active next knows exactly what your doing and just counters it (you would/could also have had issues countering any Jamming when your scout activated - as none had been assigned yet to counter) More importantly, if you lose initiative, then there is nothing you can do against the first activating enemy ship (unless they activate a scout first). Hello D5WD, active first, throw 6 drones, add itself to a drone cluster and remove 2 AD of defensive Phaser from the target - with no return counters.
Doesn't seem, or feel, right. So, am i missing something ?
The current house rules my friend and I are using is as follows, and actually combines bits of the old rules.
Either during or after the movement section of the turn (we tend to declare scout function operations as if they were special actions - i know that is not the case), but BEFORE firing, a number of counters equal to the availible fleet scouting channels are taken by each side. These counter represent the various function (Jamming/Drone Control/ETC), and by doing so 'lock' which functions are availible for that turn. These counters are 'blind' to the enemy - they know you have counters, not want they are - so some mystery remains. These counters are then used during the turn, as appropriate, by the fleet (say a ship wishes to counter a Plasma Torp fired at it, if one of the counters availible is a Jamming counter, it can be assigned to the torp). When counters are declared, the enemy, if they have counter-jamming counters, can burn one to stop this effect. Both fleets lose the appropriate counter, reducing the pool availible for later in the turn. With this system, it is possible to assign too much to a particular function (usually counter-jamming) and for channels to 'go to waste' as it were.
This system might sound complex, but it is actually quite quick when in use (easier than defensive fire
)
Doesn't seem, or feel, right. So, am i missing something ?
The current house rules my friend and I are using is as follows, and actually combines bits of the old rules.
Either during or after the movement section of the turn (we tend to declare scout function operations as if they were special actions - i know that is not the case), but BEFORE firing, a number of counters equal to the availible fleet scouting channels are taken by each side. These counter represent the various function (Jamming/Drone Control/ETC), and by doing so 'lock' which functions are availible for that turn. These counters are 'blind' to the enemy - they know you have counters, not want they are - so some mystery remains. These counters are then used during the turn, as appropriate, by the fleet (say a ship wishes to counter a Plasma Torp fired at it, if one of the counters availible is a Jamming counter, it can be assigned to the torp). When counters are declared, the enemy, if they have counter-jamming counters, can burn one to stop this effect. Both fleets lose the appropriate counter, reducing the pool availible for later in the turn. With this system, it is possible to assign too much to a particular function (usually counter-jamming) and for channels to 'go to waste' as it were.
This system might sound complex, but it is actually quite quick when in use (easier than defensive fire
