Some questions from a new player

Zeph

Mongoose
Please excuse the barrage of probably very simple questions but I'm having a hard time finding the exact answer to some of these and figure it would be easier to just ask them all at once...

1) When determining if a ship blows up, is it the attacker or defender who rolls the explosion check? It looks like the attacker.

2) Who rolls the dodge check? It looks like the defender.

3) Speaking of dodge, when a ship receives a hit, dodge comes into play. With beam weapons, I'm assuming that you can only dodge the first hit. In other words, if a dodge fails, and a beam hits, and then the attacker rolls a follow up hit, dodge isn't rolled for again. Correct?

4) and again... what will dodge not work on? Can you dodge explosions? emines? asteroid impacts?

5) When jumping in from hyperspace, ships must move in a straight line... if a ship in real space that opens a jump point can only move at half speed, does the ship that opens a jump point in hyperspace come through the jump point at half speed? Can all other ships come through at full speed?

5) Relative to the above, when coming through to real space, does movement allocation start at the mouth of the jump point?

7) If a ship is killed before it is nominated to fire, I'm assuming it does not get to fire despite being killed. Is that correct?

8) To determine distance to target, does measurement start from the center of the firing vessel? Does the center of the target have to be in range or just any part of the target ship?

and that is all I have except for a non rules question... could it be more desirable to lose initiative if you are heavy on boresight weapon fitted ships? It seems that if I move second I have the better chance of making use of those weapons (or avoiding them if I'm the other player).


Thanks for any clarification anyone can give me on these topics.

Jeff
 
1) When determining if a ship blows up, is it the attacker or defender who rolls the explosion check? It looks like the attacker.
Correct, although I don't think it really matters.

2) Who rolls the dodge check? It looks like the defender.
Correct.

4) and again... what will dodge not work on? Can you dodge explosions? emines? asteroid impacts?
You can't dodge energy mines or anything with the Anti-Fighter trait. You can dodge explosions.

7) If a ship is killed before it is nominated to fire, I'm assuming it does not get to fire despite being killed. Is that correct?

Yes.

8) To determine distance to target, does measurement start from the center of the firing vessel? Does the center of the target have to be in range or just any part of the target ship?
To measure ship-to-ship distances, you use the 'stick' that the model is mounted on, or the red dot in the centre of the counter, so effectively you use the centre of the model.

could it be more desirable to lose initiative if you are heavy on boresight weapon fitted ships? It seems that if I move second I have the better chance of making use of those weapons (or avoiding them if I'm the other player).
Yes, moving second when you have boresight weapons is definitely a good thing. There is a whole set of tactics relating to movement, boresighting and so on. Just remember never to boresight something that hasn't moved yet! Taking a few smaller ships and moving them before the larger ones may also give you an advantage in that you'll have 'spare' ships left to move after your opponent has moved all of theirs. This effectively gives you free boresighting opportunities, and it is called initiative sinking - you are negating the initiative (especially if you lost) by weight of numbers.
 
Winning intiative generally most people choose to go second or sometimes if you have ram chance you want to go first. Then choose to fire first in firing pahse.

3)Dodging beams - first you roll all the beam hits & they dodge them all if you are lucky. Every hit you get a dodge.

All ships coming through a JP suffer the same restrictions, if it has AJP then it suffers from the AJP restrictions.

5 or 5b or 6)The movement is from the dot on the JP counter. :wink:
 
Thanks guys... forums like this really help the new players get up to speed.

Follow up to the distance question though... so for a target to be in range, the measurement from stem to stem must be in the effective range of the weapon... right?

ya know its funny how many times the distance is short by just a 16th of an inch or so.


thanks again
 
Zeph said:
Follow up to the distance question though... so for a target to be in range, the measurement from stem to stem must be in the effective range of the weapon... right?
Correct, more specifically, the centre of the stem to the centre of the enemy's stem... if it gets that close ;)
 
1) I usually go with attacker, it's the result of the weapons (s)he rolled so it's their roll.

2) The defender, it's their ship doing the dodging.

3) Nope, you roll all the beamhits, and then get that many dodge rolls.

4) You can dodge unless the rules say you can't. No dodge on E-mines or AF weapons.

5) At the centre point marked on the counter is how I've always played it.

6) It all depends on whether the ship has the AJP trait or not. Those with AJP act and move normally, those without get restricted movement and actions as per the rulebook.

7) Correct

8 ) Centre to centre for both arc and range measurement.

And yes, moving second can be a good thing, but if you win initiative you can choose to move second if you want.

LBH
 
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