plutonyum said:
new question:
preface, a crippled ship cannot warp out using the 'Maximum Warp NOW!' action.
can my dreadnought tractor my crippled heavy cruiser, and then warp out with it?
this would clearly count as both ships fleeing, and give victory points accordingly, but other then that I have found nothing to say that you cant do this. in campaigns it might be a nice way to save that elite crew with defensive gunners etc.
after convincing myself that the answer is yes, it occurred to me to ask "can I tractor an enemy ship, and then warp out pulling it with me?" the answer here should be no to my mind, but I cant think of a good reason other then saying no to warping out while tractoring a friendly ship.
any ideas?
Good question.
Looking at the background and SFB/FC I would say that Maximum warp is an escape to freedom because it is a flat out run and in the time it takes to respond the fleeting ship is far our of range.
Not something you can do while towing a crippled wreck which slows you down and throws out your warp field.
This however leaves a significant campaign question since every crippled ship is lost if you lose the battle and no ship ever gains enough Exp to be any good since it doesn’t last long enough (Or maybe I just play against people who kill any ship that just got a nice ability as first target :roll: ).
Fixed maps are needed to give non Drone races a chance against the Drone Chuckers but they also condemn every ship on the losing side to death. Cripples cannot escape and the winners can hunt down any survivors. Victory conditions can help if one side achieves the victory and withdraws Sheparding its cripples leaving the losing side to gather up its escape pods and cripples. After all despite the bloody mindedness of players no fleet can afford to sacrifice ships to finish off that last enemy cruiser after victory has been achieved. Let the beaten wretch recover the escape pods and flee home with tales of the terrible defeat they met at the hands of your fleet
Now for options. In the SFU ships can disengage by going sub light and hiding, Fed saucers and Klingon booms separate and go hide, other ships drop to minimum power and make like holes in space.
I would say as a house or campaign rule this would be a crew check, select a special action of Disengage, do the 6” in a straight line bit with no firing and at the end of the turn make a crew check. Make it and you are gone but the enemy gets say half the points for destroying you but the fleet gets you back after a turn as its far cheaper to repair a ship than build a new one. Fail the crew check and you are still there but can try again if you survive. The sort of thing to do if you can get behind some terrain :wink:
If you win the battle then you can tow any cripples at low warp speed to the closest base, or your fleet sends a tug. Ships wrecked but not exploded can also be recovered. Though having his DN towed home by a couple of FFs or DDs is not going to be good for the promotion prospects of an Admiral :twisted:
As regards crews. Ships have escape pods, the loss of a ship doesn’t mean the loss of the crew since even the nasty races don’t go round shooting up those tiny and hard to hit escape pods. If you lose a ship with EXP then after a turn you can buy the ship again but with a negative EXP factor to represent replacement crew. Say your Elite cruiser crew had 12 EXP and were destroyed, they form the core of a new crew with 9EXP and can quickly catch up again as they train the replacements and those replacements get some battle experience.