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Post by irishthump on Mar 31, 2011 16:21:36 GMT -5
Guys,
Was having a quick run thru of the rules tonight and just wanted a little clarification...
Say I have a squadron of Leopards and 3 squadrons of Reapers all in adjacent hexes, do the Reapers each get to attack seperately during the dogfight part of the Fighter Shooting phase? Or am I limited to attacking with one squadron of Reapers with an adjacent squadron giving the wingman bonus?
My own feeling is I can attack again with another squadron if the Leopards are not all destroyed in the first dogfight, I have'nt found anything to the contrary in the rules.
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Post by warchariot on Mar 31, 2011 17:47:26 GMT -5
Say I have a squadron of Leopards and 3 squadrons of Reapers all in adjacent hexes, do the Reapers each get to attack seperately during the dogfight part of the Fighter Shooting phase? Yes, each sqardron can attack in turn.Or am I limited to attacking with one squadron of Reapers with an adjacent squadron giving the wingman bonus? In the above, you could have one squadron attack with support from the second squadron and then have the third group attack without support. Or you could have each attack without support.
Remember, a squadron can attack or support, not both. However a squardon can both defend and support.
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daniel
Lieutenant Commander
Posts: 110
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Post by daniel on Mar 31, 2011 17:49:34 GMT -5
I pile them on one sqdn after the other. Sucks to be in a Leopard about then...
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Post by irishthump on Apr 1, 2011 7:47:06 GMT -5
Thanks guys, I thought that was the way it should play out! Remember, a squadron can attack or support, not both. However a squardon can both defend and support. [/color] [/quote] Just one question on this... I am the Tactical player so during the fighter dogfight phase I am defending and I use support from 1 adjacent squadron. Am I right in thinking that after the Aggressive player is finished initiating dogfights I can then initiate my own dogfights but not with any squadrons who have given support in the dogfights prior to this? And the same would go for the Aggressive player; any of his squadrons which initiated dogfights could not now offer support?
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Post by fastgit on Apr 1, 2011 10:27:21 GMT -5
I'm not positive... but that's how I've read it.
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Post by TheDreadnought on Apr 1, 2011 18:19:41 GMT -5
No, "support status" resets as each player takes their turn initiating dogfights.
The only limitation that carries over is that participation in a dogfight either via attacking, defending, or supporting prevents that squadron from making shipping strikes.
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Post by fastgit on Apr 1, 2011 18:33:23 GMT -5
Okay. So... a fighter squadron can always support and attack...? You support when the other side attacks, and then you can attack? Could the other side's squadron (having attacked on its turn) now support?
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Post by warchariot on Apr 2, 2011 0:08:03 GMT -5
Okay. So... a fighter squadron can always support and attack...? You support when the other side attacks, and then you can attack? Could the other side's squadron (having attacked on its turn) now support? YesYesAs Dread said, it resets as each side becomes/is the attacker.
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Post by dotichnus on Apr 2, 2011 3:34:07 GMT -5
The main thing to watch out for is if your squadron gets knocked down below the four fighters needed...then you can't provide a wingman bonus with that squadron. So here the timing and tactics are very important during the dogfights phases.
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Post by warchariot on Apr 2, 2011 20:49:11 GMT -5
As a Colnial player who is attacking first, I (we) pass a lot just to keep our numbers up.
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Post by fastgit on Apr 4, 2011 4:45:05 GMT -5
Cool. Thanks for the clarification.
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Post by irishthump on Apr 4, 2011 7:28:45 GMT -5
As a Colnial player who is attacking first, I (we) pass a lot just to keep our numbers up. What do you mean? You opt not to attack?
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Post by TheDreadnought on Apr 4, 2011 12:19:16 GMT -5
Yeah, pretty sure what that means. Just because you CAN initiate a dogfight, doesn't mean you have to. . . . and holding back in a defensive posture is actually a pretty good idea for the Colonials in many cases.
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Post by warchariot on Apr 4, 2011 14:02:44 GMT -5
As a Colonial player who is attacking first, I (we) pass a lot just to keep our numbers up. What do you mean? You opt not to attack? Yep, no attacks or a few where the odds are high, or you have little choice is something we do with the Colonials. Fighting the Cyborg's overwhelming numbers is normally not a good idea.
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Post by toaster on Apr 4, 2011 19:30:47 GMT -5
Quick clarification, can a defending squadron that is being attaced also provide support?
Robert
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Post by warchariot on Apr 4, 2011 20:10:12 GMT -5
Quick clarification, can a defending squadron that is being attaced also provide support? Robert Yes, you can only use them once to support and once to defend, then of course to attack or support an attack.
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Post by toaster on Apr 4, 2011 21:50:02 GMT -5
So if I attack one sqn with two sqns I roll 12 dice and they roll only 6?
Robert
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Post by dotichnus on Apr 4, 2011 23:19:57 GMT -5
Squadrons have to attack one at a time I believe.
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Post by irishthump on Apr 5, 2011 4:19:49 GMT -5
So if I attack one sqn with two sqns I roll 12 dice and they roll only 6? Robert That's a good point, would it not make more sense (and speed up play) if you were to combine dice like that when multiple squadrons attack? Although, it might be a slaughter!
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Post by TheDreadnought on Apr 5, 2011 8:55:55 GMT -5
No. Started to type a long explanation, but short version is that mechanically speaking it makes a hash of things if you try to do that, for very little gain in play speed. From a game design perspective not seeing the results of each dogfight before deciding on the next reduces tactical decision making and turns it into more of just a dice fest.
I'm all about fast play, but when you're designing a game, you need to cut wasted/boring time, not eliminate interesting choices for the player to make. Taking a little longer does not always = bad if you're having fun doing whatever it is.
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