GZG List archives -- November 2006

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Re: [GZG]  Full Thrust Playtest?




----- Original Message ----- From: "Oerjan Ariander" <oerjan.ariander@xxxxxxxxxx>
The official Full Thrust rules themselves aren't consistent in this respect: Fleet Book 1 specifies that screens do *not* apply to rerolls, but in various Q&As GZG has stated that the +1 DRM for Interceptors and Attack Fighters *do* apply to rerolls. The UFR makes these inconsistencies obvious by collecting all the beam-die rules and official clarifications in once place, but it didn't introduce them :-/
It would be good to standardise on an approach so that either DRM do apply to rerolls or they don't.



>>>>AMTs must declare an attack against all ships within 3 mu. >>> >>>How does this work? The missile can't physically move >>>into contact with all ships within 3mu. >> >>NO missile, fighter group, plasma bolt or whatever moves >>during the attack declaration or attack resolution phases. >>They are all left right where they ended their primary move, >>launch or secondary move (whichever came last), just like in >>the Fleet Book 2 rules. > >I know the missile does not move in the attack declaration phase.

Your objection (quoted above) was that the AMT couldn't declare attacks against all targets within 3mu because it "can't physically move into contact with all ships within 3mu". What I am saying is that this objection is invalid, because AMTs *never* physically move into contact with *any* targets. They're area-effect weapons, just like Plasma Bolts are.

>But the missile has to attack the nearest ship within range. So
>that should be the ship it attacks.

No, the AMT doesn't "have to attack the nearest ship within range".

It uses its secondary move to *move* towards the nearest "target" (which is supposed to mean "enemy ship or orbital base"). Once it has made that move, it *attacks* EVERYTHING within 3 mu.

I agree with your expanded explanation but it isn't what the rules talk about. Also the missile doesn't attack as such. It just catches ships in it's blast radius.


The game effect of an AMT declaring attacks against all ships (friendly as well as enemy) within 3mu, is that all those ships become able to use their PD weapons against the AMT without having to use an ADFC or FCS to guide the point defences.
Why is that? Why would a missile has an AMT warhead it is easier to hit than a missile that has a conventional warhead? (which is the effect of ships within the blast radius being able to use their weapons to attack AMT missiles that have moved into contact with an adjacent vessel.



Interceptor Pods) regardless of whether or not that fighter group (etc.) is attacking anything. Note that the normal restrictions on (A) arc fire apply whenever you use an FCS to target anything.
What are the "normal restrictions" on fire arc when firing a PDS weapon with a fire control at enemy ordnance? PDS doesn't have a fire arc restriction into the baffles unless its the FC that imposes the restriction? If so can ships now not fire into their own rear arc with PDS?
>>>>Scattergun 6mu 1d3 1
What happens if a scatter gun fires at a squadron of heavy fighters with this reduction in hitting power? As things stood heavy fighter took D3 hits instead of D6. Does shooting at heavy fighters take the scatter pack down to a beam dice of damage?

It would be good to see an updated version of the UFR with the wording cleaned up. I could then take it back to my group for some play testing.


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