I played just 2 duels but I have few questions. Here's the firsts ones :
First of all, when I decide to warp ships in an ennemy region, can i warp all the ships of my fleet at the same time, or does I need to warp them one by one, allowing my opponent to react to each warp rather than to react only to one global fleet warp ?
Then, I warp in an ennemy outer region with 1 offensive ship and 1 miner ship. This outer region is defended by only 1 ennemy ship. Say that I win the battle and I destroy the ennemy ship without losing my miner. Can I trigger the mining ability of my ship before my next income step (during my next Setup phase) ?
I would answer myself that I can trigger it only with a news card that allows it, but I cannot trigger the mining Command ability because we are not anymore in my Management phase since we started the Battle phase.
Am I right ?
Last, I warp in an ennemy region with my fleet. Then I finish my Management phase, so the Battle phase begins. Say that during the battle I decide to withdraw, can I trigger a Command ability (Ambush for example) of my withdrawing ship after ?
Here again I would answer myself that I cannot trigger the Command ability since we are not anymore in Management phase.
Thanks a lot ! (Sorry if my english is not so understandable)
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I played just 2 duels but I have few questions. Here's the firsts ones :
First of all, when I decide to warp ships in an ennemy region, can i warp all the ships of my fleet at the same time, or does I need to warp them one by one, allowing my opponent to react to each warp rather than to react only to one global fleet warp ?
Every ship is moved one at a time, allowing both you and your opponents to react to that movement. This can become very tacticaly important which order you move them in.
Then, I warp in an ennemy outer region with 1 offensive ship and 1 miner ship. This outer region is defended by only 1 ennemy ship. Say that I win the battle and I destroy the ennemy ship without losing my miner. Can I trigger the mining ability of my ship before my next income step (during my next Setup phase)
I would answer myself that I can trigger it only with a news card that allows it, but I cannot trigger the mining Command ability because we are not anymore in my Management phase since we started the Battle phase.
Am I right ??
Absolutely correct, you can only activate commands during your Management Phase which ended before the battle phase. So, no, you can not start mining or using any other commands. Cards like Front Line Intelligence let you ignore this.
Last, I warp in an ennemy region with my fleet. Then I finish my Management phase, so the Battle phase begins. Say that during the battle I decide to withdraw, can I trigger a Command ability (Ambush for example) of my withdrawing ship after ?
Here again I would answer myself that I cannot trigger the Command ability since we are not anymore in Management phase.
Totally correct for same reason again.
Post edited by: Civi, at: 2006/11/15 19:30
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Gustyboy
User Frigate
Posts: 26
Re:Warp, Battle withdrawing and Command abilities. - 2006/11/15 19:36Ok, so taking over a region from your opponent will only cut his income, and you'll need 1 more turn in the region to really get advantage of it if the income is almost made by mining. In the same way, defending an outer region you just conquered is much more difficult due to your Ambush/Patrol not activated.
Does this means that you can play cat'n mouse with your opponent if you don't have warp scramble ability ?
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Ryuteki
User Battlecruiser
Posts: 679
Re:Warp, Battle withdrawing and Command abilities. - 2006/11/15 21:44Gustyboy wrote: Ok, so taking over a region from your opponent will only cut his income, and you'll need 1 more turn in the region to really get advantage of it if the income is almost made by mining. In the same way, defending an outer region you just conquered is much more difficult due to your Ambush/Patrol not activated.
Does this means that you can play cat'n mouse with your opponent if you don't have warp scramble ability ?
Yup. -Ryuteki, Owner of the Rules! We're playing Monday evenings in IL, see www.games-plus.com for the address or email me at ryuteki AT gmail DOT com.
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Civi
User Cruiser
Posts: 121
Re:Warp, Battle withdrawing and Command abilities. - 2006/11/15 22:22Gustyboy wrote: Ok, so taking over a region from your opponent will only cut his income, and you'll need 1 more turn in the region to really get advantage of it if the income is almost made by mining. In the same way, defending an outer region you just conquered is much more difficult due to your Ambush/Patrol not activated.
Does this means that you can play cat'n mouse with your opponent if you don't have warp scramble ability ?
Absolutely. Cards like Front Line Intelligence do help, as if you win the attack you can sit their all vulnerable, rather than pull out. THen once your opponent attacks, but before combat you can use ot to action a Command. Very unexpected, and some Ambush or a tough Patroller always irritates the enemy.
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From experience, large amounts of defending Ambush really can sting. So yeah, Target Jam certainly has its uses. How else are you going to prevent that ship mining mid combat?
Post edited by: Civi, at: 2006/11/16 06:56
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612
User Scout
Posts: 3
Re:Warp, Battle withdrawing and Command abilities. - 2008/04/20 12:58Gustyboy wrote:Ambush is not so irritating if you can jam it Well, I know this is an old message, but still I have to disagree on that.
Target Jam says: "At the beginning of a target step, up to X defending ships of your choice cannot use its command abilities this battle phase"
Ambush says: "At the beginning of a withdraw step, this ship may deal X damage to an attacking ship"
Now we all know that Withdraw step comes before the Target step, so the ambush damage occurs before the attacking ship even has a chance to use its jamming ability, don't you think?
Post edited by: 612, at: 2008/04/20 12:59
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Target Jam can cancel ambush as well as patrol. Target Jam now reads: (At the beginning of a battle phase choose up to x target defending ships, the chosen targets may not use their command abilities this battle phase.)-Ryuteki, Owner of the Rules! We're playing Monday evenings in IL, see www.games-plus.com for the address or email me at ryuteki AT gmail DOT com.
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Kempeth
User Battlecruiser
Posts: 367
Re:Warp, Battle withdrawing and Command abilities. - 2008/04/21 08:07Since we are correcting statements in this thread I would also like to point out that with Exiled the rules concerning attacks were changed. All your ships move together now. Your opponent can still respond to every warp individually but you need to specify all warps together.
This gives the defender a nice advantage because the attacker needs to plan for potential nasties like SC Glitch or that Region that can deny warps...
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Ryuteki
User Battlecruiser
Posts: 679
Re:Warp, Battle withdrawing and Command abilities. - 2008/04/24 01:41Kempeth wrote: Since we are correcting statements in this thread I would also like to point out that with Exiled the rules concerning attacks were changed. All your ships move together now. Your opponent can still respond to every warp individually but you need to specify all warps together.
This gives the defender a nice advantage because the attacker needs to plan for potential nasties like SC Glitch or that Region that can deny warps...
Good catch, I didn't read that far back into the thread.-Ryuteki, Owner of the Rules! We're playing Monday evenings in IL, see www.games-plus.com for the address or email me at ryuteki AT gmail DOT com.
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Target Jam can cancel ambush as well as patrol. Target Jam now reads: (At the beginning of a battle phase choose up to x target defending ships, the chosen targets may not use their command abilities this battle phase.) heh, better late than never I guess thanks!
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