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Author Topic: BFG FAQ 2010 Ordnance Questions  (Read 150133 times)

Offline RayB HA

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BFG FAQ 2010 Ordnance Questions
« on: April 20, 2010, 09:54:12 PM »
Hello everyone,

I'm going to collate all post 2007 FAQ and then add this to a newer and eventually official BFG FAQ 2010.

Please help by putting up Ordnance questions unanswered by the 2007 FAQ or are unclearly resolved in official material.   

There are two other topics, one for fleet specific questions and general rules questions.

Fleet Specific Questions: http://www.sg.tacticalwargames.net/forum/index.php?topic=1345.0
General Rules Questions: http://www.sg.tacticalwargames.net/forum/index.php?topic=1352.0

I will be adding answers to the questions by editing this first post.

If an answer has the term ‘needs HA ruling’ it may change before publication.

Thank you very much for your help,

RayB HA

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Ordnance

Attack Craft Marker Size: All attack craft markers should be based on a small square Warhammer infantry bases or bases/markers of square dimensions measuring 2cm by 2cm. (Needs a HA Ruling)

Overlapping Ordnance Markers: Ordnance may not overlap except during stacking when in a wave or it is a salvo of boarding torpedoes. (Needs a HA Ruling, this may be removed)

Attack Craft Waves Turning: Attack craft waves don’t have a limitation on turning, however no part of the wave may move more than its speed. I.e. you cannot gain extra speed by turning at the end of your movement making the corner move further than the waves speed. If you are intending on attacking at the fringe of your total movement, you should measure the distance before you move the wave.     

Torpedo Placement in Turn of Launch: Place the torpedo marker at the end of its movement in the turn of launch so that it is completely within the correct fire arc. Now retrace the markers movement reducing its strength as appropriate.  When launching torpedoes the torpedo marker will technically be in all arcs and may be in multiple arcs until its final position this movement, it may not interact with anything out of the torpedoes firing arc. (Needs HA Ruling)   

Massed Torpedo Salvoes: When launching a combined salvo from a squadron the salvo must be in ALL of the ships appropriate firing arcs and its furthermost edge at the limit of its speed from the furthest ships stem.

Reducing Torpedo Markers: When reducing a torpedo marker the centre must always be in the same point.

Turning Torpedoes: When turning torpedoes turn from the centre of the marker. Torpedoes can’t turn in the ordnance phase they were launched.

Splitting Torpedoes: You cannot split torpedoes.

Boarding Torpedoes hitting against armour values: Boarding torpedoes hit against armour just like normal torpedoes but instead of causing damage they cause a hit and run attack.

Boarding Torpedoes hitting other Torpedoes: When boarding torpedoes hit any other torpedoes unless other friendly boarding torpedoes they will be removed as normal.

Turrets

TURRET SUPPRESSION RULES:  Each fighter in a wave of bombers attacking a ship will add +1 attack to the total attack runs of the wave, regardless of whether they are shot down or not. The maximum number of bonus attacks that can be added in this way is equal to the number of turrets the target ship has on its profile (so not including bonuses from other ships in base contact using the massed turret fire rule). There must be at least one surviving bomber in the wave after turret fire to gain these bonus attacks and fighters are removed before any other type of ordnance.
Note: the number of attacks that each individual bomber makes is not altered by the addition of fighters. So if two bombers are attacking a two turret target they will each make 1D6-2 (minimum zero) attacks regardless of whether there are accompanying fighters or not. If one fighter accompanies the bombers, +1 attack is added to the total. If two or more fighters are accompanying the bombers then +2 attacks are added to the total (since it has two turrets).
Also note that crippling a vessel constitutes a permanent change to its turret value and thus the maximum number of attacks that can be gained by supporting fighters. A crippled Lunar will only have 1 turret and so you can only gain a maximum of +1 attack due to fighter support.

Massed Turret Limitations: There is a limitation of three to the number of ships you can benefit from when calculating massed turrets. Note: bomber attack runs are only affected by the ships actual turrets strength.

Massed Turrets and Ships with 0 Turret Strength: A ship with 0 turrets strength cannot offer a bonus to massed turrets, but may itself benefit from massed turrets from a ship with turret strength 1 or more.

Massed Turrets During the Movement Phase: You can't stagger movement of your fleet, so you will only be able to benefit from massed turrets after or before other ships have moved but not during. (Needs HA Ruling)

Turrets Reducing Attack Runs: Turrets reduce bomber attack runs even if they have shot at torpedoes.

Combat Air Patrol, CAP

Fighters on CAP and Launching Torpedoes/mines: Fighters on CAP don’t attack torpedoes/mines being launched from a ship it is protecting or from friendly ships in base contact including when launching a massed torpedo salvo.

Fighters on CAP in a Mixed Wave: Only attack craft with the fighter rule can be placed on CAP. So a fighter must be split from attack craft in a wave that don’t have the fighter rule. 

Fighters on CAP and Other Friendly Attack Craft: It is possible to defend friendly attack craft by putting them within the perimeter of a ship’s base that has fighters on CAP. Note: If fighters attack attack craft that are ‘hiding’ on a ship’s base they will not be attacked by turrets.

Fighters on CAP Attacking Enemy Ships: If attack craft on CAP can attack ships, like Thunder Hawks, they may not attack until they leave CAP.   

Fighters leaving CAP: There are only two moments when fighters can leave CAP excluding their destruction. The first is at the beginning of the owning player’s movement phase and the second is during the owning player’s part of their opponent’s ordnance phase. Note: If the attack craft on CAP is resilient it still moves with the ship even if it has made a save.

Exploding ship with fighters on CAP: If a ship explodes while having fighters on CAP treat the fighters as a wave against the effects of the explosion. If they survived and the fighters weren’t originally a wave they act as separate fighter markers, otherwise they will still be an attack craft wave.

Resilient Attack Craft and Mines

Resilient Attack Craft in Multiple Combats in a Single Ordnance Phase: If resilient attack craft make their save they lose their fighter rules for the rest of the ordnance phase. This means that only fighters can initiate combat with resilient attack craft after they have made a save where both markers are removed (unless the attacking fighters are also resilient). (Needs HA Ruling)

Resilient Attack Craft Against a Wave:  If a resilient attack craft marker contacts a wave of ordnance and makes its save it remains in play and can no longer interact with the wave until either of the markers can move again.         

Resilient Attack Craft in a Wave and Movement: If a wave containing resilient attack craft attacks or is attacked and a save is made that ordnance marker may no longer move. However it may be split from the wave to allow the wave to continue its movement.

Orbital Mines and Launch Bay Strength: Orbital mines completely replace ALL the attack craft in a ships launch bays in a one for one manner. E.g. an Imperial Dictator has four launch bays in total so if mines were taken it would have four mine launchers in total. 

Ork Orbital Mines: Orks may buy orbital mines like other fleets at 5pts per bay. In the case of the Hammer class battlekroozer this costs 20pts. Note: Ork Space Hulks cannot take mines as they are defences.

Eldar Orbital Mines: Eldar Orbital mines benefit from Eldar stealth and so will be hit by turrets on a 6+. (Needs HA Ruling)

Space Marines Taking Mines: Space Marines cannot take Orbital Mines. (Needs HA Ruling)

Tau Taking Orbital Mines: Tau may take orbital mines, however as the Explorer Class Starship is a battleship only the Hero or Demiurg Bastion can take orbital mines where the risk may outweigh the benefits. In the case of the Bastion you have the choice of firing torpedoes or mines.
« Last Edit: May 04, 2010, 03:08:37 PM by RayB HA »
+++++++++++

When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!

Offline RayB HA

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #1 on: April 20, 2010, 10:12:34 PM »
This will hopefully be the last 2010 FAQ splinter thread due to the character limit. But please keep throwing questions up here!

Cheers,

RayB HA 
+++++++++++

When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!

Offline fracas

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #2 on: April 21, 2010, 01:23:11 AM »
How about

Attack Craft Marker Size.
Either 2cm x 2cm or 1cm x 4cm (since the cardboard/printout markers are 2x2cm but the blister comes with 1cm x 4cm)


Attack Craft Wave Size.
Maximum wave width is 4cm (or possibly 8cm?).

Offline RayB HA

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #3 on: April 21, 2010, 09:54:02 PM »
Fracas,

As the small warhammer base is so easy to get hold of and is so similar to the cardboard chits it over shadows the Epic bases in my eyes. Epic bases are still cool, just cut 'em in half!  :)

Cheers,

RayB
+++++++++++

When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!

Offline fracas

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #4 on: April 22, 2010, 01:11:36 AM »
what about limit to a wave maximum width

Offline Admiral_d_Artagnan

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #5 on: April 22, 2010, 03:14:55 AM »
Ray to help keep everything in one place, how about you put everything in a PDF and have it hosted here or someplace. Then you update it only when you think there's been enough changes. Say once or even twice a week.

Having just come from another game which extensively Field Tested their Mark 2 Rules, it works as people can playtest the changes you propose and then you can integrate the changes into the FAQ.

As it is, while I would like to comment, for some reason I have a hard time coming here with my connection at home and have to rely on another connection which I don't use regularly. But if we can consolidate the experimental FAQ into one PDF it would be easier on everyone I think.

Offline fracas

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #6 on: April 22, 2010, 02:30:32 PM »
Ray,

I am not sure that it is as easy to obtain 2x2cm bases as you think. In addition, for people who do buy attack crafts models, it will seem at least odd if not frustrating that you cannot use the bases that came with the blister and have to scrounge up warhammer bases. We should allow the option to base attack crafts on 1x4cm bases

Offline Vaaish

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #7 on: April 22, 2010, 02:34:17 PM »
20x20mm epic bases pop up on ebay quite regularly and I've seen them stocked in a couple of online vendors. I think the greater concern is the models shipping with bases that are then useless.
-Vaaish

Offline RayB HA

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #8 on: April 22, 2010, 03:27:15 PM »
Well, you can still cut the Epic bases in half and then put them on top of differently marked warhammer bases, as I have done in the pic.

Warhammer bases are easy to get hold of. You can buy packs of them from GW stores, from the GW online store or if you like money, from an independant online store or ebay. 

Cheers,

RayB HA
+++++++++++

When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!

Offline Commx

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #9 on: April 22, 2010, 03:35:37 PM »
Ray,

As I indirectly asked in the thread about base sizes, does attacking as a wave allow Attack Craft (usually Bombers or Assault Boats) to exceed their normal movement to attack? For example, if the 'snake' example were to move length-wise for 19cm and touched a Vessel, would the remainder of the Bombers still be allowed to make Attack Runs despite being incapable of actually ending up in base contact with the Vessel themselves (due to their 1cm of remaining movement being utterly incapable of letting them cross the 5-15cm distance between them and the Vessel)? It seems logical that this is not the case, but your comments there make me think otherwise.

Offline RayB HA

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #10 on: April 22, 2010, 08:19:03 PM »
Commx,

When an ordy wave of any type touches a ships base, ALL the ordy gets to attack. If it were as you described how ordy attacking in the movement phase work?  ;)

Cheers,

RayB
+++++++++++

When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!

Offline Commx

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #11 on: April 22, 2010, 10:46:50 PM »
That's an easy one: The Vessel continues its movement, and is then attacked by all of the AC it actually passed over.

This way a 'tight-packed' Wave would be less likely to obstruct something than a spread out one, but the former hits much harder when it does. That gives you the option of forming a wide screen to keep out Escorts or a single cluster to get in the way of a Battleship or other big ship.  ;D

Offline RayB HA

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #12 on: April 23, 2010, 11:57:32 AM »
Commx,

Funny, that would suck. The movement phase would shift into AC clean up as ships fly over 'bits' of waves.

Cheers,

RayB
+++++++++++

When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!

Offline russ_c

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #13 on: April 24, 2010, 12:32:41 AM »
Mine Layer Option: When taking the mine layer option from Armada, you must convert all available launch bays to launch mines right?  Also, you can only launch 1 mine per Launch Bay not per launch bay capacity correct?

The confusion was brought up in this thread:
http://www.portmaw.com/e107_plugins/forum/forum_viewtopic.php?38469

Thanks,

Russ


 

Offline RayB HA

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Re: BFG FAQ 2010 Ordnance Questions
« Reply #14 on: April 26, 2010, 09:06:36 PM »
Russ,

I've answered your questions at the end of the Ordy FAQ.

Cheers,

RayB HA
+++++++++++

When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!