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Author Topic: FAQ 2010 Corrections (Part 2 of 2)  (Read 4812 times)

Offline flybywire-E2C

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FAQ 2010 Corrections (Part 2 of 2)
« on: August 16, 2010, 03:33:32 AM »
THIS IS PART TWO OF TWO PARTS DUE TO POST LENGTH RESTRICTIONS! Hi everyone! I think I have found all the different rule corrections, conflicts and just pain OOPS listed here and on the BFG-List. Rather than answer them all separately in all the places I found them, I thought it would be more useful to collate it all in one place. If there are any I missed or if there is anything here I screwed up, the fault is all mine. PLEASE let me know if there are FAQ topics that still need to be addressed or corrected, if there is anything here that didn't paste in correctly, or if you just happen to have some questions or comments. In particular, I'd like to thank Commx, Vaaish, Horizon, Zhukov and others.  Enjoy!


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Brace For Impact does NOT halve turret values (note that being crippled does). However, it is the only special order that halves a ship‟s ability to launch ordnance, provided the launching vessel is already reloaded. This effect is cumulative, meaning if a ship is both braced and crippled, its weapons and ordnance are halved (rounding up) again! For example, a Styx heavy cruiser that is both braced and crippled has a launch bay strength of 2 each side, or 6/2=3, then 3/2 =1.5 (rounding up)=2.
This example is erroneous as well. Either the Launch Bays are added up before dividing it by two twice; or this is done for each individual Launch Bay. Either way, the Crippled and Braced Styx will end up with a Launch Bay strength of one per side for a total of two. (Either 6/2=3, 3/2=1/5->2, or 2*(3/2=1.5->2, 2/2=1)=2) Page 4 indicates that the former should be the case so it's just a matter of changing '2 each side' to '1 each side'.
OOPS!  FIXED! Basically I should have never said “each side.”

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A ship that fails to Brace For Impact cannot attempt again to Brace until the ship, squadron, ordnance wave or other event causing damage to it completes its attacks. It can however again attempt to brace before the next ship, squadron or ordnance wave attacks it.
Does this also mean that a ship that chooses not to Brace versus the first salvo of an enemy ship or squadron cannot decide to Brace against a second one afterwards?
Yes it can. FIXED! This should have been phrased “A ship that fails an attempt to Brace For Impact…”

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target aspect or modifier can adjust shooting beyond the far left or right columns on the gunnery table. <sic>
I presume this sentence is supposed to start with 'No'?
OOPS!  FIXED!

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A ship that starts or ends its movement in contact with a blast marker for any reason counts as being in contact with a blast marker in every arc for purposes of movement, shooting or ordnance attacks. A ship in base contact with a blast marker counts as being in contact all around it. This includes whether or not other ships are in base contact with it or for purposes of ordnance attacks. Ships firing battery (firepower) weapons at such a vessel suffer a right column shift. Ordnance attacking it must first roll a D6, removing the entire wave or salvo on a roll of 6.
In base contact with what? The ship (which makes no sense), or the Blast Marker (which contradicts the very first paragraph under Blast Markers)?
FIXED! Bad phraseology. I re-wrote the whole thing as follows: A ship that starts or ends its movement in contact with a blast marker for any reason counts as being in contact with a blast marker all around it and in every arc for purposes of movement, shooting or ordnance attacks. Ships firing battery (firepower) weapons at such a vessel suffer a right column shift. Ordnance attacking it must first roll a D6, removing the entire wave or salvo on a roll of 6.

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Blast Markers and Multiple Bases: When a ship has multiple bases in contact and its shield goes down, the blast marker may be placed anywhere on the targeted ship‟s base, potentially taking down other ships shields.
If it is no longer 'as close as possible to the attacker', who decides where they will be placed?
Fixed- the attacker does. This same rule also prevents an attacker from using the “as close as possible to the attacker” former rule from dropping shields on ships that are nearby but not actually in base contact. This is already further clarified by the next line item in the FAQ.

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Various rules about Blast Markers which may be placed during Movement.
What if a ship only comes into contact with a Blast Marker during the last 5cm of its movement? Does it stop right there, or is it placed at the end of its reduced maximum movement? The former seems more logical as the other might prevent it from reaching the Blast Marker (and thus being slowed down) in the first place.
FIXED! If a ship cannot elect to slow down (such as when on All Ahead Full special orders) comes into contact with a blast marker within the last 5cm of its movement, it must instead stop at the point it comes in contact with the blast marker.

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Nova Cannon VS Holofield & Area Effect VS Holofield
Which of these rules should be applied to the Planet Killer's Armageddon Gun?


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Multiple fighters on CAP in base contact with a single ship function as a single wave in all respects. When encountering blast markers, roll once per blast marker for the whole wave, not per squadron marker. This includes if the ship is subsequently destroyed, though they may afterwards separate normally if the owning player elects to do so.
The last sentence directly contradicts the last sentence of another paragraph in the same section:
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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. Any markers that survive subsequently act as separate ordnance markers that are no longer in a wave.
 

FIXED! I removed the conflicting rulings and combined them into a single paragraph: Multiple fighters on CAP in base contact with a single ship function as independent markers in all respects. When encountering blast markers, roll once per squadron marker. This includes if the ship is subsequently destroyed, at which time the fighter markers roll separately against the effects of the explosion. Any markers that survive subsequently act as separate ordnance markers and may move again in the subsequent ordnance phase.

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Reducing Torpedo Markers: When reducing a torpedo marker the centre must always be in the same point along the line of fire.
As all Torpedo salvoes are of identical size now, this rule is redundant.

FIXED!

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Massed Turrets During the Movement Phase: No more than one ship can be moved at a time, so ships will only be able to benefit from massed turrets after or before the movement phase is complete but not during. This does not affect how and in what order ships escorted by CAP are moved.
So if, during its movement, a ship is in base contact with another when it touches ordnance, it will still not receive the Mass Turrets bonus?

Because ordnance attacks are always solved immediately and ships can only move one at a time, I don’t know how a ship could be in base contact with another as it moves into ordnance except in the extremely unusual circumstance where a ship extremely near to but not actually touching an enemy ordnance marker has a friendly ship move in base contact with it while it simultaneously contacts the ordnance marker. In this and ONLY this case can it then mass turrets! Yes, I added this to the FAQ.

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Any ship or defence with either 3 or more shields OR greater than 10HP must use a large size base. However, any capital ship can elect to use a large base and is considered to have Tractor Fields for free.
To prevent confusion about this, perhaps it should be mentioned that Tractor Fields do not actually exist and that this simply refers to the increased area the ship occupies?

FIXED!

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Boarding Value and Boarding Modifiers: The boarding value is your remaining hits (plus turrets if you‟re defending) which may offer a +1, +2, +3 or +4 boarding modifier, depending on the combination of modifiers you have.
The paragraph above this one specifically states that Turrets are not a part of the Boarding Value.

FIXED! The previous paragraphed was broken and repaired to read as follows: Boarding Values and Turret Strength: While turret strength is applied when defending against a boarding action, turret strength is not part of a ship’s basic boarding value. So if the ship is defending and has a bonus, like the mark of Khorne’s doubling of the value, the value doubled is the ship’s remaining hit points. The turret strength is added after and is not affected by this.

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Leadership Check to Traverse Asteroid Field: You must pass a leadership test to move through asteroid fields or suffer D6 damage. In the case of capital ship squadrons, each ship that moves through the asteroid field and fails suffers D6 damage. In the case of escort squadrons that fail, D6 damage is distributed among the escorts that actually entered the asteroid field, in the order that the ships entered. In all cases, shields (but not holofields) work normally against hits.
Does this mean that every capital ship in a squadron must test individually when moving through an Asteroid Field or equivalent? And if so, using its own Leadership or the highest in the squadron?

FIXED. No, only one test is made for the whole capital ship squadron, which may be re-rolled if necessary by expending a re-roll.

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It is stated in Armada pg. 54 that:

"In addition, if a mimic engine-equipped vessel is more than 30cm from the enemy at the start of the game (after making it's extra move) it may NOT be targeted by enemy ships at all during the first turn of the game, until it itself has attacked another vessel."

How does Ordnance play into this rule? If any is launched it counts as being "spotted"? Or only if the Ordnance hits an enemy that turn? Or does it not count at all as an attack?

-Zhukov

Here’s what we added to the FAQ: The Dark Eldar mimic engine described on p.54 of Armadas is unchanged, but it loses its ability to not be targeted by enemy ships in the first turn if it launches ordnance that attacks enemy ordnance or ships.


Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline Masque

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Re: FAQ 2010 Corrections (Part 2 of 2)
« Reply #1 on: August 16, 2010, 04:34:31 AM »
Quote
Multiple fighters on CAP in base contact with a single ship function as a single wave in all respects. When encountering blast markers, roll once per blast marker for the whole wave, not per squadron marker. This includes if the ship is subsequently destroyed, though they may afterwards separate normally if the owning player elects to do so.
The last sentence directly contradicts the last sentence of another paragraph in the same section:

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. Any markers that survive subsequently act as separate ordnance markers that are no longer in a wave.
 

FIXED! I removed the conflicting rulings and combined them into a single paragraph: Multiple fighters on CAP in base contact with a single ship function as independent markers in all respects. When encountering blast markers, roll once per squadron marker. This includes if the ship is subsequently destroyed, at which time the fighter markers roll separately against the effects of the explosion. Any markers that survive subsequently act as separate ordnance markers and may move again in the subsequent ordnance phase.

I think this creates a new problem.  Now a four fighter CAP will stop four seperate torpedo salvoes.  Are you not wanting to make them a wave for all purposes to prevent people from combining seperate waves?  Just allow only a single wave to go on CAP per ship.  If a new fighter wave wants to take over, make the old one leave first.

Offline horizon

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Re: FAQ 2010 Corrections (Part 2 of 2)
« Reply #2 on: August 16, 2010, 08:04:52 AM »
We played this:
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Now a four fighter CAP will stop four seperate torpedo salvoes.  Are you not wanting to make them a wave for all purposes to prevent people from combining seperate waves?  Just allow only a single wave to go on CAP per ship.  If a new fighter wave wants to take over, make the old one leave first.
already.

Thus 4 seperate fighters was allowed.

Offline DarknessEternal

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Re: FAQ 2010 Corrections (Part 2 of 2)
« Reply #3 on: August 16, 2010, 08:40:28 PM »
That seems excessively stupid.  It makes torpedoes functionally worthless against any fleet with fighters, but the launch bays don't have to commit completely to anti-torp.  They'll have enough to cover those while still pumping out bombers.

Offline Don Gusto

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Re: FAQ 2010 Corrections (Part 2 of 2)
« Reply #4 on: August 16, 2010, 10:21:16 PM »
Now a four fighter CAP will stop four seperate torpedo salvoes.
I'm completely lost here.
4 fighters can eliminate 4 torpedo salvos, what else would they do?

Offline russ_c

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Re: FAQ 2010 Corrections (Part 2 of 2)
« Reply #5 on: August 17, 2010, 01:58:57 AM »
Now a four fighter CAP will stop four seperate torpedo salvoes.
I'm completely lost here.
4 fighters can eliminate 4 torpedo salvos, what else would they do?


Unless I'm totally mixed up.  All fighters on CAP use to be treated as a single wave so they could only stop 1 wave of torps.  They new rule correction is making them separate for all intents and purposes, thus the debate on the affects this has for torps has arrived.

Russ

Offline Don Gusto

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Re: FAQ 2010 Corrections (Part 2 of 2)
« Reply #6 on: August 17, 2010, 02:49:32 AM »
You mean if a wave of 4 fighters contacts 1 single torpedo each of the fighters removes that single torpedo and is then removed itself?
All 4 of them?
That makes no sense to me. I can't find anything why I would play it that way either.

Offline horizon

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Re: FAQ 2010 Corrections (Part 2 of 2)
« Reply #7 on: August 17, 2010, 04:04:43 AM »
Exactly, on cap or in space, when a wave of 4 fighters hits 1 torp marker, then the torp marker and 1 fighter marker is removed, thus 3 remain.
But normally we (I) use fighter markers not in a wave when hunting torpedoes but that does not change how many torp markers are removed.

Non-waved or waved 4 fighter marker will always and ever remove 4 different (seperate) torpedo markers.


Offline DarknessEternal

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Re: FAQ 2010 Corrections (Part 2 of 2)
« Reply #8 on: August 18, 2010, 12:23:34 AM »
Yes, but shooting off a stack of CAP fighters used to take one shot.  Now it will take too many to matter.

Offline horizon

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Re: FAQ 2010 Corrections (Part 2 of 2)
« Reply #9 on: August 18, 2010, 04:01:40 AM »
Not, with as how we played. ;)
Since we allready played with individual multiple cap markers.

And, honestly.... you're gonna shoot at fighters on cap?


Offline DarknessEternal

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Re: FAQ 2010 Corrections (Part 2 of 2)
« Reply #10 on: August 18, 2010, 06:05:27 AM »
I would have before with my usual Nightshade squadrons.  Shoot off the fighters, launch the torpedos.  That's not possible with these new rules.

Offline horizon

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Re: FAQ 2010 Corrections (Part 2 of 2)
« Reply #11 on: August 18, 2010, 06:29:35 AM »
Ok, still a hard stretch since opponent has multiple ships he needs to defend, and beside a Tau fleet (which will send out bombers to hunt you anyway) no fleet can deploy 4 fighters on every ship.

So, still, a non-issue to me.