Lol.... didn't even notice it.Mike wrote:No problem to get to 1-hex range at the end of an Impulse.
Just takes some fancy maneuvering sometimes.
P.S. Note the date of my original post...
Search found 12 matches
- Thu Apr 09, 2009 11:24 pm
- Forum: Tactics
- Topic: Fed Tactical Advice
- Replies: 31
- Views: 53256
- Fri Apr 03, 2009 10:51 pm
- Forum: Tactics
- Topic: Fed Tactical Advice
- Replies: 31
- Views: 53256
Here is a little-used Federation tactic that just might win the day, so to speak...
Don't do pre-loads at the start of a scenario. Take the batteries instead. Your opponent will not be fearful of closing with you. Let loose your phaser fire at a bit of a distance farther than your opponent wishes ...
Don't do pre-loads at the start of a scenario. Take the batteries instead. Your opponent will not be fearful of closing with you. Let loose your phaser fire at a bit of a distance farther than your opponent wishes ...
- Wed Apr 01, 2009 5:28 am
- Forum: Tactics
- Topic: Fed Tactical Advice
- Replies: 31
- Views: 53256
I've said this elsewhere, but the Feds were MADE to use direct targeting. In the old SFB rules, "non-violent combat" was the tactic, but here in FC the rule has been wonderfully revised.
Another thing to consider is application of force. The destruction of your opponent isn't as big a goal as it is ...
Another thing to consider is application of force. The destruction of your opponent isn't as big a goal as it is ...
- Sun Mar 15, 2009 11:21 pm
- Forum: Rules Questions
- Topic: Multiple tractor beams
- Replies: 12
- Views: 16094
At any given point in time, a ship may only be tractored to one other ship. (This does not apply to objects like drones or shuttles or "pucks".) So, only one of the Gorn ships can tractor you; not all three.
The way it works is this: One Gorn ship may attempt to tractor you. (If two try, they must ...
The way it works is this: One Gorn ship may attempt to tractor you. (If two try, they must ...
- Thu Mar 12, 2009 5:23 pm
- Forum: Tactics
- Topic: sabre dance, trip and fall
- Replies: 17
- Views: 33429
Re: repair not power
Thats it exactly.rockyr wrote:4 repair points for weapons, not power maybe?
Thanks to all for the great commentaries here. Much more to think about...
R
- Thu Mar 12, 2009 3:14 pm
- Forum: Rules Questions
- Topic: fed CA firing down the rear hex
- Replies: 10
- Views: 14261
- Thu Mar 12, 2009 3:04 pm
- Forum: Rules Questions
- Topic: Multiple tractor beams
- Replies: 12
- Views: 16094
Multiple tractor beams
The other night I had a d7 surrounded by 3 gorn ships. At 1 hex away I attached 1 tractor from each ship.
Am I correct when I say the D7 must tractor auction each ship individually?
If multiple ships remain attached how does that work for movement and so forth?
Thanks
Am I correct when I say the D7 must tractor auction each ship individually?
If multiple ships remain attached how does that work for movement and so forth?
Thanks
- Thu Mar 12, 2009 2:45 pm
- Forum: Tactics
- Topic: sabre dance, trip and fall
- Replies: 17
- Views: 33429
Don't know where I got that.... I wasn't rule looking when I wrote that.Savedfromwhat wrote:It doesn't cost any power to repair. But I liked your tactics.captcorajus wrote:Getting the phaser is a bonus. It costs 4 points of power to repair the weapon...
- Wed Mar 11, 2009 6:23 pm
- Forum: Tactics
- Topic: sabre dance, trip and fall
- Replies: 17
- Views: 33429
- Wed Mar 11, 2009 5:23 pm
- Forum: Tactics
- Topic: sabre dance, trip and fall
- Replies: 17
- Views: 33429
- Wed Mar 11, 2009 4:46 pm
- Forum: Tactics
- Topic: photons noww or then
- Replies: 14
- Views: 25403
- Wed Mar 11, 2009 3:52 pm
- Forum: Tactics
- Topic: sabre dance, trip and fall
- Replies: 17
- Views: 33429