firing out of an asteriod hex

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pneumonic81
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firing out of an asteriod hex

Post by pneumonic81 »

One of my opponents likes to sit in an asteriod hex and fire occationally. He has been adding +1 to direct fire weapons, which I beleive is correct. However when launching seeking weapons he claims that there is no effect on them from the asteriod hex.

What this ends up looking like is a hex that he can safley fire drones/plasma out of but if any drone or plasma enters the hex, it receives a penalty. The question is, how can such a hex damage incoming weapons but have no effect on weapons that are leaving. Also if there is no effect on seeking weapons fire from an asteriod hex, then why is there an effect on direct fire leaving that same hex?

perhaps someone can clarify if there is a problem here, or if I am misreading the rules.
Last edited by pneumonic81 on Sat Jul 12, 2008 12:45 pm, edited 1 time in total.
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DNordeen
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Post by DNordeen »

For the +1 to direct fire, you are correct. 6B3 specifically includes the hex of the firing unit.

For the damage to drones, your opponent has it right. Ships, fighters, shuttles, drones, and other units receive damage for each asteriod hex entered.

There's no real easy way to do it any other way. If you take damage for every hex you leave, then he can fire into an asteriod hex without damage. If you do both entering and leaving, than everyone recieves double damage.

For "rationalization" purposes, you could assume that the firing ship has moved to the edge of the field to fire or has programmed in an initial flight path to avoid the asteriods. Since you couldn't do that for other hexes, the drones would take damage for each hex entered.
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mjwest
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Post by mjwest »

DNordeen is absolutely correct.

BTW, pnemonic, that really sounds like a nice little tactic submission to me ...
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pneumonic81
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Post by pneumonic81 »

Yeah its a fairly good tactic, the drawback is that you yourself have to move through the asteriods at 0+1 or 8+1 which then limits your manuver options.

We have all used it since I have at least 4 panels of asteriods in each fight (they are wicked fun to play with).
Last edited by pneumonic81 on Sat Jul 12, 2008 12:45 pm, edited 1 time in total.
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texastwister
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Post by texastwister »

pneumonic81 wrote:Yeah its a fairly good tactic, the drawback is that you yourself have to move through the asteriods at 0+1 or 8+1 which then limits your manuver options.

We have all used it since I have at least 4 panels of asteriods in each fight (they are wicked fun to play with).
Wicked annoying, I'd say :-)
They've made me nearly give up on playing Kzinti on the map as it currently stands because they make it too hard to use the Kzinti speed and maneuverability to best effect and also greatly reduce drone effectiveness at the same time. But... if you have to deal with them, you gotta take advantage of every trick they offer.

Glad I was right on this one :-)

Dare I say, "again"? :-)
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willhc
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Post by willhc »

Hrm...maybe asteroids will be the terrain this weekend...
D7 off the asteroid, through the Ion storm, nothing but net.
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pneumonic81
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Post by pneumonic81 »

texastwister wrote:
pneumonic81 wrote:Yeah its a fairly good tactic, the drawback is that you yourself have to move through the asteriods at 0+1 or 8+1 which then limits your manuver options.

We have all used it since I have at least 4 panels of asteriods in each fight (they are wicked fun to play with).
Wicked annoying, I'd say :-)
They've made me nearly give up on playing Kzinti on the map as it currently stands because they make it too hard to use the Kzinti speed and maneuverability to best effect and also greatly reduce drone effectiveness at the same time. But... if you have to deal with them, you gotta take advantage of every trick they offer.

Glad I was right on this one :-)

Dare I say, "again"? :-)
Right doesnt equal victory, as I am sure you are familiar with :)
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