m1a1dat wrote:mjwest wrote:Steve Robinson wrote:In example #2, since the damage to the #1 shield was from 2 volleys, could the firing player decide to have the volley from the phaser resolved first in an attempt to reduce the #1 shield to the "weakest"?
No. The weakest shield determination is made before applying any damage from the volleys from a single ship.
Really? That's not the way we have understood it and played it. Looking through the rules now, it doesn't specifically say it that way. This is how we interpreted it. Now it seems we may have been wrong.
First, if everyone is in agreement with how a rule is supposed to work, don't ever let me spoil the fun. After all, that is the primary purpose of Federation Commander: to have fun.
The issue is that having the phasers and hellbores be divided into separate volleys is an artificial mechanism introduced to not penalize the ability to use directed damage just because hellbores are fired normally. Adding in this exception does not mean that it should be used to give even more advantage to this situation.
Therefore, regardless of whether the phasers are fired in directed mode or not, the weakest shield is determined prior to that "double-volley" exception. Doing otherwise will instead advantage hellbores even more than they already are. (And believe me, hellbores do not need any more advantages.)
So is it now that the weakest shield is determined before any dice are rolled? For each hellbore ship firing? Or maybe at the same time as weapons fire is declared and before dice are rolled as in split shield boundaries cases? That would mean that multiple helbore ships firing on a target with more than one weak shield, can have their fire spread all over, such as with an old style Romulan with its all around equal shields.
Just to be clear, this only applies in one case: firing phasers and normal load hellbores from one ship at another ship. In any other case, this doesn't apply. (OK, you could have normal load fusions in there. And on an Orion, who knows what could be used. But, let's just go with this.) In that case, what would normally be a single volley is divided into two separate volleys in order to allow the phasers to use directed targetting. In this one specific case, you need to determine weakest shield prior to both of the volleys.
To answer your question, yes. You must make the weakest shield determination prior to resolving damage from one ship to another ship. Note that this is only for one ship at another ship. When the second ship fires its weapons, those decisions must take place using the new situation. So, your theoretical Romulan will still get hammered on one shield, as the first hellbore ship's damage will influence the choices that have to be made on the next hellbore ship's fire.
Let's take an example to show what I mean: We have two Hydran Knights firing on a Klingon D7. Our unfortunate D7 is, up to this point, completely undamaged. Each of the Knights is firing both hellbores as normal loads, both Ph-2s, and its Ph-1. (They are saving the Ph-Gs for drone defense and close-in work.) Range is four hexes. The D7 is, for whatever reason, not firing (let's assume it already fired). Also, just for fun, let's assume the Knights are in the same hex, and are exactly on a hex spine from the D7. Just to have numbers, the D7 is in hex 0606 facing A, and the Knights are in 1006 facing E.
So, Knight #1 is chosen to fire first. Now, even though the Knight is almost guaranteed to do multiple volleys of damage, at this point this is treated as a single volley (one ship firing at a single target). So, all pre-volley decisions must be made at this point. Since he is unlikely to penetrate with his phasers, Knight #1 decides to not use directed targetting. He is at the shield boundary for the D7's #2 and #3 shields. The D7 chooses shield #2 as the "facing" shield. Since hellbores are being fired, he must also choose which shield is "weakest". At this moment, he has 5 equal shields, so he can choose any shield but shield #1 as his weakest. He chooses #5 (since it is on the opposite side of his ship from the Knights). Since the Knight did not use directed damage for the phasers, and, displaying moderately bad luck, only hits with one hellbore. This results in 6 points of damage against the facing #2 shield from the phasers, and 8 points of damage against the "weakest" #5 shield from the main hellbore element. For the remaining hellbore damage, the D7 gets to choose the order, so he applies 1 point of damage to shields #1 through #4, and #6 to resolve 5 of the 7 points. The 6th point goes to the #1 shield (since it is the strongest). Finally, with the last point of damage, he intentionally takes it on the #2 shield. As a result, the D7's shields (from #1-#6) are 28-14-21-21-14-21.
Now, it is Knight #2's turn. The D7 (obviously) decides this Knight is facing the #3 shield. For the weakest shield, the D7 has an interesting choice. Because he took the last point of hellbore damage on the #2 shield, he has two "weakest" shields from which to choose. (Had he taken the point of damage anywhere else, then the weakest shield would have unequivocably been the #5 shield.) For a variety of reasons, the D7 chooses to make the #2 shield weakest in this case. Knight #2 decides to use directed targetting with the phasers, so he must decide what to fire first. He choses to fire the hellbores first, and (with better luck than his companion) hits with both. This means 16 points of damage are applied to shield #2, which, after the D7 reinforces, results in one point of non-directional damage of burn-through. The other hellbore damage is spread across the other shields. Since it is 14 points, four of the shields will get three points of damage, while one will get only two. So, the D7 takes two points of damage on the #5 shield, and three points on the #1, #3, #4, and #6. Now, the phasers are fired, causing 10 points of damage (he rolled very well with the Ph-2s). Since the #3 shield is facing, it takes the damage. It started at 21 points (after Knight #1's fire). It lost three points to the hellbore, and is down to 18. The 10 points of damage are then applied, meaning it is reduced to 9, with one point of directional burn through.
Now, it is highly unlikely that two Knights would end up on the hex spine like this. Had this not happened, the D7 would have take some serious internals (rather than just two points of burn through). But, I hope this shows the idea.