The coming of the meteor
Posted: Tue Sep 30, 2014 4:02 am
Ok, so please let me know if I'm being too "nitpicky", but I've still got lots of questions about how to play scenarios properly.
I was trying The Coming of the Meteor and ran into the following:
1. So it appears that the meteor is a medium size meteor as I can tow it around (see asteroid rules), but it says that if the meteor comes into my hex that it will kill any ship there, which seems odd. Can I enter the meteor hex? Can I shoot through it?
2. If I am in the middle of towing the meteor and it moves on subpulse #4 of impulse #1. Do I get dragged along? Example: Asteroid is in 0808. I am in 0807 facing direction A towing it. It move to 0909. I assume I move to 0908 facing A.
3. I know that it says that the meteor always moves 1 hex in direction C. I assume this is the meteor's natural movement but I can cause unnatural movement. So, I assume the klingon can drag it 1 hex in direction C and then it would move on its own for a total of 2 hexes. In corollary, the Feds can drag it in direction F, but then it moves itself in direction C for a net move of 0.
4. The meteor takes 400 points to break up, which seems inconsistent with 6b5d. If its actually a large asteroid, by 6b4d, then I shouldn't be able to tow it correct?
I assume this scenario was written before the asteroid rules were part of the rule base. It was good fun for a starter scenario and gave us something to do more than just a duel. We enjoyed it but were left with a lot of questions about whether we were doing it right.
Also, as a general question, do the asteroid rules in 6b5d and 6b4d refer to fleet or squadron scale?
Thanks everyone for your patience as I learn the game. It's a lot of fun and maybe I should just have fun and not let my OCD kick in!
I was trying The Coming of the Meteor and ran into the following:
1. So it appears that the meteor is a medium size meteor as I can tow it around (see asteroid rules), but it says that if the meteor comes into my hex that it will kill any ship there, which seems odd. Can I enter the meteor hex? Can I shoot through it?
2. If I am in the middle of towing the meteor and it moves on subpulse #4 of impulse #1. Do I get dragged along? Example: Asteroid is in 0808. I am in 0807 facing direction A towing it. It move to 0909. I assume I move to 0908 facing A.
3. I know that it says that the meteor always moves 1 hex in direction C. I assume this is the meteor's natural movement but I can cause unnatural movement. So, I assume the klingon can drag it 1 hex in direction C and then it would move on its own for a total of 2 hexes. In corollary, the Feds can drag it in direction F, but then it moves itself in direction C for a net move of 0.
4. The meteor takes 400 points to break up, which seems inconsistent with 6b5d. If its actually a large asteroid, by 6b4d, then I shouldn't be able to tow it correct?
I assume this scenario was written before the asteroid rules were part of the rule base. It was good fun for a starter scenario and gave us something to do more than just a duel. We enjoyed it but were left with a lot of questions about whether we were doing it right.
Also, as a general question, do the asteroid rules in 6b5d and 6b4d refer to fleet or squadron scale?
Thanks everyone for your patience as I learn the game. It's a lot of fun and maybe I should just have fun and not let my OCD kick in!