Weapon allocation

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paulgenna
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Weapon allocation

Post by paulgenna »

It has been a while since I played and want to confirm something. If I have 5 ships firing on another fleet with 4 ships (one being a scout with 2 sensors) when I allocate the firing I note what is being fired at what enemy ship but would only indicate which of the ships has something being fired at them so the scout cannot automatically protect the ship(s) with the most weapons being fired at it. For example my 5 ships, which I noted on my cards, are firing at the following 4 ships:

Ship 1) 4 Phaser 1
Ship 2) 1 Phaser 3
Ship 3) 2 Distruptors
Ship 4) 4 Phaser 1's, 4 disruptors

The scout would only know the 4 ships are being shot at.
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mjwest
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Post by mjwest »

When allocating fire, you have to say what is being fired at who. So, the enemy will know which target ship has the most weapons fired at it, meaning they can use their scout functions to counter that allocated fire.

The scout will know what is being fired in addition to who is targeted.
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paulgenna
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Weapon allocation

Post by paulgenna »

Thanks MJ, so I fall back to firing multiple phases over multiple targets as a solution when a scout is present.
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Savedfromwhat
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Post by Savedfromwhat »

Why would you split your fire over multiple ships? I mean presumably if the ships have their shields down that might make sense or if you were firing at multiple drones/fighters that might also make sense but the allocations that you listed as examples wouldn
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paulgenna
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Post by paulgenna »

We are playing a campaign and will have up to 10 ships in a battle. Splitting the fire is needed most often, as more than 1 ship is a threat. If you do not split the fire the scouts make it a lot harder to hit. Most of us will have a scout in that 10 ship fleet.
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ncrcalamine
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Post by ncrcalamine »

On of these is not like the rest. kill it first.
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paulgenna
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Post by paulgenna »

The goal would be to get the scout in the early turn(s). However, it can be 10 hexes back and still add benefit so sometimes this is hard.
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