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Guests
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Posted: 11 April 2008 at 10:44pm | IP Logged Quote Guests

Last night I played my first game of GE since 1996 - a semi-sealed game with two new players using Piracy. We encountered one problem we couldn't resolve dealing with equipment and how weapons damage is applied.

When a volley is fired, who determines which damage type is applied to the shields and which damage type is applied to the structure?


The two specific issues we ran into were:
1. Two Leopan ships, one with Degeration Device, fire at a Corporate Pirate ship with a Shroud Web. The Leopan player wanted to apply the modified plasma degenerators and the phaser damage to the shields and the regular plasma degenerator damage to the structure. The Corporate player wanted to put the plasma degenerator damage on the shields part of the modified plasma degenerator damage to shields and the rest to structure, then the phaser damage to the structure - thereby ignoring the phaser damage and minimizing the repair cost to the shields from the Degeneration Device.

2. Leopan ship with Degeneration Device fires at a Bolaar ship with a Deflection/Transfer Device. The Leopan player wants the plasma degenerators to damage the targeted ship. The Bolaar player wants the targeted ship to take the phaser damage and the plasma degenerators to be deflected to another ship.
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Biegel
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Posted: 12 April 2008 at 4:48am | IP Logged Quote Biegel

(Bump) Interesting, Very Interesting...Hey Everybody wake up.(Biegel who has to much time on his hands today)

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Matchbox
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Posted: 12 April 2008 at 1:27pm | IP Logged Quote Matchbox

im not reall familiar with the leopans, but, i do that with the shroud web there are 3 of them, an E3, E6, and an E9, the first two, do not allow phasers to do STRUCTURAL damage, the E9 however, stops ANY phaser damage, we need to know what Shroud web the player has activated.  but even still, no damage should go to the structure with any shroud web active.

Edited by Matchbox on 12 April 2008 at 1:28pm
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Galaktische
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Posted: 12 April 2008 at 4:02pm | IP Logged Quote Galaktische

Not sure how to answer your question as I've never played the Shroud before. I'm guessing you play it the way the firing player wants. It makes sense they are his/her weapons.

When I use the R/T2 Asteroid Shield against a weapons volley that contains both heavy weapons and phasers Lobo and I  (my regular opponent) always apply the two heavy weapon points first. Otherwise, one little card could void a LOT of phaser damage.

On a side note, is your forum handle a Zelazny reference? Did you bring those evil magical balls of yours? :)

J--

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bignea
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Posted: 12 April 2008 at 4:25pm | IP Logged Quote bignea

when i fire at corp with a shroud like the E6 heavy weopons for structure, i would state i'm firing 6 phasers and 6 heavy weopons, phasers to the shields and  heavys to the structure. The other player can't reverse that to save his ship, he would have to react with a card to stop the fire either the phasers or heavies or both.
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RobPro
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Posted: 12 April 2008 at 5:11pm | IP Logged Quote RobPro

Bignea said it. We usually have the attacker saying what "order" they're firing their weapons.

Another example: A T6 with 6 shields. You say you fire 6 phasers and 6 heavies at it, I think it goes without saying you're using the phasers to take out the shields.
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Gekonauak
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Posted: 14 April 2008 at 10:10am | IP Logged Quote Gekonauak

Mandor wrote:
When a volley is fired, who determines which damage type is applied to the shields and which damage type is applied to the structure?


The firing player decides.

What Galaktische said: I fire a mix of weapons at your ship, and you respond by playing a R/T2 Asteroid Shield. If you decided, you would apply all of the phaser fire first (negating it), and then the heavy weapons. I decided, therefore only two points of heavy weapons are used on the Asteroid Shield.

Another point... I don't have to decide how they are being used before you react, just how they are applied afterwards.




Edited by Gekonauak on 14 April 2008 at 10:14am
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Guests
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Posted: 14 April 2008 at 4:48pm | IP Logged Quote Guests

So the attacker always decides how weapons fire gets applied, no matter the situation?

 

1. Attacker decides which damage gets redirected by a Deflection/Transfer Device.

2. Attacker decides which damage is intercepted by an Escort class ship.

3. Attacker decides which damage is ignored by C4 Pirate Captain, C9 Admiral, R/L2 You Missed Me By That Much, R/O1 Sun Spot, etc.

4. Attacker decides which is the “first” point of damage ignored by a C6 Captain and C2 Civilian Captain.

5. Attacker decides how to halve the damage from R/L3 Unlucky Targetting, possibly choosing to eliminate all phaser damage but keep all heavy weapons damage.

 

Looks like the E6 Shroud Web is useless along with the Shroud Web ability on the S3, S6, and S7 Corporate Pirate cards.

On the side note, Mandor was an early D&D character name long before I read about Amber and the Courts of Chaos. Funny thing... it was a number of years after I started using it as my handle that someone pointed out the Zelazny connection. Somehow, I completely missed it when reading the books.

 



Edited by Mandor on 14 April 2008 at 4:56pm
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Matchbox
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Posted: 14 April 2008 at 5:05pm | IP Logged Quote Matchbox

well i think if your fire is being reacted on, then the reacting player designates what to do.  you can call out say , 6 phasers here, and 3 heavy weapons there, but if the opponent reacts, i guess its up to him how the damage gets transferred. in the case of an unlucky targeting, the card states all fractions are dropped, if there happens to be a half point in there.  or here to go in order of your numbers...

1. the opponent would direct the fire

2. not familiar with the escort ship offhand, but i would imagine that the escort ship would intercept any fire, unless killed. maybe like a ship of the future, but dont quote me on that one.

3.pirate captain- dont know.  the admiral, the first 3 or 4 damage points are ignored no matter what, thats what the card states.  the R/L2, that depends on what the attacker rolls. sunspot, i dont remember that one.

4. any first point of damage, meaning you should over shoot your fire by at least one

5. drop fractions. so if you fire 5 and he plays the R/L3  he would take 2.

again that is just off the top of my head, anyone please correct me if im wrong, i dont want to give false information, but thats my view on it.

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bignea
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Posted: 14 April 2008 at 6:04pm | IP Logged Quote bignea

1- opponent redirects half the damage to any other unit

2- the attacker would usually try to kill the escort before firing at another ship of 7 or higher. if you can play the escort in reaction that volley is reduced by the amount it takes to kill the escort.

3- the attacker would have to apply enough damage to get by the pirate and admiral volley reducing abilities. the R/L2 reduces damage from the attackers volley same as the sun spot and any volley reducing reaction card.

4- the captians has the same abillity as the admirals, the attacker would have to apply enough damage to get by the captains.

5- If the attacker fires 6 phasers and 6 heavy weopons like in the case with E6 shroud 6 phasers go to the shields and the 6 heavies go to the structure, half damage would leave the attacker 6 points of damage left which would go to the shields, you need to go thru the shields first.

The shroud abilities are good because it causes the attacker to come up with heavies also and there is usually less of them than phasers on most ships.

So the opponent plays reaction cards they reduce and redirect vollies from the attacker. If you play the R/T2 that would take away 2 of the heavies from the volly leaving attcker short of killing the ship like with the shroud.

I hope this helps.

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Galaktische
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Posted: 15 April 2008 at 9:45am | IP Logged Quote Galaktische

Mandor wrote:

Looks like the E6 Shroud Web is useless along with the Shroud Web ability on the S3, S6, and S7 Corporate Pirate cards.

This isn't entirely true. What it means is that an opponent who knows you have an E6 Shroud can construct a volley that the shroud cannot protect you from. It makes him go the long way to kill your card and slows down his development by forcing him to use thsoe 6 heavies against your ship rather than some other target...


Mandor wrote:

On the side note, Mandor was an early D&D character name long before I read about Amber and the Courts of Chaos. Funny thing... it was a number of years after I started using it as my handle that someone pointed out the Zelazny connection. Somehow, I completely missed it when reading the books.

That is cool to hear. Hope you liked the books. Did you ever try the Amber RPG?

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Biegel
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Posted: 16 April 2008 at 4:51am | IP Logged Quote Biegel

Mandor goes back a long way. I remember early Classic Comics that my older brother had that were based on 1890's-,1920's  books in which Mandor was Character. A Wizard I believe.(  Ah, Memory Don't fail me now I saw those in the 1950,s) I believe that in the late 1800's there was a famous for the times book released. Don't remember the Author.

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