| Author |  | 
      
        | Drakmoore Adept
 
  
 
 Joined: 24 September 2006
 Location: United States
 Posts: 74
 | 
          E5
           | Posted: 06 November 2007 at 6:22pm | IP Logged |   |  
           | 
 |  
 Dual Launch Tubes
 
 -Unfired (but armed) heavy weapons from this unit can be held. -Held
weapons must be fired on the following turn, scoring double damage or
they are lost. -If played to a unit with multiple heavy weapon types,
choose the type when played.
 
 
 
 If I use this on a Scorpead, arm my Hyperspace Detonators, then on the following turn use my phaser magnifier do I still retain the double damage because my phaser points are the weapons technically held?
 
 | 
       
        | Back to Top |     | 
       
       
        |  | 
        | werewolflht65 Exalted
 
  
 
 Joined: 08 October 2007
 Location: United States
 Posts: 780
 | 
          No. The card specifically says they must be fired on the next turn or they are lost. Period.
           | Posted: 06 November 2007 at 7:38pm | IP Logged |   |  
           | 
 |  
 This card is well written, and should have been obvious.
 
 
 __________________
 "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
 Star Wreck, In The Pirkinning
 | 
       
        | Back to Top |     | 
       
       
        |  | 
        | MogwaiSC IRC
 
  
 
 Joined: 20 January 2004
 Location: United States
 Posts: 903
 | 
          I would say no.
           | Posted: 06 November 2007 at 7:38pm | IP Logged |   |  
           | 
 |  
 If you read through the rules on the detonators and the magnifiers,
 detonators cannot be armed at the same time magnifiers are powered up;
 you have to choose one or the other during allocation.
 
 That means you have to deactivate the detonators to use the magnifiers,
 and as a result you lose anything held in the detonators, regardless of the
 dual launch tubes.
 | 
       
        | Back to Top |     | 
       
       
        |  | 
        | Drakmoore Adept
 
  
 
 Joined: 24 September 2006
 Location: United States
 Posts: 74
 | 
          Thanks Mog.
           | Posted: 06 November 2007 at 8:09pm | IP Logged |   |  
           | 
 |  
 And yes wolf I know they must be used the next turn, that wasn't the question.
 
 | 
       
        | Back to Top |     | 
       
       
        |  | 
        | werewolflht65 Exalted
 
  
 
 Joined: 08 October 2007
 Location: United States
 Posts: 780
 | 
          Well, Mog was correct also, and a little more detailed in his answer. I went from a position of guesstimation, that you knew the phaser mag issue.
           | Posted: 06 November 2007 at 9:01pm | IP Logged |   |  
           | 
 |  
 __________________
 "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
 Star Wreck, In The Pirkinning
 | 
       
        | Back to Top |     | 
       
       
        |  | 
        | MogwaiSC IRC
 
  
 
 Joined: 20 January 2004
 Location: United States
 Posts: 903
 | 
          It's a nice try, I have to say.  It'd be great to be able to do something like
           | Posted: 06 November 2007 at 9:19pm | IP Logged |   |  
           | 
 |  that, particularly with Scorpies.  My Scorpy deck is capable of dealing
 quite a bit of damage, I have something like 10 ships in it, all S7 or
 better (Scorpy capital ships) that are capable of dishing out at least 18
 pts. of phaser damage a turn once I get a phaser refit, magnifier refit,
 phaser fighter, etc. on them.
 
 The big problem with Scorpies though is that making decks for them
 really requires they be "E" decks in order to be effective.  It can be hard
 to get them out and keep them alive before they get blown out of the
 water.  Once people see that S9 Scorpy Battleship with an E7 Phaser
 Refit and an E7 Magnifier refit on it, they start blasting away...
 
 I've found that it's best to wait a turn after playing them before I put any
 equipment on them.  That way they are less of a target and I'm more
 likely to be able to engage them on my next turn.  Once engaged, the
 Phaser Refit goes on, and the damage they can do increases
 dramatically.
 
 With Scorpies, a B8 Manufacturing Plant in your reserve is pretty much
 essential.  Not to mention maybe a Military Reservation to park it on,
 and a Repair Asteroid too.
 | 
       
        | Back to Top |     | 
       
       
        |  | 
        | Drakmoore Adept
 
  
 
 Joined: 24 September 2006
 Location: United States
 Posts: 74
 | 
          Yeah I knew it was a stretch, but thats why I posted it, on the off chance it would work.
           | Posted: 06 November 2007 at 9:42pm | IP Logged |   |  
           | 
 |  
 As for keeping equipment alive you could also use a few C1 Sysop and put it on a well protected base. It makes it harder for your opponents to keep track and makes them fire at bases saving the wrath from your ships.
 | 
       
        | Back to Top |     | 
       
       
        |  | 
        | MogwaiSC IRC
 
  
 
 Joined: 20 January 2004
 Location: United States
 Posts: 903
 | 
          Thanks Drak, the sysop on the base is a great idea.  It's a great
           | Posted: 07 November 2007 at 12:12am | IP Logged |   |  
           | 
 |  way to protect the E cards and use them in two locations.
 
 I've been meaning to revise my Scorpy deck... now I've got something to
 make it even better. :D
 
 Edited by MogwaiSC on 07 November 2007 at 12:14am
 | 
       
        | Back to Top |     | 
       
       
        |  | 
        | werewolflht65 Exalted
 
  
 
 Joined: 08 October 2007
 Location: United States
 Posts: 780
 | 
          Don't forget Future Ship as well. Ascher ran a Scorp deck when we taught him how to play, and it was nuts seeing a Scorp BB throwing out 4 points of damage PER phaser, and doing it 14 times!
           | Posted: 07 November 2007 at 1:05am | IP Logged |   |  
           | 
 |  
 Can't forget the Ext Phaser refit too! 7 Phasers x 2 for Future Ship, with 4x Mag...
 
 Ouch...
 
 
 Edited by werewolflht65 on 07 November 2007 at 1:06am
 
 __________________
 "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
 Star Wreck, In The Pirkinning
 | 
       
        | Back to Top |     | 
       
       
        |  |