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Drakmoore
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Posted: 06 November 2007 at 6:22pm | IP Logged Quote Drakmoore

E5

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?
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werewolflht65
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Posted: 06 November 2007 at 7:38pm | IP Logged Quote werewolflht65

No. The card specifically says they must be fired on the next turn or they are lost. Period.

This card is well written, and should have been obvious.


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MogwaiSC
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Posted: 06 November 2007 at 7:38pm | IP Logged Quote MogwaiSC

I would say no.

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.
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Drakmoore
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Posted: 06 November 2007 at 8:09pm | IP Logged Quote Drakmoore

Thanks Mog.

And yes wolf I know they must be used the next turn, that wasn't the question.
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werewolflht65
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Posted: 06 November 2007 at 9:01pm | IP Logged Quote werewolflht65

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.

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MogwaiSC
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Posted: 06 November 2007 at 9:19pm | IP Logged Quote MogwaiSC

It's a nice try, I have to say. It'd be great to be able to do something like
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.
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Drakmoore
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Posted: 06 November 2007 at 9:42pm | IP Logged Quote Drakmoore

Yeah I knew it was a stretch, but thats why I posted it, on the off chance it would work.

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.
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MogwaiSC
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Posted: 07 November 2007 at 12:12am | IP Logged Quote MogwaiSC

Thanks Drak, the sysop on the base is a great idea. It's a great
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
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werewolflht65
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Posted: 07 November 2007 at 1:05am | IP Logged Quote werewolflht65

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!

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


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