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        | dizzydemon Devoted
 
  
 
 Joined: 05 July 2006
 Location: United States
 Posts: 43
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          Our group had a disagreement lately. a Scorpead player played a S9 Scorp Battleship to a terrain that had a B9 Custom Base.  During a turn where the Scorpead was emptying his hand with an Accelerated Timeline luck card, the Docking Ring came out and joined the Scorpead and Custom Base into one unit.  All the Heavy Weapons were armed (the BB had a Hyperspace Detonator on it).  The Scorp then announced fire to the tune of 112 heavies or some such ungodly amount.  Two members say it should not work because there is no card authorizing the use of an empire's heavies on a unit's Specialized Weapon Mounts.  An engineer or equipment or something would have to be there to allow that.  The Scorp argued that the entity E10 card joined the base and ship into one combined unit (considered a base).  Therefore, the unit now was considered Scorpead and no longer needed another equip. card to do so.  Four members felt the latter.  Two one way, four the other.  What does the rest of the Galactic Empire Universe think about this situation?
           | Posted: 20 August 2008 at 6:06pm | IP Logged |   |  
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        | RobPro IRC
 
  
 
 Joined: 10 May 2004
 Location: United States
 Posts: 835
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          The whole point of Specialized Weapons Mounts is to take on the properties of special heavy weapons. I don't see why it wouldn't work, otherwise the E10 Docking Ring becomes significantly less useful.
           | Posted: 20 August 2008 at 8:22pm | IP Logged |   |  
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        | Lobo IRC
 
  
 
 Joined: 04 July 2007
 Location: United States
 Posts: 533
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          ...i'm still trying to fathom how the player got 4 cards strength 9+ on the table at the same time. Then again i'm a duel kinda guy and they're usually over in 4-8 turns...
           | Posted: 20 August 2008 at 8:40pm | IP Logged |   |  
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 More to the point i don't think they are all considered a 'base' as i think the ship is still a ship and can be affected by cards that affect ships. I haven't seen the e10 in a few days, however, and i have *never* seen a b9 custom base, so maybe the card rules allow that. Good luck to ya.....Lobo
 
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        | Gekonauak IRC
 
  
 
 Joined: 10 May 2006
 Posts: 1595
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          was the Scorpead ship engaged?
           | Posted: 21 August 2008 at 1:18pm | IP Logged |   |  
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 Both units need to be engaged. Combining a disengaged ship with an engaged base into one unit, will effectively disengage the unit.
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        | dizzydemon Devoted
 
  
 
 Joined: 05 July 2006
 Location: United States
 Posts: 43
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          They were both engaged.  As to how the cards came in play; well,lots of luck I guess.  But our group has strong decks in play and I had built up a powerful hand and then got the accellerated timeline to empty that hand.  Thanks fo the feedback, guys.
           | Posted: 23 August 2008 at 1:05pm | IP Logged |   |  
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        | Gekonauak IRC
 
  
 
 Joined: 10 May 2006
 Posts: 1595
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          then the entire group, what was left of it after the Scorp player shot his load of heavy weapons, should have immediately done everything in their power to get rid of the Scorp player ASAP.
           | Posted: 25 August 2008 at 10:10am | IP Logged |   |  
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        | dizzydemon Devoted
 
  
 
 Joined: 05 July 2006
 Location: United States
 Posts: 43
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          heh, heh
           | Posted: 27 August 2008 at 7:44pm | IP Logged |   |  
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        | Eaglepreacher IRC
 
  
 
 Joined: 21 December 2003
 Location: United States
 Posts: 573
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          Let's see S9 Battleship 2 hyper, x2 or x3 phas mags, 4 phasers.  B9 custom  6 swm( hypers) 8 phasers. The combined has 8 Hypers, x2/x3 phsr mag, and 12 phasers.  Hypers and phaser mags cannot be engaged on the same turn.  So if the Hypers are armed each phaser does 8 points each of heavy weapon damage.  Only 96 damage total and must be split into 8 point increments for 12 shots of 8.  Also the Docking ring makes the combination a BASE which means Hq's cannot be fired at with this weapons fire.     Does this change the play???
           | Posted: 05 September 2008 at 1:52pm | IP Logged |   |  
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        | RobPro IRC
 
  
 
 Joined: 10 May 2004
 Location: United States
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          So... how many cards are your opponents letting you combo, here?
           | Posted: 05 September 2008 at 3:28pm | IP Logged |   |  
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        | Gekonauak IRC
 
  
 
 Joined: 10 May 2006
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          with an Accelerated Timeline the combos are infinite.
           | Posted: 05 September 2008 at 3:53pm | IP Logged |   |  
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        | RobPro IRC
 
  
 
 Joined: 10 May 2004
 Location: United States
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          I mean your opponents could choose to disrupt any of the pieces in your carefully stacked house of cards... if you're gonna make a 9 card combo, I can think of some too.
           | Posted: 05 September 2008 at 10:11pm | IP Logged |   |  
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        | MogwaiSC IRC
 
  
 
 Joined: 20 January 2004
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           | Posted: 05 September 2008 at 10:46pm | IP Logged |   |  
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| RobPro wrote: 
 
    
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       | I mean your opponents could choose to disrupt any of the pieces in your carefully stacked house of cards... if you're gonna make
 a 9 card combo, I can think of some too.
 
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 Easier said than done.  You can only put so many time spindles, vacuum
 effects, etc into a deck and still have it be viable.  Also, in our group, all
 players typically average 4 draws and 4 plays per turn, so any of us can
 build a 6, 7, or 8 card combo in two turns on average.
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        | RobPro IRC
 
  
 
 Joined: 10 May 2004
 Location: United States
 Posts: 835
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          I am pretty sure if you're in a 4 person game and one person tries to throw down 4-8 cards to make an unbeatable combo, somebody can disrupt it. If nobody can, you're either very lucky or your opponents have not-so-good decks.
           | Posted: 07 September 2008 at 1:02am | IP Logged |   |  
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        | MogwaiSC IRC
 
  
 
 Joined: 20 January 2004
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           | Posted: 11 September 2008 at 2:00am | IP Logged |   |  
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| RobPro wrote: 
 
    
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       | I am pretty sure if you're in a 4 person game and one person tries to throw down 4-8 cards to make an unbeatable combo,
 somebody can disrupt it. If nobody can, you're either very lucky or your
 opponents have not-so-good decks.
 
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 Um, yeah.  I never said anything about number of players... In that context,
 the odds are a lot better, sure, but you're back-dooring things here just to
 make a point.  I'll have to remember to start adding unspecified qualifiers
 that weren't ever mentioned at previous points in threads so I can be right
 all the time too.
 
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        | Galaktische IRC
 
  
 
 Joined: 27 June 2007
 Posts: 354
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          Werewolves of London...
           | Posted: 11 September 2008 at 7:29am | IP Logged |   |  
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        | RobPro IRC
 
  
 
 Joined: 10 May 2004
 Location: United States
 Posts: 835
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          Well, you're talking about throwing how many cards together? You can only have like 1 or 2 of those at most in a deck, I'm just saying it seems rather unlikely someone can do that unmolested.
           | Posted: 11 September 2008 at 6:05pm | IP Logged |   |  
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        | Gekonauak IRC
 
  
 
 Joined: 10 May 2006
 Posts: 1595
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          how many people are in your group?
           | Posted: 12 September 2008 at 9:27am | IP Logged |   |  
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        | MogwaiSC IRC
 
  
 
 Joined: 20 January 2004
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 Posts: 903
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          Typically we have 3.  Occasionally 4, once in a great while a 5th.
           | Posted: 13 September 2008 at 10:26pm | IP Logged |   |  
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 We also all tend to build very top heavy... only a single of 1, 2, 3, strength
 cards, etc. and as many 9s, 8s, etc. as we can.  Of course there are
 exceptions to this, typically for defensive reaction cards like unlucky
 targetings, repulsion beams, etc.
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        | dizzydemon Devoted
 
  
 
 Joined: 05 July 2006
 Location: United States
 Posts: 43
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          I appreciate the comments everyone.  Our group features about six of us and all have impressive collections of cards.  We usually have a game with 3, sometimes 4, and rarely 5 at a time.  Sounds like most of you feel as I do:  it is a legal play and someone better stop it (even though sector HQ cannot be targeted by a base!) or mass destruction of enemy fleets will occur.  Again, thanks!
           | Posted: 19 September 2008 at 11:16am | IP Logged |   |  
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        | Gekonauak IRC
 
  
 
 Joined: 10 May 2006
 Posts: 1595
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          think of it as a rebirth for eveyone except the person with the Docking Ring.
           | Posted: 19 September 2008 at 11:45am | IP Logged |   |  
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 :)
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        | Guests Guest
 
  
 
 Joined: 01 October 2003
 Posts: -157
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          That's not so tough....I just played a S7 Vektrean Dreadnaught with an
           | Posted: 18 November 2008 at 1:30am | IP Logged |   |  
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 |  extreme phaser refit, a HyperSpace Detonator and C5 Weapons officer for
 66 points of damage...the next turn play a E9 Future ship and do 132 pts!!!
 
 Now that's some fire power!
 
 Better yet...O7 Surprise attack with a S7 Drone Heavy Bombadier with E6
 Heavy Equipment upgrade and a C5 Weapons Officer for 7 pts of damage to
 every Terrain in the Fleet!!!  If you can wait one more turn play an E5 Dual
 Launch Tubes and Double the DAMAGE!!!
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        | MogwaiSC IRC
 
  
 
 Joined: 20 January 2004
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 Posts: 903
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           | Posted: 18 November 2008 at 3:38pm | IP Logged |   |  
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| Galactusprime wrote: 
 
    
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       | That's not so tough....I just played a S7 Vektrean Dreadnaught with an
 extreme phaser refit, a HyperSpace Detonator and C5 Weapons officer for
 66 points of damage...the next turn play a E9 Future ship and do 132 pts!!!
 
 Now that's some fire power!
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 Time to start putting R/L5 Heavy Weapons Backires into all my decks.
 
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