Author Topic: Mocha II Talk  (Read 66587 times)

Offline SWSF Eidolon

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Re: Mocha II Talk
« Reply #15 on: January 22, 2021, 04:04:43 PM »

Damn I missed this shit!


FYIs will be out on the ice trying to pull fish through til Sunday evening.
~J
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Offline Ramano

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Re: Mocha II Talk
« Reply #16 on: January 22, 2021, 04:06:23 PM »
Alright guys you gotta give me a minute with this one. I dont have a pc to make all my fancy maps to keep track of everyone and distances and stuff so its just numbers chaos right now. Lol

Offline SWSF Eidolon

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Re: Mocha II Talk
« Reply #17 on: January 22, 2021, 04:15:53 PM »
In case it helps, even though its probably not discernable to anyone besides myself ;p  It's extremely rough, but it helps in a pinch.  If you cut and paste the keyoard grid hale made and change the gray background then to white you can resize font and get 2 per page. 

The tiny turds are your guys PBCs (P), the little (- things are Hops Marauder Corvs (MC), the Triangles are Hales VSDs (V), the Sperms are my RAFs (R).  SFs are just their Letter Designation  (A, SV, VCX, BB, V). 


~J
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Offline SWSF Hale

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Re: Mocha II Talk
« Reply #18 on: January 23, 2021, 10:36:55 AM »
Nice!

I made myself a scratch grid as well. Having fun yet?
LUCIDIUS HALE
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Offline Ramano

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Re: Mocha II Talk
« Reply #19 on: January 23, 2021, 09:52:53 PM »
actually that helped greatly. Most appreciated!

Offline SWSF Eidolon

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Re: Mocha II Talk
« Reply #20 on: January 24, 2021, 12:15:53 AM »
No sweat!  I'll try to write a little more legible and keep updating as we go.  It'd be sweet if we get a uni going out of this eventually and to have a binder full of all the battles eventually.




BUT Awwww shit, 2 Rounds complete, everyone just about in attack position!

THE SUSPENSE
~J
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Offline Ramano

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Re: Mocha II Talk
« Reply #21 on: January 24, 2021, 05:24:49 PM »
Oh im already well passed attack position, im just trying to figure out this AP vs need to do damage thing. Just not used to it is all. New rules, no computer, rusty as hell, i feel like a noob lmao!

Offline Ramano

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Re: Mocha II Talk
« Reply #22 on: January 24, 2021, 05:33:54 PM »
now help me out on a few things please. With fighters, when launching them which craft has to pay the cost, the capship or the fighter? When fighters attack, how does that work, Do i pay 2ap to attack + 1ap for each weapon i fire? Can i fire lasers and warheads in the same post from a fighter? Can fighters launch and attack in the same post? Or if in range, recall? (Basically i launch fighters, attack with them close enough that i can still get them back to the ship, then recall them. All in the same post)
« Last Edit: January 24, 2021, 05:38:49 PM by Ramano »

Offline SWSF Eidolon

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Re: Mocha II Talk
« Reply #23 on: January 24, 2021, 06:14:03 PM »
Deployment of SF/Aux AP is charged to Mothership


Attacking with SFs..I *THINK* 'Attack Run' @ 2AP cost is for ground facilities only maybe... or perhaps kinda like a bombing run that gets bonus UCR or something?  I forget..

*PUSHES the "HAIL HALE" BUTTON*




is always 1AP fires 1 Weapon for all units though I know, Cap, SF, AUX, Inf, GAV.  The number of weapons you can fire per round/turn is once per emplacement @ cost of 1AP per emplacement tho.


So if you have 10 weapons of whatever kind, and 12 AP, then you can fire them all once and have 2AP left to do something else
« Last Edit: January 24, 2021, 06:15:52 PM by SWSF Eidolon »
~J
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Offline SWSF Hoppus

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Re: Mocha II Talk
« Reply #24 on: January 24, 2021, 06:16:04 PM »
Alos cant fire same weapon twice

Offline SWSF Hale

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Re: Mocha II Talk
« Reply #25 on: January 24, 2021, 06:46:44 PM »
So if you notice in the specs, SF/AUX actually have AP as well. The following actions cost AP for SF/AUX:

AUX Movement/Maneuver (1 AP)
SF/AUX Combat Space Patrol (1 AP)
SF Movement/Maneuver (1 AP)
SF Attack Run (2 AP)
Fire 1 Weapon (1 AP)

SF Attack Runs allow a starfighter to fire any or all of their warheads.

Firing 1 non-warhead weapon costs 1 AP.



Let's look at an example:

Suppose an X-Wing Squadron is in a grid space on CSP, and it decides to break CSP and moves across two grid space. Here breaking CSP costs nothing, but moving does (2 grids, -2 AP). The X-Wing squadron now has 4 out of 6 AP remaining. It could go on an attack run (-2 AP) and fire its proton torpedoes, which would bring it down to 2 out of 6 AP. With these last 2 AP, the X-Wing Squadron could fire 2 Laser Cannons for more damage or effectively do a "hit and run" by moving AWAY 2 more grid spaces (presumably back to a safe grid). Any combination of these actions are permissible, so long as you have the AP to spend.


There is no "fire-then move" or "move-then fire" rule. AP is absolute. It can be spent in whatever manner and in whatever order you want.
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Offline SWSF Hoppus

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Re: Mocha II Talk
« Reply #26 on: January 24, 2021, 08:16:18 PM »
Sf attack run rules should be written up more specific 

Offline SWSF Hale

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Re: Mocha II Talk
« Reply #27 on: January 24, 2021, 09:24:54 PM »
Done!
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Offline Ramano

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Re: Mocha II Talk
« Reply #28 on: January 24, 2021, 11:45:53 PM »
Thank you much!

Offline SWSF Hale

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Re: Mocha II Talk
« Reply #29 on: January 25, 2021, 09:37:03 AM »
So it was brought to my attention that CSP needs to be beefed up. I am going to do a 2.0 update on the rules AFTER the mock that will expand SF/AUX functionality, but for now we will implement this new rule regarding CSP:

ENGAGING CSP
When starfighter/auxiliary unit A engages starfighter/auxiliary unit B (that is on CSP), starfighter/auxiliary unit A cannot break away from the dogfight until starfighter/auxiliary unit B cancels its CSP or is destroyed.

(This rule is meant to prevent "hit and run" attacks on CSP.)

Note: it is still possible to attack CSP from a distance using warheads, but this does not count as "engaging the CSP." Starfighter/auxiliary unit A has to enter the same grid as starfighter/auxiliary unit B (that is on CSP) in order to engage it.
« Last Edit: January 25, 2021, 09:41:10 AM by SWSF Hale »
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