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  #11  
Old September 10th, 2001, 04:51 AM

Phoenix-D Phoenix-D is offline
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Default Re: Alliegance Subverters

Oh, they do. Well, not for weapons like the Subverter or Rocket Pods, but for everything else.. because they will determine what the ship does AFTER it fires the shot.

Do you REALLY want your CSM armed ships closing with a Ripper Beam armed planet for example? Point blank, they probably will. Max range? Not likely.

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  #12  
Old September 10th, 2001, 05:36 AM
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Default Re: Alliegance Subverters

Maybe before the shot is fired too? If a ship has for example point blank orders will it fire as soon as it moves into range even if it has movement left over or will it use all of its movement for that turn before firing to get as close as possible? It's already logical that a ship with max. range would fire as soon as it moved into range even if it had movement points left which it could use to get closer, I assume that's the way simultaneous combat works for max. range.
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  #13  
Old September 10th, 2001, 03:24 PM
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Default Re: Alliegance Subverters

If the ship is already in weapons range, it will tend to fire, then move.
If the ship is not in weapons range, it will use all of its movement, then fire.

If some weapons are in range, and some aren't, then I think the ship will move, then fire, but I'm not sure.

If ships are in a fleet, the leader will do the above, then the wingmen will move, then the wingmen fire.
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  #14  
Old September 10th, 2001, 05:40 PM
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Default Re: Alliegance Subverters

quote:
It sounds like point blank, optimal range, and maximum range have no relevance or difference whatsoever in simultaneous games.
I've seen differences in simultaneous between maximum range and short range when used as secondary movement strategy.

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