Do I lose the fighters then? Or is that technically part of actual combat?
I don't think you lose the fighters until the end of combat. The Rules Reference is explicit about losing units that exceed capacity at the end of the Space Combat section. It includes no such instructions in the Space Cannon section. Also, in Capacity section 16.3 it states:
"• A player’s fighters and ground forces can exceed capacity during combat. At the end of combat, he must destroy the excess units."
It is somewhat vague though, since Space Cannon usage technically happens at the end of Movement rather than during Space Combat.
Do I lose the fighters then? Or is that technically part of actual combat?
I don't think you lose the fighters until the end of combat. The Rules Reference is explicit about losing units that exceed capacity at the end of the Space Combat section. It includes no such instructions in the Space Cannon section. Also, in Capacity section 16.3 it states:
"• A player’s fighters and ground forces can exceed capacity during combat. At the end of combat, he must destroy the excess units."
It is somewhat vague though, since Space Cannon usage technically happens at the end of Movement rather than during Space Combat.
Right, but he this hit didn't come from the Space Cannon, its based on Creuss special abilities. Which states "At the start of combat, (conditional), create and assign 1 hit." So I would assume this means combat has already started.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
I mean, it totally would have been in-character for this combat for you to have exactly the right card to hose that play. I figured you'd've run the odds and realized that a Direct Hit on a Dreadnought to start the combat would've probably swung things in your favor from the get-go.
Besides, I needed all of the bombardment guns for the next step.
I missed an important rule and blew this great roll.
I looked at the ground combat section, which doesn't specify assigning bombardment on a per-unit basis, just that you can bombard without landing a ground troop. Just. Fuck.
Posts
Play Maneuvering jets
Assign the one remaining hit to my destroyer
Maneuvering Jets- Before you assign hits from another player's space cannon, cancel 1 hit.
@Elvenshae to distribute two hits to non fighter units, and then assign his wormhole hit to me
How many cards do you have left in-hand?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Assign one hit to each Dreadnought.
I generate and assign one hit to your carrier, @Mojo_Jojo, which kills it reduces your transport capacity to 1 (+3 local fighters from the Spacedock).
Combat rolls?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
I don't think you lose the fighters until the end of combat. The Rules Reference is explicit about losing units that exceed capacity at the end of the Space Combat section. It includes no such instructions in the Space Cannon section. Also, in Capacity section 16.3 it states:
"• A player’s fighters and ground forces can exceed capacity during combat. At the end of combat, he must destroy the excess units."
It is somewhat vague though, since Space Cannon usage technically happens at the end of Movement rather than during Space Combat.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Right, but he this hit didn't come from the Space Cannon, its based on Creuss special abilities. Which states "At the start of combat, (conditional), create and assign 1 hit." So I would assume this means combat has already started.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Me? Run? Ha.
Play Fighter Prototype.
Fighter Prototype- Your fighters receive +2 to their combat roll for one combat round.
@Elvenshae I'm on mobile, so if you could roll my first round combat dice for me that would be great
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
So, forces (that matter) in-system are ...
Creuss
Hil Colish (CV 5)
Dreadnought (damaged) (CV 5)
Dreadnought (damaged) (CV 5)
3x Fighters (CV 9)
Jol-Nar
Dreadnought (CV6)
5x Fighters (CV 10)
My forces all get +1 to their rolls; Mojo's fighters get +2.
Geth, roll 3d10t4 for Cruess capitals
Geth, roll 3d10t8 for Cruess fighters
Geth, roll 1d10t6 for Jol-Nar capital
Geth, roll 5d10t8 for Jol-Nar fighters
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
@Mojo_Jojo
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
1 to the dreadnaught, 2 to fighters
Then play emergency repairs
Emergency Repairs- At the start or end of a combat round, repair all your ships in a system that have Sustain Damage.
You're welcome for soaking up all these defensive Jol-Nar cards. I'll accept payment in hard currency and strategically important votes.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Creuss
Hil Colish (CV 5)
Dreadnought (damaged) (CV 5)
Dreadnought (damaged) (CV 5)
2x Fighters (CV 9)
Jol-Nar
Dreadnought (CV6)
3x Fighters (CV 10)
Geth, roll 3d10t5 for Cruess capitals
Geth, roll 2d10t9 for Cruess fighters
Geth, roll 1d10t6 for Jol-Nar capital
Geth, roll 3d10t10 for Jol-Nar fighters
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
@Mojo_Jojo
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
1 to the dreadnaught
1 to a fighter
Creuss
Hil Colish (CV 5)
Dreadnought (damaged) (CV 5)
Dreadnought (damaged) (CV 5)
1x Fighters (CV 9)
Jol-Nar
Dreadnought (damaged) (CV6)
2x Fighters (CV 10)
Geth, roll 3d10t5 for Cruess capitals
Geth, roll 1d10t9 for Cruess fighters
Geth, roll 1d10t6 for Jol-Nar capital
Geth, roll 2d10t10 for Jol-Nar fighters
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Bombardment time
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Hil Colish sustains damage.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Time to bombard
I mean, it totally would have been in-character for this combat for you to have exactly the right card to hose that play. I figured you'd've run the odds and realized that a Direct Hit on a Dreadnought to start the combat would've probably swung things in your favor from the get-go.
Besides, I needed all of the bombardment guns for the next step.
I missed an important rule and blew this great roll.
Geth, roll 3d10t5 for Bombarding Lazar
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
That look correct?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I looked at the ground combat section, which doesn't specify assigning bombardment on a per-unit basis, just that you can bombard without landing a ground troop. Just. Fuck.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
How do you want to handle that, @Mojo_Jojo ?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Geth, roll 3d10t5 for Dreadnoughts and Scoring
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]