Question regarding Saar Space Docks

By rashktah, in Twilight Imperium 3rd Edition

Hi!

Another short question, as the collected FAQ questions' links only bring up 404 errors.

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The rules for 'normal' Space Docks state that ground units are always build and placed on the planet containing the Space Dock.

As Saar Space Docks do not get 'locked' with any of their planets, where are ground units (Ground forces/PDS/...) stationed when they're build in a system with more than one Saar-controlled planet?

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Thank you very much for your help! :)

We've always played it that Saar SDs "associate" themselves with a Saar planet when in system (only one SD per planet allowed). They go into orbit to begin producing, if you like. Thus GFs and PDSes are built ont he planet a given SD has associated itself with. If there is not a Saar controlled planet in system, or if all Saar controlled planets already have an SD paired up, that SD cannot produce.

I have absolutely no idea if this ruling is supported by RAW or FAQ material, it's just what made the most sense to us.

Per page 6 of the SE rules:

"Ground Forces and PDS units built in systems containing Saar Space Docks may be placed on any planet you control in the system, or they may go on a Carrier. If you do not have a planet or Carrier in the system to place Ground Force or PDS units on, you may not build them."

Thus, Steve-O is mostly right - but note that with Saar, you CAN build directly to a Carrier (or other GF-carrying ship).

@sigmazero13: Wow, thanks, I totally overlooked that part of the SE rulebook.

Thank you all very much!!!

sigmazero13 said:

Per page 6 of the SE rules:

"Ground Forces and PDS units built in systems containing Saar Space Docks may be placed on any planet you control in the system, or they may go on a Carrier. If you do not have a planet or Carrier in the system to place Ground Force or PDS units on, you may not build them."

Thus, Steve-O is mostly right - but note that with Saar, you CAN build directly to a Carrier (or other GF-carrying ship).

That's actually very different from what I was saying, but it's good to know. That makes Saar docks a great deal more flexible than we've been using them to date. Especially the carrier thing.

A neat trick with the saar space docks is to build ground forces on a carrier then move the carrier with the warfare secondary, then move it normally, lets you jump across the map with guys out of nowhere.

blarknob said:

A neat trick with the saar space docks is to build ground forces on a carrier then move the carrier with the warfare secondary, then move it normally, lets you jump across the map with guys out of nowhere.

Only 3 GFs can be used this way unless you have Production.

Beren_Erchamion said:

blarknob said:

A neat trick with the saar space docks is to build ground forces on a carrier then move the carrier with the warfare secondary, then move it normally, lets you jump across the map with guys out of nowhere.

Only 3 GFs can be used this way unless you have Production.

Unless you have multiple docks in the system :)

He is talking about the three plastic limit on the production secondary, not the build capacity fo the space dock.

blarknob said:

He is talking about the three plastic limit on the production secondary, not the build capacity fo the space dock.

Ah, I was thinking you were talking about a "normal" build and using Warfare I to remove the CC to allow you to move right away :)

Re-reading your post, though, I see you said Warfare SECONDARY, which wouldn't involve removing a CC, and thus so the only way the trick would work would be to use Production (either primary or secondary, though you'd get more out of it with primary) and then Warfare II secondary (as Warfare I's locks down the system), and then move :)

I should read more carefully :)

Yeah I should have specified Warfare II. I'm just so used to playing with the SE strategy card exculsively that I forget about the old ones.

blarknob said:

Yeah I should have specified Warfare II. I'm just so used to playing with the SE strategy card exculsively that I forget about the old ones.

Warfare I is the one "base set" Strategy card that I still see people liking, because of it's "remove a CC" benefit :) In the PBeM game I'm running on the wiki site, I even have it where if a player picks Warfare, they choose (at the time of picking) which Warfare they want. Picking it locks both down, though (so you won't have Warfare I and Warfare II at the same time).

Yeah Warfare I is pretty darn good, I do miss it sometimes especially when I get signal jammed, wich got even more powerful with the Warfare II.