Hi guys,
If I had my mc-30 right up against the base of a large ship, both side arcs 'technically' have a shot. Are these shots allowed even though the shots cross through my own front hull arc?
Hi guys,
If I had my mc-30 right up against the base of a large ship, both side arcs 'technically' have a shot. Are these shots allowed even though the shots cross through my own front hull arc?
Yes.
As long as the target Area is in Arc, you ignore your own Hull Zone for the purposes of Line of Sight/Obstruction
RRG, Page 7, Line of Sight:
• The attacker’s hull zones do not block his line of sight
In the specific case, when you factor in the Front Shield Dials of the ships involved (since they cannot be overlapping for the purposes of being in a correct position), there is a fraction of an Area when you can, indeed, get both Side Arcs of an MC-30 against the Front or Rear arc (as appropriate) of an Imperial Class Star Destroyer.
If you actually get to that area in standard maneuvers, you are probably the most absolute skilled or perfectly lucky person I know... I've personally only pulled it off as an artifact of a Hyperspace Assault, and my MC30 didn't survive the Ram it was forced to do afterwards, either, due to the Point Blank enemy firepower.
Edited by DrasnightaYes.
As long as the target Area is in Arc, you ignore your own Hull Zone for the purposes of Line of Sight/Obstruction
RRG, Page 7, Line of Sight:
• The attacker’s hull zones do not block his line of sight
In the specific case, when you factor in the Front Shield Dials of the ships involved (since they cannot be overlapping for the purposes of being in a correct position), there is a fraction of an Area when you can, indeed, get both Side Arcs of an MC-30 against the Front or Rear arc (as appropriate) of an Imperial Class Star Destroyer.
If you actually get to that area in standard maneuvers, you are probably the most absolute skilled or perfectly lucky person I know... I've personally only pulled it off as an artifact of a Hyperspace Assault, and my MC30 didn't survive the Ram it was forced to do afterwards, either, due to the Point Blank enemy firepower.
Yes, I was also thinking the only way to make this happen is from hyperspace assault. Then, instead of placing my ship head first against another ship, I'd place it so the rear was facing the enemy ship. After the mc30 (commanded by Ackbar) throws it's 16 dice, it can just book it out of there at speed 4.
The trick is still popping in at point blank range of an ISD's front Arc, surviving its activation (or somehow forcing an activation to be made elsewhere , since you're player 2), and then its most probable Ram, so you are still in position for your activation.
Because if you want to hyperspace in and assault its Rear quarter, you need to have someone else already in front of it to pin it in place... Which takes a lot more setup.
Edited by DrasnightaYea, true enough. Even if I do lose the game trying to setup, I think it'd still feel good about having thrown out 16 dice in a single ship activation. Alternatively...if you just go head to head against an mc80...
Setting up to be in the side arc is possible but dangerous
I have managed this four times now, all against ISD's, three of them the result of hyperspace assault, and the other into a side arc. Getting the nose-to-nose is not only virtually impossible naturally, but also extremely punishing to fail, because if you try and fail, the ISD is in only your front arc, and you're completely boned for no payoff. So I don't even really try for it anymore.
The best setup for the shot is, as Dras pointed out, to get it into the rear. The only time I've managed to set this up was when an adversary forced his own activation order by conga-lining a pair of ISD's (he was trying to pull off a sharp turn with his echelon formation and didn't consider the price he would pay for it).
It is rewarding in the extreme when you can pull it off, though. In the case above, I dropped Motti's flagship from 100% to 3 hull remaining in one activation. I use torpedo frigates with OE, ACM, and TRCs, with Ackbar and Home One supporting. Gives very reliable, outrageously high damage at close range.
If you're looking at dropping into the front arc of an ISD, though, consider what upgrades you're facing. An unmodified ISD-1 will probably not kill you outright. An unmodified ISD-2, even less often. XI7's, though, reduce the amount of damage required for a one-shot from 10 to 8, which is significantly more doable for both. Leading shots or CF increases the chance significantly; either one with XI7 gives upwards of 80% chance that you'll die before getting the shot off.
I love this tactic, but it's definitely high-risk/high-reward, and you really have to be on your navigation game to make it happen. You also can't depends on it entirely, because it's not always going to happen, so you have to know how to fly the shrimp in the worst of circumstances too. Also, sacrifices to the dice gods help...
I have managed this four times now, all against ISD's, three of them the result of hyperspace assault, and the other into a side arc. Getting the nose-to-nose is not only virtually impossible naturally, but also extremely punishing to fail, because if you try and fail, the ISD is in only your front arc, and you're completely boned for no payoff. So I don't even really try for it anymore.
The best setup for the shot is, as Dras pointed out, to get it into the rear. The only time I've managed to set this up was when an adversary forced his own activation order by conga-lining a pair of ISD's (he was trying to pull off a sharp turn with his echelon formation and didn't consider the price he would pay for it).
It is rewarding in the extreme when you can pull it off, though. In the case above, I dropped Motti's flagship from 100% to 3 hull remaining in one activation. I use torpedo frigates with OE, ACM, and TRCs, with Ackbar and Home One supporting. Gives very reliable, outrageously high damage at close range.
If you're looking at dropping into the front arc of an ISD, though, consider what upgrades you're facing. An unmodified ISD-1 will probably not kill you outright. An unmodified ISD-2, even less often. XI7's, though, reduce the amount of damage required for a one-shot from 10 to 8, which is significantly more doable for both. Leading shots or CF increases the chance significantly; either one with XI7 gives upwards of 80% chance that you'll die before getting the shot off.
I love this tactic, but it's definitely high-risk/high-reward, and you really have to be on your navigation game to make it happen. You also can't depends on it entirely, because it's not always going to happen, so you have to know how to fly the shrimp in the worst of circumstances too. Also, sacrifices to the dice gods help...
Never again.
I have managed this four times now, all against ISD's, three of them the result of hyperspace assault, and the other into a side arc. Getting the nose-to-nose is not only virtually impossible naturally, but also extremely punishing to fail, because if you try and fail, the ISD is in only your front arc, and you're completely boned for no payoff. So I don't even really try for it anymore.
The best setup for the shot is, as Dras pointed out, to get it into the rear. The only time I've managed to set this up was when an adversary forced his own activation order by conga-lining a pair of ISD's (he was trying to pull off a sharp turn with his echelon formation and didn't consider the price he would pay for it).
It is rewarding in the extreme when you can pull it off, though. In the case above, I dropped Motti's flagship from 100% to 3 hull remaining in one activation. I use torpedo frigates with OE, ACM, and TRCs, with Ackbar and Home One supporting. Gives very reliable, outrageously high damage at close range.
If you're looking at dropping into the front arc of an ISD, though, consider what upgrades you're facing. An unmodified ISD-1 will probably not kill you outright. An unmodified ISD-2, even less often. XI7's, though, reduce the amount of damage required for a one-shot from 10 to 8, which is significantly more doable for both. Leading shots or CF increases the chance significantly; either one with XI7 gives upwards of 80% chance that you'll die before getting the shot off.
I love this tactic, but it's definitely high-risk/high-reward, and you really have to be on your navigation game to make it happen. You also can't depends on it entirely, because it's not always going to happen, so you have to know how to fly the shrimp in the worst of circumstances too. Also, sacrifices to the dice gods help...
Never again.
You never forget your first...