Jazzarm, on 11 October 2019 - 03:02 PM, said:
Tattersail_, on 11 October 2019 - 09:14 AM, said:
I do too. As long as people are aware and example move would be;
Warfare secondary -
Sol carrier with 2 fighters and 2 infantry move to from hex a to hex C moving through hex B, picking up 2 infantry and 2 fighters
Sol carrier with 4 fighters and 4 infantry moving from hex a to hex B
Tactical action
Activate hex D
Move both carriers, 8 fighters and 8 infantry -
It's quite strong when you look at it that way, as this would be done in one turn. No way to defend against that level of threat.
That's very interesting. I don't know why but I assumed you could only pick 1 hex to move ships out of and move them a maximum of 1 space. Can you use Gravity Drive for the Warfare secondary? I assume 'no' since GD is worded to only work during a tactical action.
Gravity Drive would not apply, nor any other capabilities that apply specifically only to tactical actions.
I think the additional limitation needs to be either:
a} Picking up infantry from planets is not allowed at all, but the ships can move their full move value and can move to empty hexes; or
b} You can pick up infantry from planets, but the ships can only move to an adjacent hex you control even if they have higher movement
{a} is more useful for clogging empty space with destroyers, while {b} is better for moving infantry/stuff around inside your controlled systems
For comparison, here's how the Warfare cards in TI3 worked:
Quote
WARFARE I
Primary ability: Immediately retrieve one of your CCs from the board and place it back in your Command Pool.
Secondary ability: Spend one CC from your Strategy Allocation area to choose one or two of your Destroyer/Cruiser units anywhere on the board. Each unit may now move to an adjacent empty (non-Home) system (i.e. adjacent to the system from which the ship originates). Then place one of your CCs from your reinforcements in each destination system. A player may move his Destroyer/Cruiser in a system he has previously activated (no additional CC is placed). Ships with Stasis Capsule may NOT carry units using this secondary ability.
Quote
WARFARE II
Primary ability: Place one of your systems on “High Alert,” which is indicated with the High Alert token. You may optionally move the “High Alert” token with any ships that move out of the system. The token is removed at the start of the Status Phase.
All your ships (including mercenaries) that are in the system on High Alert receive:
+1 movement. If the token moves with certain ships, the ships that are left behind still benefit from the +1 movement until the end of the activation.
+1 to rolls during Space Combat. This bonus does not apply to pre-combat abilities and to units in Invasion Combat. Also, only ships in the system identified with the High Alert token benefit from this bonus.
Secondary ability: Spend 1 CC from your Strategy Allocation area. Move any two of your ships in unactivated systems into an adjacent system or systems that you control. This does not activate the destination system(s), meaning that as long as the destination system(s) were not already activated, the moved ships will be able to move later on that round. (Also, because the destination system is not activated, this movement does not trigger PDS fire.). Ships, like Carriers, may not pick up and/or drop off units via this secondary ability.