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Richard Sturk
Canada

I am involved in a game where the Clan of Saar fleet, with 2 Space Docks, is adjacent to Mordai II. 2 space docks (upgraded with floating factory tech), 13 fighters, 1 carrier, 1 destroyer and 1 Dreadnought with an Admiral. Production has just been played and I have enough resources and strategy CCs to build the Nekro Virus Flagship.

I can afford to build the Nekro Flagship and I act before the Saar.

My question is; If I send the "Alastor" to engage the Ckan of Saar and destroy his fleet ("if the Alastor is destroyed all 'SHIPS' including friendly are destroyed), Will his space docks be destroyed as well?

I welcome all opinions.

Thanks in advance.

Main question is "DO CLAN OF SAAR SPACE DOCKS GET DESTROYED BY THE NEKRO VIRUS 'ALASTOR' WHEN IT DETONATES?"
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  • Last edited Mon Jan 30, 2012 4:53 am (Total Number of Edits: 1)
  • Posted Mon Jan 30, 2012 4:53 am
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Adrian Pop
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I don't believe they are destroyed. The condition for them to be destroyed is to have an enemy ship in the same system and no Saar ship present.

When the flagship detonates the condition is not met.

Thematically it also makes sense. The Space Docks would not be located exactly where the battle took place.

EDIT: clarification
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  • Last edited Mon Jan 30, 2012 5:15 am (Total Number of Edits: 2)
  • Posted Mon Jan 30, 2012 5:02 am
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Scott Lewis
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I agree with Adrian. For what it's worth, the Saar Space Docks, despite being mobile, are NOT considered ships, and are NOT destroyed by the Alastor's blast. And because the ships are all destroyed at once, that means the Saar docks are not in space with the enemy fleet.
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JJ Belyeu
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just add this to the reasons the Saar are AMAZING! I never used to be a believer, but the more I see them in action, the more I believe they are a top 5 race.

Granted this can be chalked up to a technicality, but still
 
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Richard Sturk
Canada


Thanks for your quick replies. I have to agree with you all, though I was secretly hoping someone would find an obsecure rule somewhere.

Eitherway, the Saar Fleet is going to be blasted out of exsistence. The Space Docks will have to wait a round.
 
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Adam Mitchell
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BeerMe wrote:
just add this to the reasons the Saar are AMAZING! I never used to be a believer, but the more I see them in action, the more I believe they are a top 5 race.

Granted this can be chalked up to a technicality, but still


I mentioned when I commented on your Saar game that the Clan were my second favorite race; I'm glad to read that you've come to the conclusion that they're an excellent race too! Now if you could only acknowledge the awesomeness of the Ghosts of Creuss . . . whistle
 
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Brian Petersen
United States

Texas
Not necessarily. Another player could send a single ship (over the PDSs in range) and blow up all 3 space docks. Alternatively, someone could retreat/withdraw into that space if the Clan doesn't build ships there between the Alastor detonating and the next adjacent battle taking place.

With the help of Fleet Logistics (obtainable via Domain Counters or Cultural Crisis) an Alastor nuke followed by a withdrawal can really hurt the Saar or really help the Nekro with a blockade objective on other races.

With the help of an Agent, Transfabrication, both Mentak racial techs, Nano Technology, and Dacxive Animators, the Nekro Virus force can grow while attacking, and fuel their rear reinforcements. The losses are further minimized by Duranium Armor and Maneuvering Jets.

From the games I've observed, the Saar and the Creuss require a lot of set-up to become great. With an aggressive neighbor, ie Norr/Yin, either race can be annihilated fairly early. The allure of their racial techs often reduce their unit production, which is only a problem in a poor sector of the galaxy.
 
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Adam Mitchell
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TomBoombs wrote:
Not necessarily. Another player could send a single ship (over the PDSs in range) and blow up all 3 space docks. Alternatively, someone could retreat/withdraw into that space if the Clan doesn't build ships there between the Alastor detonating and the next adjacent battle taking place.

With the help of Fleet Logistics (obtainable via Domain Counters or Cultural Crisis) an Alastor nuke followed by a withdrawal can really hurt the Saar or really help the Nekro with a blockade objective on other races.

With the help of an Agent, Transfabrication, both Mentak racial techs, Nano Technology, and Dacxive Animators, the Nekro Virus force can grow while attacking, and fuel their rear reinforcements. The losses are further minimized by Duranium Armor and Maneuvering Jets.

From the games I've observed, the Saar and the Creuss require a lot of set-up to become great. With an aggressive neighbor, ie Norr/Yin, either race can be annihilated fairly early. The allure of their racial techs often reduce their unit production, which is only a problem in a poor sector of the galaxy.


Given how deep Fleet Logistics is in the tech tree, how is it obtainable via Domain Counters or Cultural Crisis?

I see your point on the early vulnerability of the Saar, but how do you come to the conclusion that the Ghots can be annhilated fairly early, given that they have the most protected Home Planet in the game?
 
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Brian Petersen
United States

Texas
Nekro starts with Dacxive Animators. Graviton Negator, then Fleet Logistics. If the Nekro gain 2 techs during a round they're Cultural Crisised, they can buy both those techs. Final Frontier tokens that grant techs were clarified to include the Nekro. Distant Suns tokens work too, but another player picks for you, so have fun with Antimass Deflectors and other junk.

With Imperial II and base game strats, the Ghosts might only take one system the first round and build 4 resources of units, most likely 1 carrier and 2 GFs. If someone takes that system back over without using Warfare, they can transfer into the Gate. The Ghost starting units hit only 20%. Diplomacy can then trap the Ghosts in their own HS with only 4 resources per round.

While they only have to defend their HS from 1 point, they must also leave from one point.
 
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Adam Mitchell
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Interesting theoretical way to gain Fleet Logistics! As for the Final Frontiers counter, I'm all but certain that there is only a single counter in the mix which grants a new technology.

Again, interesting idea! It would require, however, an opponent who is completely focused on shutting down the poor Ghosts player. It would also require using the original Stategy cards, something I would very strongly advise any TI:3 player NOT to do; the SE cards beat them by several light years.
 
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Brian Petersen
United States

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My game-group uses as close to base any time we do Age of Empires. If it were up to me I wouldn't because it removes first round untapping, unactivated building, and long-term teching.
 
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Jonathan Challis
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Saar Space Docks, are still units but still not ships - just like every other race. Just mobile ones.
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