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A Handful of Stars» Forums » Rules

Subject: Missiles timing rss

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Maciek Obszanski
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Which one is correct:

1) You have to use it before start combat when calculating starting military strenght ( at the same time when you count your fleets, star bases, dreadnought etc), so you can decide about retreating after you know real power of missiles.

2) You may use it before start combat when calculating starting military strenght ( at the same time when you count your fleets, star bases, dreadnought etc), so you can decide about retreating after you know real power of missiles.

3) You can use missiles in any moment of combat when firepower is needed.
 
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Fabian
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According to the rules, I'd say:

4) You must not play Missiles before starting the actual combat, but only after the possibility of free retreat.

The rules say that the initial Combat Strength is *only* determined by (highlights by me):

Quote:
Each Fleet has a Combat Strength of three
Each Star Base has a Combat Strength of five
Any cards that modify Combat Strengths (which are Space Mines, Dreadnoughts and Super Dreadnoughts). [i.e. the passive/permanent reserve cards]


This is similar to how the Star Bombs hit-and-run tactic is described: you cannot play Star Bomb before the retreat step; instead, even if you plan to lose the fight, you have to enter the "real" combat phase first, play the Star Bomb then, and take normal loser's casualties.
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Maciek Obszanski
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So timing is like Rapid Reaction Forces ?
 
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Fabian
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Palmerex wrote:
So timing is like Rapid Reaction Forces ?


IMHO yes. But I see, there is a difference: Missiles is a "Reserve" card while Rapid-Reaction Force is labeled "Combat". I'd still argue that Missiles is not passive, but an active in-combat action.
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