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Author Topic: Useful TI3 Errata  (Read 1431 times)
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Lucy St. Jude
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« on: April 10, 2006, 02:13:27 PM »

Technology Card: Advanced Fighters
The following text should be added to this card:
"Any fighters in excess of a system’s fighter capacity will count towards your Fleet Supply limit."


(1.2) Elimination
A player who controls no planets and has no units on the board is eliminated from the game. He cannot action play cards or choose Strategy Cards. After a player has been eliminated, the other players continue the game normally, with no changes to the number of Strategy Cards taken, etc.


Turn Order in Three- and Four-Player Games
To determine order of play in a three- or four-player game (in which players have 2 Strategy Cards) use only the best (lowest)
initiative value of the two cards to determine order of play.


When the Jol-Nar player resolves the secondary ability of the Technology Card, he may also (in addition) execute the effect
primary ability. This allows the Jol-Nar to both receive a free Technoloy (for the primary ability), as well as purchase a
Technology if desired (for the secondary ability). The Jol-Nar player may choose to receive only the free technology for the
primary ability, and choose not to pay 8 resources for a second Technology (but the Jol-Nar must still pay a Command
Counter to resolve the secondary ability, unless they chose the Initiative Strategy).


Q: Can my PDS with Deep Space Cannon fire through a wormhole?
No. Wormhole systems are considered adjacent only for the purposes of ship movement.


Q: Can I have limitless Ground Forces and Fighter units, or once we run out of cardboard tokens am I stuck with what I
have? Can I use pennies, post-it notes, and dust bunnies to bulk out my forces if I can pay for them in-game?
You can use replacement counters if you run out of the Ground Force and Fighter supplement tokens provided with the game.


Q: What is the precise order of pre-combat activities?
The following is a list of possible pre-combat effects:
Assault Cannons
Anti-Fighter Barrage
Mentak ability
Naalu Ability
Minister of War
Sabotage Run
When a combat begins, first determine which (if any) of these pre-combat effects and abilities may apply. Then, the defender chooses the order in which they are resolved. The defender, however, must remember that, as stated in the rules, Anti-Fighter Barrages must be resolved before Sabotage Runs.


Q: Does a ship have to take the most direct route possible to its destination system, or can it take a longer route in order to pick up fighters/ground forces on the way?
As long as a ship has sufficient movement to reach the activated system, it may take any legal route during its movement.


Q: If I run out of Command Counters, what happens?
You are limited to the actual Command Counters provided in the game. You cannot use replacement counters.

(1.2) Q: If a player has all 16 Command Counters in use on the board or on his Race Sheet, can any effects or actions that require additional Command Counters for that player take place or be resolved?
No.


(1.2) Q: When taking a Transfer action, can I build a new Space Dock in one or both of the activated systems, and if so, may I also still build units with preexisting Space Docks in those systems?
You may produce a new Space Dock in one of the two activated systems. This system need not be the same system in which you build other units with pre-existing Space Docks.
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Derrick Heyoka
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« Reply #1 on: April 10, 2006, 02:34:06 PM »

Technology Card: Advanced Fighters
The following text should be added to this card:
"Any fighters in excess of a system’s fighter capacity will count towards your Fleet Supply limit."

Ahhh kewl so it only matters if you don't bring carriers with you or have a space port or two.  Still badass.

(1.2) Elimination
A player who controls no planets and has no units on the board is eliminated from the game. He cannot action play cards or choose Strategy Cards. After a player has been eliminated, the other players continue the game normally, with no changes to the number of Strategy Cards taken, etc.

Wow so even one rogue destroyer will keep someone in the game huh?  Well with a concerted effort to kill someone obviously there won't be any safe areas, kewl.  It's good to know they can't keep picking strat cards and that everything else still remains unchanged, as if they still existed.

Turn Order in Three- and Four-Player Games
To determine order of play in a three- or four-player game (in which players have 2 Strategy Cards) use only the best (lowest)
initiative value of the two cards to determine order of play.

Ahhh also good to know since in my first (of two games) we just went in card order which led to some people going twice in a row and such things.

When the Jol-Nar player resolves the secondary ability of the Technology Card, he may also (in addition) execute the effect
primary ability. This allows the Jol-Nar to both receive a free Technoloy (for the primary ability), as well as purchase a
Technology if desired (for the secondary ability). The Jol-Nar player may choose to receive only the free technology for the
primary ability, and choose not to pay 8 resources for a second Technology (but the Jol-Nar must still pay a Command
Counter to resolve the secondary ability, unless they chose the Initiative Strategy).

Q: Can my PDS with Deep Space Cannon fire through a wormhole?
No. Wormhole systems are considered adjacent only for the purposes of ship movement.

Q: Can I have limitless Ground Forces and Fighter units, or once we run out of cardboard tokens am I stuck with what I
have? Can I use pennies, post-it notes, and dust bunnies to bulk out my forces if I can pay for them in-game?
You can use replacement counters if you run out of the Ground Force and Fighter supplement tokens provided with the game.

Fucking awesome.  I knew they wouldn't want the game to come down to who used up the most cardboard chits to hobble his or her opponents.  Too bad that doesn't go for command tokens too... >Smiley

Q: What is the precise order of pre-combat activities?
The following is a list of possible pre-combat effects:
Assault Cannons
Anti-Fighter Barrage
Mentak ability
Naalu Ability
Minister of War
Sabotage Run
When a combat begins, first determine which (if any) of these pre-combat effects and abilities may apply. Then, the defender chooses the order in which they are resolved. The defender, however, must remember that, as stated in the rules, Anti-Fighter Barrages must be resolved before Sabotage Runs.

Yikes, now we're starting to sound like M:tG rules, heh.  We're clearly going to be printing out errata sheets... Wink

Q: Does a ship have to take the most direct route possible to its destination system, or can it take a longer route in order to pick up fighters/ground forces on the way?
As long as a ship has sufficient movement to reach the activated system, it may take any legal route during its movement.

Whoa!  This is huge!  Can a ship fly through an activated hex and pick some shit up and then keep moving then?  That would fucking rock.  We'll need to look up the exact wording on what you can and can't do in an activated hex.

Q: If I run out of Command Counters, what happens?
You are limited to the actual Command Counters provided in the game. You cannot use replacement counters.

(1.2) Q: If a player has all 16 Command Counters in use on the board or on his Race Sheet, can any effects or actions that require additional Command Counters for that player take place or be resolved?
No.

(1.2) Q: When taking a Transfer action, can I build a new Space Dock in one or both of the activated systems, and if so, may I also still build units with preexisting Space Docks in those systems?
You may produce a new Space Dock in one of the two activated systems. This system need not be the same system in which you build other units with pre-existing Space Docks.

Uhhhhh.  So if I activate hex A and hex B... I can move shit around, AND build a new space-dock in hex A, AND build shit from a pre-existing space dock in B?  Wow... I need to reread transfer action r00lz badly.
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Derrick Heyoka
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« Reply #2 on: April 10, 2006, 02:43:10 PM »

Quote from: Patrick
With the excess rule, that would just mean that I would need to bring a couple of carriers along with them, but that doesn't seem much worth it to me. Maybe it is. We will have to play with the Errata added in and see how it works out.

I wish they would have put that on the card in the origianl printing though. I am not sure I would have gotten it.

Maybe...just maybe. Smiley

Well it just means you need to bring carriers w/ you if you're gonna have 'em in a big battle, just like normal... on the other hand you could have lots of 'em flying all over the place elsewhere... I dunno I bet it'd still be worth it in a lot of circumstances.

Quote from: Patrick
We were resolving the pre-combat effects at the same time. So it looks like there are rules, but that statement that the defender gets to pick the order in which they are resolved doesn't make much sense to me if there is a set order.

On the ground troop thing, I thought we were always playing that way. When the pup explained it the first time he said that we could pick up troops along the way.

He mighta, but remember we've all played in different games... this is definitely why we should all prolly read the manual.  I *definitely* had no idea you could do that, and that is a HUGE change for me.  HUGE.  GIFUCKINGNORMOUS.  Wink
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Nalroth
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« Reply #3 on: April 10, 2006, 02:48:22 PM »

I can see how that would have affected you quite a bit. I was doing it all throughout the game we were playing and no one was saying anything, but I guess I never did that in the beginning. Each time I play, more strategy comes to me over time. My problem will be dealing with two people at once, if I ever have to.
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Derrick Heyoka
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« Reply #4 on: April 10, 2006, 03:25:03 PM »

I can see how that would have affected you quite a bit. I was doing it all throughout the game we were playing and no one was saying anything, but I guess I never did that in the beginning.

Yeah I used to do it in the previous games, but things worked drastically differently then... there was no "activating" of hexes or anything.  Hrmmm.  So if you... gah.  I just thought of a complication w/ this rule, I'll save it for later though.  Wink

Each time I play, more strategy comes to me over time. My problem will be dealing with two people at once, if I ever have to.

Totally.
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