Topic: Comment and Question on Cloak

Comment: as far as I can tell, no where do the rules actually say that you cannot fire at an undetected cloaked ship wink  It's just assumed (I assume).

Question: how do Area Effect weapons interact with cloak?  Based on the discussion at:

http://mj12games.com/forum/viewtopic.php?t=1300

...my guess would be that an undetected cloaked ship is not vulnerable to them, even if it happens to be one of the seven affected hexes, and a detected cloaked ship would be attacked at -1 if caught in the AoE.  Is this correct?

Re: Comment and Question on Cloak

Hmm... maybe an explicit reference to the fact that you cannot attack a cloaked ship should be made. smile

And you're right -- a cloaked ship is only vulnerable to area-effect weapons if it has been detected.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Comment and Question on Cloak

I'm glad this question came up...

I've seen other games where a ship will be declared "cloaked", but we leave the fig on the table to keep track of where the ship is..... and the next thing you see is people firing off AoE weapons to get the splash damage going..... :roll:

However, what if a cloaked ship is right next to an uncloaked ship... do we want to make it a blanket statement that an undetected cloaked ship is immune to AoE weapons?

I would like to get this decided BEFORE it comes up in a game.

Nahuris

Re: Comment and Question on Cloak

Well, as indicated above, I think that's where we are at.

Cloaked ships are immune to damage. Period.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Comment and Question on Cloak

Cloaked ships are immune to damage. Period.

Well, let's be careful here.  Mines and Asteroids include specific language that indicate that cloaked ships DO take damage from those sources wink

It would appear however that cloaked ships may not be attacked by weapons  however.

Re: Comment and Question on Cloak

rafial wrote:

Well, let's be careful here.  Mines and Asteroids include specific language that indicate that cloaked ships DO take damage from those sources wink

Good point...

:oops:

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Comment and Question on Cloak

More like cloaked ships may not suffer directed damage or attack, such as from a beam weapon or what...

But they do suffer incidental damage from things like asteroid collision (and I'm prone argue about AoE dmg also if the cloaked ship is in the blast zone it should be no more immune than friendly ships...since the attack isn't actually directed at the cloaked vessel...but at a different target. tongue)

sounds more like cloak is the traveler black globe of S:AE  *chuckles*

Re: Comment and Question on Cloak

go0gleplex wrote:

(and I'm prone argue about AoE dmg also if the cloaked ship is in the blast zone it should be no more immune than friendly ships...since the attack isn't actually directed at the cloaked vessel...but at a different target. tongue)

I think this has been discussed before.
You know, back in the old days.
:wink:
Kevin

Re: Comment and Question on Cloak

there is no reason to think that just because you can't see a ship that it can't be damaged is there?

Re: Comment and Question on Cloak

I was thinking about this as well.... since you can damage a friendly ship, if it happens to be in the area of effect... how about a rule that states that there must be a valid target in range of a cloaked ship for AoE weapons to damage it?

That avoids the cloaked ship being fired on, because the other player decides to shoot at a random hex (just happens to be one with a cloaked ship). I would further state that the weapon goes off in the hex with the valid, non-cloaked, target..... and if a cloaked ship is in the blast radius, it takes some damage.... but is not revealed? That way, the firing player cannot lob a shell in between a cloaked ship and a valid target, hoping to get both..... ect.

I can see avoiding the "I am going to randomly shoot that hex, as I know that there is something there" type players.... but at the same time, we might want to avoid cloaks being used to completely avoid damage.

Nahuris

Re: Comment and Question on Cloak

Nahuris wrote:

I was thinking about this as well.... since you can damage a friendly ship, if it happens to be in the area of effect... how about a rule that states that there must be a valid target in range of a cloaked ship for AoE weapons to damage it?

That avoids the cloaked ship being fired on, because the other player decides to shoot at a random hex (just happens to be one with a cloaked ship). I would further state that the weapon goes off in the hex with the valid, non-cloaked, target..... and if a cloaked ship is in the blast radius, it takes some damage.... but is not revealed? That way, the firing player cannot lob a shell in between a cloaked ship and a valid target, hoping to get both..... ect.

I can see avoiding the "I am going to randomly shoot that hex, as I know that there is something there" type players.... but at the same time, we might want to avoid cloaks being used to completely avoid damage.

Nahuris

exactly what I was thinking on this John... smile

Re: Comment and Question on Cloak

So to play devils advocate, it is not necessarily the case that an AoE weapon represents a giant wave of energy.  For example, I could propose a weapon that deploys a big cloud of smart submunitions that then home in on available  targets in the area.  In which case it makes perfect sense, reasoning from "special effect" that cloaked ships would not be effected.

I'm actually pretty much on the side of sticking with strict interpretation of rules effects, and avoiding exceptions where possible.  It's one of the things that attracted me to SAE in the first place smile

Re: Comment and Question on Cloak

rafial wrote:

So to play devils advocate, it is not necessarily the case that an AoE weapon represents a giant wave of energy.  For example, I could propose a weapon that deploys a big cloud of smart submunitions that then home in on available  targets in the area.  In which case it makes perfect sense, reasoning from "special effect" that cloaked ships would not be effected.

I'm actually pretty much on the side of sticking with strict interpretation of rules effects, and avoiding exceptions where possible.  It's one of the things that attracted me to SAE in the first place smile

Don't worry Raf....Dan's rulings aren't being challenged.  It's just we do like to think out loud (and stir the pot good) at times. smile

Re: Comment and Question on Cloak

A cloak (as defined in the old TREK series) only makes a ship invisible - it CAN'T make a ship invulnerable to damage.

Cloak ought to affect ACCURACY but nothing else.

Movement into things, like asteroids - no effect.

AOE weapons can still hit - mainly because it's going to be a bi*** to rule on each case - depending on whether it's a swarm of rockets or a gigantic burst of energy.

That's my take....

It's NOT a Black Globe....
smile

Re: Comment and Question on Cloak

go0gleplex wrote:

Don't worry Raf....Dan's rulings aren't being challenged.  It's just we do like to think out loud (and stir the pot good) at times. smile

Yeah, some muse, some stir - and others get out the blender...

big_smile

Re: Comment and Question on Cloak

thedugan wrote:
go0gleplex wrote:

Don't worry Raf....Dan's rulings aren't being challenged.  It's just we do like to think out loud (and stir the pot good) at times. smile

Yeah, some muse, some stir - and others get out the blender...

big_smile

nothing like a good frappe.   :twisted:

Re: Comment and Question on Cloak

Raf.... we're gamers... the only thing we like more than blowing each other's fleets to ash is talking about the rules we use to blow each other's fleets to ash......LOL

I do like your smart munition idea... but if that is true, then friendly ships should be immune to hits, even in the area of effect... making the idea of a "smart AoE" weapon more of a weapon mod....

Maybe something to add to a future supplement.......

I can see it now, fast frigates with smart AoE rushing into close range with enemies, and detonating the weapons on themselves..... hmm range 3, lots of weapons, smart AoE, and range based damage, and rate of fire..... Kind of like using fire ships in Age of Sail era battles.

Nahuris

Re: Comment and Question on Cloak

jimbeau wrote:

there is no reason to think that just because you can't see a ship that it can't be damaged is there?

For what it's worth, my "ruling" on this has nothing to do with assuming that cloaked ships are literally immune to damage (as has been pointed out, minefields and asteroid fields would still have an effect), but to have a rule as simple as possible that does not lead to major abuse.

So, a more correct way of phrasing it would be to state that cloaked ships cannot be damaged by attacks from opposing starships and/or fighter flights, even those with the area effect trait.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Comment and Question on Cloak

My take would be to say that an undetected cloaked ship cannot be targeted... not damaged. That way, if they have a cloaked ship travelling alongside an uncloaked ship, you could accidentally damage it while targeting the valid target.....  But, that you could not target a specific hex due to the fact that the player knows that the ship is there, while his captain would have no means of detecting the cloaked ship....

Insist that there be a valid target for the AoE weapon to be aimed at.....

As of right now, I could cloak 3 ships, fly them up to adjacent hexes with an enemy ship, hit him with a few AoE weapons from the rest of my fleet, relying on my cloak to avoid the damage, and then decloak and fire on the damaged target from close range.... Or, if I am using ships with AoE, I send in ships with cloak generators to battle, and to pull the enemy into a close small area,  and then have them cloak for the turns that I am sending in my big guns.... My opponents ships are now in locations where I can concentrate damage... and if he uses stealth, or ECM, I can target my own ships (I know where they are, so they are detected as far as I am concerned) to avoid those penalties, but my cloaked ships would not take damage......

Like Dan said, we want to keep the rule simple, but also avoid abuse.

Nahuris

Re: Comment and Question on Cloak

I hope I didn't kill the thread.... I just have a player who absolutely loves cloaks... and is always looking for ways to cheese every rule.....LOL

Nahuris

Re: Comment and Question on Cloak

Nahuris wrote:

I hope I didn't kill the thread.... I just have a player who absolutely loves cloaks... and is always looking for ways to cheese every rule.....LOL
Nahuris

I guess I'm not seeing how not allowing cloaked ships to be damaged by weapons fire would be cheesing the rules. If I was running cloaked ships I sure wouldn't place them next to other friendlies in the first place, and thus run the risk of being hit by AoE weapons.
If I'm not mistaken, the rules have been this way for a long time.
Also, you guys are remembering that cloaked ships do become easier to detect on subsequent turns after they cloak?
Kevin

Re: Comment and Question on Cloak

Nahuris wrote:

As of right now, I could cloak 3 ships, fly them up to adjacent hexes with an enemy ship, hit him with a few AoE weapons from the rest of my fleet, relying on my cloak to avoid the damage, and then decloak and fire on the damaged target from close range....

Well, since you uncloak during Orders phase, regardless of the ruling on AoE vs cloak, you could always do this exact same tactic by flying near, AoE weapons fire (end of turn), uncloak, move up, short range fire.  If you can pull this off, good tactic!

and if he uses stealth, or ECM, I can target my own ships (I know where they are, so they are detected as far as I am concerned) to avoid those penalties, but my cloaked ships would not take damage......

This is just silly.  First of all, even if you were considering your own ships as "cloaked, dectected" you wouldn't avoid damage, those ships would attacked with a -1 to hit penalty, and enemy ships in the area will be attacked with whatever penalty is appropriate to the tech they are using. See:

http://mj12games.com/forum/viewtopic.php?t=1300

You target an AoE weapon on a hex, not a ship.  Each ship in the area is then attacked with whatever penalties would ensue if that ship had been specifically targeted.  If that ship is NOT a legal target (undetected cloak, stealth at long range) then the target is not hit.

Re: Comment and Question on Cloak

Trust me... if I don't have it spelled out in advance.... there will be hours of rules arguments, and then no games for a while, as all the other players decide not to bother.... I am sooo trying to break the cycle right now.

Nahuris

Re: Comment and Question on Cloak

I game with John/Nahuris and thought I would add my two cents in as he tries to be a little more diplomatic than I am sometimes. We have a player with a bad case of rules lawyerism to constantly deal with. We don't want to exclude him because a) he owns a lot of the figs we use as he had a lot of time neither John or I had and b) can't exclude him without excluding his wife who is a solid player and tactician that is fun to fight against (not to mention a challenge). Also we do multiple games, Starmada, BattleTech (both tabletop and RPG), Warhammer Fantasy Roleplay ... well you get the idea. The gentleman in question is very enthusiastic, but also once spent 2 weeks with one of the RPG rulebooks working out the shortest way to make himself the most powerful in the shortest amount of time. Even though the mixture made absolutely no sense overall. Consequently we need to be able to say this is the answer or have the entire game day devolve into a this is what the rules say vs. this is what common sense dictates argument which destroys a lot of the fun for everyone (including his wife).

Re: Comment and Question on Cloak

wulfe-hawke wrote:

I game with John/Nahuris and thought I would add my two cents in as he tries to be a little more diplomatic than I am sometimes. We have a player with a bad case of rules lawyerism to constantly deal with. We don't want to exclude him because a) he owns a lot of the figs we use as he had a lot of time neither John or I had and b) can't exclude him without excluding his wife who is a solid player and tactician that is fun to fight against (not to mention a challenge). Also we do multiple games, Starmada, BattleTech (both tabletop and RPG), Warhammer Fantasy Roleplay ... well you get the idea. The gentleman in question is very enthusiastic, but also once spent 2 weeks with one of the RPG rulebooks working out the shortest way to make himself the most powerful in the shortest amount of time. Even though the mixture made absolutely no sense overall. Consequently we need to be able to say this is the answer or have the entire game day devolve into a this is what the rules say vs. this is what common sense dictates argument which destroys a lot of the fun for everyone (including his wife).

Duct tape and a banana will fix that problem real quick. *WEG*