spencercl wrote:The explosion rule states that the explosion strength downgrades during the end phase of the following turn it was created.
What is not clear is when the exactly the explosion damages ships/fighters in that hex the first time. During the first end phase it was created in? During the end phase during the end phase following the turn it was created (when it degrades)? Is it immediate, when it is created and as with fighters when a ship passes through that hex?
Thanks for the help.
Spencer
Although it's not consistent with the rules as written, I'd like to propose the following simplification of the explosion rules:
During the end phase, ALL explosions (even fresh ones) do damage. Then ALL Explosions are degraded. Launching of fighters and then sunbursts happens after this.
Consequences of this rule:
* There's no need to remember which explosions are new.
* It becomes a bad idea to stack your ships in the same hex. This is a good thing, because it makes maneuvering more interesting and makes life easier for players using miniatures.
* Sunbursts and big explosions are terrain for the next round. Size-1 ship explosions damage others in the same hex, but do not stay around long enough to be terrain.
* You can't launch fighters if something big exploded in your hex this turn (they would be annihilated upon leaving the carrier). A size-1 explosion would be gone by fighter-launching time.
* Sunbursts cannot be used to keep carriers from launching, because the fighters have time to move before damage is done in the following end phase. (This depends on a very precise interpretation of the rule that fighters are eliminated upon entering an explosion hex. They didn't enter the sunburst hex, it entered their hex. Without this interpretation, dropping a sunburst onto a pile of freshly-launched fighters is probably too powerful.)