Okay, this project seems to don't have been active for many time. Anyway, I have the idea to make a small software to play this game, and for it, I have to ask you (the cards maker) for some points :
I'm reading these 2 cards :
SF Astaroth
5/1 1/2 10/2
--> that's the notation I'm using : Command Points Needed / Jump Cost | AC / AA | MN / HPSwarmer
SF Astaroth gain 0/+1 for each other unit with this ability present in the Battle Zone
SB Nahema
7/1 5/3 8/4
Swarmer
Nahema gets +1/0 for each other unit with this ability present in the battle zone.
These 2 cards are called "swarmer". We could consider that if these 2 cards are swarmer, then if these 2 cards are present in the battle zone, Astaroth should get 0/+1 and Nahema +1/0.
However, it is precised "for each other unit with
this ability", and despite these 2 cards are swarmer, they haven't got exactly the
same ability.
Logically, they shouldn't get their bonus. But I think it could be better for the game if they could get their bonus anyway, and with any other unit called "Swarmer".
What's your opinion about it ?
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There is another thing :
VC Aten
5/1 4/10 7/5
When Aten is target of a cruiser or corvette, both ships get -1 MN
The rule book says :
"First, the maneuverability of both units is compared.
The difference between the maneuverability
scores is penalized to the firepower (both AC and
AA) of the unit with the lower maneuverability."
Getting their MN -1 to attacker and attacked is equivalent to do nothing
Or maybe it isn't until the end of turn ?
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Oh my god, I think it's an error, but the SCv Moloch is a fighter wing ! Remind me to
never fight a wing of these things x) I prefer destroy a Lucifer !
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SCv Moloch
10/1 8/11 4/11
Qoutub missiles :
Pay 2
Moloch can target 2 wings of fighters or bombers, both get maximum damage from moloch's AA Fire power.
Hangar Bay
Moloch can carry 1 wing of fighters and bombers.
The ability Pay 2 of this Moloch is very dangerous : it has got 11 AA firepower, and I don't know any fighter or bomber that have more than 11 HP
So you pay 2 and you destroy 2 wings. And you can use this ability every time you want. So, you summon Moloch, and the opponent have no more fighter or bomber wing for some CP. I think I will command Shivans
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And with the spacecraft that gets +1 HP until end of turn, there's a real problem. Let's imagine that this effect is activated, and the spacecraft, after being attacked, is only 1 HP. At the end of turn, the +1 HP negates, and the spacecraft is now 0 HP : a real phantom ship.
I think it would be better if the "+1 HP" were "prevent 1 damage". I think I will do modifications to the cards.<
And with the damage marker there is too a big problem : the Orion is 15 Hp. In a battle phase, Orion is very damaged and it is now 2 HP. So, it gains a damage marker. But at the beginning of the next turn, Orion have 7 HP, because it has got a damage marker... Orion just gained 5 HP !
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Hangar Bay
TD Orion can carry 3 wings of Fighters and Bombers
Hangar Bay :
Ravana can carry 6 Wings of Fighter and Bombers
There are 300 meters between Orion and Ravana, and these 300 m represents 3 wings.
Hangar Bay :
Colossus can carry 6 wings of fighter and bombers.
The Ravana has a hangar bay as big as the Colossus' hangar bay. I guess the Shivans can compress their fighters to get more space. Did you know Seraphims were inflatable ?