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4  MOVE & ATTACK ACTIONS


4.1  MOVE   In an opposed MOVE action the battle consists of a single round. Each side takes losses of half the strength of the other fleet, and the weaker fleet also takes losses of half the difference in strengths. The attacker gives up the attack if the defending fleet is not wiped out, or if the strength of the attacking fleet is not greater than the defence level of the system (after battle losses on both sides). The cost is 1 BP.
Format  [ "MOVE" ] [ WHERE FROM ]  [ WHERE TO ]  [ Number of CRUISERS ]

4.2  DEFENCE MODES   The AMBUSH action prepares an ambush for a given system against an attack from a given adjacent system. If the defender makes an AMBUSH action against a system from which a MOVE action (not ASSAULT or DEEP actions) is made then any losses inflicted on the attacker are made before any losses inflicted on the defender are calculated, and the attacker suffers an extra loss (ie. a successful AMBUSH action gives the defending side first shot). Note that to be effective the AMBUSH action must be processed before the MOVE action.
The DEFEND action sets the defence mode for the system chosen to DEFEND (see 3.4) and the RETREAT action sets the defence mode to RETREAT and also resets the retreat location (see 3.4 and 3.5). There is no cost in BPs for these, or the RETREAT action.
Formats [ RETREAT ] [ WHERE FROM ]  [ WHERE TO     ]  [ NOT USED ]
[ AMBUSH  ] [ WHERE     ]  [ WHERE AGAINST ]  [ NOT USED ]
[ DEFEND  ]  [ WHERE     ]  [ NOT USED      ]  [ NOT USED ]
Note: You don't need ships to set an ambush. Each system may only have one ambush set at once (against a single adjacent system). The "Amb" column in your game report shows any ambushes set. Ambushes are remembered from turn to turn, and once set an ambush remains in force until you set a new one or a different defence mode in that system (see 3.4).

4.3  ASSAULT   An assault is a carefully planned all-out attack. The cost is 2 BPs. In an ASSAULT the battle continues until one fleet or the other is wiped out. Each fleet takes losses of one third of the strength on the other side, and the weaker side also takes losses of one third of the difference in strengths. 
If the defending fleet is wiped out and the strength of the attacking fleet is greater than the defence level of the system (after battle losses on both sides) than the battle is won: otherwise any surviving attackers give up the attack. A fleet that makes an assault becomes stuck and may not continue moving during the rest of the turn.
Format  [ ASSAULT ]  [ WHERE FROM ]  [ WHERE TO ]  [ Number of CRUISERS ]

4.4  DEEP   The DEEP action is used for deep space movement to stars not linked through hyperspace. The cost in BPs is equal to the square of the jump distance times the number of cruisers moved. Ships that make a deep space jump become stuck and may not continue moving during the rest of the turn.
If a deep space attack is opposed the battle consists of a single round. Each side takes losses of half the strength of the other fleet, and the weaker fleet also takes losses of half the difference in strengths. The attack fails if the defending fleet is not wiped out, or if the strength of the attacking fleet is not greater than the defence level of the system (after battle losses on both sides). If the attack fails then any surviving attackers are "lost in space" (see (x.x).
Format  [ DEEP ]  [ WHERE FROM ]  [ WHERE TO ]  [ Number of CRUISERS ]