I wonder if factored in to cost in some small way, installations being slightly less than ideal in terms cost:benefit and less likely to be used in that competitive format?
I don't know about that; being torpedo-proof and forward based are big advantages while being unable to contest objectives is a huge minus. For cost we can only look at ships RB made like Okt Rev or the pocket battleships. Taking all that in consideration it doesn't seem like an overcost.
It looks like most of us agree this is an "artifact" of the new unit type coming out after the rulebook. However, you are also confirming my interpretation that there is, in fact, nothing official that says an Installation suffers the effects of being Crippled. As such, it would have to be house ruled and everyone playing told in advance. When I am running a tournament at someplace like Origins a rules lawyer is rightly going to ask me where it says an Installation suffers the effects of being Crippled. No such rule or official clarification exists, so I couldn't enforce that unless it was announced in advance of the tournament. So the it looks to me like the "letter of the law" is Installations do not suffer the effects of being crippled unless the players specifically house rule it.
Could not agree more; What would Huscari say???
This is what Andy Palmer Said
andypalmer Joined: 14 Jan 2011 Likes received: 3 Posts: 5570 FLAGS Post subject: Re: Crippled Instillation? Reply with quote (Liked by:0) Like this post Admiral Duncan wrote: Can an instillation be crippled?
Great question!
Based upon a strict reading of the rules, I would have to say, 'No.' Per the rule book, only Ships and Submarines suffer the penalties for being Crippled.
I would have to rule that unless WOTC made a clarification regarding the HSB (i.e., that it gets treated like a Ship), that they cannot be crippled.
A couple of others questions were once brought up; Would the MG's of an Installation enact the part of Small Ship Evasion only hitting on a six's;; Rule does say BB's MG's Can a plane with press the attack use it;; its not a Ships AA
Aside all this if an expansion team cleared it up in the next Installation card would it apply as a basis for all the older ones or should it be left to ponder.
It looks like most of us agree this is an "artifact" of the new unit type coming out after the rulebook. However, you are also confirming my interpretation that there is, in fact, nothing official that says an Installation suffers the effects of being Crippled. As such, it would have to be house ruled and everyone playing told in advance. When I am running a tournament at someplace like Origins a rules lawyer is rightly going to ask me where it says an Installation suffers the effects of being Crippled. No such rule or official clarification exists, so I couldn't enforce that unless it was announced in advance of the tournament. So the it looks to me like the "letter of the law" is Installations do not suffer the effects of being crippled unless the players specifically house rule it.
That's a good summary. If I had to run a tournament, I would propose a rule booklet for it, that includes all errata/clarifications as well as the applicable "house/event" rules. In this you can include the fact that you want Installations to suffer the effects of crippled. Given the amount of stuff that went out (including sea gods) after the latest official rulebook, I feel like we somehow would need a "sea god rulebook" which is up to date.
This is just common sense and Installations should suffer the effects of being crippled. If you take this route then I can make the ridiculous argument that according to the rulebook on page 34 first paragraph under "effects of Damage" Installations would not be not destroyed when they take hull damage equal to or greater than their hull points, or when a single attack equals or exceeds their vital armor. (It only states Ships and Submarines.)
However, the meeting/exceeding the Vital Armor argument would be voided by the last sentence on page 58 under the Attack entry: "If the number of successes you roll equals or exceed the target's vital armor rating, you destroy that target.
But to support my stance, let's look at the definition of Hull Points on Page 14 as it reads: "The number of times a Ship or Submarine must be damaged to destroy it."
The fact that installations were made after the 2010 rulebook (and the 2011 rules clarification), should not prevent Installations from being treated as ships for purposes of being crippled or destroyed.
Maybe, but on the same page in the rule book one could argue that installations cannot be Damaged either. So HSBs can never lose their ER4.
Mwahaha.
THat would mean you have to vital them to get rid of them?
They can still take damage... pg. 24 of the 2010 rulebook under the Attack Roll:
..."If you equal or beat the armor rating, you get a hit and deal 1 point of hull damage to the target. ..."
Nowhere that I've been able to find yet states that when a unit takes damage equal to the Hull Points it is destroyed. (Note I stated unit, it is stated in the rulebook for Ships and Submarines.)
So you can damage it, but never destroy it except for scoring a vital hit.
This is just common sense and Installations should suffer the effects of being crippled. If you take this route then I can make the ridiculous argument that according to the rulebook on page 34 first paragraph under "effects of Damage" Installations would not be not destroyed when they take hull damage equal to or greater than their hull points, or when a single attack equals or exceeds their vital armor. (It only states Ships and Submarines.)
However, the meeting/exceeding the Vital Armor argument would be voided by the last sentence on page 58 under the Attack entry: "If the number of successes you roll equals or exceed the target's vital armor rating, you destroy that target.
But to support my stance, let's look at the definition of Hull Points on Page 14 as it reads: "The number of times a Ship or Submarine must be damaged to destroy it."
The fact that installations were made after the 2010 rulebook (and the 2011 rules clarification), should not prevent Installations from being treated as ships for purposes of being crippled or destroyed.
Very good point AU64; but its still not that simple; Page 34 effects and damage clearly talks about a moving object;; losing speed;; Installation don't move. I could argue under the Glossary page 60 Hull Damage; Damage taken from an attack that hits; Hull being just how much damage you take till destroyed. Not literally a ships hull Players look at unit types in different manors; i see an Installation as a unit you attrition till destroyed; i believe crippled was added for the effect in a naval battle that it had on those type of units. Weeds is right on this and as you stated its after the the final rules; WOTC was not going to rectify the rules or the units, its up to the players. You house rule it--agree on it or if you can't, you do what gamers should, roll a die.
My answer is, "Don't be a twidget, they're clearly not intended to be invulnerable."
I wouldn't pull this line of reasoning out on my opponent, and wouldn't sit for it if they did.
There are some weird rules in W@S... like if you fire on a plane with Defensive Armament with a Fighter, it gets that bonus against all further shots, even ship-based ones... But clearly Installations are not intended to be indestructible.
Post by Solomiranthius on Jun 6, 2017 17:30:46 GMT
Yeah, I agree with Brigman and northstars here. Installations are not covered at all by the original rulebook. If you take it to the extreme, not only can you not damage installations (except with Landing per the SA), you can never even attack with an installation because only Ships are allowed to fire during the Surface Attack Phase!
So, in order for the unit to be usable at all, we have to assume something regarding which rules (as to unit type) to apply to the installation. Neither Air nor Submarine rules make any sense. So we apply the Ship rules--when it attacks, how it attacks, how it is damaged, when it is damaged, effects of attacks, crippled, etc.
It seems easier to do this than piecemeal it the other way, but it raises other questions.
Stacking? Normally it is 2 ships per sector. Huscari clarified stacking for installations--1 per sector.
Brigman asked some questions and got answers:
WOTC_Huscarl clarified that the stacking limit of an Installation is 1. If not on an island, it counts as a separate "class" of unit (just as ships and subs are separate). So you could (in theory) put 2 ships (3 w/close escort), a submarine, and an installation in the same sector - if NOT based on an island.
Shore Batteries not on an island don't block line of sight, or movement.
My questions: A few questions with regards to the Shore Battery's Installation 12 SA.
1. Can a unit score VP from its Landing SA and 'invade' the Installation on the same turn?
2. If a unit has already scored VP from its Landing SA can it still 'invade' an Installation on a later turn?
3. Can a unit that has already attempted to invade the Installation and failed attempt to invade it again on a later turn?
4. Do the SAs Beach Landing and Land Secret Cargo count as Landing SAs for the purpose of the Installation SA?
And as an addendum to 4 apparently some people are confused about whether other SAs count as Landing SAs
Vital Cargo Secret Cargo Tokyo Express Evacuate
Huscarl's answer:
Yes. Yes. Yes. Landing and Beach Landing are the two SAs that allow an attempt to capture a Shore Battery. Land Secret Cargo, Vital Cargo, Tokyo Express, and Evacuate do not.
But there are more.
Do SAs that list "Ship" types, apply to installations? Huscari said installation is a separate type of unit for stacking, but I think we need to take that ruling with a limited and very specific impact to the question of stacking. Otherwise, we end up with a new unit type again and get back into the argument that it cannot attack or be damaged.
If we are treating it as a ship, then SAs like Press the Attack should work (which makes logical sense).
Can an installation prevent one from capturing an objective? This is the most worrisome issue with treating installations as ships, since installations are immune from submarines and near immune from most destroyers, some light cruisers, and some air. However, if we treat an installation as a ship, this may be the only unresolved issue, which would likely require resolution similar to Huscari's stacking response.
But, that requires only one critical correction as opposed to the many critical ones needed if we treated an installation as a non-ship unit for all rulebook and unit SA purposes.
"You like ships. You don't seem to be lookin' at the destinations. What you care about is the ships, and mine's the nicest." ~ Firefly ~