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Star Trek: conQuest
by Jim "Twitch" TittleThe attack phase, during your turn, allows you to attack the opposing ships, but only in the same region. People can attack people in the same region. Ships cannot attack people and vice versa. During this phase, your hit points are noted and that piece is weakened. For example, if a ship's shields are weakened to zero the piece is removed from the game. If a piece receives 50% damage you can visibly see it on your piece until the damage is repaired.
For ships or people with the power of two actions, two things can be accomplished: A ship could both move and attack, but could not make two moves or two attacks. Only through a bit of play will you learn if your moves are right. Moving weaker pieces into play in regions where the enemy has powerful pieces will spell disaster. In a WWII combat sim, you wouldn't attack four Panzers with one Sherman or have your two fleeing Spitfires turn and face eleven hungry FW-190's. In addition, it would be suicide to make an attack run on the Yamato and her fifteen escorts with one destroyer. Alas, it would be more adrenaline-pumping fun to do that compared to the sluggish, convoluted "play" involved here.
You are allowed twenty turns to decide who is the top Q. If your Q is stuck on a planet you do not control during the deploy phase you are in check. And if your Q is on that planet after the move phase in the same turn as well, you are checkmated. If neither of these conditions are met the player with the largest number of planets in his control wins. And yes, you can play to a draw.
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