Hm, sorry, I just noticed that evasive maneuvers don't really count in QuailPilot's situation. He'd head right off the map if he hit his afterburners...
Releasing a chaff pod is still a possibility, though!
Also it would be nice, if it isn't a lot of work, for you to update the ship stats even after the combat phase so that we can get a full view of the situation in the end-turn phase in the cases where we have to wait on other's orders like this.
I did! Maybe you have to refresh your browser window/cache, not too sure about that. (In the Ship Stats screen, try hitting F5 on most browsers.) You should notice that I already substracted all the missiles that have been launched, and I also updated the status on shields and hull strength for Tango 1 and Vorshaki 2. Tell me if it doesn't work for you (or anyone else, for that matter)!
Also I need clarification: are the DFs resolved in the combat phase? Did I miss that in the manual? while I do agree this makes more sense (since they are fast and have no guidance) it wasn't clear. This would be important, because in what order to missiles acquire targets? If DFs were done in the end-turn phase, a few situations could occur. Example: My missile locks on Vorshaku 2, Vorshaku 2's DF hits Tango 1, doing hull damage, Tango 3's FF locks on Tango 1, etc. The order of missile resolution suddenly matters. Resolving DF fire in the combat phase (as you did) fixes this problem, but near as I can tell, this isn't explicitly stated in the manual.
Uh, no, I didn't resolve DF hits or misses during Combat Phase. I just stated that DF missiles had been launched. The DF missiles are still out there, same as the FF missiles. The FFs lock onto their respective targets at the beginning of each turn's End Phase.
I agree, it's not worked out very well in the manual, but since I had no opportunity to play-test the game so far, these issues haven't arisen until now. Remember, it's still just sort of a beta test, so we're ultimately all playing to pin-point these weak spots.
While we're at it, I have a few more issues I'll have to address in the manual's next version. Feel free to comment:
- the general procedure of locking missiles and torpedos must be explained
- FF missiles lock on after Combat Phase, in the beginning of End Phase
- chaff pods should be restricted to rear fire arc use
- torpedoes should get the same firing arc as DF missiles (only straight ahead, OR a 60° arc)
- evasive maneuvers should allow for afterburning away straight ahead, no matter if afterburners have been used during Movement Phase or not. However, no movement will be allowed in the following turn's Movement Phase
- point-defense fire: Flak fire will destroy missiles on a 8+ instead of a 5+