by Randor20
rmsgrey wrote:
Matchstickman wrote:
Xelforp wrote:
But can you make an attack with a destroyed hit-location (for example, the Masts)?
Yes.
You can't go on a Merchant Raid with a destroyed location (well I suppose you could but they would instantly flee)
Would they flee instantly, or would they get to shoot at you a bit first and then automatically escape after you take the "hit"s?
They would flee the moment you declare which nation you want the merchant to be from (if you have a choise), because that is the time you move from scouting to the actual merchant raid.
From p. 10 in the rules first coloumn - here it is explained how to scout for a merchant. Then in the next coloumn is "Merchant Raids" where the ristriction with a destroyed location is the first they mention. So you can do the scouting part, but not get to the actual raid. And actually you could just choose not to go through with the raid after the nationality of the token is revealed - that is always an option.
It is perhaps all a bit gamy, but it can be usefull. For one thing it could be used at the end of the game to prevent a player from scouting for a merchant close to his homeport, and so force him to get the last gold/Glory elsewhere (and hopefully he would use more actions to get it).
Or just to get all the merchant tokens back on the board. Say you start in a seazone - scout for merhcant (but no raid), move into port, "port" to make repairs. That way you end your turn in port and are safe from attacks, but still have a fresh board to raid next turn (instead of - move to port, "port", move back out to sea). Would be usefull if you can then reach some of the good raid spots like Havana or San Juan, which might otherwise have been empty.