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Bases tractoring ships while rotating

 
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terryoc
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Joined: 07 Oct 2006
Posts: 1379

PostPosted: Wed Dec 16, 2009 1:18 am    Post subject: Bases tractoring ships while rotating Reply with quote

A federation NCL in one of the tactics threads Smile has closed to Range 1 of a SB for a point-blank shot. They exchange fire, leaving the NCL damaged but alive.

In the Other Functions phase, the SB tractors it. Uh-oh. Shocked

On the next impulse, the SB will rotate. Does the NCL stay in the same hex, now facing the SB's phasers which were previously out of arc, Twisted Evil , or does the NCL escape certain DOOOOOM by being moved into the next hex? I'm pretty sure that it doesn't move because it doesn't when ships turn, wanted to double check.
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Scoutdad
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Joined: 09 Oct 2006
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Location: Middle Tennessee

PostPosted: Wed Dec 16, 2009 1:39 am    Post subject: Reply with quote

The NCL remains in the hex it was in as the base rotates to a new facing arc... just like having a ship in your tractor beam as you make a 180 degree HET. The tractored ship stays in the hex it was originally in. It doesn't slew around traveling through three hexes as the tractoring ship turns.
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Mike
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PostPosted: Wed Dec 16, 2009 2:34 am    Post subject: Reply with quote

i.e. the new light cruiser becomes the old junk debris field...
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Bolo_MK_XL
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Joined: 16 Jan 2007
Posts: 787
Location: North Carolina

PostPosted: Wed Dec 16, 2009 3:17 am    Post subject: Reply with quote

Having not played FC in awhile --

How would the rule saying the ship with the most power to movement control movement be resolved ---
Seeing that a base would only use a couple/few points to do its rotation, and a ship using 8/16/24 --
The ship would control movement, so can only assume that the base would lose its rotation ---
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Scoutdad
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PostPosted: Wed Dec 16, 2009 3:24 am    Post subject: Reply with quote

I'm guessing that the positional stabilizer would serve to prevent the ship from controlling movement due to the large amount of hand'wavium required to construct a positional stabilizer. Wink
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mjwest
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Joined: 08 Oct 2006
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PostPosted: Wed Dec 16, 2009 3:47 am    Post subject: Reply with quote

The tractor rules specifically state that if a ship tractors a base, the tractor is broken the first time the ship moves after establishing the tractor. If the base tractors a ship, that ship does not move until the tractor is released.

And, yes, the NCL sits in the hex while the base's fresh weapons rotate into arc and gut/vaporize the NCL.

BTW, don't forget that, assuming this is a starbase, you have gobs of transporters and marines. Don't vaporize the NCL; board it and capture it. Bonus points if this is the pristine NCL instead of the gutted ones.
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Krellex
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Joined: 30 Sep 2009
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PostPosted: Wed Dec 16, 2009 4:12 pm    Post subject: Reply with quote

But it can sure be fun to break a ship down to it's molecular level, I have to admit. Twisted Evil
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Kang
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Joined: 23 Sep 2007
Posts: 1957
Location: Devon, UK

PostPosted: Wed Dec 16, 2009 6:00 pm    Post subject: Reply with quote

Krellex wrote:
But it can sure be fun to break a ship down to it's molecular level, I have to admit. Twisted Evil

You can always do that after you have taken it apart to study its secrets.....
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mojo jojo
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Joined: 23 Jun 2009
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PostPosted: Wed Dec 16, 2009 7:01 pm    Post subject: Reply with quote

Tractoring a ship would've been a bad idea. The base doesn't rotate until impulse 2 of the next turn, meaning it would've still been pulverized by the range 0 or 1 shots. And using power for tractors would've meant more internal hits.
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