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Special Maneuvers (2D) questions
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Jiraiya1969
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PostPosted: Sun Jul 18, 2010 5:57 am    Post subject: Special Maneuvers (2D) questions Reply with quote

(2D1) Tactical Maneuvering

The rules state that you may tac once per turn, and then says that it has to be at the end of the Fourth Movement sub-pulse. Is this any of the 8 impulses during the turn, or can you tac every impulse?

(2D2) HETs

If you spend the energy cost to execute an HET immediatley per 2D2a, what scenario could you find yourself in where you have to cancel and waste that energy?

The battleship stipulation references 2A2a and 2A2b. Should that not be 2D2a and 2D2b?

(2D3) Emergency Deceleration

Is the energy gained from (2D3b) in addition to any extra energy tokens you may wish to reinforce shields with?
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terryoc
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PostPosted: Sun Jul 18, 2010 6:32 am    Post subject: Reply with quote

Any impulse for TACs.

What scenarios?? Huh? Well, since you declare your intention to HET before anyone moves, you might cancel if your opponent moves before you do and you want the option to HET based on what he does.

Yes, you can use the emer decel energy ONLY for reinforcement, but other energy can be used for reinforcement as normal if you wish to do so.
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Kang
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PostPosted: Sun Jul 18, 2010 7:44 am    Post subject: Reply with quote

terryoc wrote:
What scenarios?? Huh?

I think by 'in what scenarios', he meant, 'in what situation'; 'under what circumstances' - rather than 'is it in Scenario (8CM3)' or whatever.
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Jiraiya1969
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PostPosted: Wed Jul 21, 2010 9:46 am    Post subject: Reply with quote

So you have to 'declare' your intent to HET? Don't remember reading that in the rule. I know you have to declare EMj do you have to declare other moves as well?

Can you HET multiple times in the same turn or even impulse?

Also, to clarify, you can tac only once per turn, during any impulse, or can you do it up to each impulse?

Thanks

Sar
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terryoc
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PostPosted: Wed Jul 21, 2010 10:41 am    Post subject: Reply with quote

Yes. HETs are declared (and paid for) at the beginning of the sub-pulse in which they are to be performed. Then the HET is performed when the ship would normally move according to the order of precedence. (Even if the ship does not normally move on that sub-pulse.) Just looked at the rulebook and it's not actually clear in the rules that this is how it works, but that's been the ruling.

HETs multiple times in a turn: yes I think so, but note the breakdown provisions. Each time after the first, a ship has a 50% chance of taking damage and stopping dead in space and facing a random direction!

Tactical maneuvers once per turn, second paragraph of (2D1). The reason it's this way is to prevent so-called "star castling" in which a ship stops to get lots of energy for weapons and shield reinforcement.
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Kang
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PostPosted: Wed Jul 21, 2010 11:48 am    Post subject: Reply with quote

If you really, really want to get your ship to turn in place in the same hex, there is a power-hungry method you can use.

All you need to do is to decelerate away every movement point; these do count for your Turn Mode hex count and eventually you will build up enough to turn one hex facing.

Better: if you are going Speed Zero, you can accelerate and then cancel each acceleration, thus turning in place more or less once per Impulse. This is not the same thing as a Tactical Maneuver.

But it is power-hungry, like I said, so you probably won't be doing it all that often Smile

If you really get hooked on performing this, you can always perform an emergency decel in the last Impulse of the turn, then you can perform a Tac maneuver for just the one energy point. In a frigate, of course, this may not be as power-effective as doing the accel/decel trick.
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mjwest
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PostPosted: Wed Jul 21, 2010 3:42 pm    Post subject: Re: Special Maneuvers (2D) questions Reply with quote

Sarpeidon wrote:
(2D1) Tactical Maneuvering

The rules state that you may tac once per turn, and then says that it has to be at the end of the Fourth Movement sub-pulse. Is this any of the 8 impulses during the turn, or can you tac every impulse?

If you perform a TAC, then it happens at the end of the fourth movement sub-pulse of an impulse. It can be performed any any of the eight impulses. However, it can only be done once in a given turn.

Someone mentioned "Low Energy Turns". ("Low Energy Turns" is an unofficial name for a common tactic. It is accelerating, then canceling the acceleration, in order turn 60 degrees without moving a hex.) Low energy turns require Speed Zero. TACs require being at a full Stop. In most cases, if it is desired to stay in your hex with the most flexibility, one should always go Speed Zero, then use accelerations or low energy turns to maintain flexibility. However, there are some times in which a ship will be Stopped. Either to do something (e.g. docking) or as a result of something (e.g. emergency deceleration). TACs give Stopped ships at least one chance to change facing and not be completely stuck for an entire turn.

Quote:
(2D2) HETs

If you spend the energy cost to execute an HET immediatley per 2D2a, what scenario could you find yourself in where you have to cancel and waste that energy?

Others have addressed it. The main point is that the declaration and energy payment and the use are not at the same point. So, it is possible for your opponent(s) to do something unexpected that would make your declared HET suddenly a bad idea.

Quote:
The battleship stipulation references 2A2a and 2A2b. Should that not be 2D2a and 2D2b?

Yup, that is a boo-boo mentioned in the CRUL. (The CRUL2 is available on the Commander's Circle and contains the errata for the Rev5 rules.)

Quote:
(2D3) Emergency Deceleration

Is the energy gained from (2D3b) in addition to any extra energy tokens you may wish to reinforce shields with?

Yes. However, this extra energy may *only* be used for shield reinforcement. Note that this extra energy is completely under the restrictions for reinforcement. So, even with extra energy, you are still restricted by the number of undisabled batteries in any given volley.
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DirkSJ
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PostPosted: Wed Jul 21, 2010 5:43 pm    Post subject: Re: Special Maneuvers (2D) questions Reply with quote

mjwest wrote:
Quote:
(2D3) Emergency Deceleration

Is the energy gained from (2D3b) in addition to any extra energy tokens you may wish to reinforce shields with?

Yes. However, this extra energy may *only* be used for shield reinforcement. Note that this extra energy is completely under the restrictions for reinforcement. So, even with extra energy, you are still restricted by the number of undisabled batteries in any given volley.

I have experienced confusion with players on that one, definitely. If you decelerate and end up with 10 energy in reinforcement and have 2 batteries then there would have to be 5 volleys fired at you to be able to use it all. In a 1 on 1 (and not facing hellbores) its likely you won't get to use it all and some will be wasted to space. Decel isn't a valid way to brick, at least not like an SFB brick.
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Kang
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PostPosted: Wed Jul 21, 2010 5:43 pm    Post subject: Re: Special Maneuvers (2D) questions Reply with quote

mjwest wrote:
Low energy turns require Speed Zero.

I'm probably being pedantic here but turning in place in a hex by cancelling movement points can be done at any speed, not just Speed Zero.

However, I would imagine that the large energy costs involved in doing it at any other speed than zero would make it inappropriate to call it anything to do with Low Energy Smile

So Mike's comment is correct - but my point is that you can stay in the same hex and turn at any speed.
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mjwest
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PostPosted: Wed Jul 21, 2010 8:27 pm    Post subject: Reply with quote

The "Low Energy Turn" tactic does require Speed Zero. The reason is because the tactic depends on the turn mode of 1, which only happens at Speed Zero.

Yes, you can use deceleration rule to shorten the distance it takes to make a turn, but only Speed Zero lets you turn every impulse like that without moving. (Yes, there are exceptions both ways, but the general principle holds.)
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DirkSJ
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PostPosted: Wed Jul 21, 2010 8:53 pm    Post subject: Reply with quote

mjwest wrote:
The "Low Energy Turn" tactic does require Speed Zero. The reason is because the tactic depends on the turn mode of 1, which only happens at Speed Zero.

Yes, you can use deceleration rule to shorten the distance it takes to make a turn, but only Speed Zero lets you turn every impulse like that without moving. (Yes, there are exceptions both ways, but the general principle holds.)

I will argue it doesn't require Zero. Functionally the "Low Energy Turn" is turning without moving, once per impulse, through use of accel/decel.

A turn mode AA ship (Orion LR is the only one I can think of) can do this without even bothering to pay for acceleration at any speed. Turn mode A can do it without accelerating at 8/16 and with at 24. Turn mode B can do it with acceleration at any speed. It just costs more the faster you are going and the worse your turn mode is.
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Savedfromwhat
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PostPosted: Wed Jul 21, 2010 9:14 pm    Post subject: Reply with quote

DirkSJ wrote:
mjwest wrote:
The "Low Energy Turn" tactic does require Speed Zero. The reason is because the tactic depends on the turn mode of 1, which only happens at Speed Zero.

Yes, you can use deceleration rule to shorten the distance it takes to make a turn, but only Speed Zero lets you turn every impulse like that without moving. (Yes, there are exceptions both ways, but the general principle holds.)

I will argue it doesn't require Zero. Functionally the "Low Energy Turn" is turning without moving, once per impulse, through use of accel/decel.

A turn mode AA ship (Orion LR is the only one I can think of) can do this without even bothering to pay for acceleration at any speed. Turn mode A can do it without accelerating at 8/16 and with at 24. Turn mode B can do it with acceleration at any speed. It just costs more the faster you are going and the worse your turn mode is.


That isn't the Tactic Called "low energy turn" though, that is just using decel to turn tighter call it the "Power Grind" or something else. The "Low Energy Turn" requires speed zero just as the "Mizia" Attack in Star Fleet Battles is more then staggering your fire.
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Mike
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PostPosted: Wed Jul 21, 2010 9:30 pm    Post subject: Reply with quote

Now wait a sec...

If a ship with a turn mode of 1 moves with a baseline speed of 8 and decels in each impulse, it can turn in place one hexside each impulse.

If a ship with a turn mode of 2 moves with a baseline speed of 16 and decels twice in each impulse, it can turn in place one hexside each impulse. Or if its turn mode is 3 (speed 16) and it accels and decels three times it can turn in place during an impulse.

Granted, that is grinding out a lot of energy just to turn and would not be a "low energy" turn, but it is still turning in place without moving out of a hex.
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Savedfromwhat
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PostPosted: Wed Jul 21, 2010 9:35 pm    Post subject: Reply with quote

shooting a Phaser 1 and hitting for 4 points of damage and shooting a phaser 3 and hitting for 4 damage have the same effect, but not the same name.
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mjwest
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PostPosted: Wed Jul 21, 2010 9:51 pm    Post subject: Reply with quote

I said there were exceptions each way. Ships with extremely good turn modes can turn each impulse at higher speeds. As such, they can accomplish the same effect as a "Low Energy Turn". But it isn't the "Low Energy Turn" tactic.

(The exception the other way is that there are some circumstances where you can't make the turn for one impulse [e.g. if you were Stopped before moving].)

[EDIT: It took me so long to respond that two others beat me to it. So, now it looks like I am piling on. Sorry about that.]
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