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Slip / Turn Markers

 
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McGanger
Ensign


Joined: 14 Oct 2012
Posts: 10
Location: Zurich, Switzerland

PostPosted: Sun Nov 17, 2013 8:18 pm    Post subject: Slip / Turn Markers Reply with quote

Not really a rules question, but there is no "Etiquette" topic.

Do you remove the Slip / Turn markers after the respective mode is fulfilled to cut down on clutter, or leave them on the board to avoid disagreements?
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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4463
Location: Middle Tennessee

PostPosted: Sun Nov 17, 2013 9:23 pm    Post subject: Reply with quote

We typically leave them on the board.
Not to prevent disputes, but because we know they'll soon be needed again.
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Mike
Captain


Joined: 07 May 2007
Posts: 1532
Location: South Carolina

PostPosted: Mon Nov 18, 2013 1:41 am    Post subject: Reply with quote

Tony's idea is a good one. If the counters stay out there they are more likely to be used and not forgotten.

We typically remove ours, especially if there are a lot of things on the map.

Six of one, half a dozen of the other.

Oh yeah, one more thing. We use the POT/POS combination method. That cuts the number of those "on map record keeping" counters in half except in unusual circumstances.

See
http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?t=3169&highlight=pot+pos
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Steve Cole
Site Admin


Joined: 11 Oct 2006
Posts: 3052

PostPosted: Mon Nov 18, 2013 4:13 pm    Post subject: Reply with quote

They are a player convenience, and each player can use them or not as he wishes.
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Spacecowboy87
Lieutenant SG


Joined: 03 Jan 2012
Posts: 189
Location: Colorado

PostPosted: Tue Nov 19, 2013 12:38 am    Post subject: Reply with quote

We pull ours to avoid clutter, and God help the poor sap who forgets to put them back down again Mad He (or she) will get a stern scolding Wink
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McGanger
Ensign


Joined: 14 Oct 2012
Posts: 10
Location: Zurich, Switzerland

PostPosted: Tue Nov 19, 2013 8:28 am    Post subject: Reply with quote

Thanks Guys

Mike: I will certainly give that a try. Makes bookkeping the turn mode during deceleration easier too.
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Mike
Captain


Joined: 07 May 2007
Posts: 1532
Location: South Carolina

PostPosted: Wed Nov 20, 2013 12:31 am    Post subject: Reply with quote

Please post back to let me (us) know how it works for you. Others have told me that they really liked the system. To be fair, one other person said he didn't see any benefit to it.

Still, I'd like to know your impression after trying it.
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McGanger
Ensign


Joined: 14 Oct 2012
Posts: 10
Location: Zurich, Switzerland

PostPosted: Wed Nov 20, 2013 9:10 am    Post subject: Reply with quote

Will do
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Klingon of Gor
Lieutenant SG


Joined: 01 Jun 2011
Posts: 130

PostPosted: Sun Nov 24, 2013 4:12 pm    Post subject: Reply with quote

It depends. If a slip/turn mode is long since satisfied, then we may very well take the markers up, especially if it's an open board, and we expect to be putting down new boards as things move along. If it's a single ship duel, then we are more likely to take markers up if they are simply obsolete. if there are multiple ships on a side, then it's probably better to leave them down so as to keep track of everyone's slip and turn modes. One example would be a squadron game where one ship has had to drop out of formation on account of serious damage. We'll need to keep track of him separately, and he may very well be moving at a different speed from the rest of his squadron. So his slip and turn markers likely need to stay on the board.

IN general, I prefer to leave the markers on the board until the relevant ship executes a new slip or turn, but in specific cases the markers can become bunglesome or pointless.
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