Evasive Manueuvers and Emergency Deceleration
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Evasive Manueuvers and Emergency Deceleration
Just want to verify this is legal (I believe it is).
I declare Evasive Maneuvers on the Defensive Fire Phase of Impulse 3. It has to remain in effect for a minimum of 2 impulses, so the soonest I could cancel it would be the Speed Change Phase of Impulse 6 (there is an example of this in the rulebook).
However, I *could* declare Emergency Deceleration (which also cancels Evasive Maneuvers) during the Speed Change Phase of any subsequent impulse (say, Impulse 4 or 5) before the 2 impulse minimum has elapsed, right?
In the above example, the only restrictions on me would be that I wouldn't be moving until the next turn (but I could make one Tactical Maneuver to change facing and even potentially have extra energy for shield reinforcement), correct?
Thanks,
Garrett
I declare Evasive Maneuvers on the Defensive Fire Phase of Impulse 3. It has to remain in effect for a minimum of 2 impulses, so the soonest I could cancel it would be the Speed Change Phase of Impulse 6 (there is an example of this in the rulebook).
However, I *could* declare Emergency Deceleration (which also cancels Evasive Maneuvers) during the Speed Change Phase of any subsequent impulse (say, Impulse 4 or 5) before the 2 impulse minimum has elapsed, right?
In the above example, the only restrictions on me would be that I wouldn't be moving until the next turn (but I could make one Tactical Maneuver to change facing and even potentially have extra energy for shield reinforcement), correct?
Thanks,
Garrett
Right, I was thinking along the lines of forcing an opponent to fire at a given range by declaring EM. If they fire, then great (I can choose to return fire or not). I can Emer Decel and hopefully have them come in a few hexes more for a slightly closer shot at them. If they don't fire, then I will be protected by EM and get closer until I can drop it when needed.
Obviously, this has to be carefully thought out (opponent's turn mode not fulfilled, etc), but seems workable in certain situations (slightly more risky against seeking weapon empires if early in the turn; if late in the turn, it shouldn't be an issue).
Clearly this tactic would need to be carefully set up, but not really much of a disadvantage if done well (all depending on the situation of course). Especially since while I'm stopped I can still make a TAC or even a HET to keep them in arc, have left-over energy for shield reinforcement, and then go super-fast the next turn.
Specifically, I was thinking about my last game. I was Klingons against Feds and I used EM to force the Feds to fire at a longer range, but I didn't think about using Emer Decel to be able to fire back sooner (I ended up waiting through the 2 Impulse minimum where I missed a good firing opportunity).
Garrett
Obviously, this has to be carefully thought out (opponent's turn mode not fulfilled, etc), but seems workable in certain situations (slightly more risky against seeking weapon empires if early in the turn; if late in the turn, it shouldn't be an issue).
Clearly this tactic would need to be carefully set up, but not really much of a disadvantage if done well (all depending on the situation of course). Especially since while I'm stopped I can still make a TAC or even a HET to keep them in arc, have left-over energy for shield reinforcement, and then go super-fast the next turn.
Specifically, I was thinking about my last game. I was Klingons against Feds and I used EM to force the Feds to fire at a longer range, but I didn't think about using Emer Decel to be able to fire back sooner (I ended up waiting through the 2 Impulse minimum where I missed a good firing opportunity).
Garrett
Last edited by gar1138 on Mon Jul 25, 2011 11:29 pm, edited 2 times in total.
You wouldn't add a rule, you'd remove the existing rule. I think it would be great to get rid if that rule - it would DE-clutter the rule book and remove the oddity of stopping killing EM even though you can be EM when stopped.The_Rock wrote:And I find it odd that you can go from 0 to 24 base speed over a turn break. Oh well, rules are rules. I am sure you wouldn't want to clutter up the rule book by adding a rule that ED does not stop EM.
- ericphillips
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Not weird. The effects of emergency deceleration disrupt the motions of EM, causing it to fail. I imagine it is similar to driving a car at 60 miles per hour and slamming on the breaks to stop... for a moment all of your activity is on stopping and just trying to keep the vehicle under control.storeylf wrote:The bit I find odd is that ED kills off EM, but a ship that has ED'd can start EM.
If you can EM whilst stopped then why does ED kill EM?
No problem here, as you have to repay the energy to start it again. You are being charged twice for the energy.
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