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Evasive Manueuvers and Emergency Deceleration

Posted: Mon Jul 25, 2011 8:15 pm
by gar1138
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

Posted: Mon Jul 25, 2011 10:12 pm
by The_Rock
Correct. Plus because every ship in Fed Com has a positron Flywheel, you are under no further movement restrictions after the turn.

Posted: Mon Jul 25, 2011 11:09 pm
by gar1138
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

Posted: Mon Jul 25, 2011 11:15 pm
by storeylf
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?

Posted: Mon Jul 25, 2011 11:28 pm
by The_Rock
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.

Posted: Mon Jul 25, 2011 11:31 pm
by gar1138
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.
Or from *Stopped* to 24 instantly.......

Posted: Tue Jul 26, 2011 7:59 am
by storeylf
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.
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. :wink:

Posted: Tue Jul 26, 2011 6:19 pm
by ericphillips
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?
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.

No problem here, as you have to repay the energy to start it again. You are being charged twice for the energy.

Posted: Wed Jul 27, 2011 2:11 pm
by storeylf
I can go with that explanation.

Until I checked the other night I woud have said you can't EM whilst stopped. I was quite surpised to find a stopped ship could manouver evasively. Now I just need to think of a way to annoy someone with that fact. :)

Posted: Wed Jul 27, 2011 2:51 pm
by Bolo_MK_XL
Could see the affect of EM while stopped:
instead of +2 against the weapon, have it fire against a random shield ---

Posted: Wed Jul 27, 2011 3:38 pm
by gar1138
Remember that you can only declare EM once per turn. So if you declared EM, then Emer Deceled to cancel it, you couldn't declare it (and/or pay energy for it) again until the next turn.

Garrett