I don't care about my Gozanti crews ----- I want to K-Turn my frikken ISDs. ![]()

I don't care about my Gozanti crews ----- I want to K-Turn my frikken ISDs. ![]()

I don't care about my Gozanti crews ----- I want to K-Turn my frikken ISDs.
Flotillas are now tactical sacrifices ![]()
Put repair crews on flotilla and repeat every turn!
Edited by Hamanu1Very good addition to this thread, Box.That inside turn will be even more extreme if you use the collision trick to end up on the speed 2 section of the maneouvering tool, resulting in a 90 degree turn, pretty much on the spot.f
Situational but great if you need it.
I had a look at what that tiny, impossibly tight ninety degree turn looks like and I have decided there are cases where I would be willing to crash into a flotilla once or twice per game to ensure it can be done.
Here is an illustration to show just how tight that Imperial Star Destroyer's speed 3 turn can be.
Flotilla crashing - making the situational predictable
Yes.
This is the only time overlapping the tool is allowed.
As long as the intended move is legal, then you can overlap the maneouver tool if a collision forces you back.
Edit: spellinz
Edited by ManInTheBox
I don't care about my Gozanti crews ----- I want to K-Turn my frikken ISDs.
Flotillas are now tactical sacrifices
Oh my stars, that is insane - absofrikkinlutely insane
Well spotted
Yes.
This is the only time overlapping the tool is allowed.
Hmmm, this came up once a long time ago - Is this laid out in the rulebook or is it just generally agreed upon?
Yes.
This is the only time overlapping the tool is allowed.
Hmmm, this came up once a long time ago - Is this laid out in the rulebook or is it just generally agreed upon?
RRG, Page 8, "Overlapping"
• If a ship must execute a maneuver at a reduced speed due to overlapping another ship, it is allowed to overlap the maneuver tool in its final position.
Is this the thread where I point out that an Interdictor with engine techs can make a II-II-II turn (135 degrees...) with Jerjerrod?
I think it is.
Edited by ReinholtIs this the thread where I point out that an Interdictor with engine techs can make a II-II-II turn (135 degrees...) with Jerjerrod?
I think it is.
Very nice! And if I'm reading it right, you'd only have to take one damage. Since his effect lasts until the end of the ship's activation. NICE!
Would it also affect Engine Tech maneuvers?
Would it also affect Engine Tech maneuvers?
What does Jerjerrod's text say?
No idea. I don't have it yet. ![]()
So, no: Jerry only affects the first yaw value of its current speed (i.e. that shown on the dial). So it only affects Engine Techs if the dial is set to speed 1.
Very nice! And if I'm reading it right, you'd only have to take one damage. Since his effect lasts until the end of the ship's activation. NICE!Is this the thread where I point out that an Interdictor with engine techs can make a II-II-II turn (135 degrees...) with Jerjerrod?
I think it is.
I think thats the correct interpretation Ninja. That's pretty bananas for all future imp ships that can equip ETechs.
Wait - the ship's current speed does not change while performing an ET maneuver, does it? It stays at whatever the dial is set to (say, 3). The maneuver itself is performed at speed 1 (or 0, if G-8 affects it), but Jerry only affects the first yaw value at speed 3.
So even if it is ruled that Jerry can affect an ET maneuver while current speed is 2+, you'd still need to take the damage again to also affect the yaw value of speed 1.
So, no: Jerry only affects the first yaw value of its current speed (i.e. that shown on the dial). So it only affects Engine Techs if the dial is set to speed 1.
I don't see how that affects Engine Techs. When doing the E.T. move, your speed is 1. This is why G8 Projector works during Engine Techs.
I'm going by this ruling on Thrust Control Malfunction (which is basically Jerjerrod in reverse). James Kniffen ruled that this crit only affects ET maneuvers if current speed is set to 1.
G-8 affects the speed at which a maneuver is performed, Jerry affects the "current speed" part of the yaw chart. If you're performing a maneuver at a speed that isn't your current (dial) speed, you look at another (unchanged) part of that chart.
Edited by DiabloAzulGood catch. I think that's a reasonable extraction from the ruling (which is now in the FAQ).
Indeed - I knew I'd read something about current speed and dials very recently, but couldn't find it back. For reference, it's here:
Q: When an effect instructs a ship to execute a maneuver
outside of its usual Execute Maneuver step, what is that
ship’s speed?
A: While executing that additional maneuver, the ship’s speed
is temporarily set to the speed indicated by the effect that is
resolved. The ship executes the maneuver by completing the
Determine Course and Move Ship steps. The ship’s current
speed is still tracked by its speed dial, and the ship does not
count as having changed its speed.
So, technically, the ship gets a second chance to use Jerjerrod, as there is a new Determine Course step, but it will have no additional effect (other than taking damage again) unless the speed dial has somehow changed after the first maneuver (e.g. Comm Noise).
I don't see why Jerry wouldn't apply to both maneuvers with simply 1 application...
As long as you declare it at the first Determine Course, as required, it lasts until the end of the Activation...
I don't see why Jerry wouldn't apply to both maneuvers with simply 1 application...
As long as you declare it at the first Determine Course, as required, it lasts until the end of the Activation...
It applies to both maneuvers as long as your current speed is 1. Because the first yaw box at your current speed is the only thing changed by Jerjerrod. ET grants a maneuver at temporary speed 1, but does not affect your current speed at all, as per the FAQ quoted above.
Interesting.
Edited by Drasnighta