Jerjerrod + Engine Techs. Is this a thing?

By xanderf, in Star Wars: Armada

I can't tell if this is thing or not...

swm22-moff-jerjerrod.png + engine-techs.png

Let's say I'm running an ISD-II at speed-3:

Gladiator-ii.png

...so I can normally make '0' adjustments at my first yaw, 1 at my second, and 1 at my third. I take a hit on my rear shield, and now my first yaw value is '2'. I'm using a navigate command to adjust yaw, so I execute my speed-3 maneuver with 2 clicks left, 2 clicks left (1 base + 1 from dial), 1 click left. That lets me use Engine Techs, and since my first yaw is now at '2' (thanks to Jerjerrod) "until the end of my activation", I execute another speed-1, 2-click-left maneuver.

That right?

Because I think I just did a 180...(or **** near, anyway) in a Star Destroyer...

Edited by xanderf

Nope, it's not a thing.

Engine Techs, gives you a separate maneuver and thus uses the speed-1 chart, which already gives you a yaw of 2.

EDIT: or, do you mean in aggregate?

Yes, that could be a thing.

Edited by Mikael Hasselstein

Doesn't the gladiator have 2 clicks at speed 1 anyway? So when you use ET it does a speed 1 maneuver which is 2 clicks yaw naturally.

If you really wanted to get technical with Jerry, you would go Navigate down to Speed 2, use the extra click at speed 2 and use jerry for 2 clicks at speed 1. Then Engine Techs. So essentially you would simulate a result of a speed 3 maneuver with 2 clicks at 1 2 and 3!

Edited by Irokenics

Nope, it's not a thing.

Engine Techs, gives you a separate maneuver and thus uses the speed-1 chart, which already gives you a yaw of 2.

Ah, right. So, rather, it kinda is a thing, it just doesn't matter in this case. Another ship with support teams and lacking that speed-1 2-yaw, though, could benefit from the combo...which...I dunno, the Interdictor, I guess (but it has other problems).

As I'm reading it, you could get the benefit from JJ while using Engine Techs in 2 situations.

A) you were already going speed 1 before using ET

B) you take an (additional) point of damage while doing your ET Determine Course step

As I'm reading it, you could get the benefit from JJ while using Engine Techs in 2 situations.

A) you were already going speed 1 before using ET

B) you take an (additional) point of damage while doing your ET Determine Course step

That was part of what I was trying to figure out - does ET start over entirely at the beginning of the 'determine course' step? Couldn't find that in the FAQ...

Because JJ changes your possible yaw at your current speed. So if you're going speed 3, it wouldn't help during Engine Tech when you're going speed 1. But I think you could use JJ (again) during the ET move

Only a think on the Interdictor since it is the only ship that can take that kind of crew and has I as 1 speed yaw.

Note, JJ says until the end of activation, card text tells you how to play the card.

Edited by Mep

Note, JJ says until the end of activation, card text tells you how to play the card.

That's what I was thinking - so you trigger JJ, and take one damage total, and then every time you maneuver that ship (until the end of its activation) you can yaw twice on the first click. (Which may be twice if using Engine Techs after your regular maneuver)

It just doesn't seem like that matters very often...(so far)...

Edited by xanderf

Yes, but at the current speed, and engine techs is only good for one speed. So this is a thing, for one ship at speed one, but it is a thing.

Note, JJ says until the end of activation, card text tells you how to play the card.

That's what I was thinking - so you trigger JJ, and take one damage total, and then every time you maneuver that ship (until the end of its activation) you can yaw twice on the first click. (Which may be twice if using Engine Techs after your regular maneuver)

It just doesn't seem like that matters very often...(so far)...

Yes, you can yaw twice on the first click. If your speed dial is set to 1, then you do not need to take Jerjerrod damage, because you can already go yaw 2 on both the normal move and the ET move. You're doing a 90 degree turn

At speed 2, JJ can help you yaw 2 on the first and the second with your navigate dial, and then you yaw 2 as normal on the ET. You're doing a ~135 degree turn.

At speed 3, JJ can help you yaw 2 on the first and the second with your navigate dial, and then 1 on your third. Then you yaw 2 as normal on the ET, and you're doing a ~180 degree turn.

Jerry would not change your ET maneuver to II if it weren't already, unless the speed on your dial is 1. It specifically calls out your "current speed", which has been clarified to refer to the speed on your dial.

An adjustable joint is a joint with a yaw value

of “I” or “II”; a joint with a yaw value of

“-“ is not affected. This card affects the yaw

value printed on the speed chart; that value

can still be increased by the M command or

other card effects.

This card only affects maneuvers executed at

the ship’s current speed (the number on its

speed dial).

Edited by Ardaedhel
Jerry would not change your ET maneuver to II if it weren't already, unless the speed on your dial is 1. It specifically calls out your "current speed", which has been clarified to refer to the speed on your dial.

An adjustable joint is a joint with a yaw value

of “I” or “II”; a joint with a yaw value of

“-“ is not affected. This card affects the yaw

value printed on the speed chart; that value

can still be increased by the M command or

other card effects.

This card only affects maneuvers executed at

the ship’s current speed (the number on its

speed dial).[/quote

that's how Im playing it as that's the rules as read. Although I'm not sure why they stipulated until the end of its activation on the card ? Maybe the intent was for it to have a greater impact on engine tec....

Because JJ changes your possible yaw at your current speed. So if you're going speed 3, it wouldn't help during Engine Tech when you're going speed 1. But I think you could use JJ (again) during the ET move

Nope, cause your current speed still isnt 1

Uh oh, what happened to Dras? He's usually on these debates in 2 posts or less.

Uh oh, what happened to Dras? He's usually on these debates in 2 posts or less.

Not in the Rules subforum means he won't necessarily be here inside of 10 seconds. Pretty sure he gets text message notifications of new posts over there...

Also, he tends to not weigh in if the question has already been sufficiently answered.

Edited by Ardaedhel

I used pictures last time. I still have them on my Photobucket.

This is an Interdictor.
It is outfitted with Engine Techs.
Currently, it is going "Speed 2", as its Speed Dial is set to "2"

Interdict_01.png

The Interdictor, wanting to turn as tightly as possible, activates Moff Jerjerrod... Until that ship activation is over, its Navigation Chart now looks like this:
Interdict_02.png

Now, at the same time, it also spends its Navigate Dial, allowing it to 1) Change speed, 2) Add a Yaw click, and 3) Activate Engine Techs.

It forgoes the change of Speed - its already at 2... So instead, goes to add that Yaw Click..

Until the end of its Movement, its Yaw chart is, effectively now, as follows:

Interdict_03.png

Now, it decides to Use Engine Techs... Its Speed Dial is Set to 2... But it will only have one Click...

Because Engine Techs is a Maneuver at Speed 1... Not simple "Use only the first click of your current speed"...

Which means you reference here:

Interdict_04.jpg

Notice how Jerjerrod is still applying at Speed 2? That's because your activation is not over yet.... Jerjerrod is active, your Currently set Speed is 2... He effects the Speed at 2... You could apply Jerjerrod 5 more times if you want (there's no limit as to per-turn how many times you use him) - but each time, you're taking damage to set the yaw of your current speed *as shown on your Dial* to 2.

If it wsa travelling at Speed 1.... Then you could activate Moff Jerjerrod, get a Double-Click of Yaw, then Engine Techs, and Get a Double-Click of Yaw, because your Current Speed of 1 was changed, and the "Speed 1" line is what is modified by Jerjerrod. It applies to the end of the activation.

If it wsa travelling at Speed 1.... Then you could activate Moff Jerjerrod, get a Double-Click of Yaw, then Engine Techs, and Get a Double-Click of Yaw, because your Current Speed of 1, also equals you

Edited by Drasnighta

Uh oh, what happened to Dras? He's usually on these debates in 2 posts or less.

Its Christmas, and I'm buried in Double-Hates and Loathe Entire-lys...

I would say that all makes sense to me except that G-8 was ruled to work on Engine Techs, which only makes sense if ET temporarily sets your speed to 1.

I would say that all makes sense to me except that G-8 was ruled to work on Engine Techs, which only makes sense if ET temporarily sets your speed to 1.

G-8 is a specific exception due to FAQ. It is not a rules precedence in action.

I personally have no issues with someone wanting to activate Jerjerrod a second time to apply him to an Engine Techs move if they so desired.

I'm just here to present the rules as they're written and demonstrated.

As I stated, there is no inherent limit to Jerjerrod's activation - you can activate him all the times you want, and he lasts until the end of your activation...

With G-8s in play, you could activate him at Speed 2, be knocked down to 'temporary current speed' of speed 1, activate him a secnd time at speed 1, still take the double click, and then be ready at speed 1 for the engine tech move...

"Current-Current Speed"' and "Temporary-Current speed" are new terms defined by the G-8 "ruling" as such.

Edited by Drasnighta

Why do you say that?

I would say that all makes sense to me except that G-8 was ruled to work on Engine Techs, which only makes sense if ET temporarily sets your speed to 1.

No where does ET say you set your speed to 1. You make a speed 1 maneuver. FAQ says G8 can target an ET move and drop it to speed 0 maneuver.

Explained.

The Ruling is applied only to G-8.

Attempting to apply the G-8 Ruling to other situations as a precedence, breaks those rulings (in regards to thrust control, for example)

I'm not 100% convinced but I get the logic. Either way I'm not too worried about super maneuverable Interdictors dominating my games at least.

I'm not 100% convinced but I get the logic. Either way I'm not too worried about super maneuverable Interdictors dominating my games at least.

As someone who was aggressively maneuvering and double-arcing, to pin down enemy ships to the point I was wiping out MC80 + Vette + Vette + Trans + Trans + Squadrons lists from the Table....

... They're maneuverable enough without Engine Techs or Jerjerrod... :D