Some time ago, there was some discussion about the potential advantages to initially place ships at 22.5 degrees measured to the board edge versus the standard 90 placements and occasional 45 degree placements we commonly see. My question is for those few of you who have done this, how do you get any precision in the placement of a ship at 22.5 degrees, or do you just get it close and call it good?
22.5 degrees
Doesn't everyone have a protractor in their tournament box/tray?
21 minutes ago, VanderLegion said:Doesn't everyone have a protractor in their tournament box/tray?
Can't use it for set up per tourney rules.
Cut a 22.5 degree angle into the end of a range ruler?
'Marking sticker' on one of your movement templates cut into a 22.5 degree wedge.
Take a 1 bank, place it on the edge of the board. Put the side of your base up against the middle of the outside curve.
Thanks!
what were the advantages of this?
4 minutes ago, PHRAETUS said:what were the advantages of this?
In light of the entire fortressing debate, I am going to fortress in every game I play at this weekend's regional. I need 22.5 degrees to hold Scyks in place.
Oh good grief!
6 minutes ago, PHRAETUS said:what were the advantages of this?
it's supposed to make getting an enemy ship in arc while staying out of theirs easier. I found that it gave my opponent the same advantage so I didn't bother to pursue it very much.
Figured it'd be something along those lines, thanks.
1 hour ago, PHRAETUS said:Oh good grief!
Such language! Next thing we might get would be suffering sucatash
Doing my best Charlie Brown impersonation!
5 hours ago, PHRAETUS said:what were the advantages of this?
I will sometimes set my ships up at off angle to throw my opponents. If my ship is perfectly straight on you can see the flight lines more easily. But if you start at weird angles it can be harder to see. I think.
22.5 has some cool effects for movement it makes it easier to barrel roll out of arcs (for the enemy too, but if they don't have barrel roll....) It allows you to fishtail with alternating banks - approaching faster than straight movement - and allows for more ease in cutoff or escape, while preventing the usual blocked k-turns in a joust. It can be used with asteroid rotation to create lanes that exist for you but not your opponent. It also allows you to slow roll more slowly with a combination of 1 banks and rolls than 1 straights and rolls..
A lot of people have more difficulty calculating against it as well.
6 hours ago, PanchoX1 said:it's supposed to make getting an enemy ship in arc while staying out of theirs easier. I found that it gave my opponent the same advantage so I didn't bother to pursue it very much.
Works best when you have repositioning moves and the enemy does not.
If you really want to break your opponent's head (and yours too, probably) take Echo and set her up at 45 degrees.
The use for this setup grows the more arc you have, I always use it for YV-666s. I find it usefull to have ships set at different angles for catching the opponent.
That being said don't limit yourself to set numbers of angles, line your ship up so it has the best possible lanes in the asteroid field.
22.5 ° is overpowered.unbalanced.
Needs fix naow.
I'd love to see a video of someone starting with this set up to demonstrate all the touted advantages.
2 hours ago, Herowannabe said:If you really want to break your opponent's head (and yours too, probably) take Echo and set her up at 45 degrees.
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This is how Ive started running echo when's my brain is working at 100%. The opponents face after a decloak barrel roll at 22.5 is priceless.