I slowly got used to space combat in this system. I read a lot of posts here and finally thought I understood it (not sure if I ever did).
My interpretation was/is, that the PC's ship is in a relative position to all other ships. So, if three groups of TIEs are approaching from Short range, the PCs can Maneuver away from them, but only from one group, right? So after the maneuver, one group is Medium range and the other two are still Short. On the TIE's turn, each TIE group can try to maneuver back to the PC's ship and - if in range - fire.
I guess I got that one right. At least I hope so. Otherwise, everything I wrote below is obsolete.
But, in Friday's game, we had a situation where nobody had a clue who this should be solved according to the rules:
We played the final pages of Beyond the Rim , and the group escaped from Raxus Prime with three ships: the CR90 Corvette, their own YT-1300 and an old X-Wing which belonged to IsoTech. So on the PCs side there were three ships.
They were attacked by three groups of TIE fighters as well as an Imperial Patrol Vessel. Now, when the YT-1300 maneuvers away from the IPV, the other enemy ships - the TIEs - stay in the same range; they just opened a gap between their 1300 and the IPV. But what about the X-Wing and the CR90? They still are in the same position to the IPV as they were before. Now if the X-Wing and the CR90 each maneuvers away from a different group of TIEs, how would you visualize, narrate and of course, memorize that? We use a sheet with range bands, but in fact, given that each friendly ship is in their own relative position to each enemy group, you would need in fact three sheets with range bands and need also to memorize how far the allied ships are apart from each other. Right?
Our heads spun after the session; we surely did something wrong, but we tried to help ourselves by using narrative elements to solve the situation. However, we would love to discuss this situation with rule-pros; how would experience GMs handle such situations?
I'm having trouble with the basic concept already: on one hand, you have a very detailed system with nitpicking points of damage, system strain and available maneuvers and actions; but on the other hand, I so often hear " forget it, use advantages to narrate events and don't bother ". That does not really work for me; it's somewhat unsatisfactory ... either you have rules, talents, skills, and abilities that help you, or, you forget all the stuff, simply roll and invent situations as you see fit. The latter is also very likely unpopular with the players.
I would appreciate any advise from the pros here!