[ACTA:SF] Plotting turns to maneuver into a certain position

billclo

Mongoose
I've been playtesting some scenarios that involve getting a ship to a particular point in orbit above a planet (transport range), and I've been pulling my hair out how difficult it is to figure out what exact course a ship has to follow to get there.

Has anyone looked into this problem, and perhaps made up a play aid to help with this? Currently I'm stuck taking extra ship stands (with firing arc stickers) and pre-placing them where the ship needs to go (and turn). Having to plot 2 or 3 turn ahead so no errors get made is tedious to say the least. Having to do this with multiple ships is very time consuming and unsightly.

Of course there is the issue of the enemy seeing exactly where you plan to go and taking advantage of it. But I don't really see any other good way to ensure that the ship(s) arrive where they need to be and when.

I thought of perhaps colored yarn for each ship, and wrapping it around some sort of object at each turn point, thereby laying out a course for the ship to follow. This doesn't help with the enemy knowing exactly where you will be, but I guess that's the breaks when you are in a predictable "orbit for a particular point". :cry:
 
Have you looked at the orbiting rule in the book?

Rather then trying to be at a exact point over the planet just use a 1d6, and say on a 5 or 6 your on the right spot.

What exactly is your goal for the scenario your making pertaining to In terms of the planet?
 
scuy said:
Have you looked at the orbiting rule in the book?

Rather then trying to be at a exact point over the planet just use a 1d6, and say on a 5 or 6 your on the right spot.

What exactly is your goal for the scenario your making pertaining to In terms of the planet?

The orbiting a planet rules make no sense to me. I've just ignored them...

It's for a scenario that I will be running at a convention, and I plan to submit for eventual publication. Several ships need to be at a certain point to transport down troops to a planet-based facility. Having only a 2" transport range is a real handicap to say the least. Especially when the raiding ships need to stay away from close range to the planet until they get to the target facility (there are ugly planetary defenses to contend with and getting in too close on the approach is very dangerous).

So instead of skimming the planet, aiming at a certain point, the raiding ships need to make a more of an "J-shaped" approach to stay out of short range. Which makes things tricky as to plotting an exact course to get them there.
 
I see. You will need to streamline it if you expect people to enjoy it and not get bogged down trying to figure out the rule.

As the orbiting rule goes. Just end your move in the gravity well, turn ship parallel to planet. Diagram of ship is screwed up.
 
Well if you are happy ignoring the orbiting rules you can change other rules like the range of transporters...........

It would seem to be a more easy thing for players to deal with if you just said the ship has to end its mvement within X of the planet to beam people down. This should be a challenge and also give their opponents a rough idea of where they are going to be.
 
Yes, I plan to change things for the convention scenario a bit. I planned to make transporter range 5" (same as SFB). But I'm also testing the scenario for publication, and as such, I need to make sure it is fairly workable with the "official rules" before I send it in. :) I was thinking of making a different colored area that I can put on the table where the ships need to be to transport; I.e, get your ship in this area and use the Transport Marines special action to accomplish your mission. :D

I did come up with a primitive tool to help me out. It's 4 6" pieces of laminated cardstock (too flimsy but all I had on hand to prototype with), end to end that swivel up to 45 degrees to be used in plotting 2 turns worth of moves. I can already see potential in using it, and I'm going to go get materials to make a more refined version.

It still doesn't eliminate the enemy knows where you need to go issue, but it does make figuring out exactly where to put your ship(s) much easier to line up the approach to the target area.
 
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