Minimum move for turning?

madpax

Mongoose
I finally played my first game of 2nd ed ACTA. It was a great game, for both of us.
I have the following question: If a ship's speed is reduced to 1, is she able to pivot (at least once)?

Marc
 
madpax said:
Sorry, by 'pivot', I meant a regular turn.

Marc

Well he would be able to turn once. First half speed move forward(1/2"), then turn, then he's stuck as even agile ship needs 1" move before second turn.
 
No problem, it was a lumbering G'Tal suffering a lot of crits (random fire on 4+, -4 speed, -2 damage control... ).

Marc
 
madpax said:
No problem, it was a lumbering G'Tal suffering a lot of crits (random fire on 4+, -4 speed, -2 damage control... ).

Marc

Yeah. We had recently Bin'Tak reduced into that status(along with unable to repair crits or perform SA's plus couple of -1AD crits. Suddenly scary beast was about as scary as fish on dry land ;-).

But atleast ship can still turn to point those boresight guns at something ;-)
 
tneva82 said:
Yeah. We had recently Bin'Tak reduced into that status(along with unable to repair crits or perform SA's plus couple of -1AD crits. Suddenly scary beast was about as scary as fish on dry land ;-).

But atleast ship can still turn to point those boresight guns at something ;-)
Exactly what happened yesterday. By the way, my G'Tal also suffered a crit prohibiting SA. So no 'all hands to decks' (but in the pockets, surely). So, it was thus impossible to repair critics. Too bad we can't hope to repair one with a 6.

Marc
 
madpax said:
Exactly what happened yesterday. By the way, my G'Tal also suffered a crit prohibiting SA. So no 'all hands to decks' (but in the pockets, surely). So, it was thus impossible to repair critics. Too bad we can't hope to repair one with a 6.

Well Narn player would have prefered to open jump point since it was campaign game so saving that Bin'Tak would have been VERY handy but with nearest board edge being behind you some 25"+ away and bunch of VERY angry centauri's around him not a chance of that happening without jump point. And no other ship who could do that was near enough and alive ;-)
 
Half speed means half speed. It doesnt round off the closest whole number ;)

The only exception is speed 0 if you ever get reduced to it somehow. You cant turn at speed 0 (unless your super maneuverable of course or doing 'all stop and pivot')
 
The 'no SA' crits was one of the big reasons our group laughed at the idea that crits were so much easier to deal with in second ed due to improved 'All Hands to Deck'. With the added in minuses to Damage Control crits as well, just turned out to be propaganda for the new system.

Ripple
 
Actually less. Especially since crits can remove traits now. I think it just evens out, kinda easier to repair, but also alot more deadly. (Vorlon ships with AA, what fun, for the enemy).

If the NSA crit effects would be removed, crits would be very hampering, but not a potential death sentence.

I had a Kaliva versus 3 Vree ships supersmall game once. 2 crits: No repair and Speed zero (with NSA) on the Kaliva first turn, finished the game for it. The torpedo saucers were toast anyway, but the raid lvl saucer could sit at the back of the Kaliva happily pumping its weaponry into it. That kind of luck is still possible.


OTOH i once had a -4 speed crit on an Octurion once. What fun for the 2 Hyperions and the Omega at my back. They could overshoot or lose their boresights. So much for my slow whale, could turn on a dime all of the sudden. A turn later the Hyperions were nearly toast.
EDIT: sry forgot to mention that this was under 1e. Now it would take 3 crits to do it. Greg Smith is right.
 
Voronesh said:
I had a Kaliva versus 3 Vree ships supersmall game once. 2 crits: No repair and Speed zero (with NSA) on the Kaliva first turn,

Wouldn't that be three crits, since loss of speed and NSA are no seperate. Unlike 1e, where speed 0 automatically meant no SA, and so no all hands to reapair it.
 
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