Democratus
Mongoose
Special Actions: When and Where
There are a number of Special Actions in ACTA which can allow ships to perform activities not normally available to them. These actions, when used at the right time in the right situation, can be a force multiplier and a battle winner.
The intention of this thread is to have an open discussion about the uses of Special Actions and under what conditions they can make a real difference.
I'll start off with my own list and comments, but all should feel free to contribute their thoughts on actions that I mention here in the OP or any that I have missed. Anything from general observations to very specific ship/action combinations are open game.
Activate Jump Gate!
This action is, obviously, only used in missions that contain a Jump Gate. It is critical in the scenario "Flee to the Jump Gate" but is otherwise rarely used.
All Hands on Deck!
This is most useful when a ship has many critical effects piled upon it. But it can also be of use when the CQ of a ship makes it unlikely that a very important critical will be resolved.
All Power to Engines! (APTE)
It is always a difficult decision when closing with the enemy to either use this order to get there fast or "Close Blast Doors!" to survive more damage. I usually favor this action if a ship has active defenses (interceptors, shields, dodge, etc.) or if its passive defenses are effective against enemy fire. Remember that CBD can reduce damage but it will not reduce the number of critical effects suffered.
All Stop!
This order is common for ships with very long ranged weapons that wish to stay in the backfield. The Narn Dag'Kar is a prime example, as well as the EA Sagittarius. Keep in mind that this is a "free" action when in the gravity well of a planet, allowing a second Special Action to be utilized. This action can also be useful to keep your ship from flying past a close enemy and loosing an opportunity with forward weapons.
All Stop and Pivot!
Once a ship is at a stop, this can be used to keep the primary weapon in arc. If a ship has more than one primary weapon this may noe be a good action.
Close Blast Doors! (CBD)
By far the most common Special Action in ACTA. It can allow a ship to survive a barrage of incomning fire that would otherwise render it combat ineffective.
Be aware of synergies with CBD such as the Dodge trait or Narn special rules. Otherwise it must be remembered that this can mitigate damage but it will not reduce the number of critical effects from enemy fire. Because of this I have found that this is normally less useful on ships that have a large number of damage points, prefering to go on the offense if a better action presents itself.
Come About!
This is used most often by ships that have FA weapons and a difficulty in getting them to bear. It can also be helpful in getting unmanuverable ships turned around for an orderly retreat.
Concentrate All Firepower! (CAF)
When a ship has a single enemy target and weapons with the right traits, this order can greatly enhance damage output. The advantage over Scouting redirects is that CAF adds Twin-Linked to all weapons firing at the target, rather than only one. Fleets like the Brakiri with their AP pulsars and the Dilgar with their AP/DD bolters can get particular leverage from CAF.
Try to use it against ships that have already moved so you can be guaranteed to get your shot. It is sometimes possible to use this against a ship that has not moved in order to try and restrict its movement options.
Give Me Ramming Speed!
For a crippled ship, this may be a good way to inflict significant damage before inevitable destruction. It is also the only way for a ship to inflict damage during the movement phase which can give an opportunity to eliminate a threat before it can fire. Due to the opposed die roll and the CQ roll for non-crippled ships, this action is seldom a sure thing.
Initiate Jump Point!
This action is most commonly used to bring ships from hyperspace into the battle. It can also be used as an init-sink, particularly if you have multiple Jump Engine ships in hyperspace. A well-placed ambush from hyperspace can disrupt enemy formations and allow ships to engage at short range without having to close through a hail of enemy fire.
Intensify Defensive Fire! (IDF)
Escorts thrive on this action when engaging enemy fighter flights. Ships with interceptors can also gain some extra protection from enemy fire, but always be aware of the nature of interceptors. Past a certain point, little is gained by adding more interceptor dice. The Centauri Maximus is the most perfect ship for this order, as it can lend both interceptors and anti-fighter to friendly ships.
Launch Breaching Pods and Shuttles!
I have to admit that I seldom see this order performed. This isn't because it is ineffective but because of the conditions needed to bring it about. The slow nature of boarding party action can also mean that troops won't have time to capture a ship before a scenario is ended. All this is balanced by the doubled victory points gained from a capture.
Maneuver to Shield Them!
This is often used during the closing phase of a battle to protect ships from concentrated sniping by the enemy. The speed or agility of a ship does not affect its ability to perform this action so don't be afraid to have your G'Quan run interference for your Dag'Kar. Smaller ships are more expendible but can also explode and harm your own ships anyway.
Run Silent!
In the opening phases of a battle this order can assist ships with stealth (usually scouts) and ships in terrain against enemy long range sniping.
Scramble! Scramble!
Ships that have more fighters than their Carrier trait often need this to get auxiliary craft rapidly in the air. In most cases this order should be given as early as possible, freeing ships to perform more critical actions once the enemy is engaged.
Stand Down and Prepare to be Boarded!
This is a shot-in-the-dark action that can be specacular when it works. Generally it is something that just comes up as a suprise opportunity as arranging the complex requirements on purpose would be a herculean task.
Track that Target! (TTT)
An essential order for ships with powerful Boresight weapons. The only drawback is that an enemy ship must be selected as the target. Choose this target well.
Much like CAF it should be used against ships which have already moved or ships whos movement you wish to influence.
There are a number of Special Actions in ACTA which can allow ships to perform activities not normally available to them. These actions, when used at the right time in the right situation, can be a force multiplier and a battle winner.
The intention of this thread is to have an open discussion about the uses of Special Actions and under what conditions they can make a real difference.
I'll start off with my own list and comments, but all should feel free to contribute their thoughts on actions that I mention here in the OP or any that I have missed. Anything from general observations to very specific ship/action combinations are open game.
Activate Jump Gate!
This action is, obviously, only used in missions that contain a Jump Gate. It is critical in the scenario "Flee to the Jump Gate" but is otherwise rarely used.
All Hands on Deck!
This is most useful when a ship has many critical effects piled upon it. But it can also be of use when the CQ of a ship makes it unlikely that a very important critical will be resolved.
All Power to Engines! (APTE)
It is always a difficult decision when closing with the enemy to either use this order to get there fast or "Close Blast Doors!" to survive more damage. I usually favor this action if a ship has active defenses (interceptors, shields, dodge, etc.) or if its passive defenses are effective against enemy fire. Remember that CBD can reduce damage but it will not reduce the number of critical effects suffered.
All Stop!
This order is common for ships with very long ranged weapons that wish to stay in the backfield. The Narn Dag'Kar is a prime example, as well as the EA Sagittarius. Keep in mind that this is a "free" action when in the gravity well of a planet, allowing a second Special Action to be utilized. This action can also be useful to keep your ship from flying past a close enemy and loosing an opportunity with forward weapons.
All Stop and Pivot!
Once a ship is at a stop, this can be used to keep the primary weapon in arc. If a ship has more than one primary weapon this may noe be a good action.
Close Blast Doors! (CBD)
By far the most common Special Action in ACTA. It can allow a ship to survive a barrage of incomning fire that would otherwise render it combat ineffective.
Be aware of synergies with CBD such as the Dodge trait or Narn special rules. Otherwise it must be remembered that this can mitigate damage but it will not reduce the number of critical effects from enemy fire. Because of this I have found that this is normally less useful on ships that have a large number of damage points, prefering to go on the offense if a better action presents itself.
Come About!
This is used most often by ships that have FA weapons and a difficulty in getting them to bear. It can also be helpful in getting unmanuverable ships turned around for an orderly retreat.
Concentrate All Firepower! (CAF)
When a ship has a single enemy target and weapons with the right traits, this order can greatly enhance damage output. The advantage over Scouting redirects is that CAF adds Twin-Linked to all weapons firing at the target, rather than only one. Fleets like the Brakiri with their AP pulsars and the Dilgar with their AP/DD bolters can get particular leverage from CAF.
Try to use it against ships that have already moved so you can be guaranteed to get your shot. It is sometimes possible to use this against a ship that has not moved in order to try and restrict its movement options.
Give Me Ramming Speed!
For a crippled ship, this may be a good way to inflict significant damage before inevitable destruction. It is also the only way for a ship to inflict damage during the movement phase which can give an opportunity to eliminate a threat before it can fire. Due to the opposed die roll and the CQ roll for non-crippled ships, this action is seldom a sure thing.
Initiate Jump Point!
This action is most commonly used to bring ships from hyperspace into the battle. It can also be used as an init-sink, particularly if you have multiple Jump Engine ships in hyperspace. A well-placed ambush from hyperspace can disrupt enemy formations and allow ships to engage at short range without having to close through a hail of enemy fire.
Intensify Defensive Fire! (IDF)
Escorts thrive on this action when engaging enemy fighter flights. Ships with interceptors can also gain some extra protection from enemy fire, but always be aware of the nature of interceptors. Past a certain point, little is gained by adding more interceptor dice. The Centauri Maximus is the most perfect ship for this order, as it can lend both interceptors and anti-fighter to friendly ships.
Launch Breaching Pods and Shuttles!
I have to admit that I seldom see this order performed. This isn't because it is ineffective but because of the conditions needed to bring it about. The slow nature of boarding party action can also mean that troops won't have time to capture a ship before a scenario is ended. All this is balanced by the doubled victory points gained from a capture.
Maneuver to Shield Them!
This is often used during the closing phase of a battle to protect ships from concentrated sniping by the enemy. The speed or agility of a ship does not affect its ability to perform this action so don't be afraid to have your G'Quan run interference for your Dag'Kar. Smaller ships are more expendible but can also explode and harm your own ships anyway.
Run Silent!
In the opening phases of a battle this order can assist ships with stealth (usually scouts) and ships in terrain against enemy long range sniping.
Scramble! Scramble!
Ships that have more fighters than their Carrier trait often need this to get auxiliary craft rapidly in the air. In most cases this order should be given as early as possible, freeing ships to perform more critical actions once the enemy is engaged.
Stand Down and Prepare to be Boarded!
This is a shot-in-the-dark action that can be specacular when it works. Generally it is something that just comes up as a suprise opportunity as arranging the complex requirements on purpose would be a herculean task.
Track that Target! (TTT)
An essential order for ships with powerful Boresight weapons. The only drawback is that an enemy ship must be selected as the target. Choose this target well.
Much like CAF it should be used against ships which have already moved or ships whos movement you wish to influence.