Special Actions: When and Where

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.
 
Another very useful article - these really do need to be put somewhere prominent!

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 alsom 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.
It also doesn't care about stealth. See that Minbari ship lurking in the asteroid field? If it moves, it won't have cover from asteroids any more; if it doesn't move, it's getting boarded. :twisted:

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.
But it's something else a G'Quan is good for. It doesn't matter if the G'Quan has been critted into an inert lump of metal, if it has enough damage points left then it can support someone else using this action. My Army of Light loves this special action - a G'Quan to provide the damage points and any Drazi ship, Vree ship or White Star to declare the action. (Drazi get +1 CQ for Stand Down, Vree and ISA get +1 CQ for everything. :))

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.
I have to disagree with this. TTT should be used against a ship which has not already moved; the whole point of this action is to allow a boresight to target something which will move after you. If the enemy has already moved then you're probably at least as well off to use Come About.
 
AdrianH said:
Another very useful article - these really do need to be put somewhere prominent!

Thanks! I'm hoping someone may take these articles - modified by the comments of the fine folks here - and throw together a "living tactics guide" in PDF form.

Stand Down and Prepare to be Boarded!
But it's something else a G'Quan is good for. It doesn't matter if the G'Quan has been critted into an inert lump of metal, if it has enough damage points left then it can support someone else using this action. My Army of Light loves this special action - a G'Quan to provide the damage points and any Drazi ship, Vree ship or White Star to declare the action. (Drazi get +1 CQ for Stand Down, Vree and ISA get +1 CQ for everything. :))

Very good point. Ships with a heap of damage points serve as great "leverage" for this order. The added benefit is that they are often slow enough to easily stay in range to babysit the ship afterwards.


Track that Target! (TTT)
I have to disagree with this. TTT should be used against a ship which has not already moved; the whole point of this action is to allow a boresight to target something which will move after you. If the enemy has already moved then you're probably at least as well off to use Come About.

I've thought about it and I have to admit you are right. "Come About!" is a better order if the enemy ship has moved first, as it is less restrictive and has the same CQ check. TTT is best used to give a better chance to catch an as-yet unmoved enemy ship.
 
I like using APTE after closing with enemies in certain circumstances. If I make a headlong attack run against enemies that have no rear arc weapons, I like to use it when needed to guarantee that I end up in their rear arc and get a turn or so of unanswered shooting. Works best if you can force the ship you want to run past to go before the ship you're going to run past them, or if it will have difficulty coming about. Most Minbari ships are pretty good in this capacity.
 
Just want to say a huge thankyou to democratus, I'm only just starting to get into acta and these articles are extremely helpful in getting up to speed

well done my good man!!
 
The big thing to remember is what you intend to do with the ship that turn - special actions are useful, but their most important characteristics are what they prevent you from doing.

This is obviously fleet specific - one of the most common themes is either only being able to fire one weapon (All Hands on Deck! or Close Blast Doors and Activate Defence Grid!) or only firing at one target (Concentrate All Firepower!). For some ships this is almost irrelevant, but for some it's crippling.

Brawlers, particularly - such as the Nova-class Dreadnought, Bimith-class Defender, Hurr Gunship and similar, which need to be firing multiple weapons in different arcs simultaneously to rack up damage, can't afford to shut down guns unless there really is only the one target to shoot at.

Launching fighters is the other thing. Other than dedicated carriers, few ships carry a significant points value of auxiliary craft, but that said, if each capital ship that goes down has one or two flights of thunderbolts on it that you never launched because you were too busy issuing special orders, you could easily find yourself with several patrol points worth of capability blown up in the hangars.


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.

Most of the time, if I see boarding attempted, it's because someone brought along actual breaching pods rather than using the special action. It lets you concentrate troops from multiple ships more easily, and gives you the edge in round one of the fight. Stand Down And Prepare To Be Boarded! is generally a better option for other situations.

As noted, it's one that's hard to prepare for, but one you should always remember.
 
In our local group a ship that failed the "Scramble! Scramble!" can still launch a single fighter (or Carrier trait), but not the extra fighters that the action would give.

It doesn't make sense that ordering your crew to concentrate on launching fighters (even if the order fails) should result in fewer fighters than if you hadn't given any order at all.

Is this how most people play it?
 
If you fail a CQ check, does it affect any other ships' ability to perform a special action or do you continue for the rest of your ships as though the first ship had not attempted the special action?

Specifically, "Stand Down and Prepare To Be Boarded". One ship declares it and fails to beat the enemy CQ - can another ship then try "Stand Down and Prepare To Be Boarded" against the same target? Can the same ships which supported the first attempt also support the second? I've done this before and believe it's legal, but this seems a good time to check...
 
Very interesting. I don't think we'd ever interpreted it that way. We had viewed attempting a Special Action as performing a Special Action, but failing.

For example: if a ship attempted a "Come About!" order and failed, the ship would not be able to launch a fighter at the end of the turn because it ordered a Special Action (even though it failed).

We saw this as the crew attempting to do something other than their standard duties, which included pushing out a spare fighter.

It might make the sting of failing an order (other than Run Silent) less punishing if you can at least perform hangar operations.
 
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