Suicide shuttle

Ask your questions about Federation Commander game system rules here.

Moderators: mjwest, Albiegamer

User avatar
ncrcalamine
Lieutenant Commander
Posts: 269
Joined: Tue Feb 23, 2010 6:49 am

Suicide shuttle

Post by ncrcalamine »

In the end game you launch a suicide shuttle directly at an enemy

2 hexes away in that hex row. Next impulse the speed 0 enemy accelerates and either slips or turns into ahex next to the hex the shuttle must move into on its first move. Now by the rules the shuttle just keeps orbiting the stationary target making a 60 degree turn each impulse.
Suicide shuttles need to be able to break and turn in a impulse so they can make a 60 degree turn to hit their target on the next impulse.


Nicole
User avatar
Krellex
Lieutenant Commander
Posts: 261
Joined: Wed Sep 30, 2009 2:42 am
Location: RIS Phoenix

Post by Krellex »

Rule 4F3e; says that the seeking weapon can make a High Energy Turn if it causes the weapon to hit on that current movement sub-pulse. So, the shuttle doesn't have to play ring around the rosie on a non-moving target.
Image
User avatar
ncrcalamine
Lieutenant Commander
Posts: 269
Joined: Tue Feb 23, 2010 6:49 am

Post by ncrcalamine »

Suicide shuttles cannot het

Nicole
storeylf
Fleet Captain
Posts: 1887
Joined: Thu Jul 24, 2008 9:11 pm

Post by storeylf »

Yes it does, shuttles cannot HET.

Shuttles are simply very situational.
User avatar
mjwest
Commodore
Posts: 4103
Joined: Sun Oct 08, 2006 4:30 pm
Location: Dallas, Texas
Contact:

Post by mjwest »

Suicide Shuttles cannot HET. They operate under the restrictions of both seeking weapons and shuttles. Since shuttles cannot HET, suicide shuttles cannot HET.

As Lee points out, suicide shuttles are limited seeking weapons. In your example, while the suicide shuttle did not hit like you wanted, you did force your opponent to make an unwanted move and waste power. It will also continue to limit your opponent's movement options until they get some weapons back. So, it is having an effect, just not the one you wanted.
Image
Federation Commander Answer Guy
storeylf
Fleet Captain
Posts: 1887
Joined: Thu Jul 24, 2008 9:11 pm

Post by storeylf »

I think Nicole has described it slightly wrong, but I think what she is saying is that:

1 hex away from you is the enemy.
You launch the shuttle facing directly at it.
It accels to get 1 move in before the shuttle.
It slips so that it is either on the shuttles 2 or 6.
The shuttle must move ahead, so the enemy is now on its 3 or 5.

At this point the enemy ship need never pay any more power, it can sit still and never get hit by the shuttle. And the shuttle can not HET, and must follow the seeker move rules it will always be stuck circling around the stationary ship, but never actually being able to move into the hex. That does seem very odd, that you can't impact a now stationary target.


That is quite amusing.

I don't consider it a problem per se. The shuttle has still had an effect - it has forced the enemy to remain exactly where he is, unless he wants to get into then having to outmanouver the shuttle. A tractor could also be used to get the shuttle to hit by pulling the enemy to the hex you want (it spent 0 on move so is not going to be the controlling ship).
User avatar
Mike
Fleet Captain
Posts: 1674
Joined: Mon May 07, 2007 10:58 pm
Location: South Carolina

Post by Mike »

Yes, quite amusing!
Mike

=====
Sandpaper gets the job done, but makes for a lot of friction.
User avatar
Kang
Fleet Captain
Posts: 1976
Joined: Sun Sep 23, 2007 12:13 pm
Location: Devon, UK
Contact:

Post by Kang »

In SFB this was known as the 'Zimdars Dipsy Doodle', and as far as I know is the reason why seeking weapons in FC can (and must) HET to hit the target if they can.

Otherwise, the player owning the seeking weapon can simply decide to HET and hit when the seeker is next to the weakest shield.
Image
User avatar
Bolo_MK_XL
Captain
Posts: 835
Joined: Tue Jan 16, 2007 10:00 pm
Location: North Carolina

Post by Bolo_MK_XL »

In SFB this was known as the 'Zimdars Dipsy Doodle',
Yes, but seeker couldn't run around the ship looking for a down shield, requirement is seeker must move closer to target if possible ---- That carried over to FC ---
User avatar
Kang
Fleet Captain
Posts: 1976
Joined: Sun Sep 23, 2007 12:13 pm
Location: Devon, UK
Contact:

Post by Kang »

It could, because the turn mode hexes requirement for the seeker was 1, and it wasn't compelled to HET. It did indeed have to move as close as possible, but the only way it could get closer than 1 hex was to HET, which wasn't compulsory. A unit with a turn mode of 1 has a turning circle with a radius of 1 hex, and if the target was within that circle then it couldn't be hit. Oh and the other thing was that the weapon had to be launched with a facing 120 degrees away from its target - legal but dependant on the launching range being 1 hex.

Check out Captain's Log #11, page 67. It's in there :) Actually, the tactic itself is on p.68, left column, just below the middle.

Image

Admins: If I have been a bad person for posting the image, let me know and I'll take it down.
Image
User avatar
Steve Cole
Site Admin
Posts: 3846
Joined: Wed Oct 11, 2006 5:24 pm

Post by Steve Cole »

Few people know where the name comes from.

On an episode of Hogan's Heroes, the boys in the Stalag convinced Klink that a psychic had predicted the colonel would lead his troops to a great victory that would be known in history as "the Klink Dipsy Doodle."

I happened to see a rerun of that the day I got the letter from Zimdars with the tactics paper.
The Guy Who Designed Fed Commander
Image
User avatar
mjwest
Commodore
Posts: 4103
Joined: Sun Oct 08, 2006 4:30 pm
Location: Dallas, Texas
Contact:

Post by mjwest »

Heh. Of course, many (if not most) of the people reading that probably have no idea what "Hogan's Heroes" even is. :)

On the image, I think it is OK, so let's not worry about it. If it is bad, then Jean will kill it in one shot. It should be short enough to be good, though.

As a more general explanation, yes, this is exactly why the rule on HETs for seeking weapons is different between Federation Commander and SFB. The tactic quoted is only for SFB; it doesn't apply to Federation Commander at all. And this is by design.

Finally, do note that while the situation with the suicide shuttle is very similar to that old SFB tactic, the effect is completely different. The SFB tactic will cause a disadvantage for the defender (target). The suicide shuttle situation is a disadvantage for the attacker. Also, the whole point of the SFB tactic is to delay the HET to maximum effect. The suicide shuttle can't do any of that, as it has not HET to use.

(I figure this is probably obvious to all of the readers, but the conversation has drifted enough that I wanted to make sure the seemly obvious observations were actually stated.)
Image
Federation Commander Answer Guy
User avatar
terryoc
Captain
Posts: 1384
Joined: Sat Oct 07, 2006 12:46 am

Post by terryoc »

"Ziiiiimmmmdaaaaaars!"

Captain Klink, DSF
"Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West
Image
User avatar
trynda1701
Lieutenant SG
Posts: 147
Joined: Mon Mar 17, 2008 11:44 pm
Location: BR "Swanmay"

Post by trynda1701 »

Hmmm, "Hogan's Heroes", that takes me back. And I'm in the UK! lol

Mark
C'mon the Orions!

Check out www.AllScaleTrek.com. A new forum dedicated to Star Trek kits, miniatures and collectables.
User avatar
Capt Jack
Lieutenant SG
Posts: 102
Joined: Sat Mar 12, 2011 9:33 pm
Location: England U.K

Post by Capt Jack »

Any chance of a change to suicide shuttle rules?

Here are my two ideas.

1. Increase Shuttle speed to base 16, the trade off being each point of power only does 1 point damage instead of 3. :shock:

2. Or give the Suicide a free turn(facing change) on impulse 3. This will stop the Zimdars Dipsy Doodle! :twisted:
Captain Jack a.k.a The Unorthodox, Scourge of the Dreadnought and Master of the PH3, Grandmaster of the PH3 RA
Post Reply