Deceleration in a turn

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MLJ
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Deceleration in a turn

Post by MLJ »

If your ship is going to turn: It moves left or right 60 degrees and then moves one hex. By using deceleration, can it move left or right 60 degrees and then not move one hex?
The Federation Commander Tactics Manual under Warp Tactical Maneuvers (page 18 ) implies that this can be done
....canceling the movement point after your ship turns so that you remain in the same hex
Is this only for Baseline Speed Zero with acceleration, or can you use deceleration to cancel the move after a 60 degree turn any time?
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Sebastian380
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Post by Sebastian380 »

Yes, you can decelerate, that is, cancel movement, from any speed as long as you can pay for the deceleration. The canceled move does count towards making your turn mode and allows for a ship to make a tighter turn.
MLJ
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Post by MLJ »

I understand the deceleration allows a tighter turn.
I am trying to get clarification if in the same sub-pulse at ship can sling left-or-right 60 degrees (if it has satisfied its Turn Mode Number), but not move out of the hex it is in by paying to deceleration.
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mjwest
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Post by mjwest »

Yes, you can turn and not move on a sub-pulse you were scheduled to move as long as you pay for the deceleration. That is correct. The turn itself will reset your turn mode and slip mode.

Do note that the decelerated sub-pulse does not count toward the slip mode. So, in order to slip again, you will have to actually move one hex.
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Post by lylybr »

mjwest wrote:Yes, you can turn and not move on a sub-pulse you were scheduled to move as long as you pay for the deceleration. That is correct. The turn itself will reset your turn mode and slip mode.

Do note that the decelerated sub-pulse does not count toward the slip mode. So, in order to slip again, you will have to actually move one hex.
So if I spin in place and pay the deceleration cost, then move a hex, I can re-enable slip mode right?
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mjwest
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Post by mjwest »

Yes. To reset the sideslip only requires a ship to move forward once.
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Post by amoranl »

MLJ wrote:I understand the deceleration allows a tighter turn.
I am trying to get clarification if in the same sub-pulse at ship can sling left-or-right 60 degrees (if it has satisfied its Turn Mode Number), but not move out of the hex it is in by paying to deceleration.
Can you share some real-life examples or specific situations where “turning without moving� creates a significant tactical advantage? I would love to understand more about how to make the most of this rule in real-life combat.
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Mike
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Post by Mike »

Here are some examples:

1. Presenting a different shield to enemy fire because the shield they are about to fire through is weak or gone.

2. Bringing weapons to bear because a turn of one hex side will put a target into their firing arc.

3. As mentioned before by someone else, creating very tight maneuvering opportunities. At high speeds, a few decelerations can allow a ship to turn much sooner than waiting to fulfill large turn modes.

Hope those help!
Mike

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Post by Steve Cole »

Everyone is trying to set up a one-shot attack that breaks a shield and causes internal damage. Sometimes the long game is better. It's much easier to damage a shield and much less risky. Once that shield is damaged, the enemy cannot use it to approach you because the weakened shield is vulnerable to a one-shot breakthrough.
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