<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=104036.msg4683546#msg4683546">Quote from: TheGlyphstone on 23-05-2011, 19:58:19</a></div></div><blockquote class="bbc_standard_quote">Chris, a Strategic turn is 30 minutes long. It's not as simple as readying an action - you can't do that in ship combat. It's as much a matter of guesswork and outthinking the other person as it is tactics, since everything takes time to execute.<br/><br/>For example, knowing the enemy's cruising speed thanks to his retro burn, Sarah might assume that her enemy will attempt to slow to combat speed and engage at close range - since she knows combat speed for him is 5, her accelerating to Speed 4 would keep the enemy in front of her and within gun range.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>How did the pirate know to use his retros after Sarah used hers?<br/><br/>Yes, this is initiative based combat... and Sarah is going first on initiative.  So she maneuvered, (burning Retros and slowing down) and the pirate reacted (burning his own retros and attacking with a hit and run maneuver...)<br/><br/>If he couldn't react to her actions, how could he have done that?<br/><br/>If Sarah wants to react to the pirate's actions, cannot she simply do the same?  Delay (or ready) till the pirate moves, and react to his movements with her own?<br/><br/>As for her not being able to shoot after their maneuvers are over... isn't that specifically when the shooting action takes place?  One ship moves, the other moves, then they both get shooting actions, correct?<br/><br/>At the end of the "maneuver" phase, assuming Sarah retroed herself into position to be behind the pirate, she should then get her shooting action... (just like the pirate launched his fighters to try and board her, Sarah should get an action to shoot back!)<br/><br/>Quoting the rogue trader book:<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Shooting Actions<br/><strong>After completing its Manoeuvre Action</strong>, a ship has the option<br/>of firing its weapons. Each Weapon Component may be fired<br/>once per Strategic Turn, and all Weapon Components must be<br/>fired at once, although they may be fired at different targets.<br/>A Weapon Component may only be fired at a target within<br/>its firing arc.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>On another note, if Sarah wants to stay behind the pirate, all she has to do is delay her initiative and move after him.<br/><br/>I repeat, this isn't blind chess.  You move, your opponent moves, and you can see each other do so!  Unless you're out of range... (more than 8 VU's away, for example, you can disappear if you're good enough a pilot and the opponent is bad enough with his sensors...)<br/><br/>I am not complaining about the rules, I am trying to clarify them for Tagan, so that Sarah, the brilliant pilot, can actually do the maneuvers she wants, USING the rules.