14 May 2014

Flying with Large Ships by GlassJoe

EDIT: My bad on the pics not showing up, y'all. Completely my doing. 

I received some pretty interesting emails from a guy named GlassJoe recently. He suggested I do an article about maneuvering Large ships, much like what I did with the old TIE Swarm back in the day in those Moving and Maneuvering a formation articles. 

I thought it was a great idea, but knew it'd require some homework on my part- lots of picture taking and experimentation and whatnot. 

Lucky for me, after only a little crying about my work schedule and all, GlassJoe did the homework for me. The following is his work entirely, so if you dig it, give him a shoutout in the comments. 

Take it away Joe! 

Flying with Large Ships
by GlassJoe

Kamarov: Stop pissing, Yuri. Give me a template and a direction, and I'll fly the asteroids in a Falcon with no windows.

Flying with large ships - Objective
This article is designed to assist new players or people who have picked up a large ship for the first time and want to introduce it on to the battle field. Familiarity with the earlier formation articles posted on TMB is strongly recommended.

Overall considerations - You should know this
Know your possible combinations on the dial. Nothing like trying to pull off something you can't achieve or if it is a stress move- I'm talking to you shuttle pilots. You don't have any turns, only banks.
Understand the collision ramifications - not only will lose your action it can push you far out of position.
Pilot Skill plays a large role when behind a large ship a place not to be.

The big and small relationship - Let's light this candle
One of the first things you notice with the large ship base is the size of the base in relation to that of a small ship base. The starting position of the small base (top, middle, bottom) can have a significant impact on the successful maneuvers you can perform.
The example below shows that large base 2R turn might work with a small base 1R turn depending on staring location.

(Small ship on top hits, lower clears)

If you think ahead you can adjust you orientation quite easily with the proper combination as shown below.

(Top start -2 keeps pace, 1 drops to back)

(Bottom start - 3 moves to top, 2 keeps pace, 1 drops to back)

Now let's take a look at 1 Turn with ship on opposing sides. Having everyone Bank 1L (side note is there some standard notation used to denote all movement? No, not that I know of anyway- C) no collisions but there might be a significant problem. Can you spot it? Hint: PS is a factor.

(Everyone Bank 1L)

Did the small ship base on the right hand side catch your eye? His movement, while not obstructed, has limited potential next turn if it has a lower PS than the large. I tested all the combinations at list was my result. Green = no collision, Red = collision, White = too close to call
Mad props to http://cardcreator.atelierdufaucon.com for the image below.

Here is the white one, you make the call. You'll have to forgive the crudeness of this model. I didn't have time to paint it or build it to scale.

You fell victim to one of the classic blunders! The most famous of which is "never get involved in a land war in Asia," but only slightly less well-known is this: "Never go in against a Sicilian when DEATH is on the line!"
Seriously consider NOT getting behind your own ship.

So end the lesson....


So- what did you think? Good stuff, no? Thanks again for the article Joe! 

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