Sunday, 28 December 2014

Rule of 11.

Rule of 11 is an interesting concept which allows you to understand, predict and control the flow combat, maximise your advantage and choose right position for your attack.

Rule of 11 states that two opposing ships will come into a Range 3  from each other (combat range), when sum of their total movement equals 11.

So what, you may ask. Allow the Starwolf to explain how it work and what it does. 

Lets start with minimal move. Every time you pick move "1" ahead on your dial your ship actually travels 2, because small ships base is equal to manoeuvre of "1". Large ships, are actually faster than small ones, because their base equals to manoeuvre of "2". So for large ships minimal move would be 3. 

So if we have two opposing small ships placed in Range 1 from the edge of the board, and they both make a manoeuvre of "1" each one travels 2, and both of them travel 4. 

Lets assume, that following turn both ships make another manoeuvre of "1" each. So each ship again travels 2, and total distance travelled is 8. Both ships, are just out of combat range. However, next turn regardless of their chosen maneuvers, they will be in combat.  

Now player must make a decision based on strong sides and abilities of the ship, where you'd like to be positioned in order to maximize your advantages like bonus for being in Range 1, or getting a Target Lock to launch missiles from Range 2-3 or improve your chances of evasion by staying in Range 3. 

To simplify example, both ships again making manoeuvre of "1" this way their total distance travelled equal 12. (4 in first turn, +4 in second turn and +4 in third turn). Both ships are in Range 3, and both can take their actions, and will fire in order of initiative.

Please note, that for three turns both ships were making minimal movements and now both of them have equal opportunity to take action. With different maneuvers taken and different Pilot Skill, this would significantly vary. However total distance until both ships will be in combat range remains 11+, even with the large ships.   


Lets assume, that on turn TWO turn both ships made a manoeuvre of "2" each. So each ship actually travels 3, and total distance travelled equals 10. (2+2 in first turn, then 3+3 in second turn.) both ships are probably on the edge of Range 3 from each other. So regardless of any movement, in following turn both ships will be in combat range, and Pilots skill will determine who has the advantage of first shot and action.

However their positioning will determine who has the biggest advantage in combat.

For example, if one of the ships is an X-wing with PS of 8, it would prefer to find itself in Range 1 of opponent. If other ship is Tie-Bomber with missiles or Lambda with Heavy Lascannon, it would prefer to stay in Range 3 from attacker, to gain extra evasion and deny the same to opponent by their secondary weapon. 

Lets assume, that Imperial side makes manoeuvre of "1" with Tie-B and gains Target Lock on x-wing. By this moment both sides have travelled 12. (10 from previous turns + 2 for Tie-B movement). Bomber is in good position, with TL on x-wing, and in Range 3 for an extra defence dice. If any one ship would make manoeuvre of "3" during previous turn, they would be in combat range already.  

Lets assume that x-wing makes a mistake, and performs manoeuvre of "1", actually moving 2. Now both side travelled 14 and are engaged. However Tie-Bomber has a significant advantage, since its in Range 3, and has enough Hull points to survive one turn of shooting from x-wing,  even when x-wing acquires a Target Lock.     

But if x-wing player has an understanding of Rule of 11, he would move his x-wing into a Range 1 of Bomber (manoeuvre of "2"), thus denying extra defence die, probably avoiding being shot by missiles which have Range 2-3 and gaining extra attack die. 

Though this rule seems a bit confusing, with some practice on the board, you will see how it works. Understanding Rule of 11 allows you to predict and choose position of first Jousting, and other engagements.

By knowing where combat will occur,  either closer to the center (with minimal moves) or further towards the opponents edge (with moves like 5 ahead + boost 1 = 8) you may choose a more preferable position for your ships and gain advantage.

Just practice, practice and practice.

Starwolf, out.







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