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Earning Your Wings! A Guide For Understanding Movment.


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#21 hanasolo

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Posted 05 July 2014 - 02:20 AM

Great guide.

 

But I have question. Where to purchase in Europe this great laser? 

http://www.amazon.de...951HAQ3GM43PPDM

This one?


Edited by hanasolo, 05 July 2014 - 02:23 AM.


#22 haslo

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Posted 05 July 2014 - 03:36 AM

Great guide.

 

But I have question. Where to purchase in Europe this great laser? 

http://www.amazon.de...951HAQ3GM43PPDM

This one?

 

In Switzerland, it's available here (which is where I got mine):

 

http://www.conrad.ch...ef=searchDetail

 

It depends on where in Europe you live I guess. The one you linked is amazon.de, thus probably available in Germany.


Imperials: 13 TIE Fighter, 5 TIE Advanced, 15 TIE Interceptor, 4 Slave I, 6 TIE Bomber, 5 Lambda Shuttle, 3 TIE Defender, 4 TIE Phantom

Rebels: 1 Tantive IV, 1 Rebel Transport, 7 X-Wing, 5 Y-Wing, 4 YT-1300, 6 A-Wing, 5 B-Wing, 5 HWK-290, 6 Z-95, 3 E-Wing


#23 KillMaimBurn

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Posted 05 July 2014 - 05:37 AM

Great guide.
 
But I have question. Where to purchase in Europe this great laser? 
http://www.amazon.de...951HAQ3GM43PPDM
This one?


I spent ages trying to find that one but couldn't, I ended up getting a cheap one out of desperation from eBay for £1.99 delivered which I now prefer anyway as it can be set flat on the table and projects the line perfectly with no need for shakey hands and isn't much bigger than that one
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Imperials: 7 ties, 2 advanced, 6 interceptors, 1 firespray, 2 shuttle,
2 bombers, 3 Defender, 3 Phantom
Rebel Scum: 3 x wing, 1 y wing, 1 a wing, 1 hwk, 1 b wing, 1 Falcon,
1 Transport, 1 e wing, 1 z95

#24 Osoroshii

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Posted 05 July 2014 - 06:42 AM

Great guide.
 
But I have question. Where to purchase in Europe this great laser? http://www.amazon.de...951HAQ3GM43PPDM
This one?


I spent ages trying to find that one but couldn't, I ended up getting a cheap one out of desperation from eBay for £1.99 delivered which I now prefer anyway as it can be set flat on the table and projects the line perfectly with no need for shakey hands and isn't much bigger than that one

There are many on amazon. I got a little chuckle out of cheap as the one I'm using only cost $5 from Harbor Freight here in the U.S.. I've looked through thier web site but can't find it there, it must only be sold in stores.

#25 Osoroshii

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Posted 05 July 2014 - 09:13 AM

Part 2: Large ship bases

A Large ship base is the distance of two small bases.
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It's I'm important to know that when a large base ship moves it gains an extra small ship base over the small ship, due to the size of the base. So in order for a large ship and a small ship to fly together the small hip has to fly 1 speed faster than the large.
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The sight line for the turns is the exact same as the small ship. Use the firing arc as a guide to where the large ship will go. You will notice it points a little further away from the templates for the large bases. This is fine as it points more to the center of the base for where it will end up.
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The distance the ship will travel on turns is less than the small ships due to the larger base size. In fact the large ship base rotates on it's leading corner as it more or less pivets on it. The distance for the turns are:
1 turn = 0 ship bases
2 turn = .75 ship bases
3 turn = 1.75 ship bases
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For the banks of a large ship we will still use the sight line we did for the small ship bases. The nubs will give you a good indication for where the large ship will go.
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Once again the distance is less then the small ship base due to the size diffrence. Here are the distances the ship will travel while banking.
1 bank = .75 ship bases
2 bank = 1.75 ship bases
3 bank = 2.75 ship bases
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Have fun flying your YT-1300, Firesprays and Shuttle astroid free.

Part 3: The Barrel Roll - http://community.fan...ment/?p=1146610

Edited by Osoroshii, 15 July 2014 - 11:50 AM.

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#26 Ghaerdon

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Posted 05 July 2014 - 09:32 AM

Brilliant work. Still trying to find a cheap laser level in US or better Canada.

Rebels: 4 X Wings; 3 B Wings; 2 A Wings; 2 Y Wings; 2 E Wing; 5 z95; 1 YT-1300; 1 YT-2400; 2 HWK-290; GR-75; Tantive
Empire: 7 Tie Fighters; 3 Tie Interceptors; 2 Tie Bombers; 1 Tie Advanced; 2 Firespray-31; 2 Lambda Shuttles; 2 Tie Defender; 2 Tie Phantom; Decimator
Scum: (will be getting ... 1 Most Wanted; 2 StarViper; 1 IG-2000; 2 M3-A)


#27 Osoroshii

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Posted 05 July 2014 - 09:56 AM

Here is the exact same laser I used in the photos,
http://www.ebay.com/...6736458?lpid=82

If you can find a close by Harbor Freight they sell it much cheaper in store
http://t.harborfreig...?q=Laser marker
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#28 born to lose

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Posted 05 July 2014 - 06:31 PM

The laser is epic, along with your most wonderful writeup.  Just ordered mine, thanks!



#29 Osoroshii

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Posted 05 July 2014 - 08:57 PM

I've been on these boards for almost a year and have never seen that "Popular Tag" on any post before, It's kinda cool. Thank you all for the likes I really apricate it.

#30 Gullwind

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Posted 05 July 2014 - 09:06 PM

I picked up a Black & Decker laser level from Home Depot for fifteen bucks. Works great to figure out if something is in arc or not, and can also be used as a level!



#31 ObiWonka

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Posted 05 July 2014 - 09:51 PM

The banks and turns for small ships line up with the nubs and edges of the firing arcs? Mind blown.

 

(Now to get a laser!)


Rebel: 2x A-Wing, 2x B-Wing, 2x E-Wing, 2x HWK-290, 4x X-Wing, 2x Y-Wing, 1x YT-1300, 2x Z-95 Headhunter

Imperial: 1x Firespray-31, 1x Lambda Shuttle, 1x TIE Advanced, 2x TIE Bomber, 2x TIE Defender, 6x TIE Fighter, 6x TIE Interceptor, 2x TIE Phantom

BEARFACE


#32 rym

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Posted 05 July 2014 - 10:00 PM

Just out of curiosity what part of the guide was the most helpful or which part was new to you. I have other tips and tricks and this info will help me decide what to write up next.

 

 

Definitely the turns and banks. Seeing it in pictures with the laser really helps "seeing" it on the battlefield for real. Kudos on a great tutorial / guide.



#33 Caadium

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Posted 06 July 2014 - 02:41 AM

I've been on these boards for almost a year and have never seen that "Popular Tag" on any post before, It's kinda cool. Thank you all for the likes I really apricate it.

Great visuals. 



#34 Osoroshii

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Posted 06 July 2014 - 01:42 PM

Just giving the thread a bump to give everyone on here each chance to read this before it slips into obscurity.

Edited by Osoroshii, 06 July 2014 - 09:54 PM.

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#35 Jo Jo

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Posted 06 July 2014 - 02:38 PM

Too bad this can't be stickied. Awesome thread! 


"And then, we'll remind the Rebellion what war is all about." 


#36 GMLumpy

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Posted 06 July 2014 - 08:49 PM

thank you sir for this article and for the bump! it helped me find it today!

I agree this needs to be stickied. 

 

also I got that same laser from harbor freight.  it's really useful and for $5 it's a no brainer. 


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Rebels: (4) X-wing, (1) Y-Wing, (3) A-Wings, (2) B-Wing, (1) HWK-290, (1) YT-1300, (2) Z-95, (2) E-Wing
Empire: (4) TIEs, (1) TIE-Adv, (4) TIE- Interceptors, (1) TIE-Bomber, (1) Lambda Shuttle, (1) Fire Spray 31

"Silence will fall when the Question is asked."  

Eph 6:10-20


#37 Flamestalker

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Posted 07 July 2014 - 03:11 AM

:) Wow this should help me a lot, I tend to bump into just about everything.  now to go and dig out that B&D laser level I bought for hanging those posters.


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Yub, Yub, Commander. :D


#38 Marinealver

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Posted 07 July 2014 - 03:26 AM

Great Article, I would like to request that next chapter in advanced moves, how about action moves such as barrel roll and cloak and how much the bank barrel roll templates change in moving ships. Perhaps in better ways to get out of say firing arcs.


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You can always start another round if you lost the last one.


#39 Osoroshii

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Posted 07 July 2014 - 08:34 AM

Great Article, I would like to request that next chapter in advanced moves, how about action moves such as barrel roll and cloak and how much the bank barrel roll templates change in moving ships. Perhaps in better ways to get out of say firing arcs.


I will work on setting a guide to the three movement actions, barrel roll, boost and decloak. I'll try to have it up this weekend and it will be included in this thread.
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#40 Osoroshii

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Posted 07 July 2014 - 02:44 PM

Part 3: The Barrel Roll

The Barrel Roll is a great action for controlling your position after movement. Once you have the movements down to where you can accurately predict where your ship will be, you can now plan on a barrel roll. You will always have the moments where after you move you see a barrel roll is a good option, but to be good with it you must plan ahead.

Let's first look at what a barrel roll does. Moving a ship either left or right with the 1 movement template anywhere along the side of the ship, finishing anywhere along the side of the ship. We learned before that a movement template is half of a small ship base. This means the area we can gain after a barrel roll is two ship bases long.

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The most common use of a barrel roll is to keep you off of astroids. You have to see the vertical line the barrel roll will move along. A barrel roll will move you over to a vertical line but not change the direction a ship is facing.

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In that picture we see the Tie barrel rolled to the right to avoid the astroid. This barrel roll also kept us going in the same direction as before.

An advance use of barrel roll will leave you outside of you enemy's arc while you still have a shot at him. You first must see the vertical lines the two ships are on. If you and the enemy ship are on the same vertical path the condition is right for a barrel roll.

It is important to note what vertical lines the two ships are on. If you and the enemy are on the same vertical line nose to nose, no barrel roll will get you outside of there arc while leaving you on theirs.

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Because the barrel roll does not change the direction you are facing, you don't gain the angle need to get out of arc. If you have a full small ship space between your vertical paths such as this:

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The condition is set for a great barrel roll.

We talked about the not changing of direction of a barrel roll and how that poses a problem. A bank and barrel roll will leave you on the same vertical line but facing a different direction.

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So here between the two pictures we can see the result. The A-Wing moving forward while the Tie banks in and barrel rolls out of arc. This can only be accomplished because of the change in direction. If the Tie would have hard turned or gone straight a barrel roll would not have help him. Because the Tie player saw the condition was right for a bank to set up the barrel roll he won this engagement.

Part 4: The Boost - http://community.fan...ment/?p=1152578

Edited by Osoroshii, 15 July 2014 - 11:54 AM.

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