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Forgot to assign maneuver dial

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Had an opponent forget to change their dial between rounds. This would essentially cause one of their ships to take an unrecoverable turn towards the board's edge. I asked the TO for a ruling and he stated they had to take the turn as assigned, as that's what was on the dial. In the spirit of sportsmanship and the fact that it was the 2nd turn, I suggested if they wanted to keep that ship around for later, they had to keep it where it was, no actions and no attacks for that round. They agreed and we played on. It wound up costing them, as they were out of position now and their squadron suffered for it.

Even though the TO made the ruling call, he also said it was up to me as to whether or not I wanted to be forgiving of this rookie mistake. Should they have run off the board and learned a lesson about paying attention? By all rights, sure, but I'd much rather make the game more interesting and fun for both of us, and as this was the second turn, there wasn't a huge tactical issue with that ship sticking around while out of position.

Later the same day, my next opponent accidentally assigned a Red 4 straight instead of the Red 4 K-turn for their Y-Wing. He explained he mistakenly thought he had set it correctly, but when revealed the dial wasn't what he wanted. I wasn't about to let him K-turn, however, as the match was well into the mid game where every move meant more and any mistakes made were important. He wound up pulling the win on this game anyway.

My point here, if I have one (?), is to try and enjoy the game whenever possible. I let the first slide and didn't let the second, mostly because of where the games were turn-wise.

Fly casual, but keep your eyes open!

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Adding any rule not covered by the rulebook would be a no no in tourney play.

But part of the point is there is no rule.

So I'd guess in the interest of changing the rules the absolute least, doing the same maneuver again would be the correct answer. The rules don't really say one way or the other, so treating it as if the person did in fact set the dial seems like the least change possible.

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I'm tempted to agree that barring a specific ruling, forcing the ship to execute the same maneuver already set on its dial, since we have rules in place for how such a maneuver is handled if it's red, is the only way to prevent any possible abuse.  If you start doing things like letting ships not move, letting them take a 1-forward that many of them may not even have on their dial, you're creating potential advantage that someone can abuse.  There is no advantage to doing the same maneuver twice in a row, and if you're doing a red move there is in fact a pretty punitive disadvantage.  

 

Repeating the previous turn's maneuver forestalls any possibility of 'forgetting' to set your dial to gain advantage.  Just kills it, flat.  If it flies you onto a rock, collides you with another ship, or coasts you off the map...?  Well, you're going to be a lot less likely to forget (or "forget") to set your dial next time, I'll bet.   ;)

I agree wholeheartedly. I posted my suggestion as a tongue-in-cheek idea, and then woke up later in the night thinking, "that's stupid because someone will abuse that approach."

But I still laugh inside when I picture someone falling asleep at the wheel in the middle of combat. :D

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Is there a ship in the game without a white forward 1?

Also, everyone can already be forced to move forward 1 due to an ion hit. It isn't that far of a stretch.

I don't see it any less clumsy than repeating the last action. In Star Trek Attack Wing, if you forget to assign a maneuver or assign a maneuver you can't do, your opponent chooses one.

I would even go so far as declare no actions for that ship. People will quickly condition that behaviour out of their game play if they lose a few matches due to their derpness.

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Is there a ship in the game without a white forward 1?

Also, everyone can already be forced to move forward 1 due to an ion hit. It isn't that far of a stretch.

I don't see it any less clumsy than repeating the last action. In Star Trek Attack Wing, if you forget to assign a maneuver or assign a maneuver you can't do, your opponent chooses one.

I would even go so far as declare no actions for that ship. People will quickly condition that behaviour out of their game play if they lose a few matches due to their derpness.

 

A-wings, Interceptors, and Tie fighters don't have a white 1 forward.

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Is there a ship in the game without a white forward 1?

Yes there are twelve of them. So far a white forward one does not exist on a maneuver dial.

 

 

I smell a troll. :P

Edited by Sergovan

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No ship has a white speed-1 forward, a few ships don't have any color of speed-1 forward. Using that as the rule would effectively add a maneuver to their dial as the owner could "forget" to assign the dial any time they only wanted to move 1 forward.

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Is there a ship in the game without a white forward 1?

Yes there are twelve of them. So far a white forward one does not exist on a maneuver dial.

 

 

I smell a troll. :P

 

Yeah actually I think he's serious - I think he's right in that any ship with a 1 forward has a green one; while some ships like TIEs or A-Wings are fast enough they lack a 1-forward at all.

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Also, everyone can already be forced to move forward 1 due to an ion hit. It isn't that far of a stretch.

That's a whole different thing. Shooting someone with an ion and forcing them to move 1 forward is not the same thing as letting someone 'forget' to set the maneuver dial.

A number of ships have green 1 forward, but many of them lack a 1 forward at all.

Having them repeat the last maneuver again is the simple answer here, doesn't actually require a new rule, and doesn't give anyone a way to exploit the rules.

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It's almost funny bringing Ionization into the discussion because I could see that at being the no.1 reason for "forgetting" to set a dial.  Ionize a ship a couple turns in a row and then miss when the ship's controller fails to notice that for some reason.  The person is just thinking "since it is ionized anyway there is no point in setting the dial"  and they'd be right; at least they'd be right until the engine roars to life and takes them on a ride.

 

 

ElJeffe13:  Interesting that you point out the TO said the guy needed to take the move on the dial but allowed you the option to break that rule.  That's all on you and because it penalizes you which you decided would be ok.  Later on you run into someone who miss sets the dial but aren't so forgiving which I guess is understandable.  How many have had or seen a bank/turn dialed in the WRONG direction and then flown off the board?

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ElJeffe13:  Interesting that you point out the TO said the guy needed to take the move on the dial but allowed you the option to break that rule.  That's all on you and because it penalizes you which you decided would be ok.  Later on you run into someone who miss sets the dial but aren't so forgiving which I guess is understandable.  How many have had or seen a bank/turn dialed in the WRONG direction and then flown off the board?

 

I've turned Wedge, Vader and Kath off the board in the past because I failed to tell the difference between my right and my left. It's the worst! However, I think I've learned my lesson at this point, as I've not done it in any of my games over the last few months. Sometimes I revert to turning my back to the table just to be sure my left turn is really a left turn!

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ElJeffe13:  Interesting that you point out the TO said the guy needed to take the move on the dial but allowed you the option to break that rule.  That's all on you and because it penalizes you which you decided would be ok.  Later on you run into someone who miss sets the dial but aren't so forgiving which I guess is understandable.  How many have had or seen a bank/turn dialed in the WRONG direction and then flown off the board?

 

I've turned Wedge, Vader and Kath off the board in the past because I failed to tell the difference between my right and my left. It's the worst! However, I think I've learned my lesson at this point, as I've not done it in any of my games over the last few months. Sometimes I revert to turning my back to the table just to be sure my left turn is really a left turn!

 

 

I also helps to just make sure the dial window is  pointed the same direction as the ship and then look at the arrow.  If it is coming towards you then have the window on the bottom and if it is flying away from you have it on the top; that can really help orient your thinking.

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I actually just look at the table, pretend for a moment that I'm actually inside the cockpit flying the ship, and visualize my directions that way.  

 

It seems silly, but then you're picturing the moves the correct way - as if you were looking out from the cockpit, rather than getting mixed up trying to figure out which direction is which relative to the model and how it's pointing.  

 

I'm in the cockpit, I need to go that way - that will be to my left if I'm flying it, so that's a left turn.

Edited by CrookedWookie

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I actually just look at the table, pretend for a moment that I'm actually inside the cockpit flying the ship, and visualize my directions that way.  

 

It seems silly, but then you're picturing the moves the correct way - as if you were looking out from the cockpit, rather than getting mixed up trying to figure out which direction is which relative to the model and how it's pointing.  

 

I'm in the cockpit, I need to go that way - that will be to my left if I'm flying it, so that's a left turn.

 

I'd say "turning your dial the same way you have your ship pointed" helps about as much.  Maybe you can picture yourself in the cockpit and think you want to turn "right" and always set the dial correctly but some will do that, look at their mini and then turn the WRONG way because they got directions reverse looking at the board.  Look at the side of a TIE Fighter and many people may have a hard time knowing which direction it is going.

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I would think if a dial isn't set the opponent would set the dial for the ship. Even a red if the ship was not already stressed.

The only thing that really makes sense is repeating the last maneuver on there, like the ship was on cruise control.  It doesn't give you a huge advantage over them*, it doesn't provide them with any advantage or reason to try and 'game' the system by 'forgetting' to set a maneuver, you just treat the dial like it was, in fact, set, and execute the maneuver shown.

 

*The only time this would give you a major advantage is if they executed a red maneuver last and then forgot to set their dial.  In this case you just follow the rules on what happens when you try to execute a red move while stressed.  

 

It's just the most fair way to go about things.

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