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Star Trek: Ascendancy» Forums » General

Subject: Why impulse? rss

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Mike Brazinski
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I've read through the rules but I still can't figure out why you'd ever want to travel at impulse. I know if you retreat from battle, you move at impulse into a space lane and I can see how hunting down a retreating enemy is one reason for impulse travel but that's the only case I see for using it. I guess if you want to move from one system down a short or medium space lane you could use two impulse commands instead of a command to go to warp and a command to come out, but in that case, its just a wash.

I know I'm missing something here. Could someone enlighten me?
 
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Rob Uccello
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I think it is mostly useful when your initial movement plans are blocked by one of your opponent's ships. You have to stop just shy of where you want to be in one turn, and on the next turn they have moved that ship (or you blew it up); rather than use 2 commands to get where you were heading, you just use one to impulse there.
 
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Angelus Seniores
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you can check here for some thoughts on it
http://www.boardgamegeek.com/thread/1597659/rulebook-questio...
 
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John Godwin
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1. Block opponents ships.
2. In a 2 space lane it takes you to an opponent's system with only 1 command. (3 space lane for Feds with advancement)
3. Advancing/retreating after battle.
4. Attempting to get the correct space lane length that your want.
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Randall Monk
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Lack of warp tokens.
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John Godwin
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Monkatron wrote:
Lack of warp tokens.


The token supply is considered infinite.
 
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Joseph Moore
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I'm at a planet, and my opponent is orbiting a planet that is two space lanes away. I could spend two Commands to warp and park outside his planet in order to do a space battle, or I could spend one Command to use impulse and be right outside his planet for a space battle, saving me a Command.

Another use is if you want to connect two planets nearby. Spend a Command to impulse and see if you roll the space lane number you need to connect them. Otherwise you would have spent two Commands and get the wrong space lane length and then get confused as to what you need to do now.

The last idea I have is to fill up a space lane with ships, individual or otherwise. This way your opponent will have to spend a Command for each and every battle just to get through it.
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Grish
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John1701 wrote:
Monkatron wrote:
Lack of warp tokens.


The token supply is considered infinite.


That is not true. There is a limit for warp tokens. Please read the rules.

On pg.30 of the rulebook it says,

"If there are more than 10 warp tokens on a ship, remove it from play and replace it with an evolution token. Evolution tokens will be dealt with in future expansions or ignored completely."


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Chris J Davis
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R2EQ wrote:
John1701 wrote:
Monkatron wrote:
Lack of warp tokens.


The token supply is considered infinite.


That is not true. There is a limit for warp tokens. Please read the rules.

On pg.30 of the rulebook it says,

"If there are more than 10 warp tokens on a ship, remove it from play and replace it with an evolution token. Evolution tokens will be dealt with in future expansions or ignored completely."




Because this is obviously what happens if you move too quickly.
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Pete Sellers
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brazz wrote:
I've read through the rules but I still can't figure out why you'd ever want to travel at impulse. I know if you retreat from battle, you move at impulse into a space lane and I can see how hunting down a retreating enemy is one reason for impulse travel but that's the only case I see for using it. I guess if you want to move from one system down a short or medium space lane you could use two impulse commands instead of a command to go to warp and a command to come out, but in that case, its just a wash.

I know I'm missing something here. Could someone enlighten me?


Why impulse?

Clearly there is a problem with the plasma field injectors and the warp core emitters are offline!!
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Daniel Grant
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Dammit Jim! I'm a doctor, not a warp core reactor slash navigational computation specialist first class! If you want to know how the impulse engines run, ask the blue blooded pointy eared freak over there!
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John Godwin
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Jatta Pake wrote:
Dammit Jim! I'm a doctor, not a warp core reactor slash navigational computation specialist first class! If you want to know how the impulse engines run, ask the blue blooded pointy eared freak over there!


Green blooded* lol
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Randall Monk
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John1701 wrote:
Monkatron wrote:
Lack of warp tokens.


The token supply is considered infinite.


Lack of warp tokens that are in your possession.
 
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Dave Summers
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Monkatron wrote:
John1701 wrote:
Monkatron wrote:
Lack of warp tokens.


The token supply is considered infinite.


Lack of warp tokens that are in your possession.


But you can add a token with a command, which you need for impulse anyway.
 
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Craig S.
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R2EQ wrote:
John1701 wrote:
Monkatron wrote:
Lack of warp tokens.


The token supply is considered infinite.


That is not true. There is a limit for warp tokens. Please read the rules.

On pg.30 of the rulebook it says,

"If there are more than 10 warp tokens on a ship, remove it from play and replace it with an evolution token. Evolution tokens will be dealt with in future expansions or ignored completely."




Damn it...you got me. I actually looked. laugh
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Maldus Alver

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My best guess, to create space lanes without having to go to an unexplored system if you are not ready.
 
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Viking Erik

New Jersey
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One important reason: with the Federation tech that increases impulse speed to 3, you can move from one system to another across a 2-length space lane with only one command.

This can even be done speculatively with an exploring ship with that tech. If it rolls a 2 for the space lane length, it reaches the new system with only one command instead of two. (If you roll 3-4, spend a second command on impulse, and that's the same as spending two commands into and out of warp.)
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