next up previous contents
Next: Blockades Up: Military Actions Previous: Strategic Movement   Contents

Pinning

When two fleets enter the same sector, either side can force an encounter (this sector is known as the Encounter Sector). A combat encounter costs 1 strategic movement point from each vessel involved.

Each fleet ``controls'' three adjacent sectors: the sector of its angle of approach and the two next to it (these are known as the Zone of Control [ZoC]).

  1. Multiple fleets can control the same sectors for the purpose of this rule.
  2. If one fleet is stationary, it controls the complementing 3 sectors.

If one fleet attempts to move into the other's ZoC, the ``defender'' can declare a pin. Only ships that have the exit vector in their ZoC are considered pinning ships for the purpose of Pin strength, however other units within the sector can be used in any encounter that takes place (as pincer units).

The ``attacker'' must then commit a portion of their fleet to hold down the pin. Ships remaining after satisfying this value can run the pin into the defenders ZoC without entering the encounter or losing movement due to combat.

Pin Strengths are as follows:
6xFighter: 1/2
2xInterceptor: 1/3
2xF-111: 1/3
2xPF: 1/2
SC4 Unit: 1
SC3 Unit: 2
SC2 Unit: 3

Freighters may not be used to pin or to satisfy a pin. Fighters, Interceptors, and PFs may not be used without a supporting unit in the same sector.

A pinned ship must either fight, hold, or withdraw.

  1. Fight - enters an encounter with the involved ships
  2. Hold - Keeps all ships in the same sector, the pin can be continued into next impulse with all ZoCs remaining the same.
  3. Withdraw - the ships may attempt to withdraw along their ZoC.
    1. A ship may withdraw from combat or a pin along any vector that is not in an attacker's ZoC
      1. If the attacker/pinner is approaching from multiple directions (ie, a split pin) and he withdrawer attempts to ``retreat'' through one of these groups, then the pinning and split pinning rules apply.
    2. A Fleet may pursue or chase a withdrawing fleet. The Pursuit vector (PV) is the direction that a fleet starts its withdrawal.
      1. Another fleet may pursue the withdrawing fleet by following this vector.
      2. If the Pursuing Fleet is faster than the Withdrawing Fleet, the pursuer can force an encounter on its next strategic movement. (Note that the Pursuer is unable to pin the Withdrawer since the Withdrawer is not attempting to enter its ZoC. This type of encounter must go to the board.)
      3. If the Withdrawing force is faster than the Pursuing force, it can escape per normal movement rules, with the exception that the Pursuing group cannot force an encounter simply by moving into the same sector. If the withdrawing force changes direction (ie, changes vector) before moving out of the same sector as the Pursuer, then the Pursuer can force an encounter.
      4. If the fleets are equal in speed, the Pursuer cannot force an encounter unless the Withdrawing fleet changes direction. If the Withdrawer changes direction then the Pursuer can force an encounter within that sector.
      5. Terrain Exceptions
        1. If the fleets enter an Astroid sector, the Pursuer can force an encounter regardless of speeds.
        2. If the ships enter a Nebula and exit in different directions via Nebula strategic movement rules, the pursuit can be broken.
        3. The Withdrawing force can change directions at a black hole without opening themselves to a forced encounter as long as the new vector would not takethem through the Pursuer's ZoC. The pursuit continues along the new vector.


next up previous contents
Next: Blockades Up: Military Actions Previous: Strategic Movement   Contents
Charles E Leiserson Jr 2004-09-10