What fundamentally decides range is acceleration: the fleet with higher acceleration will tend to decide the engagement range. Since the acceleration of a ship in combat is determined by the amount of energy left for maneuver after weapons and defenses are powered (unless using emergency agility), agility tends to decide the engagement range.
Conduct a bidding war. The player who lost initiative in the last round (decide randomly on the first round) declares how much, if any, agility he will spend to gain initiative. The other player then counters with his own bid. If the other player's bid is equal to or greater than the original bid, the first player may accept this or raise his bid, and the second may respond by accepting that or raising his bid. This continues until both players agree on the amounts bid. Neither player may bid more than the maximum fleet agility (the agility of the slowest deployed craft in their fleet; don't count craft that are docked to other craft). Neither player may reduce a bid once it is made.
The highest bid wins initiative. If both bids are the same, initiative is determined normally by die roll (the larger fleet still gets a +1 DM to this roll).
Agility spent on determining initiative is not available during the combat step: a fleet of agility 6 that spends 4 points to influence initiative will subtract 4 from their agility during the subsequent combat step.
If this rule is used, a ship may be declared to be using its emergency agility during the initiative step, at any point during the bidding. The ships are diverting power from weapons to try to maintain the desired range (most often to get to long range so they can make a break-off attempt).
In effect, fleets may use agility to decide range or reserve agility to defense while yielding initiative to their opponents.
Conduct a bidding war. The player who lost initiative in the last round (decide randomly on the first round) declares how much, if any, agility he will spend to gain initiative. The other player then counters with his own bid. If the other player's bid is equal to or greater than the original bid, the first player may accept this or raise his bid, and the second may respond by accepting that or raising his bid. This continues until both players agree on the amounts bid. Neither player may bid more than the maximum fleet agility (the agility of the slowest deployed craft in their fleet; don't count craft that are docked to other craft). Neither player may reduce a bid once it is made.
The highest bid wins initiative. If both bids are the same, initiative is determined normally by die roll (the larger fleet still gets a +1 DM to this roll).
Agility spent on determining initiative is not available during the combat step: a fleet of agility 6 that spends 4 points to influence initiative will subtract 4 from their agility during the subsequent combat step.
If this rule is used, a ship may be declared to be using its emergency agility during the initiative step, at any point during the bidding. The ships are diverting power from weapons to try to maintain the desired range (most often to get to long range so they can make a break-off attempt).
In effect, fleets may use agility to decide range or reserve agility to defense while yielding initiative to their opponents.