Hi All,
Just a little lesson I learned from fighting the Kra'Vak the other day, that
could be turned into a few tactics. Those who've tried these can let me know
if I'm on the right track.
Stutter-Step: I found that a slower approach speed, while skirting to
one side or the other, helped keep the range open for the first part of the
battle. This allows humans to take advantage of Class 3s' (and possibly Class
2s' if you're feeling lucky) range advantage. Before the end of the
approach, however, you'll need to boost your speed to avoid those K-Gun
arcs. Try to arrange it to go from about range 18-24 MU to abeam or past
them in one turn. This allows you a passing shot with the arc-advantaged
beam batteries, with only his Class 1 K-Guns returning fire.
Turn to Burn: The Kra'Vak will win this game every time, so don't even try it.
The main objective has got to be keeping them out of your rear arc. If you've
got decent turning ablilty (at least MD6) then keep your speed high and
occasionally reverse your turn when he overturns to cut the cord. If you don't
have decent turning ability (Hi there NSL), then cut your speed down and hope
that he overshoots you. Either way, it's only going to be
your multi-arced weapons that will score hits while you try to avoid his
big K-Guns.
Squadrons: As I see it, you have two choices here: concentration or
dispersion. The first only works in very select circumstances, so I'd say that
it's not generally a good idea. Dispersion seems to work using a "wingman"
concept. Use two or three squadrons and position them so he can't get into a
rear arc without taking some withering fire from the other element. I'm
guessing a little bit on this one. If you know better, please let me know!
> Sean Bayan Schoonmaker wrote:
> Hi All,
I'll take this from a KV perspective. In the game I played the other day, I
found that with my speed and maneuverability advantage (against NSL) I was
able to keep the range right around 18". Even with as beam heavy as NSL ships
are, I found this to be an effective range for the KV, since I was hitting as
often and stood a good chance of doing double damage with my class five
K-guns. I'm
not sure that keeping the range open against KV is such a good idea, since all
it takes is one or two really good hits with a class five or six K-gun
to ruin your day. Now, if it's possible to keep the range at over 30", then I
would certainly agree with you:).
> Turn to Burn: The Kra'Vak will win this game every time, so don't even
If
> you don't have decent turning ability (Hi there NSL), then cut your
I countered this by having several groups of ships come at them from different
angles (see below). It allowed me to get my BDN in the rear arc of his SD, and
vaporize a battlecruiser
> Squadrons: As I see it, you have two choices here: concentration or
This is a great idea. My opponent the other day had all of his ships in one
huge block; three lines of about five ships each. It was a great example of
precision flying, but once I got into the back arc---pfffft! No more
NSL heavies. I've been toying with the idea of perfecting some sort of 'weave'
tactic to prevent enemies from getting into my ships' back arcs, much like
navy fighters used in the early days of WWII for protection against Japanese
fighters.
--- Sean Bayan Schoonmaker <s_schoon@pacbell.net>
wrote:
> Hi All,
You have just described the tactics I use as a Kra'Vak. (I just do it at a
higher speed.)
Bye for now,
> I'll take this from a KV perspective. In the game I played the other
I'd say that under 18 MU definitely favors the K'V, 18-24 MU is about
break
even (maybe a little in favor of the beams), and 24 MU+ favors the
beams.
> I countered this by having several groups of ships come at them from
No doubt! I'd say that the NSL would have a very difficult time with the K'V.
The lack of maneuverablilty is a killer unless very skillfully countered.
> This is a great idea. My opponent the other day had all of his ships
To a certain extent, circling the wagons works in this case, though there's
probably a better way to do it - I just need to figure it out :-/
> You have just described the tactics I use
Actually, the K'V need to be slightly careful at high speeds that they don't
overshoot their targets and take it up the kilt.
Humans can decelerate at a critical moment to help this happen. In fact, I
found that if a human's velocity is greater than the K'V, it's VERY difficult
to keep them out of your rear arc.
***
I've been toying with the idea of perfecting some sort of 'weave' tactic to
prevent enemies from getting into my ships' back arcs, much like navy fighters
used in the early days of WWII for protection against Japanese fighters.
***
I brought this up before, so I'll point out it was known as the Thatch Weave,
named for the pilot that designed it for use against the VERY manueverable
Zero. Unfortunately, the granularity of the FT 12 pt turn system seems to be
working against this.
If you get it to work, I WANT DETAILS!!! ;->=
***
To a certain extent, circling the wagons works in this case, though there's
probably a better way to do it - I just need to figure it out :-/
***
Again, WWII, only this was on the European 'Eastern' Front. Sturmoviks,
certainly no match again 109's and 110's in ACM, would drift in circles across
the steppes, with the rear gunner of one plane, and the forward gunner of the
next, really ruining the day of any German fighter pilot making an attack.
With the heavy armor on the Sturms, the German tank crews weren't the only
ones that called 'em The Black Death.
This one seems to work better, but the granularity problem tends to make them
sit in one place.
I'm probably repeating myself above, but I SO love finally hearing the
attention to tactical manuevering as opposed to simply comparing numbers,
though I gather that manuvering repercusions of numbers are clear to all be
moi. *sigh*
The_Beast
-Douglas J. Evans, curmudgeon
One World, one Web, one Program - Microsoft promotional ad
Ein Volk, ein Reich, ein Fuhrer - Adolf Hitler
The Curmudgeon said:
> This one seems to work better, but the granularity problem
Well, tactical maneuvering is a little different in vector than in cinematic,
but now that I'm a Cinematic Expert...(having played, um, four games
now?)...Cinematic looks as if it should be
amenable to fighter-style maneuvering for the ships. This
assumes fairly high speeds--ie Oerjan-level--so your flight speed
is significant in comparison to your weapons range. The difficulty I keep
tripping over in designing maneuvers (more accurately, importing maneuvers
from fighter combat) is that ship weapons can have a much wider arc than
fighter guns, and
maneuvering (eg crossing right-to-left) doesn't make you any
harder to hit than just sitting still (assuming you're in arc).
> devans@uneb.edu wrote:
> I brought this up before, so I'll point out it was known as the Thatch
Yeah, I knew the name, but I just didn't want to be seen as a
"know-it-all" ;)
;) ;)
> If you get it to work, I WANT DETAILS!!! ;->=
I have an idea that I'm going to try out tomorrow. I'll let you know how well
(or poorly) it works.