I have several suggestions. 1. Try to arrange your maneuvering so you either
attack in a pincer move (to split his fire) or so you accelerate through the
middle of his fleet
at a closing rate of 18-24 (about speed 12 should be enough). You want
to finish about 6" past the centre of his fleet to maximise beam weapon
coverage.
Have 1-arc class-3s forward with plenty of other weapons in the rear
broadside arcs (AP, AS) offset class-2s & class-1s should do the trick
for beams weapons. For additional punch, mount subpacs in those arcs,
since the engagement time is so short, the one-shot nature is offset by
the survival time. (Check out my Canberra class Battleship on the link below
or at the Ship Registry).
2. Mount every ship with a 2-shot ER SML or 1-2 ERSMRs to force him
to
maneuver in the crucial 18-24 range band. This should give you enough
ships to close to beam range on the next turn. If he doesn't maneuver; scratch
1 PT fleet.
3. Respond with a mirror match (not the best option) or a massive fast carrier
fleet with attack fighters.
'Neath Southern Skies
http://users.mcmedia.com.au/~denian/
*****
They seek him here, they seek him there; Those Frenchies seek him everywhere.
Is he in heaven or is he in hell? That damned elusive, Pimpernel.
- 'The Scarlet Pimpernel', Baroness Emma Orkzy
[quoted original message omitted]
> Robertson, Brendan wrote:
Trouble is, if he's moving at speed 0, he then spins and pastes you next turn.
Similarly if you try to get out of his forward arcs while closing.
Brendan Pratt, the winner of the CANCON-99 FT competition, managed to do
this to me.
> For additional punch, mount subpacs in those arcs,
This might work, if used in groups of 40 or so.
> 2. Mount every ship with a 2-shot ER SML or 1-2 ERSMRs to force
But if he has a number of small ships with multitudinous PDS/ADAFs on
board, AND sets em up some 12" behind the main fleet, with enough thrust to
get within 6" of his line of battle, then you need a vast quantity of magazine
space, as even if he's moving slowly, he can usually interpose
a mass 4 scout as "closest target", or get 4+ PDSs on each SML that is
going for something valuable.
> 3. Respond with a mirror match (not the best option) or a massive
...which get munged by the aforementioned PDS/ADAFs.
OTOH... what MIGHT work....(silly though the concept is), The PARTHIAN FLEET,
with no armour or shields, just a whole heap of thrust, Type 4
Laserlights fine chart, shows average damage thusly:-
Rerolling Sixes
0-6 6-12 12-18 18-24 24-30 30-36
(vs Shield 0) Class 1 full 0.80 0.80 0.00 0.00 0.00 0.00 Class 2 full 1.60
1.60 0.80 0.80 0.00 0.00 Class 3 full 2.40 2.40 1.60 1.60 0.80 0.80 (vs Shield
1) Class 1 full 0.63 0.63 0.00 0.00 0.00 0.00 Class 2 full 1.26 1.26 0.63 0.63
0.00 0.00 Class 3 full 1.89 1.89 1.26 1.26 0.63 0.63 (vs Shield 2) Class 1
full 0.46 0.46 0.00 0.00 0.00 0.00 Class 2 full 0.92 0.92 0.46 0.46 0.00 0.00
Class 3 full 1.38 1.38 0.92 0.92 0.46 0.46
Torpedo half 2.92 2.33 1.75 1.17 0.58 0.00 Submun full 2.40 1.60 0.80 0.00
0.00 0.00 Needle* none 0.33 0.33 0.00 0.00 0.00 0.00 SalvoM half 12.25 12.25
12.25 12.25 0.00 0.00
Bet the opponent has maximum shields too?
Either use class 3's or above and stay out of range or
ER SML/R's lauch beyond 30, then bug out - rearm from
tenders.
A submunition close pass will work sometimes if you can close quickly.
Do a deal with the Kra'Vak and mount railguns.
> On Thu, 4 Feb 1999 16:23:21 -0000, "Tim Jones" writes:
The trouble is this isn't by mass, only by damage. I'd regenerate this by mass
if I had my books here, but Serf's Parma.
> The trouble is this isn't by mass, only by damage. I'd regenerate
This is for unshielded ships but includes rerolls
Average Damage / Mass