Ok, new question...
whats the best way to down a superdreadnought, much like the one from the FT
rule book, aside from another superdreadnought. and don't tell me massed beam
fire because it has 3 screens and i tried a strike crusier from the MT rules
book, the one with 2 pulse torps, the dreadnought gutted with a single salvo
before it go anywhere near torp range.....
ponder......missle crusiers next time....hummm
four thrust 8 light cruisers with a PDAF and 10 submunition packs
each...
> Christopher Pratt writes:
@:) Ok, new question...
@:)
@:) whats the best way to down a superdreadnought, much like the one @:) from
the FT rule book, aside from another superdreadnought. and @:) don't tell me
massed beam fire because it has 3 screens and i @:) tried a strike crusier
from the MT rules book, the one with 2 @:) pulse torps, the dreadnought gutted
with a single salvo before it @:) go anywhere near torp range.....
Yeah, what you need is more pulse torpedoes. Or more screens. Or both.
Slightly heavier than the strike cruiser, there is this battleship design,
which is optimized for attacks on large ships (read: useless on its own) and
not too hopelessly huge.
Military (FTL) Class: Capital Mass: 48 Thrust: 2 Cost: 360 FTL: Normal
3xScreen Generator 3xPulse Torpedo
Even lighter is this battlecruiser, basically the same design with one fewer
screen:
Military (FTL) Class: Capital Mass: 42 Thrust: 2 Cost: 305 FTL: Normal
2xScreen Generator 3xPulse Torpedo
If you're not into torpedoes, you can just stand clear of the fight and use
missiles. They're especially good against superdreadnoughts
beceause those ships are so slow. The stand-off tactic is frequently
frowned upon, however, because it is basically no fun for either player.
Military (FTL) Class: Cruiser Mass: 36 Thrust: 2 Cost: 198 FTL: Normal
9xMissile
That costs 22 per missile. The following design is cheaper at 20 per missile:
Military (FTL) Class: Escort Mass: 16 Thrust: 2 Cost: 80 FTL: Normal 4xMissile
And the most miniature of the set (this may be similar to Mikko's "bathtub
launcher") costs as much per missile as the previous example but makes the
attacking force harder to kill since the enemy has to waste firepower on each
tiny ship.
Military (FTL) Class: Escort Mass: 4 Thrust: 2 Cost: 20 FTL: Normal 1xMissile
> Ok, new question...
I'm seriously considering invoking a house rule that limits screens to only 2
levels. That'd help...
> and i tried a strike crusier from the MT rules book, the one with 2
And if you're like me, pulse torps wouldn't do a whole lotta good - I
seem to miss with them at a range of 7", anyhow!
> ponder......missle crusiers next time....hummm
Well...there's a thought...
Mk
> @:) Ok, new question...
I've been successful using needle beams (on small fast moving ships) and
especially needle missiles to take down shields.
- Rob
> Joachim Heck - SunSoft wrote:
One thing we've recently encountered was Cap. ship to Cap. ship broadsiding.
(we practically blew away all of the smaller ships in the first five rounds)
Even with a bunch of A batteries at close range, having to roll sixes is very
trying. However, one person had a pulse torpedo mounted on a dreadnought;
couple of hits with that at close range, and usually a shield goes down.
Only other thought is steal technology from the Kra'Vak and mount rail guns on
a cap ship and broadside with that!
My personal method is to use a salvo of needle missiles to target the screens
to start with & then lay in with privateers or lancers. I've found that once
that first screen goes down, the ship usually follows
shortly after..........
A single salvo of 3 Needle missiles should usually do the trick, on average,
only one will be shot down & you have 2 x 50% chances of destroying a shield
(which cannot be repaired by Damage control parties).
(w) Brendan.Robertson @ employment.gov.au (h) Denian @ Shepparton.net.au
'Neath Southern Skies The Oceanic Union lives!
> -----Original Message-----
> Matt wrote:
I am kinda of in agreement with the needle missle school of thought...
somebody posted a design for a crusier that packed 8 missles, all needle, and
fan them so the dreadnought can't possibly avoid them all!! once you down the
sheilds, close in with the rest of you line ships and and "try" to down it...
sounds like my stragety, next time somebody decides to take a superdreadnought
in a 1000 point game:)
thanks i'll tell ya how it goes
> My personal method is to use a salvo of needle missiles to target
Bagh, forget the Needles and go for EMP missiles instead. Take down the
dread's shields AND weapons at the same time.
Life is but a headlong charge into death, Die with honor.
> Ok, new question...
3 answers here. One, missiles, and lots of them. Some EMP's to
disable the ship's systems, some regulars to blow those nice big holes in the
dread. Don't waste your time with needles. Two, Torpedoe(sp) armed fighters,
and lots of them. Few dreads can stop a massed fighter assault, and escourting
ADAF ships are not easy to keep alive and bloody hard to use right. Three,
your own Dread.
Life is but a headlong charge into death, Die with honor.
In message <33E5DF9B.B9A@flash.net>
> Christopher Pratt <valen10@flash.net> wrote:
> Ok, new question...
Beam weapons are definitely only of use against small
ships. Pulse torps are good - if you can get within
range, as are wave guns.
Missiles can cripple a SD (if they hit), but one of my favourite options are
heavy torpedo fighters. The latter crop up quite regularly in our games, and I
generally field half heavy interceptors and half
heavy torp fighters - the former to stop the enemies
own torp fighters.
> My personal method is to use a salvo of needle missiles to target
But the EMP missiles are very much effected by the screens while the needles
aren't. Possibly use an initial volley of needles and then some EMPs for some
real damage?
But the best would have to be the Nova Cannon and the Wave guns. Try a cruiser
armed with a cloaking device and a Wave Gun. Keep it cloaked for a
while till you get close-ish (as Dreads are inevitably slow, it
shouldn't bee too hard to work out where it will be when you decloak), decloak
(and hope you are near it) and then let rip with the Wave gun. Thump. Hurty.
It can work well if done right. I know cause I've had it done to me.
That may be so, but, you need a 6 to force any threshold check against
screen-3, besides which, you can use damage control on EMP damage.
(w) Brendan.Robertson @ employment.gov.au (h) Denian @ Shepparton.net.au
'Neath Southern Skies The Oceanic Union lives!
> -----Original Message-----
> Christopher Pratt writes:
@:) I am kinda of in agreement with the needle missle school of @:) thought...
somebody posted a design for a crusier that packed 8 @:) missles, all needle,
and fan them so the dreadnought can't @:) possibly avoid them all!! once you
down the sheilds, close in @:) with the rest of you line ships and and "try"
to down it...
I don't know. The problem, as always, with needle weapons is their limited
ability to hit. With the missiles they first have to "hit" in the normal way
and then they still have only a 50% chance of doing anything. So if you fire
one missile, you've got some low chance of hitting divided by two. If you have
to fire four missiles to expect one to land, now you have to fire eight to
have a better than even chance of causing damage.
That being said, missiles and their carriers are cheap so maybe it works out.
I think fighters are a better bet, and after that, PTs in large numbers.
> On Wed, 6 Aug 1997, ROBERTSON,Brendan wrote:
> A single salvo of 3 Needle missiles should usually do the trick, on
IF you can reliably connect with 3 missiles (or more), the regular kind IMHO
win. 21 points damage, average, screws up anyone under supership.
Fighter squadrons with aces are nice, but the chance is too small to be relied
on.
Personally, I'm thinking of disallowing 3 screens, or making them much more
expensive. As things stand, you've got capitals with 3 screens
and you've got crappy capital designs unable to withstand fire.
Pretty much likewise for Scr-2 cruisers...
> Joachim Heck - SunSoft wrote:
on the contrantary, i had the oppertunity to test my theory agianst allan this
weekend at gencon, It worked fairly well, one of alan's crusiers got in the
way and ate two of the missles, teo where clean misses, and of the four that
hit the beast, one was shot down and three landed. of the 3 that hit the
dreadnought, 2 found there mark and droped a screen each, and alan lost the
third on the resulting threshold check.
however, in addition to not having any ships left to press home the attack on
the now defensiveless dreadnought, i have a feeling that it will turn out to
be a gimick attack, and that alan will never let a pair of missle crusiers
that close to his capatial ship agian
oh well, at least my friends have know idea what hit them yet...*evil grin*
You could always go for the swarm of scout ships with submunition packs
mass 2 ftl thrust 4 sub pack
about 50 of them and the rest of the budget in destroers or light cruisers.
This will mean that those ships lost will probably be overkilled. effectively
those a batts are little more than long range c batts and how many fire cons
does he have Basically this is the same idea as the missile swarm but without
the duration or max speed restrictions and its cheaper.. Do thius a couple of
times and you shouldnt have any more problems with superdreadnaughts without
supporting ships. Even with supporting ships the biggie is going to eat into
the build budg enough that there won't be enough of them to really matter and
besides that is what the destroyers and light cruisers are there to take care
of. I'd recommend using the squadron plotting rules though. Losses should be
low as if you get the speeds right (i.e. high) he should only get one turn
(maybe 2) before you are on him and remember he can only target as many ships
as he has firecons (pobably 4 maybe 5) which will probably be destroyed. Other
options would be to eqip the ships with c batts as they are likely to be able
to get more than one attack or if combined tech is permitted you could be
really sad and fit scatterpacks.
Craig
----
From: Joachim Heck - SunSoft <jheck@East.Sun.COM>
To: FTGZG-L@bolton.ac.uk
Date: 05 August 1997 07:20
Subject: damn super dreadnoughts
> Christopher Pratt writes:
@:) Ok, new question...
@:)
@:) whats the best way to down a superdreadnought, much like the one @:) from
the FT rule book, aside from another superdreadnought. and @:) don't tell me
massed beam fire because it has 3 screens and i @:) tried a strike crusier
from the MT rules book, the one with 2 @:) pulse torps, the dreadnought gutted
with a single salvo before it @:) go anywhere near torp range.....
Yeah, what you need is more pulse torpedoes. Or more screens. Or both.
Slightly heavier than the strike cruiser, there is this battleship design,
which is optimized for attacks on large ships (read: useless on its own) and
not too hopelessly huge.
Military (FTL) Class: Capital Mass: 48 Thrust: 2 Cost: 360 FTL: Normal
3xScreen Generator 3xPulse Torpedo
Even lighter is this battlecruiser, basically the same design with one fewer
screen:
Military (FTL) Class: Capital Mass: 42 Thrust: 2 Cost: 305 FTL: Normal
2xScreen Generator 3xPulse Torpedo
If you're not into torpedoes, you can just stand clear of the fight and use
missiles. They're especially good against superdreadnoughts
beceause those ships are so slow. The stand-off tactic is frequently
frowned upon, however, because it is basically no fun for either player.
Military (FTL) Class: Cruiser Mass: 36 Thrust: 2 Cost: 198 FTL: Normal
9xMissile
That costs 22 per missile. The following design is cheaper at 20 per missile:
Military (FTL) Class: Escort Mass: 16 Thrust: 2 Cost: 80 FTL: Normal 4xMissile
And the most miniature of the set (this may be similar to Mikko's "bathtub
launcher") costs as much per missile as the previous example but makes the
attacking force harder to kill since the enemy has to waste firepower on each
tiny ship.
Military (FTL) Class: Escort Mass: 4 Thrust: 2 Cost: 20 FTL: Normal 1xMissile
-joachim