Dear GZClisters, A person at the local hobby, who plays FSE and SMs, ask me
about tactics for them (I host demo or run games for all the GZG games at the
store). Since I rarely play with or against them, NSL or NAC vs the
ESU or B5-FtFB is the normal I was at loss to say anything really
usefull to him. Could you help me out? Thanks in advance,
I usually play FSE as a 1 or 2 pass combat force. The tactics seem simple
enough on paper and hard to execute.
Have a good velocity. Maneouvre to 20 inches from where the enemy should go
next turn. Guess what orders he'll write. Put a SML there. Now place others
near there or where alternate orders would take him (1S instead of
2S, etc.).
Try not to get within 12, and when you're out of SMLs, leave, unless you have
4 to 1 superiority.
The problem with the FSE is that manouvering to stay just inside of 24 inches
takes a bit of practice. After the last game we played we discovered that the
FSE is probable most dangerous when retreating (hmmm:)
This allows the FSE to hang 20-24 inches in front of the on-comming
fleet and SM them to death. If the attacking fleet is NSL the FSE seems to be
at their best as they can backup as fast as most heavy NSL ships can advance.
Additionally the first and possibly second salvos should be used against the
escort ships not the capitals. Escorts with ADFC should be targeted first,
however, any light ship that can be stationed just beside a capital is capable
of soaking all SMs before they get to the capital. Very annoying..."Whadda ya
mean all 8 salvos hit your @#$king destroyer? I was gunning for the
Battleship!"
Let me know if you get them working.
Peter Forsythe
> From: Rick Norman <thurvin@yahoo.com>
> On Mon, 7 Jun 1999, Peter Forsythe wrote:
> inches takes a bit of practice. After the last game we played we
Hmmm - I'm not sure I follow you here. The firing arc of the SMLs are
normally in the front 180 arc, so the only practical way of firing to the rear
when retreating is to use the vector movement rules. Using vector movement
halves your SM "lock" range down to 3 MU, making it much easier to miss.
If you are using the standard (Cinematic) movement rules, you can't "go in
reverse", so your trailing opponent will be in your rear arc blind spot.
> Additionally the first and possibly second salvos should be used
> capable of soaking all SMs before they get to the capital. Very
[chuckle] I suspect that most FSE players will *not* enjoy facing
K'rathri
capital ships - virtually every one of them is ADFC equipped. Yes, one
of my regular opponents is fighter happy, why do you ask? <G>
> This allows the FSE to hang 20-24 inches in front of the on-comming
Vector movement, I assume?
This is why Islamic Fed ships usually have offset fire arcs: F/FP/AP.
(If your targets are on the other side, roll the ship).
> Additionally the first and possibly second salvos should be used
Banzai jamming can be truly irritating. But effective.
G'day,
I run an FSE fleet with some success (more if me dice didn't always turn up
ones!!!). Basically I have two groups in my fleet the fast attack wing and the
moderately fast attack wing;)
The first group are those little guys with the submunitions pack which go pop
when you look at them sternly. They either fly straight in at high
speed (40-60) and go bang (then pop) or sit behind the main fleet until
they see and opening and scoot in (and go bang then pop).
The second group is the main fleet (DH/CLs up). These usually go about
20-25 and sweep out an arc around/past the other fleet trying to stay
just
on 20-24" the whole way. The only time I deviate from this is if we're
not starting with fighters launched then I hang back until the fighters are
out
and then we sweep by. I always coordinate my fighter-SM attacks with the
fighters mobbing the ADFC ships and the SMs heading for the big ships. This
works really well (when I don't roll ones). By the way I usually take a mix of
Interceptor, attack and heavy fighters and that seems to work well. I also (on
occassion) drop in the odd extended range SM just to keep people on their
toes.
As others have already said, unless the odds are heavily stacked in your
favour, DO NOT stick around after you SMs have run out or you'll be butchered.
As to placing the SMs, if you've never played the guy before (or you're new
to the FSE) place them in arcs/nets, but once you've played for a while
I'd put them in stacks as the killing power is much higher then and there's
less wastage (mind you, keep in mind I only play vector movement so this is
probably not true of cinematic). You'll get to the point we're you can pick
we're the BB/SDN etc is going to end and miss the pesky CTs its
surrounded by.
One more thing we use the 6" SM range even though we use vector movement. We
did use the 3" range for ages (and I was even starting to be able to do my
drops with little wastage), but then the other guys bought their missle
boats (ESU/NSL) and found out how hard it was, complained that their
beams didn't miss that often and said use the 6" rule always. Fine with me;)
Hope that helped.
Beth
-MWS- wrote in reply to Peter Forsythe:
> > After the last game we played we discovered
> > fleet and SM them to death. If the attacking fleet is NSL the FSE
easier to miss.
The Vector movement rules themselves make it *much* easier to hit,
however - in particular it's no more difficult to hit a ship moving at
speed 50 than to hit one not moving at all. That's the reason for the
recommended - not compulsory! - downsizing of the SM target aquisition
area when you use Vector.
Regards,
In a message dated 99-06-07 12:38:32 EDT, you write:
<< The problem with the FSE is that manouvering to stay just inside of 24
inches takes a bit of practice. After the last game we played we discovered
that the FSE is probable most dangerous when retreating (hmmm:)
xxxx And to think that some one said that you could not do a kauphman (?)
retrograde:( xxxx
This allows the FSE to hang 20-24 inches in front of the on-comming
fleet and SM them to death. If the attacking fleet is NSL the FSE seems to be
at their best as they can backup as fast as most heavy NSL ships can advance.
Additionally the first and possibly second salvos should be used against the
escort ships not the capitals. Escorts with ADFC should be targeted first,
however, any light ship that can be stationed just beside a capital is capable
of soaking all SMs before they get to the capital. Very annoying..."Whadda ya
mean all 8 salvos hit your @#$king destroyer? I was gunning for the
Battleship!"
Let me know if you get them working. >>
With this talk of tactics what would be the minamul input a ship commander
would need?
-Stephen
In a message dated 99-06-07 12:57:20 EDT, you write:
<< [chuckle] I suspect that most FSE players will *not* enjoy facing K'rathri
capital ships - virtually every one of them is ADFC equipped. Yes, one
of my regular opponents is fighter happy, why do you ask? <G> >>
Can screaning fighters attack on comming missiles?
-Stephen
> Can screaning fighters attack on comming missiles?
Yes, FB p.6 "A fighter group may attempt to intercept or engage any missile
salvo that is within 6" of it..."