FT: Strikeboat design

13 posts ยท Feb 9 2000 to Feb 11 2000

From: GBailey@a...

Date: Wed, 9 Feb 2000 11:06:34 EST

Subject: RE: FT: Strikeboat design

Boat designs with the Fleet Book in mind: One problem with a one hit point
boat is that one PDS has 1 in 6 chance to take it out. Granted, a PDS has only
a range of 6" but many boat designs have short ranged weapons. Ships tend to
have more than 1 PDS so if not firing at fighters or missiles many PDS can
shoot at many targets (PDS do not require a FC). So much for overwhelming FCs.
I usually try to put at least 1 armor point on a boat which also
eliminates the 4-5 roll on a beam die from taking it out.

Also, it doesn't take much to knock out a weapon on a boat. One or two hits
and you've permanently lost part of your firepower. A large

ship has to take a bit of damage before it loses firepower. And a large

ship has improved capabilities to fix damage and recover that lost firepower.

I did design a torpedo boat, but at a mass of 14, cost 50, with main drive of
6 and FTL drive. It doesn't pay to not put in an FTL drive since the mass
requirement is so low. I've designed "battle riders" but it just doesn't pay
for the reduction in FTL capabilities if you want to play a campaign.

Glen

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Wed, 9 Feb 2000 08:47:22 -0800

Subject: RE: FT: Strikeboat design

> One problem with a one hit point boat is that one PDS has 1 in 6

Ummm - Unless I'm missing something here, PDSs don't get to fire at
ships.

> I usually try to put at least 1 armor point on a boat which also

Agreed. Actually, I've been thinking that two armour points might be
better, making not even a 0-12 MU range Class 3 shot a "sure kill."

> Also, it doesn't take much to knock out a weapon on a boat.

As long as you keep the Hull down to one box, you don't have to worry about
that. Just add armour to give more damage capacity. That way: no thresholds.

> It doesn't pay to not put in an FTL drive since the mass requirement

I disagree. With a squadron of 6 Strikeboats, you save 6 MASS by not
installing FTL. The tender will use anywhere between 7 and 12 MASS (depending
on the MASS of your SBs) to carry them. However, the tender can generally
afford to "waste" that MASS much more than your SBs.

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Wed, 9 Feb 2000 18:25:02 +0100

Subject: Re: FT: Strikeboat design

> Schoon wrote:

> >One problem with a one hit point boat is that one PDS has 1 in 6

You're missing the PDS description on FB1 p.12.

> >Also, it doesn't take much to knock out a weapon on a boat.

Yes, you do. Once that one hull box is gone, the boat loses *all* its
weapons :-/

Regards,

From: BDShatswell@a...

Date: Wed, 9 Feb 2000 18:08:10 EST

Subject: Re: FT: Strikeboat design

Hi Schoon,

It's not used very often here in my neck of the woods, but page 12 of the
Fleet Book allows PDS to fire at ships in a limited capacity.

Bill

In a message dated 02/09/2000 10:49:13 AM Central Standard Time,
> schoon@aimnet.com writes:

> >One problem with a one hit point boat is that one PDS has 1 in 6

From: Laserlight <laserlight@q...>

Date: Wed, 9 Feb 2000 18:41:37 -0500

Subject: Re: FT: Strikeboat design

> Ummm - Unless I'm missing something here, PDSs don't get to

FTFB lets PDS fire at ships. I don't recall the page, but its the weapons
summary chart

> As long as you keep the Hull down to one box, you don't have to
no thresholds.

Of course, an armor-skipping weapon will kill you pretty
quick-several weapons do "1/2 armor 1/2 hull" so there's no
point loading up all that much armor (unless your opponent is
Beams-Only and you're not using rerolls).

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Wed, 9 Feb 2000 19:50:52 -0800

Subject: Re: FT: Strikeboat design

> You're missing the PDS description on FB1 p.12.

Yes I was. However, a 1 in 6 chance is sort of a long shot.

> As long as you keep the Hull down to one box, you don't have to worry

What I meant was that by adding armour rather than hull boxes, thresholds do
not apply. For example, you can do 2 total damage capacity in two ways: two
hull boxes, or one hull box and one armour point. Using the first, you may
have to roll a threshold. Using the second, you do not.

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Wed, 9 Feb 2000 20:16:16 -0800

Subject: Re: FT: Strikeboat design

> It's not used very often here in my neck of the woods, but page 12 of

Yup, I stand corrected. Though the chance of a hit is quite low.

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Wed, 9 Feb 2000 20:18:15 -0800

Subject: Re: FT: Strikeboat design

> Of course, an armor-skipping weapon will kill you pretty

Excellent point. 1 point would then be the max for the 1 Hull box ship.

From: Laserlight <laserlight@q...>

Date: Wed, 9 Feb 2000 23:51:25 -0500

Subject: Re: FT: Strikeboat design

> It's not used very often here in my neck of the woods, but

The chance of not getting a hit is 5/6 = .833
The chance of not getting a hit with 2 PDS is 25/36 = .694
With 3 PDS, 125/216 = .578
For 4 PDS, 625/1296 = .482

So a reasonable number of PDS means you have a pretty fair chance of killing
the strikeboat, using PDS which are presumably not occupied with anything more
interesting and therefore a "free" shot.

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Thu, 10 Feb 2000 08:09:30 -0800

Subject: Re: FT: Strikeboat design

> So a reasonable number of PDS means you have a pretty fair

This of course begs the tactical question of combining fighter or SML attacks
when the SBs enter the envelope.

From: Christopher Pratt <valen10@f...>

Date: Fri, 11 Feb 2000 06:43:42 -0500

Subject: Re: FT: Strikeboat design

[quoted original message omitted]

From: Denny Graver <den_den_den@t...>

Date: Fri, 11 Feb 2000 13:15:17 -0000

Subject: Re: FT: Strikeboat design

> So a reasonable number of PDS means you have a pretty fair

Also worthy of note s the fact that PDS attacks on ships ignore shields
:)

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Fri, 11 Feb 2000 07:49:59 -0800

Subject: Re: FT: Strikeboat design

> One thing to keep in mind is that we are still talking about a ship

After "penning" that reply, I had a look at the effects vs armor rules, and
think that a good design combination would be a mix of boats:

Lead with boats with a 2 armor/1 hull mix. Follow with a 1 armor/1
hull/extra weapon mix.

Your lead boats are likely to take a more severe pounding.