FT strikeboats

2 posts ยท Feb 13 2000 to Feb 13 2000

From: GBailey@a...

Date: Sun, 13 Feb 2000 09:13:30 EST

Subject: Re: FT strikeboats

> From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>

...just because you fight very mobile enemies. Thrust 6 is plenty fast for my
main "enemy" (Steve has thrust 2 battlewagons, he even decided thrust 1 was
too slow). I have new Thrust 6 strike boats at my web site

under the Blue fleet list.

http://hometown.aol.com/gbailey/GBMain.html

I tried 12 torp boats, mass 14, thrust 6, 180 degree torp. They died in droves
from Steve's 5 FC battlewagon, but this kept all his firepower from firing at
our main ships. It was close but we still lost (damn dice rolls taking out all
my FCs in one threshold check...grrr).

> 1 hull, 1 armor, 1 FC, and 1 PDAF (wasted, he had no fighters). Torp

yep, go for the drives.

> FC shots are good against DDs (mission-killing them with one hit) and
'>Course, if you can't roll a '6' to save your life needles aren't a
> very good deal anyway <g>

*sigh* I can roll 6s, but in another game (SFB) where low is good.

Glen

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

Date: Sun, 13 Feb 2000 16:11:07 +0100

Subject: Re: FT strikeboats

> Glen Bailey wrote:

> I used two types of guns, based on the same mass 10 hull and cost 37

As I wrote in the other post to Imre, in this particular case I consider
anything with more than thrust zero to be "mobile". I'm the
local speed freak - my main opponents aren't that mobile, but I know
fairly well how big engines my strikeboats need to fight them :-/

> Thrust 6 is plenty fast for my main "enemy" (Steve has thrust 2

<chuckle>

I consider thrust 6 to be sufficient, but barely rather than plenty,
for (F)-arc ships like Imre's attacking thrust 2 or thrust 1 units.
Thrust 4 is not - too little acceleration as well as too wide turning
arcs.

> I have new Thrust 6 strike boats at my web site under the Blue fleet

For these ships, lower thrust ratings work better (since most of them have 180
degree arcs instead of 60 degree ones), but they're still brittle enough to
want to close the range as fast as possible. I might be tempted to fly these
at thrust 5 (mass 13, cost 47, all other stats stay the same), but not at
thrust 4.

> Course, if you can't roll a '6' to save your life needles aren't a

Low rolls are good in FT as well, at least when you're rolling for
threshold damage :-)

Later,