I'm assuming this was probably dealt with a long time back, but I've lost the
url for the archives...
I'm basically a self-taught Full Thrust player, having to teach the few
people I play with everthing. I've only recently been playing enough to
start thinking more about tactics and less about helping my opponents with
rules. And boy, do I need to think about tactics!
If this HAS been discussed to death, point me at the archives. Otherwise, what
are the "best" tactics to attempt with various fleet makeups and in various
scenarios? Anyone care to share their experience
with me, or shall I just continue losing countless personnel to my blunders?
<g>
> I'm assuming this was probably dealt with a long time back, but I've
Actually, given the new FT2.5 rules, and corresponding fleets for those who
don't design their own, I suspect that this is a fertile ground for
discussion.
However, there are general tactics which still apply that could be found in
the archives.
> Derek Smyk wrote:
It really depends on your preferred style of play. As a general rule though,
do the opposite to what your opponent wants you to do. If
they're using a sniper fleet (class-4 beam fire/ long rang pulse torps)
close assault with subpacs & fighters, etc.
One main point for any fleet, you need to use combined arms effectively &
balance what you want to do, with the survivability of your fleet. There is no
point in fielding 100% beam weapons when your opponent stands off & pounds you
with Salvo Missiles & fighters.
Also, don't neglect the importance of broadsides on your ships, as after the
initial combat pass, it becomes a turning battle, with beam shots determining
the victor (my personal response to this is Port & starboard subpacs, big
punch, low mass).
'Neath Southern Skies