What do you folks think of as good tactics for FT? We are playing with FB1
human ships and very similar custom designs.
The two-three battles that I have seen both had both sides
heading straight for each other with a little bit of manuevering after the
first pass. That usually decided the battle. It seems hard to manage anything
else with the way that weapons tend to focus towards the forward arc,
especially using Cinematic.
Do all FT battles tend to end up in the 'Circle of Death'?
Has anybody used ships with more broadside type arcs? It seems like they would
be effective as long as you were using the rolling rule.
You could then just use wet-navy BB tactics.
Thanks! Joe
Joseph Poulin said:
> Do all FT battles tend to end up in the 'Circle of Death'?
Wet navy BB tactics often tended toward the formal, where both sides held
"line ahead", and tried to head-reach on the other side, cross their T
and rake the head of the enemy column. DD and CL might mix it up with their
opposite numbers but usually weren't decisive. So wet navy tactics weren't
less predictable than the "Circle of Death", just different.
If you wanted more of a wet-navy feel, you could require designs that
focus mostly on FS/AS and/or FP/AP. "House rule: ships can have no more
than one main gun firing into F arc and and one firing into A arc. Guns may
pay for four arcs and cover FS/AS/AP/FP." It's not particularly
logical, especially for a simulation of space combat, but plenty of people on
this list do illogical things. That being said, some people do make use of
offset arcs and rolling ships,
eg F/FP/AP. The Islamic Federation ships are an example--you will find
them
> Joseph Poulin said:
> Wet navy BB tactics often tended toward the formal, where both sides
> "line ahead", and tried to head-reach on the other side, cross their T
> rake the head of the enemy column
> At 17:52 2000-07-12 -0700, you wrote:
> What do you folks think of as good tactics for FT? We are
Yes. Most of the cinematic games that I have played ended up in a Spiral of
Death. Try vector movement. In the vector games I have played it seems to
follow a pattern of passes at each other, either side-swipes or
blow-throughs. Still a patern, but a different patern.
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