I've been playing FT for months with and against this guy. It's a rare battle
that I win against him. The few times was with pulse torps that had a high
percentage of hits (I always have 1 out of the bunch miss, even at point blank
range) and I have the initiative. We design our own ships using FB (if we
wanted to play with crappy
pre-designed ships we'd play SFB... *cough*). His designs are
based on the miniatures he's using: WW1-WW2 era naval ships.
Move 2 (now he's gone to move 1), 5 arc class-3 beams with some
class-2s (the secondarys) and class-1s, point defenses and each
"BB" has a an area defense, weak hulls with lots of armor (he saw that he lots
of armor left upon the first threshold and he commented that he may go with
average hulls and less armor). Since I have a lot of "Star Trek" and SFB minis
my designs are based on what I think they should have, with many variations. I
hate move 2 ships. Move 4 or better for me. I don't know why I keep trying,
though, I can't seem to get a handle on cinematic movement. Forget me using
Nova Cannons or Wave Guns, I end up pointing those things at my allied ships
more often than the enemy. Besides, I must have circles with a sign pointing
to the center saying "Nova Cannons and Wave Guns here" on my ships that only
the enemy can see. I've been called the "Wave Gun Attractor" at least once.
*sigh* Oh, and this guy has this thing about rolling lots of 6s against me. He
says to his many many dice before rolling "this is a Glen designed ship" and
it works. Now we all have a saying when someone rolls well with beam dice
"that's a Steve roll" (his name is Steve). double *sigh* So I'm tired of being
the wimp that bully Steve picks on so any suggestions for tactics? Any ideas
for improving tactical maneuverability? Although I had a thought about that
yesterday that I should plan for two turns ahead on the approach shot so have
to give it a try.
This brings up another point. I think increased arc costs are too cheap
compared to maneuver cost. Or is it that I'm just terrible at maneuvering?
Maybe I should "sink" to his level and design multi-arc slow moving
ships as well?
Glen
G'day Glen,
There will be many, much better at this than I, who will give you great
design/tactical advice, but until in the meantime here's a few thoughts
to get you on your way...
> It's a rare battle that I win against him. The few times was with
Point One: This may just be something you have to get used to, but you be
pleased to note that you are not alone and that there is a support group
for people so accursed. Indy (Mr "I only roll ones for p-torps") and I
("I
only roll ones period") will be more than glad to share our
self-help/'drown-your-sorrows' action plans ;)
> We design our own ships using FB (if we wanted to play with crappy
OK, but I wouldn't immediately give them the toss, there's some gold there
too - at the very least they will give you ideas of where to start off.
NAC is a bit of a mixed bag and not to everyone's taste and the FSE is hard to
play with in traditional shoot-em' ups, but the NSL BB is one of the
best ships around in my opinion (when she opens up others quiver) and those
ESU double screens a right royal pain to fire against... "Oh well I actually
rolled 4s, whoopeee... oh $^#@! you've got double screens!" Beyond that I'd
have a kick around the web (if thats possible) and see what others have come
up with, if it works for them it may just work for you too;)
> His designs are based on the miniatures he's using: WW1-WW2 era naval
Watched a bit of anime hey?;)
> Move 2 (now he's gone to move 1), 5 arc class-3 beams with some
> that he lots of armor left upon the first threshold and he commented
OK with him using move 2 maybe you should invest in some missiles afterall, it
shouldn't be too hard to guess where he's going. The 5 arcs are also way more
than I'd pay for, but then I play vector. Mind you I don't agree with his
comment re: armour, if he has got enough on, it postpones not hastens the
checks.
> Since I have a lot of "Star Trek" and SFB minis my designs
First up, move 4 is a pretty good compromise movement wise (doesn't eat up too
much hull and gives you some flexibility). Secondly, have you given vector a
go? You may find it more to your liking as it less "fighter dogfight, get on
his tail".
> Forget me using Nova Cannons or Wave Guns, I end up pointing those
Something else which may be rectified by trying vector, though it may also
just come down to practice. How many games have you had?
> Oh, and this guy has this thing about rolling lots of 6s against me.
Lovingly known as the Teske field list-wise - another thing our support
group will help you overcome, well live with;)
> So I'm tired of being the wimp that bully Steve picks on so any
Not my strongest point, but I'd try and make a game plan (not set in stone,
but a general idea you try to stick with so you can test him bit by bit until
you find the chink). First up what speed are you going? I'm not exactly in
favour of breakneck passes, but it may be as good a place as any to start.
> This brings up another point. I think increased arc costs are too
Don't know, hadn't thought about it cost wise - though I guess it feels
OK to me (at least in vector).
> Maybe I should "sink" to his level and design multi-arc slow moving
I wouldn't necessarily go that route, maybe fast high speed passes or missile
boats would be more your style, but if all else fails you could try
it - everyone needs at least one good slugfest just to get it out of
their system;)
Anyway hope that helps until the real wisemen around here arrive.
Cheers
Beth
If he is taking 5arc class 3's you can get an un-arced class 4 and sit
back and let him come to you with his thrust of 1! If you do this go class 4's
on every thing just by dropping to speed 2 and weak hull with little armour if
you do this you can get about 4 class 4's on your battle ships and about
2-3
on heavy cruisers.
No matter how much advise you get it all ways boils down to what you like and
how you like to play. One more idea, here is a favorite for gammers in my
group, drop every thing and take nothing but more thrust missiles you can
usually get about 6 per frigate! With his thrust of one you have almost no
chance of missing.
> On 19-Jan-00 at 18:45, GBailey@aol.com (GBailey@aol.com) wrote:
> His designs are
Sounds like a situation just begging for Salvo Missiles Racks. Those
speed 1 and 2 ships make hitting with SM's trivial. Drop 8-10 on one
of those and he won't have enough area defense to stop it. Personally I like a
mix of SM's and fighters. Once you figure out where the majority of the SM's
are going to go have your fighters attack the same target, it makes the choice
of where to use the PDS's much more difficult.
> This brings up another point. I think increased arc costs are too
I don't worry too much about points on designs. Personally the extra space
taken up by the extra arcs is what really hurts. A 5 arc class 3 takes up 8
mass. In the same space (and for the same cost) you
could have 8 class 1s or 4 3-arc class 2's.
Is he running screens? If not drop the p-torps, the beams are much
more mass and cost affective.
As was pointed out elsewhere, a couple of small ships with submunitions will
eat fire control and weapons he needs for elsewhere.
Not my normal thing, but if he is using speed 1 ships then needle beams and
needle torps can destroy his day. You take out the drive on a DN with a needle
beam and the smallest destroyer behind it will crunch it.
This is a rock-scissors-paper game. Any design you come up with
can be countered.
With the slow ships you could use a cloaking device and then run up his tail
pipe w/o being detected untill it's in position.
-Stephen