FTFB-Q about thrust 1 ships

2 posts ยท Sep 15 1998 to Sep 21 1998

From: B Lin <lin@r...>

Date: Tue, 15 Sep 1998 15:15:24 -0600

Subject: Re: FTFB-Q about thrust 1 ships

> Jef spake thusly upon matters weighty:

Another reason is that at short distances, the angle at which an enemy passes
by changes rapidly, requiring more thrust to keep them in arc. With higher
thrust ratings you may be able to turn your fleet around 1 turn sooner or be
able to alter the vector enough to get one more shot before you pass out of
range.

In addition I subscribe to the Tank Destroyer theory for ship design, packing
more weapons with limited arc, then bulking up on engines. In most cases the
savings of not taking extra arcs on Class 3 beams or Pulse Torpedoes makes up
for having an extra 10 or 20% taken up by engines. My standard tactic is to
take an oblique run to try to get to one side or the other, then make a sharp
turn through the middle of their formation. Usually they'll try to dodge to
one side or another so I'll make a turn in the opposite direction,

kick up the thrust and assess the damage. Unfortunately, front end attacks
have high casualty rates, but if the PT's work the enemy isn't in good shape
either.

--Binhan

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

Date: Sun, 20 Sep 1998 18:16:55 -0700

Subject: Re: FTFB-Q about thrust 1 ships

> Jef spake thusly upon matters weighty:

If faced by the lumbering thrust 2 ogre, particularly if you favor high thrust
tactics, position your forces so he can't face them all at one time.