[GZG] Re: Re: Re: [FT] Vectoring Kra'Vak

2 posts ยท Dec 30 2005 to Dec 30 2005

From: David Billinghurst <davebill@c...>

Date: Fri, 30 Dec 2005 22:24:14 +1300

Subject: [GZG] Re: Re: Re: [FT] Vectoring Kra'Vak

Hi Laserlight and Oerjan,

Many thanks for your comments, they have been very helpful in getting me
thinking about game play as opposed to scenario play.

Laserlight said:
> If you have, say, a Mass120 battleship

B3s give you 36 MU range, and 3 of them give you 3 dice on target at 24+
MU, which you can only use if you've got the legs to get you within range. In
a set piece or comp battle, this is obviously not a problem, and, I guess, in
scenario/campaign play, the escorts are there to run down the runners
and force them to turn and engage.

Oerjan said:
> Sure, but getting back to the fight sooner only really matters if your

In the example I was thinking of, a scenario game, a group of frigate and
corvette class raiders were to attack a convoy. The defenders (4 frigates, two
light cruisers and a crippled Heavy Cruiser moored at a space station) were at
rest, relative to the station, when the raiders entered the table.
The raiders outnumbered the defenders, but were out-gunned and armoured
by the heavier units of the defending force. My opponent elected to accelerate
down the table at the slow moving convoy and cranked up a fair velocity.
 He
neglected to shunt so the convoy, even at Thrust 2, was able to evade his
line of approach.  He literally over-ran the light cruisers, going from
out
of range to on top of in one move.  Pea-shooters, at close range, ripped
one of the CLs apart and damaged the second. The defending frigates had
accelerated to intercept, but only crossed his stern, taking out his only
missle armed ship as they flashed past the formation.

The tail end ship of the convoy was potted by the raiders before they vanished
off the table.

> (Whether or not *you* can stand playing out the slow chase in another

Oh, I hear your pain:))) I'm fortunate in that my wife is very
understanding about the table being used for non-eating activities.
Regarding the stern chase, we looked at the relative Thrust ratings of the
ships and their headings and it didn't take a lot of thought to realise that
even frigate/frigate chases aren't going to come to a battle if the
flee-ees
are at V30 and the pursuers are at V6-10 coming out of a turn.  All
things
being equal, and considering John Brewer's micro-Jump rules, the bandits
would be hopping across the system and out long before the good guys were
within gun range, no matter the exhortations of their Narkoms.

Back to your earlier point, yes, getting back into the fight in a reasonable
formation doesn't need high V, in fact low V is probably more manageable. I
guess I'm impatient and prefer cavalry to infantry (my main ruleset is DBR
and my main army is Russian Traditional - lots of cavalry!).  I think a
NSL fleet would probably give me palpitations as it lumbers about like a pike
phalanx!:)

> >Or do most big actions take place at low velocity (by big action I'm

How big a playing area do you use? I'm clued in on the floating table thing,
having used it in Napoleonic Naval (and we played on a 3 metre by 5 metre
table with big fleets) but at 40 MU V, you'd be off the table in about
four/five turns, and what would you starting V be?

Back to the Kra'Vak - prompted by Laserlight's comments, I've just done
a
quick comparison between a Hu'man BB and a KV one - heck, these guys are
attacking Sol??? Or are they doing it in hoard strength. The B3 has longer
range than the K gun, hits against an unshielded target on a 4+.  At 30
MU (down from the Humie 36), the K gun hits on a 6. If it hits, it will
probably do more damage, but are you feeling lucky? Good for bowling small
outposts and cruiser squadrons, but in a stand-up fight the KV are going
to get whipped. Am I missing something?

Regards and Happy New Year

From: Laserlight <laserlight@q...>

Date: Fri, 30 Dec 2005 05:24:18 -0800

Subject: Re: [GZG] Re: Re: Re: [FT] Vectoring Kra'Vak

> B3s give you 36 MU range, and 3 of them give you 3 dice on

Or if your opponent has to get in range to attack the objective you're
defending, or if he's forced to stick around and defend something.

> Back to the Kra'Vak - prompted by Laserlight's comments,

:-) You're missing the beginning of this thread, when we
said something to the effect of "KV are too weak in Vector". That's one reason
we wanted to modify the Vector rules.