Needle fleet

4 posts ยท Dec 4 2001 to Dec 5 2001

From: Rick Rutherford <rickr@s...>

Date: Tue, 4 Dec 2001 10:34:07 -0500

Subject: Needle fleet

> johncrim@voicenet.com wrote:

I tried it once, and I got blown out of the sky. My ships were chewed to
pieces, and I couldn't knock out my opponent's systems fast enough to make a
difference.

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Tue, 04 Dec 2001 17:36:41 +0100 (MET)

Subject: Re: Needle fleet

Rick Rutherford schrieb:
> johncrim@voicenet.com wrote:

Have you taken into account the rule that needle damage cannot be repaired by
damage control parties? An easily overlooked rules (in More Thrust, IIRC).

Not that I have experience with needle fleets...

Greetings

From: Jaime Tiampo <fugu@s...>

Date: Tue, 04 Dec 2001 12:40:14 -0800

Subject: Re: Needle fleet

> Rick Rutherford wrote:

I have a destroyer designed for needle incursions.

TMF: 32 4 Needles (f)
1 B2 (fp/f/fs)
1 FC Trust: 4 And sundry hull.

The beam 2 was to give it something at 12-24mu. It doesn't really ever
do anything. Usually they're going fast enough that the 12-24 band
doesn't even occur. You need 3 needle beams to get a 50% chance of knocking
out a system. With my rolling I need about 10. When you use small ships like
this to go sniping they tend to die in droves. I think once, that my unit of 6
of the needle destroyers actually managed to cripple a ship. Instead of needle
ships, I'd say you're better off going with needle MT missiles.

From: Laserlight <laserlight@q...>

Date: Tue, 4 Dec 2001 22:19:43 -0500

Subject: Re: Needle fleet

> Which brings up the question of "How many MT missiles have people

Lots. I proposed the Fromage class, a few months ago, don't remember