From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Sun, 7 Dec 1997 17:13:18 +0100
Subject: SV: One shot-kill weapons
> Michael wrote: [snip] > Consider the following two ships classes: Again, the use of Cloaks depend entirely on what cloak house rules you use. If you use the MT cloaking rules (ie, determine beforehand how many turns you're going to be cloaked, then write your orders for those turns without having the model on-table) I'm not too sure I'd want to combine it with WG/NC weapons. I'd rate the odds against your having someone directly in front of you when you drop out of cloak as pretty high, except in sizable battles. And see below: > A beam-equipped Cruiser would inflict 8-9 points at 12" The problem here is that Waveguns (and Nova Cannon) can be difficult to achieve hits with - thanks to their being straight-forward only. I know I'm a bit biased - since I measure in cm instead of inches the templates are _very_ small, and it is an occasion to be remembered if a Wavegun shot hits more than one enemy ship. (I've seen close-range WG shots pass straight through a dense - ie, base-to-base - formation without hitting _anything_ :-( ) The beams on the opposing ship, however, have a much wider fire arc and are thus more likely to be able to fire back. On a smaller board (ie, one where you can't very easily maneuver out of the way), or if there are many of them, Waveguns (and especially Nova Cannon) can be very effective - five templates side by side can cause a huge lot of damage! :-) > Lets compare defenses: According to errata posted to this list (a long time ago, though) by Mike Elliott, the Kra'Vak Scatterguns are all-arc. SMPs are single-arc, though. > How easy this will be depends on several factors: Um... no. There are eleven positions split between three areas where it can be: Straight ahead (+0, +1, +2, -1, -2), Left Turn (P1, P1+1, P1-1) and Right Turn (S1, S1+1, S1-1). Within these groups, the distances between the different positions is pretty small - the biggest is 4 mu between the Straight Ahead +2 and -2, unless my math failed me entirely; not enough to dodge a missile aimed at the correct general area. > The dodge field consists of 3 hexes under (2) "Hexes"? > The difference in the positional variation at the end of Yep. > A Thrust 8 Escort could generate enough positional sideways > The movement system used and the house rules then play a Yep. > Also, a Thrust 2 Battleship is an easy target under Um... Yes, its location and course are predictable. Now line your WG or NC up exactly on that position from 24+ mu away - that isn't very easy. At least not to me :-/ (Heck, even at 12 mu it is difficult...) > Also, I am working on some tactics and fleet doctrines > I have a few solutions to the Wall v Wall slugging matches Is 2 points of damage vs lvl-3 screens for several turns in a row worth an average of killing one system during the single turn the enemy is within 9 mu and in the right fire arc? No, not IMO. Very large ships (Mass 100+) with lvl-3 screens and no offensive weapons except Needles are effective once they get into range, but not before then. > How close do your Dreadnoughts get to the enemy Dreadnoughts? Depends. At the speeds I most often use - 15-20 mu for capitals, but often higher too - the battle-lines don't stay at short ranges for very long unless one side manages to match vectors with the other. > One FCS > I'm not sure what some people actually object to about 6-8 turns? Only if you stay at really close ranges (ie, within 12 mu of the enemy), for those heavily screened ships. Yes, I might be able to keep the range close - but I usually don't want to (since that keeps _my_ ships very close to all of _theirs_ too <g>). > In that case, play with Wave Gun Cruisers and Sub Space Yes. _When_ they hit, which usually takes me a while (or even _if_ they manage to hit before losing their weapons). Regards,