Full Thrust Java test list -- January 2006

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RE: Gibraltor Assault



For this one, as attacker there are a couple of useful tactics.
1.  Get all your ships in the same fire arc of the base; most of its weapons
only have 2 or 3-arc firing.  The less arcs it can use, the less damage you
will take.
2.  Set up your firing pass to use beam/torpedoes at 12-18 MU going in and
target your submunition packs at 0-6 MU going out.  This is devastating to
the base (I destroyed it in one pass the time I played).
The base has enough firepower at less than 12MU that you will die horribly
unless you can force a threshold first.

Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernskies/ 

> -----Original Message-----
> From: Peter Thoenen [mailto:eol1@xxxxxxxxx] 
> Sent: Monday, 23 January 2006 4:41 PM
> To: ftjava-test@xxxxxxxxxxxxx
> Subject: AAR: Gibraltor Assault
> 
> 
> Just finished up playing the Gibraltor Assault as the Rahni and got my
> ass whooped pretty good.  You pretty much have two choices, base dive
> or run away and hope he follows.  Needless to say I chose the former
> and died :)
> 
> Turn 1: Close
> Turn 2: Close
> Turn 3: Half fleet dive (lower half)
> Turn 4: Remaining fleet dive (upper half)
> Turn 6: Jump the cripples, repair the FTL on the cripples who drives
> were damaged, suicide dive the destroyed FTL ships, and attempt a
> second battle pass with whats left (4 ships: CA, DD, FF, FF)
> Turn 7-10: Setup battle pass, get picked off
> Turn 11: Second battle pass (I misjudged my speed and overshoot by 3mu
> not that it really would have matter) so jump survivors as a 
> third pass
> wouldn't happen.
> 
> Was well played by my opponent BUT also feel had he played badly, I
> would have still lost.
> 
> NOTES:
> 
> 1) Rahni really need more FCS systems on their ships (or at least for
> this scenario).  On Turn 3 I had ships all around me and really badly
> need to fire port, starboard, AND rear.
> 
> 2) SM packs were nearly useless due to above (needed to project power
> forward)
> 
> 3) ALL ships need screens.  I lost nearly half my fleet just diving in
> and makes sense from race context (lack of hull, no armour, big
> screens)
> 
> 4) Not sure why the Rahni start 200 POINTS DOWN but really need to
> either be equal or start up.  A full battle pass only 
> destroyed ~44% of
> the Gibraltor and I had a whooping 4 space worth ships after 
> that pass.
>  A second pass is a suicide dive and won't inflict enough to kill or
> cripple the Gibraltor.
> 
> 5) Really need a starting velocity higher than 10.  For a high speed
> race (Rahni description) on a rapid base assualt objective, 10 just
> doesn't cut it.  Allows 4 turns of fire on them with little chance to
> respond.  A MD rating of 6 on the CA's and 10 on the FF / DD 
> would help
> also. My ships weren't really that more manueverable than my 
> opponents.
> 
> Comments on above / play mistakes / etc etc :)
> 
> 
> 
> 







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