Full Thrust Java test list -- January 2006
RE: Gibraltor Assault
It's interesting: the (limited) feedback I've received on this seems to agree that it's unbalanced... but folks disagree about which side has the unfair advatage. ;-)
I don't mean to sound defensive, and I'd be happy to do a re-balance...but in whose favor? Anyone else have any thoughts on this scenario?
Thanks,
Scott
-------------- Original message ----------------------
From: "Brendan Robertson" <southernskies@xxxxxxxxxxxxxx>
> 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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