Prev: Re: Sa'Vasku help? Next: Modern Close Assault

Re: Sa'Vasku help?

From: Mark Reindl <mreindl@p...>
Date: Sun, 19 Nov 2000 16:58:55 -0800
Subject: Re: Sa'Vasku help?



Beth Fulton wrote:

> G'day Morgan,
>
> Assuming you're using FB2, I wouldn't use a 20% penalty I'd change
their
> range bands to 9" not 12". I'd also put the spicules into the defense
pool
> and pods into the R pool. Then you shouldn't have to worry about
changing
> any points costs.

Agreed on the range bands.  Once we started tinkering with this, we
didn't even
find it necessary to switch the spicules or the pods.

> They can fire multiple dice alright. The costs stated are points per
dice
> at the range. If you want to channel more dice through that stinger
then
> you just pay the extra power points cost. Its one of their most
flexible
> features, less restriction of arcs and they don't necessary lose the
> ability to fire when they lose a stinger (just redirect through
another node)
.

Very true.  In playing the SV I've found that I'm not as happy killing
systems;
rather I'm just happy to kill off those power generators.  Of course,
drive hit
s
are nice too :)

> Drop the handicap, try the suggested changes, allow multiple dice per
> stinger, in and of itself that should make SV competitive. Beyond that
> either go in fast and hard or flit around the edges, trying to go in
> between usually means you get squished. Also either keep the use of
drones
> to what you need rather than what looks cool or keep the motherships
out of
> action (treat them like the fragile carriers they are). Without
knowing if
> you play vector or cinematic I'd also say that it may take a few games
to
> get used to their movement (when you should, when you shouldn't etc).
>
> I've found them to be a lot of fun, though a bit more challenging than
> standard races - if you make a poor decision you often pay for it
fairly hard
.
>

Very true.  I've found that many SV players tend to ignore some of the
intrigui
ng
possibilities that the fleet presents in favor of trying gun down their
enemies
 as
quickly as possible.  After all, the temptation to use all 40 power
points for
shots at close range is fairly attractive, but as my usual SV opponent
found ou
t,
is not very effective against a Komarov with level 2 screens.  The SV
will have
 a
difficult time against a fairly tough opponent (ESU fare the best
against them,
 I
think) and really have to pick their place to go full-bore with their
weapons,
otherwise they're just fodder.	The other disadvantage that they have is
their
inability to produce heavy fighters.  The fact that every fighter your
PDS kill
s
is one less hull box to mash on their carriers is also a bit of a
weakness as
well.

Mark

>
> Have fun and good luck
>
> Beth
>
>
------------------------------------------------------------------------
----
>
------------------------------------------------------------------------
----
> Elizabeth Fulton
> c/o CSIRO Division of Marine Research
> GPO Box 1538
> HOBART
> TASMANIA 7001
> AUSTRALIA
> Phone (03) 6232 5018 International +61 3 6232 5018
> Fax 03 6232 5053 International +61 3 6232 5053
>
> email: beth.fulton@marine.csiro.au

Prev: Re: Sa'Vasku help? Next: Modern Close Assault