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RE: [FT] What makes a good destroyer?

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Fri, 18 May 2001 09:23:50 +1000
Subject: RE: [FT] What makes a good destroyer?

It depends upon the DDs mission profile.  Sometimes you take them simply
for
the reason that they DO soak up long range fire, thus delaying that
first
threshold on your more important ships.
The scale you're using (inch or cm) influences my decision as well.  For
inch, class-2 & Ptorps are in range a lot of the time on smaller tables,
but
class-3 are definately the way to go in cm scale games, especially when
the
velocities get up around 20-30.  High thrust is useful to increase your
threat envelope.
It sounds like for your purposes, you need a DD with 1-2 class-3
batteries
with lots of hull and armour.  If your opponents target DDs first, the
extra
armour gives you a chance to take out his more important ships while
your
own expendable DDs get plastered, thus saving your own battleline.

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[mkw] Admiral Peter Rollins; Task Force Zulu
[Firestorm] GM Battletech Webgame#2

> -----Original Message-----
> From: David Griffin [SMTP:carbon_dragon@yahoo.com]
> Sent: Friday, May 18, 2001 7:40 AM
> 
> Seems like destroyers are hardest for me to
> design for Full Thrust because they're so 
> limited in displacement. It's seemed lately
> that if they don't have something with at least
> a 30" range, they hardly get to fire at all 
> before they're destroyed. So, what kinds of
> destroyers do you use, what do they have, and
> how have you liked it in service?
> 


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