Prev: Re: [GZG] AI fighters Next: Re: [GZG] Battlecruisers

Re: [GZG] Battlecruisers

From: "Zoe Brain" <aebrain@w...>
Date: Tue, 26 Dec 2006 22:47:56 +0900
Subject: Re: [GZG] Battlecruisers


>>From a purely logical standpoint, I can see a huge advantage in
>standardizing all your designs to a single hull type and configuring
>the weapon packages appropriately for the role.  The medium
>cruiser-size hull (escort cruiser in FB navies) seems to be capable of
>carrying enough equipment to do this decently.  Those ships and two
>breeds of capital ship (a large carrier and a dreadnought-sized
>warship) would seem to suffice for all direct combat roles created by
>the FT rules

Seen the OU designs lately?

You have a standard heavy destroyer/ultralight cruiser design.
Then you have essentially the same ship, but speed 6, and call it a
light
cruiser.

Then you have a standard heavy cruiser.
Then the same design, but speed 6, and call it a battlecruiser.

Add a dreadnaught, an escort carrier, and a fast frigate of speed 6, and
you have pretty close to an optimum standardisation.

2 fleet components - hammer (speed 6) and anvil (speed 4). Manouver so
the
heavily armed anvil is out of position, and the relatively lightly armed
hammer is on your 6.

That's the theory. Course with Beam-2s as your largest weaponry,  
playing
with an OUDF fleet can be a challenge.

If anything though, in cinematic I'm still a little worried that they
may
be a little *too* effective in the hands of someone who really knows how
to
use them - and has the morale to take the inevitable initial pounding
without being able to reply, and still stick to the plan. 

Zoe
_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l

Prev: Re: [GZG] AI fighters Next: Re: [GZG] Battlecruisers