GZG List archives -- December 2005

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Re: [GZG] [FT] Vectoring Kra'Vak



Though I have not tried the proposed costing 60 degree rotates at one
maneuver point each. I think it may be a good idea. This past ECC, I was
in a vector game of 3 BBs vs. 2 BBs and a couple of CLs. Though a good
game (thanks to my opponent on an excellently played win), it felt to me
more like a fighter dogfight than big guns slugging it out. It was all
tight maneuvering with no ship traveling outside a speed range of 8-12
MUs and all ships having firing resolutions in their Fore arcs at short
range every turn. I know that if I could not have been able to rotate my
big ships around as fast as that, I would have had to put more thought
into my movement orders. I am sure that the battle would have been far
different, more sweeping turns and driving back toward the target. The 6
TP DDs and CLs can still do the "dogfighting" if they want, but the 2 TP
SDNs should take a couple or three turns to do an 180.
-jerry

laserlight wrote:

My reading of the rules, in particular the FB 2 mods to
Vector Movement, would indicate that they would be
slightly more handy than Hu'man ships, not having to point
the ship to use Main Drives to change course, but the
narrow firing arcs for the K-Guns would necessitate using
points out of the manoeuver pool to keep tweeking the
heading to bring guns to bear.


KV have an easy time keeping putting targets in their F arc,
but they have a hard time staying out of opponents' F arc.
I'd say that KV (and otehr high-maneuverability designs) are
less powerful in vector than they are in cinematic.

To fix that, it has been proposed for FT3 that a maneuver
point in vector will only let you turn you 60 degrees
instead of unlimited amounts--so if your target is behind
you, you'd have to use 3 points to turn to face instead of
the 1pt you'd use with the current system. If you try that,
please give us an After Action Report.
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