Prev: RE: A Different Missile System for Full Thrust Next: test message

Re: damn super dreadnoughts

From: "Craig" <craig@c...>
Date: Mon, 11 Aug 1997 01:46:42 -0400
Subject: Re: damn super dreadnoughts

You could always go for the swarm of scout ships with submunition packs

mass 2
ftl
thrust 4
sub pack

about 50 of them and the rest of the budget in destroers or light
cruisers.

This will mean that those ships lost will probably be overkilled.
effectively those a batts are little more than long range c batts and
how
many fire cons does he have
Basically this is the same idea as the missile swarm but without the
duration or max speed restrictions and its cheaper. . Do thius a couple
of
times and you shouldnt have any more problems with superdreadnaughts
without supporting ships. Even with supporting ships the biggie is going
to
eat into the build budg enough that there won't be enough of them to
really
matter and besides that is what the destroyers and light cruisers are
there
to take care of. I'd recommend using the squadron plotting rules though.
Losses should be low as if you get the speeds right (i.e. high ) he
should
only get one turn (maybe 2) before you are on him and remember he can
only
target as many ships as he has firecons (pobably 4 maybe 5) which will
probably be destroyed.
Other options would be to eqip the ships with c batts as they are likely
to
be able to get more than one attack or if combined tech is permitted you
could be really sad and fit scatterpacks.

Craig

 ----
From: Joachim Heck - SunSoft <jheck@East.Sun.COM>
To: FTGZG-L@bolton.ac.uk
Date: 05 August 1997 07:20
Subject: damn super dreadnoughts

Christopher Pratt writes:
@:) Ok, new question...
@:)
@:) whats the best way to down a superdreadnought, much like the one
@:) from the FT rule book, aside from another superdreadnought.  and
@:) don't tell me massed beam fire because it has 3 screens and i
@:) tried a strike crusier from the MT rules book, the one with 2
@:) pulse torps, the dreadnought gutted with a single salvo before it
@:) go anywhere near torp range.....

  Yeah, what you need is more pulse torpedoes.	Or more screens.  Or
both.

  Slightly heavier than the strike cruiser, there is this battleship
design, which is optimized for attacks on large ships (read: useless
on its own) and not too hopelessly huge.

Military (FTL)
Class: Capital
Mass: 48
Thrust: 2
Cost: 360
FTL: Normal
3xScreen Generator
3xPulse Torpedo

  Even lighter is this battlecruiser, basically the same design with
one fewer screen:

Military (FTL)
Class: Capital
Mass: 42
Thrust: 2
Cost: 305
FTL: Normal
2xScreen Generator
3xPulse Torpedo

  If you're not into torpedoes, you can just stand clear of the fight
and use missiles.  They're especially good against superdreadnoughts
beceause those ships are so slow.  The stand-off tactic is frequently
frowned upon, however, because it is basically no fun for either
player.

Military (FTL)
Class: Cruiser
Mass: 36
Thrust: 2
Cost: 198
FTL: Normal
9xMissile

  That costs 22 per missile.  The following design is cheaper at 20
per missile:

Military (FTL)
Class: Escort
Mass: 16
Thrust: 2
Cost: 80
FTL: Normal
4xMissile

  And the most miniature of the set (this may be similar to Mikko's
"bathtub launcher") costs as much per missile as the previous example
but makes the attacking force harder to kill since the enemy has to
waste firepower on each tiny ship.

Military (FTL)
Class: Escort
Mass: 4
Thrust: 2
Cost: 20
FTL: Normal
1xMissile

-joachim

Prev: RE: A Different Missile System for Full Thrust Next: test message