Re: Tenders, among other things
From: John Leary <realjtl@s...>
Date: Fri, 28 Nov 1997 15:38:32 -0800
Subject: Re: Tenders, among other things
Micheal,
Tenders - Missiles could be carried as cargo, just buy the missile
and place it in an unused/nonassigned mass area of the ship.
(However, I suspect that this is unnecessary as most of the
attack boats will be destroyed on the initial run.)
Reloading Missiles/submunitions - Simply consider the attack boats
as fighters for this function.
Boarding actions - Multiple boarding parties from many ships
is still only one attacking force.
Gunboats and Weapons - Mass Weapons #per ship
2 1 18
3 1 12
4 3 9
5 4 7
6 4 6
If one wishes to follow the carrier rules for the gunboat
concept, only 2 per turn can be launched. This means that
mass 4, 5, and 6 are the most realistic options during
a normal game. (The chart above is only a suggestion and
not necessarily what is normally used or preferred.)
Light carrier vs Gunboats and tender - I one did something
similar, Tender mass 36, 7 mass 5 gunboats, point cost about
550 to 600 points, it was a one turn combat. Tender/cruiser
33% damaged, 6 of 7 gunboats destroyed, all in all very
satisfactory result for an experiment. The Superdreadnought
was at almost 50% and the Fleet carrier was Past 25%.
I wound up losing one of the two battleships in my following
force (to fighters) and finished the Superdreadnought.
(I considered the battle a draw.)
(My money is on the carrier if it is built at thrust 5.)
Victory conditions - The gunboats are not FTL and cannot
claim a victory unless they are in a friendly system.
(Those who wish to claim victory, please stand up!)
Nove/Wave guns - Never used one, never seen one, never hope to.
I am certain you will get some other interesting comments, stay
tuned to this channel.
Bye for now,
John L.