Re: [?] Tournament Fleet Composition
From: jatkins6@i... (John Atkinson)
Date: Wed, 22 Apr 1998 17:46:05 -0500 (CDT)
Subject: Re: [?] Tournament Fleet Composition
You wrote:
>Good for tournaments, really bad for campaigns or scenarios that are
supposed >to reflect RL. (As much as Sci-Fi can reflect RL. (8-) )
Now, now. BTW, what is disadvantage in campaign games?
>Modern wet-navies given a costal defence mission. Try crossing the
Well, I figure that there have to be system defense elements of any
space fleet. And these seem ideal.
>that usually tips the weight against them as
>the mother ship is so expensive, a balanced fleet would be better.
The scary part about this is that the guy who runs this group of
abusive gits I play with has introduced some slight modifications of
the rules. Like allowing any ship to become a tug. I intend to point
out that this makes the cost-effectiveness factor of 6-ton STL ships
with 2 missles each and a superheavy cruiser as a mother ship rather
loony. So we'd be doing Traveller, where Battleriders dominate space
warfare. If that's how he wants to run his universe. Of course, he
also made Privateers illegal--no A batteries on smaller-than-30-ton
ships. Wierd idea, IMHO (Sorry folks, but the WWII 16" gun on a tin
can analogy does not hold up!). Which skews things in favor of capital
ships even more than they already are.
>In FT, area weapons like the Wave Gun or Nova Cannon would be good
counters.
Speaking of goofy and abusive weapons. . .
>Loading your ships with PD would help. Fighters. Banzai Jamming (if
>your universe supports it.) There's only so much you can do because
Banzai Jamming?
John M. Atkinson