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Re: Full Thrust 3 rules

From: dean.gundberg@b...
Date: Tue, 23 Jun 98 16:55:27 -0600
Subject: Re: Full Thrust 3 rules


 John L wrote:
 (snipped and moved around a bit)
 > This is being sent as a 'something to think about' message and is not

 > intended as critical
 
 I'm not taking it that way, just a discussion of tactics.
 
 > > If you can afford to fire 4 SMLs a turn great, but some will be
wasted 
 > > with that type of coverage and real soon you will be out of reloads
 > > and then what?
 > XXX	 Well, I would take my nearly undamaged ship, pull up next to
your 
 > ship which is well on the way to the second threshold check, and
shoot it 
 > out.   JTL
 
 Your ships would not be nearly undamaged though, a few turns within the
24" 
 range of the SMLs keeps you within range of most weapons so you would
have 
 some damage too, the SML ships just launched a bunch of their weapons
mass 
 which the non-SML armed ships still can use.  Then I might not want to
close 
 since the non-SML ship probably has longer ranged weapons.
 
 > >  (the 6+ extra 3-arc L3 batts I can fit on the example SDN if T2
are 
 > >  very tempting)
 > XXX	 It would be interesting to build the same ship at thrust 3, and

 > replace all the '6+ extra 3-arc L3 batts' with 6 arc L1 battery.
 > (the following is an opinion not based in knowledge of the FB)
 > I suspect the change I have suggested will defeat your ship
 > more than half the time.   (All else being equal)   Reasons:
 > 1) I can outturn your ship.
 
 Actually no.  The FB clarifies odd thrusts stating that the amount of
thrust 
 usable for turning is half the total rounded *down*.  So the T2 and T3
ships 
 can both only turn 1 point per turn.
 
 > 2) I can close with your ship.
 
 With the clarification of odd thrusts, I don't think that the 1 point
of 
 extra thrust will give you that much of an advantage, but it depends on
the 
 initial set up.  If both ships have similar speeds the extra thust will
close 
 the gap but in the mean time the longer range beams will take a toll.
 
 > 3) I can outshoot your ship at close range. 
 >   (This winds up being critical, I will be throwing more dice and 
 >    therefore getting more sixes/rerolls than you can generate with
your 
 >    more limited arcs and numbers of die.)   JTL
 
 Again all depending on how much of an advantage the extra point of
thrust is 
 and how long it takes to close. (it also gets into the new design
rules, is a 
 single 3-arc class 3 battery really equal to 6 all arc class 1
batteries?)
 
 Keep the thought coming, as soon as more players have the FB, this will
all 
 be played out.
 
 Dean

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