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Re: SV: Strike Boats...

From: "Imre A. Szabo" <ias@s...>
Date: Sun, 13 Feb 2000 19:52:43 -0500
Subject: Re: SV: Strike Boats...



Oerjan Ohlson wrote:

> Schoon wrote:
>
> >>Tenders are a very expensive way of getting FTL capability for those
> >>boats, though - if you had replaced the tenders with average-hulled
> >>battleships (with the same equipment as the tenders except for the
> tug
> >>FTL drives and having 40 hull boxes instead of 36) and made the
> >>strikeboats Mass 11, cost 40, FTL-equipped, you could've bought
> >>another 4 or 5 strikeboats.
> >
> > I would tend to agree with the idea of building a tender that could
> stand
> > in the battle line as well. A light tender is only a target - or
> wasted
> > points sitting in the rear.
>
> These battleships have no tug capacity, so you're agreeing with Imre
> here.
>
> >>His ships also had an effective range of 48mu. Thrust-4 strike boats
> >>might have been OK if his ships had had thrust *0*, but it is too
> slow
> >>otherwise.
> >
> >Agreed again. The high thrust of SBs is not only to "chase or evade
> the
> >enemy," but primarily to close the range as quickly as possible so
> more >of them survive to deliver their payloads.
>
> ...but this time you're agreeing with me <g>
>
> >On the other hand. SBs should expect losses - high ones even.
>
> I would have expected them to suffer considerably more than 10 dead
> even with the tenders playing fire magnets. The ESU was limited by
lack
> of FCs, not by lack of firepower, so the presence of the tenders in
the
> first wave only meant they had something to throw all their excess
beam
> dice at.

Well, the tenders had level two screens and 9 armor, so they soaked up a
lot of beam damage.  Also, the ESU was limited by the number of Fire
Controls they had, and they killed one poor strike boat 6 times over... 
He
kept re-rolling sixes.	I much appreciated those dice one a strike boat
and
not on a tender...

>
>
> Given the designs on the opposing sides, using the tenders as fire
> magnets cost one tender destroyed and one damaged (barring a Teske
> Field effect this means around 90 beam dice even if the reactor was
> killed on the first opportunity, ie the 2nd threshold) and saved the
> life of maybe as many as 8 strikeboats (16 damage points, needing
about
> 20-25 beam dice to inflict).

The tender lost blew a reactor, but it was already crippled...

>
>
> Later,
>
> Oerjan Ohlson
> oerjan.ohlson@telia.com
>
> "Life is like a sewer.
>   What you get out of it, depends on what you put into it."
> - Hen3ry

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