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Re: Two AARs--John Atkinson vs Laserlight

From: "Laserlight" <laserlight@q...>
Date: Wed, 19 Apr 2000 20:23:49 -0400
Subject: Re: Two AARs--John Atkinson vs Laserlight

>NRE designs are heavily based on the FB1 NAC.

John has specified that his ships were selected for campaigns,
not one off battles.

>Sounds like a good idea, yes :-/ The Furious-class isn't
exactly the
>best ship to have as your main anti-missile support, and
renaming it to
>"Constantine Isoapostolis" doesn't change this.

"Connie Eye"

>>   Score:  IF retained a Mameluke and an Ifrit, both heavily
>>damaged (any damage on an IF ship qualifies as "heavy"),
>
>I hope you mean "any HULL damage on an IF ship...", since they
tend to
>be rather heavily armoured?

Correct.

>>plus an untouched Ifrit and the Qaws who had shot their bolt
and
>>broken off (not "fled", John, thank you very much).
>
>"Fled"? Why on earth should an unloaded Qaws stay in the
battle, when
>it only has a single Class-1 battery to fight with...?

Exactly my point.  We weren't fleeing, we were breaking contact
and establishing a high relative velocity....

>Did you roll extremely poorly for the other ships this turn and
>extremely well the next,

Some of my ships were out of range, I was in line ahead
formation at this point.

>or was there some damage from the bigger ships
>to the other DD and FH in the NRE force? If they bought it on
the next
>turn instead, you inflicted about 50% more damage than
average - and
>since the next turn's firing was done at range <6 where the KV
hit
>rates are very high, I'm not entirely sure it is possible roll
that
>well unless you used eight-sided dice :-/

I didn't notice anything unusual about my dice, which probably
means my Teske field was in action as usual.

>6mu in front of a KV ship is generally a very bad place to be.

That's okay, they didn't stay there very long...so to speak.

>Was the missing Ka'Tak killed before it fired (in the previous
turn),
>or
>after?
After.	It, and only it, was within 6MU, so it absorbed PDS
fire.

> The KV force in this battle could on average (ie, barring very
hot
>dice)

Picked the wrong opponent for that.

>Second, watch the targetting priorities. When enemy strike
boats (from
>any race or fleet, not just the KV) begin their attack run it
is
>usually a good idea to hit them hard before they can fire. It
doesn't
>matter if they're
>armed with SubMunition Packs,	MKPs or Pulser-Cs; if they get
to fire
>you'll get hurt. Since a St.Symeon or Constantine Isoapostolis
has more
>than enough firepower to swat a Ka'Tak, at least one and maybe
two of
>those small ships shouldn't have lived to fire (depening on who
won the
>initiative that turn, and of course barring extremely low die
rolls).

IIRC I got initiative, his return fire nicked a Ka'Tak and then
he concentrated on the Vo'Bok.

>noted above) he either had the KV ships in his broadside arcs,
or lost
>over half of his remaining weapons before they got to fire,
or - again
>- atrociously bad luck with his dice.

I handed out thresholds in all directions.

>* Don't use screens. They don't work against any KV weapon, so
they're
>simply a dead weight.

That was noted, yes.  Also the Connie Eye--11PDS--wasn't pulling
its weight in this battle.

>(Yes, I know Mike and his friends consider SMs to be the only
way to
>beat KV, but I honestly don't see how - you need to hit a KV
ship with
>roughly 1 salvo per 10-12 Mass to have a better than even
chance of
>killing it. The only way to have that many SMs in a roughly
equal-point
>battle is to build your entire fleet of Qaws-style ships...

Islamic Fed is willing to build them for you...(wow..an
_export!_)

>On the contrary. K3s and K2s inflict somewhat more damage than
the same
>Mass of K5s, and the NRE ships weren't heavily enough armoured
for the
>lower armour penetration to make a difference. A greater number
of
>smaller guns would have been *more* painful, not less :-/

As someone pointed out, 10 at once hurts more than 3+3+3+1.
Psychologically.

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