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Re: FB2... hmmmm...

From: Roger Books <books@m...>
Date: Wed, 7 Jun 2000 13:41:37 -0400 (EDT)
Subject: Re: FB2... hmmmm...

On  7-Jun-00 at 13:32, (
> > On	7-Jun-00 at 13:14, (
> > wrote: > I won't need too many little escorts, and they won't
> > necessarily even be > little.  They'll either be little and capable
> > cloaking, or cruiser to > battlecruiser sized and fast and stout.  
> > Just out of curiousity, what cloaking rules are you using?	I've
> > considered cloaking useless versus high thrust ships as plotting
> > to get you ship in the right place assumes you know where your
> > will be in X turns.  It's often difficult to tell where your
> > are going to be after this turns movement if they are "fast".
> That's quite true.  We just don't have a terrible number of fast ships
> various reasons.  Fast ships have to trade off enough in either
> or resilience, and spinning takes away so much of the advantage of
> maneuverability, that we don't tend to put very powerful drives on the
> bulk of our ships.  Those ships that have strong drives are usually
> intended as quick-strike weapons that we don't expect to keep.

So what is your ruling on what fighters do after their escorts go

You know, I think an equal cost FSE fleet with minor mods (in the PDS
and ADFC category) could take your supership with 40 Fighter squadrons.


1.  High speed.  High speed can negate fighters.  At 30 fighters just
can't keep up, and in order to guess where the ship will be you have
to spread them out so the point defenses are leveraged.

2.  SMs.  You are thrust 1 so targetting is easy.  If you stop I 
don't even have to worry about any small ships getting in the way.
If you can put out 40 Fighters I'll be able to put out what?  80
SMs?  :)

Spread Plasmas are pretty useless, that means my area defenses allow
me to ignore them, kind of like spread fighters or spread Salvos.


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