Re: large ships
From: GBailey@a...
Date: Thu, 29 Mar 2001 18:33:54 EST
Subject: Re: large ships
I didn't want to say anything since I'm going on vacation for over
a week, so I won't be able to respond to any replies. But I
just couldn't keep quiet any more. :)
For the super large ships (10000 pts, about 3000 mass?),
use the supership rule: divide into equal-sized sections and treat a
section as a ship for the firing sequence. When we had ship inflation
for awhile we put on a 300 mass limit to a ship size, else it
had to be broken into sections. We choose 300 since no published
ship is that big so we took it as a theoritical limit (make up your
own PSB). We didn't go far with this since we started decreasing
ship sizes, except for a couple behemoths (like a baby Death Star,
1000 mass). You could assign a section to have the drives so another
section could have more weapons to give a "big ship" concept to one
or more sections.
(man, I got so much to do before my 5:30am flight with so little time)
I've tried the plague-of-little-ships tactic, and seen others do it. It
doesn't
work. We tend to have one or two more FCs on our ships than
related-sized
book ships so more little guys get taken out per ship firing. Also, the
little
ships are losing weapons immediately while big ships are able to fire
theirs
a little longer which means more damage to the enemy (more little ships
destroyed with their weapons).
Btw, my main nemesis, Steve, came into town for a week so we got a few
battles in. His main design scheme now is approximately this:
Mass 144, average hull (43), MD2 (advanced), FTL, 16 armor, superior
sensor,
5 FC, 1 ADFC, 6 scatterguns, 22 class-1 Kra'vak rail guns. Cost 588.
And with his penchant for rolling 6s this becomes a nightmare for me.
The
only ship that beat it was a multiple class-2 beam ship.
It looks like I missed out on a big rail gun debate (I wasn't reading
posts
for
awhile).
Glen