Re: knife-fighting range and multi-arc weapons
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Fri, 30 Jan 2004 16:33:58 +0100
Subject: Re: knife-fighting range and multi-arc weapons
Glen Bailey wrote:
>I need to get better at the zoom&boom tactics, but we do play on a
>small area. If someone goes off the edge we put the mini back on the
>edge and use dice to represent how far off. Steve and his WW2 naval
>ship miniatures have 300 degree arcs and speed 2 advanced drives
>(grrr) so he shoots 95% of the time with all weapons
Since he's able to make only 2-pt turns, it is fairly easy to predict
where
his (A) arc will be (unless of course he comes to a full stop, but then
even thrust-1 Standard drives would be sufficient to rotate to any
heading
he wants.) IF you can get onto his tail, then there's not much he can do
to
shake you off except split his fleet up into smaller groups which go off
into different directions... and thus become more vulnerable to defeat
in
detail.
Trouble is, on small gaming tables there's often not enough space to
allow
you to get into his (A) arc in this fashion :-( On large tables, OTOH...
:-)
>Sometimes I think having an advanced drive should have added 5% mass,
no
>matter the size of the drive, instead of the x3 cost.
This wouldn't increase the cost of thrust-1A or -2A ships significantly,
while some thrust-6A ships could actually become a bit cheaper than they
are now.
Later,
Oerjan
oerjan.ohlson@telia.com
"Life is like a sewer.
What you get out of it, depends on what you put into it."
-Hen3ry