Re: [GZG] [FT] Vectoring Kra'Vak
From: Oerjan Ariander <oerjan.ariander@t...>
Date: Thu, 22 Dec 2005 18:49:19 +0100
Subject: Re: [GZG] [FT] Vectoring Kra'Vak
Laserlight wrote:
> >My reading of the rules, in particular the FB 2 mods to
> >Vector Movement, would indicate that they would be
> >slightly more handy than Hu'man ships, not having to point
> >the ship to use Main Drives to change course, but the
> >narrow firing arcs for the K-Guns would necessitate using
> >points out of the manoeuver pool to keep tweeking the
> >heading to bring guns to bear.
>
>KV have an easy time keeping putting targets in their F arc,
>but they have a hard time staying out of opponents' F arc.
To put it in a different way: in FB2 Vector a single thrust point is
enough
to rotate your ship into any facing you want, so even a thrust-2 ESU
superdreadnought has as easy a time keeping targets in its (F) arc as a
thrust-6A Kra'Vak cruiser - and the ESU ship pays proportionally far
less
for its thrust-2 main drive than the KV ship does.
Against the *Fleet Book 1* ships (which are designed for Cinematic
movement) Kra'Vak do OK in FB2 Vector, because while the KV waste a lot
of
points on their *main drives* (which don't buy them any real advantage
in
Vector) the FB1 human ships waste a lot of points on *wide fire arcs*
(which also aren't very useful in Vector).
OTOH, human-tech ships which are specifically designed for Vector
movement
tend to slaughter Kra'Vak pretty badly :-/
>To fix that, it has been proposed for FT3 that a maneuver
>point in vector will only let you turn you 60 degrees
>instead of unlimited amounts--so if your target is behind
>you, you'd have to use 3 points to turn to face instead of
>the 1pt you'd use with the current system. If you try that,
>please give us an After Action Report.
Amen to that!
/Oerjan
oerjan.ariander@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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