Re: [GZG] Battlecruisers
From: "john tailby" <John_Tailby@x...>
Date: Wed, 27 Dec 2006 20:00:08 +1300
Subject: Re: [GZG] Battlecruisers
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----- Original Message -----
From: Roger Books
To: gzg-l@lists.csua.berkeley.edu
Try playing FSE against someone that maintains speed and dodges often
and you
will understand, especially if they keep small ships tucked in close
to their big guys.
Definitely seen the power of a missile fleet and what you need to do
to develop a counter missile doctrine.
But even if the FSE just jumps in salvos missiles and runs for it,
they get to attrit the enemy ships for no loss.
If the two fleets close and the FSE manage to wrong foot their
opponents they will be able to get behind them and make better use of
their beam armament. Even in vector a low thrust battleship does not
have enough turns to turn to thrust, thrust and then turn back to fire
with their frontal armament. So either they keep trying to dodge the
missiles and keep taking beam hits or they try and fight and get hit
with multiple SMs.
In one of our campaigns one of the players built a fleet around
missile technology and was very effective. You jump in force the enemy
to engage, salvo your missiles and then run for it. If the missiles do
the job you can mop up with secondary weapons.
Nice battle maps.
Why do thrust 6 ships never seem to make more than a turn at half
move? You could make 3 turns 1 at the start and 2 in the middle.
Assuming this was even points this looks like a major win for the FSE.
The NAC seem to be getting away with one heavy unit and the FSE lost a
battlecruiser. That included as you noted bad guessing on the strength
and placement of the SM salvos.