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Re: [GZG] Monster ships

From: Eric Foley <stiltman@t...>
Date: Sun, 10 Jan 2010 17:40:23 -0500 (EST)
Subject: Re: [GZG] Monster ships

-----Original Message----- 
From: John Tailby 
 
>I agree that the any and all fleets can take logistics ships to the
area of operations,
>they then need to be defended by escorts, if brought near the combat
zone or the fighting >ships have to pull back to rearm leaving the
battle area to beam armed ships. It all 
>depends on how you want to run your supply PSB.

Unless the tactical scenario is just making it very easy for the beam
armed ships, they're going to need either a very good defensive
formation, Kra'Vak scale maneuverability, or a lot of luck to survive a
direct engagement with a well-designed missile fleet.
 
>Destroyers don't really have any role in fleet actions. They go pop
really quickly in fleet
>actions so unless you allow them to be raiders they really have little
or no role in the
>game. Scouts would be mass 3 sensor drones and then you just build
fleet ships.

I've personally found two very effective missions for destroyer-sized
craft.	One is to more or less make them over as submarine assassins
with cloaking devices and needle beams, and have them cripple a slower
capital ship with a nasty hit to drives, screens, or what have you
before the main battle begins.	The other is as an escort screen for
larger ships against salvo missiles.  Big ships are pretty vulnerable to
them if they don't have these screens, and putting a few
limited-ordnance shots on the destroyers (such as SMRs of their own)
along wtih some area defense and just having them scattered around all
the capital ships is a pretty effective (if suicidal) use for them.

E
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