By Gregory S Flusche (Vandor) on Thursday, January 30, 2014 - 03:35 pm: Edit |
Can some one give me a very detailed description of plasma string tactics?. I believe i understand the concept and have used it. However I am very curious about how others do this are even view how it is done. Thank You.
By Michael Grafton (Mike_Grafton) on Friday, January 31, 2014 - 12:36 am: Edit |
Launch a plasma torpedo (real or fake). Close more and then launch another.
Continue until the enemy runs or weasels.
The idea is to NOT shoot the wad (and have the enemy run out/ weasel them then return) and then you get caught with no torps before you rearm.
Thing 2 is that the enemy might say "I can suck up this torp" and you get a hit. Then you shoot the next one hoping it hits too.
What I have seen the Aces do (Iam NOT an Ace by any means) is charge the Rom/ Gorn. Slip so the first and second torp hit shields 2 and 6 (or even shield 3 or 5) so they have their number one to you when they close to overrun. Not to say there is a certain kind of empire that has enough "crunch" to kill you after eating 4 torpedoes (Feds) but something to think about.
By Gregory S Flusche (Vandor) on Friday, January 31, 2014 - 04:14 pm: Edit |
Thank you that is what i was understanding.. now the problem is learning how to implement.
By Gary Carney (Nerroth) on Saturday, June 14, 2014 - 05:59 pm: Edit |
I've seen discussions about the "REDHawk" variant of the DemonHawk, with its ability to deploy two flotillas of PFs at once.
But even before PFs become an option, it seems that the DemonHawk has the potential to be a potent heavy scout, as a set of SparrowHawk-C and SkyHawk-F* modules would give the ship no less than eight special sensors to work with. (There are few empires in the broader SFU that have any sort of SC 2 scout option, let alone one with so many options available.)
Would such a configuration be worth considering for a Romulan force led by a DemonHawk, or is it better to keep the ship in a pure combat configuration (at least prior to the onset of PFs) and leave the sensor duties to a smaller ship instead?
*Assuming it can take that SkyHawk-F-module; I might need to clarify the wording in the ship's R-section.
By Alan Trevor (Thyrm) on Saturday, June 14, 2014 - 07:24 pm: Edit |
Gary,
For whatever my opinion is worth, I think the ship would be a viable option for the Romulans if (and it's a big if) the powers that be would allow it. The basic tactic would be to arm and fire the heavy plasma (R and S) while holding light weapons in reserve. For max EW support to the fleet, set the heavy plasma arming cycles so that you are firing one each turn. You would activate all 8 scout channels each turn but one is activated with the specific intent of being blinded when that turn's heavy plasma torpedo fires. This still leaves 7 channels to provide EW support each turn!!! You are providing your fleet with massive EW support while still firing your most powerful weapons (the R and 2xS torpedoes) at their maximum rate of fire. Admittedly, you are sacrificing the big crunch by only firing one per turn. If you need the big crunch, arm all heavy torpedoes to fire as an Alpha salvo and activate all 8 channels, with 3 of them to be blinded when you fire your torps. That still leaves you with 5 channels for EW support. Very few cruiser-based scouts can match that, even if they devote everything to EW.
By Mark Steven Hoyle (Markshoyle) on Saturday, June 14, 2014 - 08:33 pm: Edit |
The big issue is, any ship with Special Sensors retaining it's heavy weapons.
That goes against everything presented for Scout Ships.
By Alan Trevor (Thyrm) on Saturday, June 14, 2014 - 09:01 pm: Edit |
Kzinti Super Space Control Ship - 4 Special Sensors and 4 Disruptors
Romulan Thunderhawk - 4 Special Sensors and 2 Type-S Plasma, 2 Type-F Plasma
Romulan... Hmmm... - Actually, don't all the Romulan Sparrowhawk or Firehawk-based PFTs retain at least some plasma?
I admit that a ship retaining both heavy weapons and special sensors is unusual. But it isn't unheard of, especially among the Romulans. And this is a proposal for a Romulan ship, after all.
By Alan Trevor (Thyrm) on Saturday, June 14, 2014 - 09:32 pm: Edit |
Generally, it seems to me that the best armament for a ship intended to be a fleet scout is a large number of drone racks. Not only do the drones not blind scout channels, they don't require power, leaving more power available for EW lending. But the second best armament for a fleet scout would be a small number of slow firing, hard hitting, weapons like... Type-R and Type-S plasma torpedoes. A Type-R doesn't blind scout channels any worse than a Type-F does, but it hits much harder. A ship with 3 heavy torps and 4 special sensors can use all it's heavy torps at max rate of fire (though sacrificing big crunch) and still contribute 3 channels every turn for EW support. It also has a longer effective range, and you generally don't want your scout getting close to the enemy. Module X1R states that the Firehawk-EX was unpopular among the Romulan admirals and only one was built. My personal opinion is that the Romulan admirals blundered on that one.
By Michael Alan Calhoon (Mcalhoon2) on Saturday, June 14, 2014 - 11:02 pm: Edit |
Yes, drone armed scouts do not blind their sensors. This is a strength of ships like the Fed CAD and CLD, the Kingon D6D, and the Kzinti CD, MSC, CLD, and SDF. It also works well with a special sensor plus drone armed Orion "scout" like a BR, MR, or DBR equipped with OAKDISK.
The Federation base GSC has 4 special Sensors and 2 Photons. There is also the new Federation Ranger class BCH, which has 4 photons and 2 special sensors.
The Goliath (SSCS) was originally meant as a counter to the B10 back in the ancient days of SFB, but was then reimagined as the ultimate RTN(Rapid Transit Network) hunter ship, which it is.
The "best" strategic use of a heavily armed scout would be for use in hunting down Andromedan bases in the RTN. Also they could deliver a coup-de-grace to an enemy ship that has weaseled. But yes it is probably an inefficient use of BPV.
As to the plasma string, it is a fundamental kill tactic for a Kzinti versus a Gorn. Get in close without dying, anchor the Gorn and then carve him to pieces with what's left of your ship. At least one Golden Hat has been won this way.
By Steven E. Ehrbar (See) on Sunday, June 15, 2014 - 12:03 pm: Edit |
Quote:Actually, don't all the Romulan Sparrowhawk or Firehawk-based PFTs retain at least some plasma?
By Alan Trevor (Thyrm) on Sunday, June 15, 2014 - 12:20 pm: Edit |
Michael,
I don't think your final sentence, about a plasma string and a Kzinti vs. Gorn tournament game, is really relevant. The issue is whether a "super heavy scout" based on a Demonhawk is viable as a fleet flagship. And tournament SFB doesn't really involve fleet tactics or EW (except in a very limited way).
I think a better way to look at it is to consider a large Romulan battlefleet led by a Demonhawk configured purely as a "shooter" and including a cruiser-based scout. Now consider the fleet with the cruiser-based scout converted to a standard combat version of the same hull and configure the Demonhawk with Sparrowhawk and Skyhawk scout modules, leaving the other ships in the fleet unchanged. Is the alternate fleet viable in any situation in which the first fleet is viable? I think it is. It will have comparable total firepower (since the "super heavy scout" has enough channels that it can blind enough of them to get full use out of its heaviest weapons) while having better EW lending capability.
By Jim Davies (Mudfoot) on Sunday, June 15, 2014 - 06:07 pm: Edit |
Can you get the Demonhawk in the Free Scout slot? If so, take it and have another DN as the flagship. Otherwise I'm not so sure.
By Gregory S Flusche (Vandor) on Sunday, December 14, 2014 - 10:10 pm: Edit |
Year y159 double map fixed. Two WB+ (bpv 120) Two H-S+ (bpv 104). Gorn 225 BPV. (CC,CL bpv 216) Romulans start within 8 hexes of center of double maps Facing after gorn placement. Gorn any map edge facing any. Weapon status 2 for all forces. Commanders options 20% of ship's BPV. Tactics for both sides?
By Randy Blair (Randyblair) on Sunday, December 14, 2014 - 11:51 pm: Edit |
What is the mission?
By Gregory S Flusche (Vandor) on Monday, December 15, 2014 - 05:11 pm: Edit |
The Romulans were moving to attack a Gorn installation. The Gorns have intercepted the force. Standard victory conditions apply.
By Randy Blair (Randyblair) on Tuesday, December 16, 2014 - 07:36 pm: Edit |
If the Gorns intercepted the Romulans, why are Gorns placed first?
By Steve Petrick (Petrick) on Wednesday, December 17, 2014 - 01:04 pm: Edit |
Randy Blair:
The Gorns may have "intercepted" the Romulans, but that does not mean the Romulans did not detect the Gorn's approaching. Note that it is Romulan "facing" that is done after Gorn placement.
By Steve Petrick (Petrick) on Wednesday, December 17, 2014 - 01:52 pm: Edit |
As to Romulan and Gorn tactics, I can envision tactics, but having not done a lot of real fighting with that level, I am somewhat reluctant to do so. I will note that "victory conditions" are lacking.
The Romulans have 2xplasma-R-FAs, 4xplasma-G-FAs, 16xphaser-1s (8xphaser-1-FA/Ls and 8xphaser-1-FA/Rs), 8xshuttles, 4xnuclear space mines, 4xtransporters, and (potentially) 12xT-bombs (assuming these are bought in preference to additional boarding parties), plus 20 boarding parties (and maybe eight more purchased with the remaining commander's option points of the Hawks after buying T-bombs).
The Gorns have 4xplasma-Gs (2xplasma-G-LF+Ls and 2xplasma-G-RF+Rs), 12xphaser-1s (2xphaser-1-FA+Ls, 2xphaser-1-FA+Rs, 3xphaser-1-LSs, 3xphaser-1-RSs, 1xphaser-1-RA+L, and 1xphaser-1-RA+R), 12xshuttles, 5xtransporters, and 8xT-bombs (assuming these are bought in preference to additional boarding parties), plus 28 boarding parties [and maybe 18 more purchased with the remaining commander's option points of the two ships, four on the CL and 14 (10xregular boarding parties, 2xcommando boarding parties, and 2xheavy weapons squads or combat engineer squads) on the CC, after buying T-bombs].
The Romulans are very, very weak in their rear arc, not able to bring any plasma torpedoes to bear quickly if approached from that quarter, and at best only able to bring half of their phasers into arc.
So to start with, the Romulans need to use "reserve impulse power." The Romulans never plot to move. They begin every turn at Speed Zero. If the Gorns are maneuvering to flank the Romulans, they use a point of reserve impulse power as their sole use of impulse engine power for the turn to sublight tac to face the Gorns. If the Gorns are not moving to flank the Romulans, they drop the point of reserve impulse power to accelerate to Speed 1 on Impulse #28, moving on Impulse #32 and using at that time (C3.432) to turn before moving in order to face the Gorns if they need to. Note that if they wind up not moving at all they can make a zero-energy turn on Impulse #32 and save the point of reserve impulse power into the next turn.
Because the Gorns are able to maneuver at high speeds, the Romulans may want to consider splitting their ships, that is keep them together, but have half of the ships "move in reverse" so that they have some plasma torpedo coverage to their rear.
Beyond that, a modified "Thach Weave" can be employed where the ships operate in pairs, moving to cover each other by crossing paths and keep a solid front of launchable plasma torpedo tubes facing the Gorns. Use of cloaking devices to force the Gorns to come in closer to fire their weapons is optimized by the slow speed of the Romulan ships. Luck with an NSM if they approach across your movement path can be helpful. Uncloak after the Gorn's make a close pass and fire to launch your own plasmas, but never fire everything or even most of it. You will need the R torpedoes for the pursuit, G torpedoes to make the Gorn's turn away. Launch on passive when you can (no use wasting the power for fire control if you are not launching the plasmas at close range or are not firing your phasers).
Remember on an overrun that the Gorns can hit you with two suicide shuttles per ship if they retain lock-on, and you have no suicide shuttles at all (no warp power to arm them), so consider keeping a weasel handy.
Gorns: Well, overall the Romulans look like they have a firepower advantage, but you have speed and raw (generated) power. You may want to race in to Range 10 and bolt the plasma-Gs without lock on and pull out. Maybe Range 8 and fire the phasers and bolt the plasma-Gs. If you try to get closer, expect the Romulans to launch some plasmas of their own to dissuade you. Do not count on a lock-on retention if you cannot get close when they cloak back out. Remember always that for you this is a siege.
By Gregory S Flusche (Vandor) on Wednesday, December 17, 2014 - 09:12 pm: Edit |
Never thought about the reserve imp at all. Something to think about there. Yes the Romulans did detect the gorn force and are able to turn and face the incoming ships. Was only thinking basic victory conditions.
By Richard Wells (Rwwells) on Wednesday, December 17, 2014 - 10:27 pm: Edit |
Mine placement is important to this. The Romulans need to get a ring of NSMs around them to keep the Gorns from sticking close. The Gorns will probably close to outside the Romulan mine area, place some transporter bombs adjacent to the Romulans and use shuttles to make sure those bombs detonate.
By Steve Petrick (Petrick) on Thursday, December 18, 2014 - 02:08 pm: Edit |
Richard Wells:
If the Romulans simply drop their NSMs and not move, then the scenario is a Stalemate, which in the end means the Gorns won (the Romulans do not reach and destroy the Gorn base). The Romulans need to advance, so they need to study the rules and maximize their capabilities. They need to time when to come out of cloak when the Gorns are approaching in order to launch plasma in enough volume to make the Gorns turn away. Dropping the NSMs at carefully calculated places behind their line of advance to make it hard for the Gorns to maneuver to come in behind them.
But if they just stop, the Gorns can stop too and on the basis that there is a Gorn installation the Romulans are here to destroy, the Gorns win because they saved the installation.
By Gregory S Flusche (Vandor) on Thursday, December 18, 2014 - 05:05 pm: Edit |
So in such said scenario I should state a victory condition for the Romulans if they can reach a certain board edge?. This then would force the Romulans to move and the Gorns would eventually have to attack the Romulans. Are see there civilian installation destroyed.
By Steve Petrick (Petrick) on Thursday, December 18, 2014 - 06:03 pm: Edit |
Gregory S Flusche:
Depending on the installation, it might actually be on the map.
The Romulans have some very long-range plasma (plasma-Rs) that could be launched as envelopers (or just normally), and getting into range to use them could put paid to the station, and force the Gorns to use their phasers on such long-range plasma as part of defending it. This in turn forces the Romulans to move closer where their plasmas can get through the defending phaser fire of the Gorn ships and destroy the installation.
The Gorn ships can, of course attack the Romulan ships, and the Romulans will need to move closer.
If victory depends on the installation, both sides have a tactical imperative. If there is nothing forcing the Romulans to move, or the Gorns to push in and attack, then stalemate is likely.
The Romulans cannot really chase the Gorns if there is not something tying them down, and the Gorns have no real pressure to push in on the Romulans if there is not something the Romulans can obviously reach if they fail to stop them.
By Gary Carney (Nerroth) on Thursday, December 18, 2014 - 06:49 pm: Edit |
The Romulans would not have envelopers available in this scenario, since it's set in Y159 and that firing option was not developed until Y162.
(And in any case, might the added power requirements needed to arm envelopers cause more of a problem for sublight Romulan ships than it would be worth? Given the date at which that warhead option became available on, perhaps the intent from the outset was for it to be used on ships equipped with tactical warp technology - even if there is no explicit rule that prevents NTW-powered hulls from arming them once they become available.)
It seems that this setup highlights a problem which the pre-Smarba Romulans had on the Gorn front ever since the latter developed tactical warp - unless they were able to use a mask, veil, or cloak to get close enough to a target planet to land on it and point their launchers skyward before the Gorns knew what was going on (as shown in one of the Y-module scenarios), the Romulans would run the risk of being caught flat-footed while still in open space. In an operational sense, one might argue that the Romulans have already "lost" at this point - and to be fair, the hedgehog tactic didn't work out too well for them in the long run either.
When setting up such a scenario, perhaps one option could be to set a time limit, beyond which the Romulans must disengage (in that the Gorns would be able to rush enough reinforcements to the scene to destroy the Romulan squadron)?
That might prevent an on-table stalemate, and play up how the use of tactical warp provided the Gorns with a decisive advantage at the operational and strategic levels which the Romulans simply could not answer prior to the Treaty of Smarba.
By Steve Petrick (Petrick) on Thursday, December 18, 2014 - 08:32 pm: Edit |
Gary Carney:
The Romulan ships are refitted, i.e., sublight-plus, having parts of various goodies the Klingons provide but not warp power. That gives a Warbird 11 points of power, plus battery. six points operates the ship (including the cost of the cloak and the point of reserve impulse power and the ability to go to full fire control) leaving five points of power to normally arm a plasma-R in the final turn of arming and five points of battery power to let fly an enveloper if one was desired and the scenario date allowed. Next turn it takes eight points of power to run the ship (including beginning to rearm the plasma) leaving three points of power to half fill the battery bank (actually, four points if you use one point of stowage for reserve impulse).
The operation of the ship takes patience and skill and good management. It is starved, but you can put out an enveloper if you need to and the situation allows, but not if you do no manage the energy, and yes firing the phasers would create more problems, but that is why they gave you the Captain's Hat and sent you off to fight!
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