By Jeff Anderson (Jga) on Thursday, March 05, 2020 - 07:19 pm: Edit |
A possible weakness, Gary; the Juggernaut is protected by a Rotating Shield (SL246.463) in addition to the electro-statically-charged armor. While this shield is (VERY) different from Galactic Powers shields, I think it still qualifies for the inability of Dissection Beams to do anything to a shielded target (EC1.325).
Before a Juggernaut player should think of this as a "Get out of Jail Free" card, they should remember that the rotating shield gets powered solely in Energy Allocation and all energy to it MUST be applied at the start of the turn (SL246.4633); he (or she) can't just "Discharge Batteries" to raise the rotating shield level. However, it CAN be kept out of arc to avoid damage until such a time as the Andromedan player attempts his/her tractor beam lock and be rotated at that time to block Dissection Beam damage (per SL246.4632).
In this case, I suspect that, because the Andromedan loses both SatShip compliment AND TRH beams to be equipped with (a?) Dissection Beam(s?), they'll have less "Conventional" firepower than a regular Andromedan force. Will the Juggernaut Armor be sufficient to withstand the hits in this case?
By Gary Carney (Nerroth) on Thursday, March 05, 2020 - 07:27 pm: Edit |
I failed to note this in my previous post, but under (EC1.325), Dissection Beams have no effect against shields; they must wait until the facing shield is down before they can cause any damage. In this instance, I took that to mean that even if the rotating shield is not in arc, the DSB cannot do anything to "active" electrostatic armour boxes (which are treateed as "shields" for this purpose), so would depend on non-DSB fire to reduce the facing number of "active" electrostatic armour boxes to zero before it can be used to destroy "inactive" boxes.
Tactically, the question I was trying to grapple with was whether or not it is better (more often than not) to try to press the initiative against a Juggernaut Empire opponent, so as to apply the Dissection Beam(s) earlier in the engagement; or to keep the weapon in reserve (and use all of that power needed to actually arm each DSB for other things) and only start leveraging it later in the engagement. Although, it's a lot easier to press the initiative aboard a Devourer battleship than it is with an Extractor light cruiser...
By Steve Petrick (Petrick) on Friday, March 06, 2020 - 04:51 pm: Edit |
Be it noted, It had been a while since I looked at Module C3A, and I had forgotted that the dissection beam did not affect shields and is in fact blocked by them. But even given that, the situation holds. When a dissection beam hits Juggernaut, if the armor has previously been deactivated, the beam's damage it applied to the facing armor first, it does not ignore it.
By Mike Grafton (Mike_Grafton) on Thursday, May 07, 2020 - 03:43 pm: Edit |
Making the smart choice.
Mike Grafton
USS South Carolina (TDY USS Kentucky)
Often an opponent might drop mines out his hatch and via transporter to influence your movement or whatever.
However, you do get a certain bit of informaiton which should influence which "mines" you juke vs those you run over.
M3.224 REQUIRES that all mines laid via the hatch be real. The ones transported might be real...
So, use all the information you have to decide what to do.
Of course, the reverse is also true...
And your milegae may vary depending on whether you use "Hidden mine placement" for dropped tbombs & NSMs.
By Mike Grafton (Mike_Grafton) on Monday, June 29, 2020 - 07:24 pm: Edit |
Particle Cannon Tactics
Mike Grafton
USS New Mexico ( PCS!)
When using particle cannon equipped ships, one tactical variable that must always be accounted for, by both sides, is that the PC can fire twice a turn with a pause between shots.
Notably, the energy cost of shots can be different.
• Overloaded shot (first or second shot of turn)..................3 points
• Standard shot (first shot of turn)..........................................2 points
• Standard shot (second shot of turn).....................................1 point
Usual practice is to shoot a regular charge and then close in for the overload shot at close range. HOWEVER, you should consider firing the overload first and then just maneuvering to get that second shot later in the turn.
OL plus (second) regular shot costs = 4 power
Regular shot plus (second) OL shot costs = 5 power.
With a cruiser this can mean you have an extra 4 power for other uses in the turn. Like for transporters and tractors...
This may be a tactic to use only occasionally, but you should at least consider it.
By MarkSHoyle (Bolo) on Monday, June 29, 2020 - 08:30 pm: Edit |
Mike,
IIRC, it was stated in other conversation
4 points of power max per turn being fired......
By Jeff Anderson (Jga) on Tuesday, June 30, 2020 - 11:51 am: Edit |
While it does sound like a good plan, Mike, there is something that, respectfully, make me think it might not be worth the effort.
Even though PCs can fire twice per turn, there's still a twelve impulse delay between firings (E17.43). Using your CA example (with four PCs), here's what I expect as a difference in an approach type fight...
Scenario 1: Overload first, standard load second. Overload is fired at Range 8. Die roll of 1-3 required to hit. Two hit. Twelve damage points. Standard loads are fired at Range 1 (PCs aren't usable at Range 0). Die roll of 1-5 required to hit. Twelve damage if three hit, Sixteen damage if all four do. Total PC damage: 24 or 28 points.
Scenario 2: Standard loads first, overloads second. Standards are fired at range 8, although for this example there'd be no difference if they were fired at ranges up to fifteen. Die roll of 1-3 required to hit. Two hit for six points of damage. Seltorians close all the way to Range 0 for the overloads. Die roll of 1-6 required for hit. All four hit for 32 points of damage. Total PC damage: 38 points.
Advantage for scenario 2 is ten to fourteen points of damage.
While it is true that the aforementioned difference would disappear if the Seltorians were to "Klingon Saber Dance," their cruisers have a Turn Mode of D and their destroyers and frigates have a turn mode of C. Meanwhile, their preferred opponents, the Tholians, have a standard cruiser with a turn mode of B and their PC hulled ships have turn modes of A and the bonus of being nimble.
These factors, in my opinion, probably make the Saber Dance a difficult plan for the Seltorians.
Sorry.
By Gregory S Flusche (Vandar) on Tuesday, June 30, 2020 - 05:19 pm: Edit |
I just recently bought New Worlds III. (2017 edition) I was curious about the Seltorians. I have been looking at tactics. Not only single Duels but also squadron battles.
As Mike said above. Getting in that second shot a turn seems like a real good idea. Giving max damage possible a turn. As I played around with it. Firing at range 15 for the first shot. Even if the Seltorian is at speed 10. The Other ship at any combat speed will be inside overload range and firing before the PCs cycle.
Turning away at range 15 after firing then turning back in after the PCs cycle. Is hard with the poor turn mode and the breakdown rating means a HET is not a good plan.
One can do a poor mans HET between turns but that means You are not getting two shots a turn. Turning away running at speed. Then ED and tac around may work. But that leaves you at speed 0 for a while.
With squadron tactics. You can fire at range 15 on the oblique. Turn off speed up then use Tractor tricks to drop Your turn mode and turn faster to get back around for the second shot.
The one thing that I really like about PCs is the capacitors. If I load 3 points into the PC. That is one point less then a overloaded Disr. The other player does not close into overload range. Like you thought He might. You can still fire a standard shot. You can not do that with Disrupters. Also if you do not fire those 3 points. You can hold the PCs for 1.5 each. There is also the fact that You can fire two standard shots with the 3 points. So for 1 point of power less then a overloaded Disrupter You have more flexibility in your fire.
Disrupters hit better then PCs. A PC can make up the difference by getting that second shot. However that is difficult to do. I am going to try the Seltorians in the next Campaign that Matt sets up on His program. We shall see how that goes.
By Mike Grafton (Mike_Grafton) on Thursday, July 30, 2020 - 06:56 pm: Edit |
Tractor Tunnel Tricks
Mike Grafton
USS New Mexico
The effects of the tractor tunnel on shuttles caught within it is often misunderstood. It pays to know how the "Net Effective Vector Rule" (NEV) will change whether death dragging occurs to that shuttle to your possible benefit or detriment.
Specifically you should carefully consider, once a tractor is established (or is about to be established) whether it might be to your benefit to turn to CHANGE the Net Effective Vector. If you can make a turn to increase the NEV to over the shuttles death dragging speed, do you want to prevent shuttles from zipping into you? Or the reverse, can you change the NEV to allow a shuttle to get to your opponent?
By Steve Petrick (Petrick) on Wednesday, August 12, 2020 - 02:19 pm: Edit |
Term Papers have been downloaded for Grading for Captain's Log #54.
Term Papers submitted after this point will be considered for Captain's Log #55.
By Mike Grafton (Mike_Grafton) on Wednesday, August 12, 2020 - 06:35 pm: Edit |
Just you and me?
I am actually curiously about how many you have on file. Dozens and dozens? Or are ones by other than the two of us kinda in short supply.
By Steve Petrick (Petrick) on Thursday, August 13, 2020 - 12:02 pm: Edit |
Mike Grafton:
Jeffrey George Anderson had a paper, and Gary Carney submitted an attempt. The topic is open for Captain's Log #55.
By Mike Grafton (Mike_Grafton) on Thursday, August 13, 2020 - 07:53 pm: Edit |
sad. Maybe, someday, we'll get a compendium of SPP and Grafton papers that were OK(ish) but never made the show...
By Alan Trevor (Thyrm) on Friday, August 14, 2020 - 07:05 am: Edit |
SPP,
Some time ago I submitted several term papers, mostly having to do with Tholian web defense. One of these was used in Captain's Log 53 but I never heard what happened with the others. Were they rejected as not good enough, or did they go into a queue for possible inclusion in a later Captain's Log?
By Steve Petrick (Petrick) on Friday, August 14, 2020 - 12:00 pm: Edit |
Generally speaking, only one (1) term paper is published in each Captain's Log by one (1) author. Other papers submitted by the same author go into a file for future publication, unless the paper was dismissed by the graders for technical faults (like a rules violation/misunderstanding) or not sufficiently impressive.
By Alan Trevor (Thyrm) on Friday, August 14, 2020 - 12:58 pm: Edit |
SPP,
I understand that part. I was just curious whether the other term papers I had submitted had gone into that "file for future publication" or whether they had been dismissed by the graders.
By Steve Petrick (Petrick) on Friday, August 14, 2020 - 01:26 pm: Edit |
Alan Trevor:
You currently have four term papers in the file. This does not guarantee that you will be published in this issue, as papers have gone out to be graded and are published based on the highest grade and then for space. That is to say a 20 line term paper that is the highest grade in the file (and in the current grading pool) will be published, then other grades, and if there is space to fill, a paper with a passing but very low grade may be squeezed in.
By Alan Trevor (Thyrm) on Friday, August 14, 2020 - 02:21 pm: Edit |
Understood. Thanks.
By Mike Grafton (Mike_Grafton) on Tuesday, August 18, 2020 - 07:16 pm: Edit |
Maximizing your fighters Alpha Strike
Mike Grafton
USS New Mexico
The Hydrans are well known for the power of their fighters if they can get to very short range for an Alpha Strike.
But other Empires can also make Alpha Strikes even if they don't have seeking weapons.
The secret? Load up every "Pod Rail" & other eligible hardpoint with Phaser 3 pods!
Suddenly that lowly fighter that has made it's sole seeking weapons launch might be a LOT more dangerous for the enemy to overrun...
Imagine. 4 typical mid war fighters loaded with the maximum number of P3 pods AND warp booster packs. They tool along at normal maximum speed (so as to not reveal the WBP) and at range 9 they launch a drone/ seeking plasma and head in for a strafing pass at range 0 or 1. They are presenting a risk of 8 phaser 3 shots. Not enough to punch a cruisers shield. At range 2 they slow down (either they are dropping packs or faking it). NOW, if your opponent has read this paper, they present a 16 phaser 3 volley hazard. Which is enough to punch through a cruisers shield and do some useful damage...
And if you have loaded up your drone hard points with MORE Phaser 3 pods...
NOTE: Still don't have all my books. Can fighters put pods on drone/ Plasma D rails? If not, delete that last bit.
By Steve Petrick (Petrick) on Tuesday, August 18, 2020 - 07:23 pm: Edit |
Michael Grafton:
While phaser pods can be hung on either pod rails or drone rails, they are limited to one per fighter and two per heavy fighter (J11.331).
By Mike Grafton (Mike_Grafton) on Tuesday, August 18, 2020 - 07:27 pm: Edit |
Fighter Deception Tricks, part 31
Mike Grafton
USS New Mexico
Many "main line" fighters have limited speeds, which later get increased. From speed 12 to 15 for example.
A cruel trick to play is to have your FASTER fighters pretend to be the earlier, slower, versions. So you can suddenly go faster than your opponent was expecting.
This can be combined with pods on the rails to slow your fighter and allow you to do the "pod dump speed change." If you happen to USE those pods, then dump them, you suddenly get a speed boost too!
By Jeff Anderson (Jga) on Tuesday, August 18, 2020 - 09:56 pm: Edit |
Mike, my interpretation of C12.34 says that as long as shuttles don't exceed their maximum speed, they can accelerate and decelerate as much as half their normal maximum speed during the course of a turn and can perform the unexpected speed changes without needing to carry (then drop) pods.
By Jeff Wile (Jswile) on Tuesday, August 18, 2020 - 10:36 pm: Edit |
I will have to check the rules again.
I was under the impression that only fighter or assault shuttles (Bombers?) can carry pods. Admin shuttles do not.
By Jeff Anderson (Jga) on Wednesday, August 19, 2020 - 09:52 am: Edit |
(J11.115) "Generally speaking, non-fighter shuttles cannot carry pods. The exception is the MRS, which can carry some pods."
By Steve Petrick (Petrick) on Wednesday, August 19, 2020 - 03:18 pm: Edit |
Mike Grafton:
The Pod Acceleration trick was in an earlier Term Paper.
There are not many empires that can have a fighter pretend to be an earlier slow fighter. Aside from the Heavy Fighter to the Fast Heavy Fighters of most empires, and the Federation F-18 to F-18B (and G-18 to G-18B), I think only the Romulans and ISC can even try this.
Most empires do not have fighters that become faster. The Klingons have the Z-Y, which is not the same thing as a Z-V or Z-2, or Z-1. The Hydrans have Stinger-2s which are not the same thing as Stinger-1s.
Tac Intel-wise:
At Level C you can detect fighters as different from shuttles (typically 40 hexes range)..
You can tell large fighter from small fighter at Level D (typically 30 hexes range).
You can tell the specific type of fighter at Level H (typically 12 hexes range).
You can tell the there are weapons (or pods) on drone (or pod) rails at level I (typically 10 hexes range).
You can tell the EW or two-seat fighters at Level K (typically six hexes range).
Level H (12 hexes range) the fighters are revealed if you are playing with Tactical Intelligence,
if you are not, then under (D17.91) if you launch the fighters at 100 hexes range or less, your opponent would have to be pretty lazy not to ask you what kind of fighters they are, and you have to tell him.
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