Archive through February 13, 2004

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: The "X" Files: First Generation X-ships: Non-X vs X1 tactics: Archive through February 13, 2004
By Andrew Harding (Warlock) on Monday, February 09, 2004 - 10:38 pm: Edit

I've been chewing on a problem for a little while now. How do you beat X-ships with non-X ships?

A couple of sample situations -

a) Gorn CMX vs western ships - say 330 BPV all up, minimum three ships, all from one race, no two can be on the same hull, no civilians or auxilliaries. You may have PF's, but must still have three real warships.

b) Fed CX vs plasma, same conditions. Assume the Fed will purchase a couple of decoy drogues.

c) Hydran RNX vs a disruptor race, you have 400 points to spend. The RNX player has the option of replacing it's St-X with St-2M.

The map may be a single fixed map or floating (you will dice for who chooses after your ships are chosen) and EW may or may not be in use (again, dice for who chooses). There will be no terrain.

What tactics do you expect the X-ship to use in each environment and how would you counter them? If you win the die rolls, which set of conditions do you pick?

By Loren Knight (Loren) on Monday, February 09, 2004 - 11:41 pm: Edit

I think demanding that the non-X must have three ships puts them at a disadvantage. If the plan is to see how non-X can beat X-Ships why put the unit limit.

I would fair far better with two cruisers that three destroyers against an X-ship. One primary reason is that the destroyer squadron cannot compete in a tractor auction.

By Andrew Harding (Warlock) on Tuesday, February 10, 2004 - 12:40 am: Edit

The requirement for three ships is to ensure that the non-X doesn't just bring a DNH or multiple "race's best value unit". It should also make the games more interesting to play out if anyone goes on to do so.

The non-X side does have a very substantial BPV edge and is able to tailor their force to handle a specific opponent.

If you want to use two cruisers, bring two cruisers and a police ship. Then just disengage the Pol, you'll still be well ahead in total BPV.

By michael john campbell (Michaelcampbell) on Tuesday, February 10, 2004 - 10:03 pm: Edit

Try an equal ship duel...say a Fed DDX against the BCH of any race ( save the BCJ and any other ships of over 180 BPV ).

That will give you a much better idea of what is possible to have win in an equal BPV of GW & X1 ships.

Alternalty do a starbase assult with an X1 Squadron...the large numbers of attrition units and the POLs and DDs and FFs ( and possibly a CA ) will make sitting at range and blasting far less effective...this work better if Fed X ships arn't attacking the SB.

By Andrew Harding (Warlock) on Wednesday, February 11, 2004 - 12:51 am: Edit

DDX vs BCH isn't equal, the BCH is worth a good chunk more - though less so than the forces I asked for above. So ok, Fed DDX vs a BCH of your choice, same questions.

As a related question, if you don't feel that 330 points of mixed ships is enough to handle the Fed or Gorn CX, how much would force would you bid in order to play the non-X side in those matches? (Both players secretly bid, low bidder plays the non-X force, same force composition and environment rules). How much would you bid if you were instead allowed to use any S8 legal non-X force?

By michael john campbell (Michaelcampbell) on Wednesday, February 11, 2004 - 02:15 am: Edit

Okay...a Fed DDX Vs Klingon C7 with all her drones paided for, WS-I with Phaser caps charged ( you know my reasoning ) on a single Fixed map.

Here are the advantages of the C7:-
• 9Ph-1s in a perfect Oblique instead of the 6Ph-1s the DDX can chuck around.
• Her own ADD-12 and Four B-racks instead of 2 X1 G-racks.
• Six BTTY boxes instead of 3 ( although she holds a maximum of 6 instead of 9 ).
• She has 44 power producing boxes instead of 32.
• She has 2 more Admin shuttles, 4 more transporters and 2 more Tractors.
• Sheilds that are a little bit better.
• She doesn't need to find her power from warp to arm her heavy weapons. The DDX could build four standards for 8 warp power ( she has the ability to put 8 warp into Photons and still run at 31 ), 16 warp power into Fastloaded standard or 24 warp power into Fastloaded overloads.


Her disdvantages are:-
• Four Disruptors are weaker than Four X1 Photons.
• She can only Generate 6 points of EW, so she'll need to either loose out on EW or fly an ECM drone...she can handle either if her player is willing to go down those paths.
• Her H.K. & MC are more costly than the Fed DDX...it's a Disadvantage for the DDX that she must pay EW at the same rate as the C7 ( one point of power: one point of ECM/ECCM ) as 8 or even 7 points into EW serverely drops the battle speed of the DDX.


There are basically several methods by which the C7 can win and all of them are hard to employ.
• Suicide tractor. This will allow the C7 to get repeated hits with Drones and possibly SS and will make SPs more effective...it'll also make the Ph-3s more effective and make the massive H&R ability of the C7 more effective...and at the ranges where this can occour it'll also make the EW ability of the less improtant.
• Take away the ability of the DDX to do stuff...by moving quickly you take away the ability of the DDX to properly capitalise on it's Fastload Overload. If you use enough Type IVF-X-Ph-3 drones you may force the DDX to fire her rapid pulsed phaser outside effective range of Ph-3 and thus fire as Aegis Ph-1s, greatly reducing the ability of the DDX to shoot down drones.
• Try for an R5 Perfect Oblique with an ECM drone and H&R as once you have created a whole in the DDX shield it ( like the DD before her ) starts getting very limited abilities.
• Trick the DDX into doing something silly, like power full ECM on a turn when you're not firing or Arming up 12 Point fastloads ( with the option of completeing them as 16 point warheads on the turn that you're building up a two turn drone swarm.

The DDX will be trying to look for:-
1) R9-15 Fastloaded standards - Ph-1 Combos ( look for a stationary impulse to fire the Phaser only after the Photons have done some good ) to wear down the C7s ability to fight.
2) Overloaded R8 Shots to hammer the sheilds.
3) R4 or closer KILLER BLOWS.

The DDX has some real problem. 32 power minus 10.5 for HK and EW leaves 21.5.
Take out a further 16 for Fastloaded standards and the DDX only has 5.5 for movement and 9 points of BTTY.
Force the DDX to use 12 point Fastloads and it won't be going anywhere in a hurry ( not unlike the DD before her ) and force her to recharge her BTTYs and she'll seriously slow down...and slow vessels have trouble with 4 Type IVF drones.

By michael john campbell (Michaelcampbell) on Wednesday, February 11, 2004 - 02:57 am: Edit

Actually all X1 Vs GW battles fall under the same Tech Differential of other Tech Differential battles.


Consider a Fed CA leading a group of YCAs, YCLs and YFFs against a group of enemy Y vessels ( In Y130 ) that are lead by a YDN.

The Low tech DN has the Edge if it can tractor the CA at R1.
The Low Tech DN has the Edge if it can force the Fed CA to look for overloads and dump huge ammounts of power into it.

The Low tech DN is screwed if the Fed CA can make an unfettered R4 battle pass.

By Andrew Harding (Warlock) on Wednesday, February 11, 2004 - 04:33 am: Edit

I did forget to specify Weapon Status, oops. Assume it's diced for who chooses, same WS for both sides (despite X-ships usual plus on the WS chart), only WS-1,2 or 3 can be chosen (as an X-ship in a war zone can't roll less than WS-1).

Single fixed map, sure. ECM or no?

Your C7 advantage list is good. It also has superior arcs.

For the disadvantage list, I would expect the Fed to also use an ECM drone if available, a slight edge to the DDX as X-phasers are better at removing ECM drones than standard phasers and X-ECM drones are tougher. The DDX also has movement precedence, can HET at full speed and has an extra safe HET.

C7 tactics, Suicide tractor I can see. High risk, as failure sacrifices the ship, but has potential if unexpected. There needs to be another viable tactic for it to be unexpected :-)

Forcing up the pace of the battle - doesn't this just play into the X-ship advantages? If both move all turn at 31, the C7 has just 9 power left after housekeeping, while the DDX has 13 and a half.

Range 5 oblique would be nice, but a compentent DDX captain can easily prevent it - he has movement precedence.

DDX tactics - I just don't understand why the DDX might want to dance at R9-15 as this is the disruptor's absolute best range relative to the photon - could you elaborate? With favorable EW, the DDX's phasers do outperform the C7's, but won't do much more than bounce reinforcement.

If the map is open I imagine the DDX will dance at 31-40, arming photons over two turns to maintain speed. On the closed map it probably will at least feint the R8 shot as it can get 10-30 internals from that range while avoiding R4-5 retaliation (using a HET if needed), but R4 against a loaded C7 seems risky to me as the DDX can't afford to trade internals.

On a single fixed map I do feel that the C7 has a good chance (at just ~15% more BPV), as there isn't room for the DDX's ability to fight at high speed to really come into it's own. Without EW and starting at low WS, I'd even call the C7 advantaged. Is it's edge in situations where it's player chooses map size, EW rules and WS enough to give it a 50/50 chance overall?

By michael john campbell (Michaelcampbell) on Wednesday, February 11, 2004 - 09:32 am: Edit

Forcing up the pace of the battle - doesn't this just play into the X-ship advantages? If both move all turn at 31, the C7 has just 9 power left after housekeeping, while the DDX has 13 and a half.
Forcing the DDX to run is a little more situation specific than forcing it to recharge it's BTTYs. Basically the C7 Disruptors are pretty much equal to the DDX Photons once the Range is greater than 16 and the Four B-racks cost no power to run...the key ( and it works better on a fixed map ) is to get those 24/6/32 drones to do something meaningful ( even if just force the DDX to forgo Photons in favour of recharging Phasers ).

DDX tactics - I just don't understand why the DDX might want to dance at R9-15 as this is the disruptor's absolute best range relative to the photon - could you elaborate? With favorable EW, the DDX's phasers do outperform the C7's, but won't do much more than bounce reinforcement.
Assuming no one has an ECM drone, 7 ECCM beats 6 ECM with a -1 shift.
Fastloads only work out to R15.
Couple the two together and you get 1-2 for 8 damage every turn against R13-15 and 1-3 for 8 damage out at R9-12...Four times over...for (R15) 10.33 points of damage or (R12) 16.
The poor old Klingon's got Four Disruptor Hitting 1-4 for 3 damage...for 8 damage in total.

You fire the Photons first ( possible narrow volley )...then you do six lots of 1.5 damage ( thanks to the negative shift ). 19.33 or 25 points of damage against a C7 won't kill it but because you are outside overload range, your shields will let you fight another day ( perferably directly on that Shield ). Plus your double caps will make it quite a lot longer before the DDX need to take a powder at those ranges.

If the map is open I imagine the DDX will dance at 31-40, arming photons over two turns to maintain speed.
A DDX will mess up the C7 if can retrograde whilst keeping the range at R31-40...particularly with proxies ( and the occasional BTTY based ECCM ).


as there isn't room for the DDX's ability to fight at high speed to really come into it's own.
Of all the Federation X ships the DDX is the one with the biggest drawback...Four 12 point Photons is too dangerous to the vessel to use and too much of the BPV not to use...it's like a Cloak on a KR, you seriously have to plan ahead!

By Andrew Harding (Warlock) on Wednesday, February 11, 2004 - 03:23 pm: Edit

Igonoring EW, a fastloaded photon at range 15 averages the same damage as a disruptor for twice the power. If spending 16 on the torps, 6 on phasers and 7 on EW as you advocate, the DDX can move at just one hex per turn (plus batteries), a speed at which it's rather hard to dance and which gives up the most important X advantage, the ability to control the flow of the battle.

I think the DDX is much better off using two turn arming and either longer or shorter range. The fastload is only really relevant when parking on the turn after an OL strike, they are too power hungry for the DDX to use otherwise.

By R. Brodie Nyboer (Radiocyborg) on Wednesday, February 11, 2004 - 08:27 pm: Edit

I thought fastloads were limited to range 12.

By michael john campbell (Michaelcampbell) on Wednesday, February 11, 2004 - 10:03 pm: Edit


Quote:

Igonoring EW, a fastloaded photon at range 15 averages the same damage as a disruptor for twice the power. If spending 16 on the torps, 6 on phasers and 7 on EW as you advocate, the DDX can move at just one hex per turn (plus batteries), a speed at which it's rather hard to dance and which gives up the most important X advantage, the ability to control the flow of the battle.



Well for starters we are talking about X1 vessel Vs GW vessel so ignoring EW is hard to do.

Lets look at that Fastloaded battle speed.
24 Warp, 4 AWR, 4 Impulse is 32.
32 - ( 7 EW + 16 Photons ) = 11
Which yeilds a battle speed of 22.

You can use the caps and BTTYs to extend the use of your Phasers so we'll just talk about the first 3 or 4 battle passes.

Now putting 8 Power into DIsruptor Standards and will yeild 4 x 4/6 x 3 for 8 damage.

Using narrow volleies ( I probably should have mentioned that although with these to hit numbers it's not as improtant ) the Fed fires 4 x 2/6 x 8 for 10.66 points of damage...which is advantagious by it'self.
If you fire in the R9-12 bracket you get 4 x 3/6 x 8 or 16 points of damage...this is twice as good as the C7.
Basically in the R9-12 group counting EW, the Fastloaded Photon generates twice the damage for twice the power of the Disruptors.
Using narrow volleies on the impulse after will greatly drop the Phaser wastage you present.



Quote:

I think the DDX is much better off using two turn arming and either longer or shorter range. The fastload is only really relevant when parking on the turn after an OL strike, they are too power hungry for the DDX to use otherwise.



There are several range brakets where the Photons are ahead e.g. R31-40 & R9-12 and R0-8...and the DDX captain should have the flexibility to use all of them.
Overloaded lightly armed Fastloads can be pretty handy...for just 5 power each ( or 20 power when the C7 must find only 16 ) the Fastloaded Photons with the aforementioned shift shall fire on 1-4 for 10 damage four times over, every turn.
The 20 points of Damage you can expect from UIM overloads wont keep up with the 26.66 of those 10 point Photons and yet the DDX will have 8 points of extra movement. Even with fastloaded Standards inside overload range ( giving the DDX a further 8 points of movement ) the expected damage output ( thanks in part to the negative shift ) shall be 21.33 which is still ahead.
The trick is to not get caught out by the C7's 4 B-racks which cost the C7 no power to emply and can make Fastloaded Photons look like pea-shooters.



Quote:

I thought fastloads were limited to range 12.



CL23 XE4.5


On the Subject of Fastloaded Overloaded Photons from the DDX.
If a Fed DDa+ build her best Overloaded Photons to maximise her Firepower she will put 16 of her 19 warp points ( 4 AWR ) inbto Photons which is 84.2% of all her warp power.
If a Fed DDX tries to maximise her Photon Firepower then Four 12 point Fastloaded uses 24 of her 28 warp which is 85.7% which means the DDX actually has a slightly tougher time than the DDa+ in building maximised fire.

By michael john campbell (Michaelcampbell) on Wednesday, February 11, 2004 - 10:36 pm: Edit


Quote:

Igonoring EW, a fastloaded photon at range 15 averages the same damage as a disruptor for twice the power.



Maybe so...3/6 x 4 x 4 yeilds 8...proximity fuse Photons aid the Photon at longer ranges. But then the EW shift keeps the Photon slightly ahead AND R13-15 is hard to force...the Fed might slip into R12 and hammer you for even better damage.

R9-15 might be great for GW Klingons ( particularly Ph-1 GW Klingons ) but that doesn't stop R9-12 with a -1 EW shift from being see-poib for the X1 Fed.

By Andrew Harding (Warlock) on Thursday, February 12, 2004 - 02:08 am: Edit

Many players dislike EW, which is why I listed dicing for it rather than assuming it's use. The rule does generally benefit X-ships but they're not exactly helpless without it.

32 power, check. 16 for fastloaded torps, check. 7 for EW, check. So you're not firing half a dozen phasers every turn after all? That'll drop your damage output substantially. Life support, shields and fire control might also be worth considering.

Speed is life as always. Good play for X-ships, as with non-X, is generally not "arm everything and see how fast you can go" but "go as fast as you can while still being able to fight".

The unshifted photon table at range 15 is the same as it is at 40. The disruptor table is six times as good.
The unshifted photon table at range 8 is 50% better than it is at range 12. The disruptor table is the same.
Fastload sabredance away, the C7 captain might die laughing.

On the repeated fastload plot... a DDX spending 20 on torps, 7 on EW, 2.5 on housekeeping leaves it just 2.5 power (plus batteries if still available) for everything else. Even if the C7 has dropped it's engines that's not 8 faster! Have you ever actually flown this matchup or anything remotely like it?

I've run X-ships without any X-rules and found them good to great, with the X-rules I feel that even the very best non-X ships need favorable conditions. I was hoping for more replies to this thread by now, hopefully from people with contrary experience. That the only response requires the use of a flagship to oppose a common X-ship and assumes the X-ship will be used as a club instead of a rapier is not encouraging.

By Christopher E. Fant (Cfant) on Thursday, February 12, 2004 - 02:39 am: Edit

Andrew, I find your restrictions to be counter productive.

One large ship vs multiple small ships gives the advantage to the larger ship at any time period where the larger ship is the newest generation.

For example, against the Gorn CMX with 330, I would like to take 2 Fed CBs, costing about 324+ some drones. They will trash the CMX though. For one, they out BPV it by 70 points. For another they come out around end of an era, right beefore the X era...so similar generation.

2 NCLa+ would be able to give a good run and come in close to the 260 mark. They will win more than half the time.

The best ship to beat an X-crusier of any race though is the DNL, especially the Fed.

By Andrew Harding (Warlock) on Thursday, February 12, 2004 - 03:25 am: Edit

Excellent, a differing opinion.

My force restrictions were intended to avoid the "I use several copies of my races best ship" syndrome and to make the battle more interesting (I would like to see some of these played out). I acknowledge the one vs many problem, which is why the many side got a chunk more points. Something like CB + NCL + Pol is very nearly doable under my allotment and I'd be happy to take it on in the CMX. Depending on game conditions, I'd still bet on the CMX against either that group, against the 2 NCL or against the DNL. Obviously you think differently - what is your strategy in any of those groups against the CMX and what game conditions do you need?

By Andrew Harding (Warlock) on Thursday, February 12, 2004 - 03:30 am: Edit

Since my attempt to require interesting forces backfired, I'll throw the field open to any non-X force that is S8 legal and is of the same or lower BPV as the X-ship it is to oppose.

By michael john campbell (Michaelcampbell) on Thursday, February 12, 2004 - 05:01 am: Edit


Quote:

32 power, check. 16 for fastloaded torps, check. 7 for EW, check. So you're not firing half a dozen phasers every turn after all? That'll drop your damage output substantially. Life support, shields and fire control might also be worth considering.



OOPS

Life support cost are 2.5 so the speed frops from 22 to 17.



Quote:

The unshifted photon table at range 8 is 50% better than it is at range 12. The disruptor table is the same.
Fastload sabredance away, the C7 captain might die laughing.



Andy Andy Andy...

IF you're going to R8, it's a good guess the C7 thought you might and has Overloads...you might have a 50% increase in damage but the Klingons just got 150% ( UIM + Overloads ).



Quote:

On the repeated fastload plot... a DDX spending 20 on torps, 7 on EW, 2.5 on housekeeping leaves it just 2.5 power (plus batteries if still available) for everything else. Even if the C7 has dropped it's engines that's not 8 faster! Have you ever actually flown this matchup or anything remotely like it?



It's a thing you can do on a turn when you want to make the enemy pay ( usually after he's figured that Standard Disruptors are going to be the most productive for him)...on those turns it's okay to put a little BTTY into EW so that you can move.

Besides which, wasn't I the one saying that the Fed DDX had as it's major drawback the fack that it has wonderful Torps but nought the power to use it and live.



Quote:

That the only response requires the use of a flagship to oppose a common X-ship and assumes the X-ship will be used as a club instead of a rapier is not encouraging.



I wasn't saying that the X-ship should be used as a club...I was saying that if the X ship is used as a club it probably looses.

Just because it can be used as a club on the right turn ( when the B-racks are reloading perhaps ) with great success does not mean that it ought be used that way all the time.



Quote:

Since my attempt to require interesting forces backfired, I'll throw the field open to any non-X force that is S8 legal and is of the same or lower BPV as the X-ship it is to oppose.



I actually think on a fixed map with all drones paid for ( even with EW in play ) at any equal WS, the C7 has a pretty good chance ( perhaps 55% ) of beating the DDX.

The DDX has some problems.
4 Labs basically means that after it IDes the three dones released by your scatter pack ( in whatever turn said is availible ) then it can only ID one of the four drones from your B-racks.
Indeed over a two turn build up the C7 can launch 8 drones ( and control them all ) which will require more Rapid pulse Ph-3 pairs than it can get to bear in an oblique...and Type IVF-A drones can really gum up the the defenses of an X ships if the G-racks didn't deal with it.
Three Type IVF drones from an SP plus two waves of them yeilds the consumption of ( assuming the G-racks did nothing ) 11 Ph-1s ( as 22 Ph-3s ) and the DDX has a total of 9!
On a fixed map it's hard to keep running from those Drones which can run 96 hexes before burning out ( and could theoretically have extended range ) and cost the C7 nothing to arm and do massive damage ( even by the standards of the Type VIII drones the DDX could have ).

There's a reason the DDX costs 170 BPV and not 180 and I would say that it's specifically because the C7 ( in those conditions ) has a fairly good chance of winning.

By Mike Raper (Raperm) on Thursday, February 12, 2004 - 07:20 am: Edit


Quote:

I think the DDX is much better off using two turn arming and either longer or shorter range. The fastload is only really relevant when parking on the turn after an OL strike, they are too power hungry for the DDX to use otherwise.




Okay, I'll chime in. I agree completely with the above. The DDX has a few advantages over the C7, and should capitilize on them early. Get your photons fully loaded, and hold them. You now have a serious deterrent for the C7 to worry over, and you can hold it all you want for only 8 points. At that, you can hold your photons, have 7 EW and still have 14.5 points left over, enough to move along at speed 29 if you like. Since you have priority of movement as an X-ship (very important to consider) you have a fairly good chance of getting in to close range and hitting with your four overloads, and every phaser you can (minimum of six). This is your best chance...take him down as much as you can to even the odds quickly, before he wears you down. While you have this one chance to do more to him than he can to you, you have to use it. You will certainly be damaged right back, maybe even badly so...it depends on what you do with your batteries and shield reinforcement. But the C7 is going to be taking it on the chin, too, and likely will be the worse for the exchange.

Drones from a C7 aren't much of a problem for a DDX, either...not if you play it right. First, you've got a pair of GX racks. Just get yourself 3 full reloads of ADD's. You can afford this easily by trading in your X-drones, and you'll still have one load worth of regular drones to play with, including buying an ECM drone or two if you like. With your X-aegis, and a full load of ADD's, you can easily handle what the C7 can toss at you, provided you maintain a decent speed and are careful. As for his drones, well, you're already out BPV'd by ten points. As the DDX player, I'd just make it a condition that he cannot buy any drone upgrades, unless I bought more than the 10 points difference in our BPV...and I wouldn't. That leaves him having to trade drones for the specials he wants, instead of buying them outright, and that means less drones for you to worry over.

The real issue for the DDX player is to keep moving, and try to get your photons overloaded and held so that you can get that one really good shot. You can't snipe with a C7, and you can't play phaser trade off games, either. So, if you can hold 16 pointers for 8 points, use your ADD's for drone defense as much as possible to save your phasers, and keep your EW up to a decent level, you have a fair enough chance of getting close enough to hammer the guy.

Okay, that's my opinion. I never played this particular match, but I can't see myself trying to use my fastloads to fight a C7. He'll wear me down faster than I will him, and every internal hurts me more. So, I'd use the advantages I have to do my best to crush his klingon ass with one good hit, and them go from there.

By Christopher E. Fant (Cfant) on Thursday, February 12, 2004 - 10:44 am: Edit

I need an open map, I like EW, so that too.

You fly a DNL the same way you fly an X-ship. The DNL is bigger and can go toe to toe with the CMX and come out with more internals left over. The DNL can also fire at range, but the range game is good for X-ships, with the EW aadvantage.

Best chance, close with 5 overloads behind a wall of spread drones.

Only big thing is that the DNL must plan its turns several in advance, while the CMX can react in emergencies.

By Andrew Harding (Warlock) on Thursday, February 12, 2004 - 02:50 pm: Edit

Comparing like for like, the Fed CX has substantially better phasers than the Fed DNL, similiar drones (same total, individually better, slower firing rate), twice the reserve power, longer ranged more accurate and faster arming torps, two safe HET's and movement precedence. That's a lot to make up with a bit of hull volume and one extra torp. Also like the C7, it's a rare unit.

Against the Gorn CMX in the Fed DNL, how do you handle a ballet? Say the CMX throws two M and an S Sabot torps at you in time to deny your OL shot - do you run through it to take a shot through two or even three (8 gen + 3 ECP + 4 EM = 15 ECM) shifts, assuming he doesn't just HET away to deny OL range altogether? If you run while he chases, how do you get the torps back in arc without eating the next wave of plasma?

By michael john campbell (Michaelcampbell) on Thursday, February 12, 2004 - 08:19 pm: Edit

I wonder how one plays X1 ship Vs GW ship without EW...does the X1 ship fly around just using the -1 shift all the time!?!

By Andrew Harding (Warlock) on Thursday, February 12, 2004 - 09:24 pm: Edit

With 0 ECCM vs 0 ECM, the X-ship wouldn't get a shift. This also reduces the importance of their reserve power edge.

By michael john campbell (Michaelcampbell) on Friday, February 13, 2004 - 12:18 am: Edit

Yeah but how much of the X ship's BPV is in the fact that it does 8 EW ( with negative shift capitalisation ) and not 6.


With abosultely no deviation from the tables, the XDD will have a pretty lousey time of things when battling the C7 even if the drones were speed 20 or the map floating.

By Andrew Harding (Warlock) on Friday, February 13, 2004 - 12:29 am: Edit

If you're free now, would you care to try it online? Fed DDX vs C7 (speed 20 drones), floating map, no EW, WS-2 start? I feel that the DDX is advantaged there, moving to even if the C7 gets fast drones. Swap the C7 for say a Rom NHK (w. Sabot) or Kzin BCH (fast drones) and I'd somewhat prefer the DDX again - the C7 is a powerhouse by non-X standards.

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