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Andromedan batteries
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DirkSJ
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Joined: 08 Jun 2010
Posts: 239

PostPosted: Fri Aug 27, 2010 11:20 pm    Post subject: Reply with quote

Shinanygnz wrote:
This appears legal, barring a rule about movement requiring generated power. Is it?
Obviously, no-one wants to get in to the level of the SFB rules in FC and the example may be at the extreme end, but are the blighters supposed to be able to do this? Yes, I know their ships are different to ours, but "hey, no fair".

In practice I think you'll find it's not as bad as it seems against an opponent that understands Andro limitations.

The only really efficient method of getting rid of massive PA energy is dumping one panel to the other and then into battery and leaves you wide open for a while. Most of the time your opponent will keep a couple weapons in reserve to make you question if you really want to dump panels and take free internals.

That said woe to the player that lets the Andro run away and cycle power at whim. If you are on an Andro you have to stay ON the Andro and keep the pressure high.

The last time I played as an Andro it was a 5man FFA king of the hill. One guy dogged me most of the game but never could close for good overloads. When I cycled power he always had a few shots (anyone else with free power took a pot shot). I was running and hurting all game.

But then he pulled away...and at the end everyone saw my little Andro revitalized and charging the hill with a huge pristine forward bank and enough guns and power to make people take notice. Turns out I didn't win in the end but I went from terrible to respectable in the short few turns that the pressure was taken off of me.
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Kang
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Joined: 23 Sep 2007
Posts: 1976
Location: Devon, UK

PostPosted: Sat Aug 28, 2010 7:31 am    Post subject: Reply with quote

OGOPTIMUS wrote:
Andros have their own rules, like having to use all other power before using battery power.

And because of this, the Andros really have no other way to use their power but engines first, then batteries - sounds obvious, but in the situation you have described, Shinanygnz, that's exactly how it works.

It is precisely because of the rule about no specific requirements for power 'type' - power is power, as we have already heard - that the Andro rules can be so clean and simple in FC, while still maintaining the flavor of the ships and tactics.
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Shinanygnz
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Joined: 21 Aug 2010
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PostPosted: Sun Aug 29, 2010 1:52 pm    Post subject: Reply with quote

I appreciate the comments guys. I'm aware of the desire to keep FC simple (hence, power is power) and the need to keep the pressure on the Andros (being a lapsed SFB player, I had a lot of fun fighting them in the past). This pressure relates to how much power and space he has available in the batteries to play his games.

It may not make a lot of difference where the power comes from when ships are undamaged, but when you get a decent hit in (and no doubt take one in return) and the INT is down a few engines and batts. Oh look, he's still doing 24+1, the power for this scampering off to clear the panels out coming from surviving batts. If his damaged ship is still going 24+1 the whole turn, then you're going to have more difficulty keeping up with him (less power for weapons) or end up farther away (less damage) and the pressure is lessened.

If you can use battery power to move, it's an advantage (size depending on situation) for the Andro. IMO, natch.
I just want to make sure that this is how it's meant to work.

Stephen
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terryoc
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Joined: 07 Oct 2006
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PostPosted: Sun Aug 29, 2010 2:48 pm    Post subject: Reply with quote

Yes, that's how it's meant to work.

In practice, if you keep the pressure on the Andro, he will have a lot of trouble dropping panels to clear them and fill the batteries again. Remember that the Galactic does not have to pay for housekeeping and the Andro does in FC. The hypothetical Intruder will run out of battery power quickly, (probably as little as one turn) and unless he can refill those batteries somehow, he'll slow down a lot. And then he's dead.
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DirkSJ
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Joined: 08 Jun 2010
Posts: 239

PostPosted: Sun Aug 29, 2010 3:29 pm    Post subject: Reply with quote

terryoc wrote:
Yes, that's how it's meant to work.

In practice, if you keep the pressure on the Andro, he will have a lot of trouble dropping panels to clear them and fill the batteries again. Remember that the Galactic does not have to pay for housekeeping and the Andro does in FC. The hypothetical Intruder will run out of battery power quickly, (probably as little as one turn) and unless he can refill those batteries somehow, he'll slow down a lot. And then he's dead.

Terry is correct. If you are chasing an Andro it should be almost impossible for them to do any efficient power cycling without paying for it with internals. If you can reliably do 3 dmg on those internals directed fire at weapons for free PA panel hits. Andro's don't have many boxes. Every internal hurts bad.
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Kang
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Joined: 23 Sep 2007
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PostPosted: Mon Aug 30, 2010 7:17 pm    Post subject: Reply with quote

DirkSJ wrote:
If you can reliably do 3 dmg on those internals directed fire at weapons for free PA panel hits.

Of course, you can only do that with at least one Disruptor in the volley.
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DirkSJ
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PostPosted: Tue Aug 31, 2010 6:05 pm    Post subject: Reply with quote

Kang wrote:
DirkSJ wrote:
If you can reliably do 3 dmg on those internals directed fire at weapons for free PA panel hits.

Of course, you can only do that with at least one Disruptor in the volley.

No, I was discussing power cycling. It's common that when you dump front to back it fills teh back and you have no shielding.
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Kang
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PostPosted: Tue Aug 31, 2010 6:38 pm    Post subject: Reply with quote

Ah, I get ya. Fair enough! Smile
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