mojo jojo wrote:The DN should have plenty of energy. There's no reason to leave the corner in turn 1, so it should have held PPDs and full batteries. Then in turn 2, it can slowly leave the corner. Even if the Intruder breaks the tractor, it burns out its batteries and Andromedans WILL feel a power crunch without batteries, even after transferring some energy from PA panels.
During the engagement turn, the DN has 64 power. It needs 8 for PPDs, and 14 saved for phasers. It doesn't need to move fast at all, so it can declare baseline speed 0 or 8. The Andromedan needs 7 power for PA panels, 9 for TRH, 8 for PH2, 2 to hold DisDevs, 6 for EM, and probably 24 for speed and maybe a few for judicious acc/dec. There's no guarantee that the Intruder will be able to break the tractor.
I was also looking at the possibilty of speed 0 for the DN, it at least allows the DN to turn each impulse with a turn mode of 1, whilst keeping oodles of power for HET, Batteries, weapons etc. But it does mean that the Int will have minimal problem lining up for the perfect shot.
As for corner, I wasn't really assuming any particular map type. It certainly keeps the ISC somewhat safer if he is sitting right in the corner, no worries about anything being out of arc, or Int running to rear.
Also, don't forget that the Andro has taken probably 18 or so damage at long range from 2 PPDs earlier. That will add to the internal damage of the first pass.
Unless you get to tractor range, you're not going to be killing more than 2 PPDs. You'll be lucky to even kill 2.
Yup, but you will only be looking at any internals at all if the andro goes for a range 0 or 1 pass. By range 2 the likely ISC volley of 10 ph1s and 4 ph3s will average 60, which with 18 more from PPD is still not enough to score internals (bar burnthrough), allowing for a bit of luck the ISC may score a few. A range 3 attack makes it practically impossible to get through the panels. By going so slow you have more or less surrendered any choice in the range. If you score average or over with the PPDs the andro can hold back a bit, totally safe whilst still dishing out 80 odd damage, at range 3 he can safely allow the ISC a centerline, as the extra 4ph3 won't make enough difference to get through the panels.
The ISC ends up losing a shield and taking 30-40 internals (shield depending) aimed at weapons, 30 internals directed averages 2 PPDs taken out, by 33 internals you are looking at a noticeable chance of 3 PPDs, not to mention sevaral phasers (ph3s, but still weakening the ISC ready for the next attack).
Even if the 2 PPDs do max damage at long range, a range 3 pass for the Int is still very safe, even with a centerline for the DN.
The Andro on the other hand, whilst possibly taking almost as much damage back, will not be looking at more than a couple of burnthrough, and the damage just dissipates away for free whilst he rearms.
Thats why I'm not sure that going slow for the ISC is so good, If he is going to do anything noticeable to the Int then he really needs to be able to push the range to point blank so that he has the maximum chance of busting through the panels, and also the extra oppurtunity the extra moves provide of avoiding an Int centerline.