storeylf wrote:
Most of the good tourney empires can counter or handle that.
The PPD, HB, and Phot empires can handle that attack approach as I noted in a previous post. The disrupter ones can't. And using Patrick's list earlier in the thread, 3 out of 4 of the good competitive empires for tourney play are Kzinti, Lyran, and Tholian, all disrupter empires.
storeylf wrote:
The scenario we were talking about was the tourney, where there needs to be some turn/time limit. Removing time limits wasn't suggested, in fact quite the opposite, a time limit was noted as being needed. The larger map was simply proposed as a way of allowing more than the 1 turn you currently get before being caught at overload range, to help those empires who do better by avoiding that range against crunch empires for a bit. It wasn't also proposing dropping the time limit.
My mistake. I was assuming both were being dropped since reference was made to Klingons sniping away on an open map at Feds which would simply result in shield damage and maybe a few burnthrough in a 3-4 hour time limit and would need a lot more time than the current Origins limit to be decisive.
In fact, my first posting on this tangent was
It would be a long boring game that will never finish in any reasonable time limit and you didn't state time limits in your initial reply to that message.
storeylf wrote:
Don't be deluded by the apparent ocean of power to start with, it doesn't last long when not being shot at unless you drop to speed 16. Against the current crunch fleets that dominate the tourney, and can readily whack an INT at close range, you will probably be doing 24+ for significant amounts of time which with your phaser fire can eat 20 battery power just in one turn, decels (for tweaking initial attack range), EM or HETs etc will further eat into that. You can well be looking at energy problems as you want to start a second attack run.
There are 2 possibilities after the first attack pass:
1) He blew up the Cobs. In this case, the Int doesn't need to run away as quickly. The Int has no panel damage in this scenario so has a lot more freedom to act.
2) He mostly filled the front panels of the Int. In this case, his energy crunch is much lessened since he's refilling the batteries by at least 7 for the turn, or maybe more if he can arrange a panel dump. The Cobs are stlll around and must be dealt with.
In either case if energy becomes too low, he can go speed 16 and use the DD to effectively go speed 28 or 40 and keep away from the opponent. That should save enough energy until the TRs reload for another battle pass.