The thing is that we are NOT talking about a 1 on 1 duel. In fact, this entire discussion has been about squadron or fleets. In that case, the C8 consumes 256 pts and the DN consumes 244 whereas the DNH consumes 261 pts. The most fair comparison is the one that compares relatively equal consumption of resources.storeylf wrote:You are talking about something difference to what I was talking about.
Theres a difference between 5% difference between 2 ships in a 1 vs 1, which is where I was explicitly saying it makes little difference and a 5% difference in points allowed in a tourney. A 7pt difference in a cruiser comparison is neither here nor there, the point system is so inaccurate that difference is meaningless. I seriously have no issue comparing a Kzinti CA to D7 and Kzinti NCA to a D5W or a DN to a DN, and is the most appropiate comparison IMO.
Again, we can take an EXACT BPV match with modern ships. DNH, BCH, and NCA vs C8, C7, D5W. Which squadron would you choose?
Part of the 'ability to fight from a position of being pursued' is having the option of turning and counterattacking if given the opportunity.storeylf wrote: I'm falling for no such trap. Fighting at long range requires that you maintain range. Like it or not you will be spending a lot of your time fighting over your shoulder, especially against those who you need to fight at long range. You may get the chane to do other things if the opponent allows it (due to empire, or player tactics), but we were discussing fighting at range as far as I was aware and against presumably any fleet. Ability to fight from a position of being pursued is the most important consideration in that case.
And you also need the ability to counterattack as well.storeylf wrote:It may be that you will not always be pursued hard, or be so worried about it - a kzinti vs klingon fight sees no one with game winning crunch, and may not be a simple chase. But when you face Fed or Hydrans or crunch Orions etc you will need the ability to fight from that position of being pursued.
Basically you need to outdamage the other guy. You can do it by shooting over the shoulder vs the other guy's FA weapons, or by counterattacking at the right moment.storeylf wrote: if you are outshooting the other guy at range and can maintain it then why else would you need to do something else.
The Orion with disrupters can move at 24+1 and still overload. The pursuer is probably holding standard loads. Trading overloads for standard shots is a winning strategy. And if the Orion is running away, he can either double just 1 engine, or double every other turn. He's still repairing shield boxes at an extremely fast rate.storeylf wrote: I hardly dismissed the long range Orion, in fact I said the all phaser Orions is a good long range squad. A disrupter fleet isn't though. If your disrupter fleet has to double, then you lose your stealth, and you will have to turn into that Fed/Hydran/plasma fleet to shoot. For what you are saying you are doubling for (in addition to speed/weapons which is why you doubled in the first place) you will be sacrificing 2 or 3 engine boxes a turn, dam con 4 will not keep up with that and any burnthrough.
Having the option to counterattack is a perfectly viable long distance strategy. An open map would've helped me even more since the Plasma R becomes a lot less scary.storeylf wrote: I struggle to see that as a long range strategy in the terms we are talking about, against anyone who wants to close hard you are delaying impact by a turn whilst you run to a corner. As I have said though Lyran are more a crunch empire, they can afford a long range volley and then accept the point blank crunch, being cornered is not an issue for them in the sense it is for klingons (which is how the discussion started). If you had Feds or hydrans chasing you hard then you would not be doing that at all, the small map would finish you off, and a larger map wouldn't help as you would struggle to bring anything else to bare for the rest of the game.
I think you hit it on the head the previous paragraph where Paul was holding overloads. That's not really a good strategy on an open map. If he held standards, then a 2 NCA/CS fleet has 22 PH-1 that can shoot forward plus occasional potshots from range 12 photons and can still go 24. That compares decently with whatever the Klingon can shoot backwards.storeylf wrote: Klingons were, to put it in Pauls own words, 'dominating' the game up until I ran out of room to run on the fixed map. At that point a single volley from the Feds effectively won the game, not withstanding that 2 of his ships were reasonably well damaged. Even in a chase the Klingons can maintain damage on a pursuer, if they are not chased hard then they can easily fight a more standard 'sabre dance' style game.
At best, the Klingon is better vs Feds and Hydran fusions. Virtually everyone else I would take Kzinti. Certainly in a head to head matchup, Kzinti should beat equal BPV Klingons more times than not.storeylf wrote: If map edges are not an issue, I still say Klingons are the better long range fighter as they can fight at range both in a pursuit, which is essential against someone desperate to close you down, or more on their own terms if the other guy doesn't chase fast enough. Kzinti are second, but their reliance on drones to make up lack of manouvering and weapon arcs is not totally reliable, they are good against some and not so good against others. They also require at some point a reloading period where you are a lot weaker (or a delibeate slow down in fire rate to keep a constant stream out)
Bottom line is that from what I know, Klingon and Kzinti were fairly equal in SFB. But the Klingons lost the UIM and yet kept the same BPV. If you lose something significant that the other side didn't but keep the same BPV, it's pretty much unavoidable that you're now overpointed compared to the other guy. Even if the Klingon was better at a couple of matchups, it would still be suboptimal to take them since there are many more matchups where it's not as good (ie even if Klingon is better vs Fed/Hydran fusion (arguable), it's still not as good vs disrupter races, ISC, Andros, HBs, big plasma, etc).
Incidentally, the 2 DWL, D5 squadron is illegal for the tournament. It has 2 of the same 'leader' ship. In the tournament, you're allowed 2 leaders but they must be different.

