Posted: Thu May 10, 2007 3:56 pm
Well, with the disrupter ship the name of the game is escape routes. You get as close as the plasma ship will allow, idealy from an oblique attack to aid in the escape. If you are heading straight on you may not be able to turn off in time before the plasma can hit. With an oblique attack you have your escape route built into your approach.
For the plasma ship you can either try and play the range 10 bolting game, or play the attack vectoring game. The only problem with the bolting game is that it is highly luck depent, so you must keep enough plasma held back and online to discourage a direct damage ship from getting too close.
If you are playing the attack vectoring game the idea is to get the disrupter ship to turn off, preferably before he can get to range 8. This can be done by launching enough plasma to get his fleet to turn off at range 12-14. If the disrupter fleet flies right through the incoming plasma then we have a very different game (and probably one the plasma race can win pretty easily)
If the disrupter fleet turns off after taking a long range shot, then it is the plasmas job to keep on the pursuit, and keep enough plasma online and in the air to make turning in for the disrupter fleet problematic. In this fashion you are firing at the disrupter fleet such that many of their weapons are facing away from the battle. They will try and jink this way and that to get various weapons in arc, but this will bleed speed and if they aren't carefull will get them him by plasma.
This is easier to do in a fleet setting then a duel as in the duel you will run out of plasma before long. It is also easier said then .....
For the plasma ship you can either try and play the range 10 bolting game, or play the attack vectoring game. The only problem with the bolting game is that it is highly luck depent, so you must keep enough plasma held back and online to discourage a direct damage ship from getting too close.
If you are playing the attack vectoring game the idea is to get the disrupter ship to turn off, preferably before he can get to range 8. This can be done by launching enough plasma to get his fleet to turn off at range 12-14. If the disrupter fleet flies right through the incoming plasma then we have a very different game (and probably one the plasma race can win pretty easily)
If the disrupter fleet turns off after taking a long range shot, then it is the plasmas job to keep on the pursuit, and keep enough plasma online and in the air to make turning in for the disrupter fleet problematic. In this fashion you are firing at the disrupter fleet such that many of their weapons are facing away from the battle. They will try and jink this way and that to get various weapons in arc, but this will bleed speed and if they aren't carefull will get them him by plasma.
This is easier to do in a fleet setting then a duel as in the duel you will run out of plasma before long. It is also easier said then .....