Posted: Mon Dec 14, 2009 9:13 pm
Shouldn’t it be 2 from long range fire using weapons about to go out of arc?storeylf wrote:I hadn't calculated only 18 getting destroyed.
Assuming a Fed SB:
turn 1 imp 8 = 24 drones at range 21
turn 2 imp 1 = 12 drones range 18
impact impulse 7
The SB if it goes full defense (which if you keep range it may as well) should deal with:
6 from drones.
3 from long range fire using weapons about to go out of arc
8 at impact with ph4
4 at impact from ph3+add
12 tractors
3 and a bit with battery.
That is 36 drones.
Let’s look at how much power the SB is using:
20 from 10 PH-4
24 from 12 photons (you have to load all of them since the photon that’s out of arc will eventually get in arc)
2 from 4 PH-3
36 from batteries on drones
30 from batteries on disrupters and PH1 from the CLs.
That’s 112 power. The SB can only keep this up for 1 turn before having to let some damage through. On the turns where drones aren’t striking, there’s enough power to basically fire weapons, but not refill batteries.
storeylf wrote: At the end of that turn 2 of your ships are prevented from launching unless they start dropping drones currently tractored. You could drop just 4 to start with so you can launch the 2 drones each for those 2 ships (4 free kills to the SB). At the start of the following turn The SB has a couple of choices - hold tractor and make you drop them, or drop some any way. If he drops 4 he is pretty safe, the ADD and batteries will handle those on impulse 1. That leaves 8 tractors definatly free again this turn, you could then drop the other 4 drones as you launch on impulse 1 with those tractors having been used for this turn. Again, unless you do head in he has no reason to not go full defense. With 4 tractors unuseable for turrn you are looking at an average 7 drone hits, 44 batteries leaving 39 shield hits and a burnthrough. There is some variance in that due mainly to the ph3/ADD rolls at impact time, that could go in his favor as well as yours. You are then left with a last wave of just 24 drones (which never gets through) before you retire to reload. Whilst you retire to reload he allocates power to repair shield, when you return you are looking at an undamaged SB. Of course you could throw in range 18 disr/phaser, but they are unlikley to have a decisive effect, anything they do will also have been repaired when you pull back to reload.
The CLs can keep up drone fire indefinitely. They have 4 repair points and fire 4 drones per turn. You can reload at the rate of 1 drone per repair point even on partially loaded racks. Any drone racks that can’t fire, reload at the end of the turn. All CLs can keep up a constant 6 drones per 2 turns rate. Also, you can only battery 44 damage once. After that, you simply don’t have enough power to keep it up. 7 drone hits every 2 turns plus 24 disrupters and 12 PH-1 will whittle down the SB quite nicely.
The good thing about the range 18-24 attack is that you have 3 shields per ship to soak up and still fire disrupters and PH-1. You can use all 6 shields if all you’re worried about is launching drones since drones are 360. I expect that it’ll take a long time before the SB forces even 1 CL to retreat.storeylf wrote: In the mean time, the SB will have been firing what ever heavy weapons he has at you, The SB can fire a volley of 8 heavies and a couple of pairs. Disrupters average 8 on the big volley and 2 for each pair, batteries can reduce that a lot. Photons are your worst enemy, as although they don't hit much, your small ships have to deal with 13% or so chance of taking 3 or more hits from the big volley. In a long range duel the fed photons will do more damage to you than you are doing the SB. Pulling back to repair is just weakening the drone attack.
Yep.storeylf wrote: As noted by someone else, the Drone Frigate really is the Kzinti SB killer of choice. There really isn't any defense against a group of them unless you are tholian or hydran, tholians being able to take on practically any amount of drones, and hydrans can handle about 80 per wave, so 72 should allow for a few extra misses. Against Hydrans, range 18 is not a good range, you are starting to take noticeable damage from hellbores.
storeylf wrote: 334 would do more than that, that was for 100 internals, I couldn't be bothered working out the extra 20 odd internals you would score with 334 damage. Also that was before MWest pointing me to the rule about bases treating warp/imp as reactor. Taking that into account a range 12 launch gives an expected spread of 16 power and 9 weapons. Range 8 launch gives 32 power and 18 weapons.
As for the Condor, you seem to have rather little respect for the killing power of an SB, if the SB decides to go offensive then at range 8 the Fed SB can cripple a Condor with ease, and with a bit of luck on the photons can kill one, or finish it with the drones or next turn given how bad a state it will be in.
Plasma chuckers are looking good, but they are not the charge in and watch the SB die to hundreds of points are plasma that you seemed to think originally, you should be prepared to accept the loss of a ship and be prepared to handle the need to finish it off with either close range phasers or another plasma cycle. Gorns seem the best bet, the cloak is mildly useful but the extra firepower you get on the gorns will probably be more useful.
If the SB goes all offensive on a Condor, then 334 pts of Plasma will hit, mildly reduced by 4 PH-3 and maybe some batteries. I would expect 200+ internal hits which should be almost all the SB’s weapons (especially if you add in some range 8 PH-1 fire) and should lead to an easy kill with the other Condor plus War Eagle. The SB can fire 8 PH-4 and 8 overloaded Photons at the Condor. At range 8, this is probably enough to cripple the Condor, but probably not kill it. In exchange, the SB is essentially a gutted hulk. Of course the Romulans could launch at range 12 and avoid this scenario. 270 pts of Plasma is still a quite respectable amount of damage and the Romulans can repeat this attack 3 turns later.
With Gorns, it’s not even that close. The SB dies quite handily and the Gorns might not even lose a ship depending on how they choose to attack the SB and how much time they have.
Heh, if the 2 Fed CS/CA try to interfere with 6 Gorn ships at range 26 away from the cover of the Base, I expect them both to die without accomplishing anything. If they try to tractor some ships as they rush in, I expect them to die as well from 30 or so Ph1 at range 1-2. Even if they stop a ship each, that still leaves 4 Gorn ships ready to launch at range 8 or 12 which we already determined would gut the SB.storeylf wrote: Its not just the damage they can do. They can make it harder for ships to simply sit at range 26 whilst armimg, they can shoot you obvioulsy, they can tractor you as you run in, they shoot drones that go past them, or launch hit and run raids, drop suicide shuttles in front of you etc. How much difference they make will obviusly depend on the matchup.
The extra ships are what you ought to have for a decent SB battle, other wise the static nature of the SB does turn it largely into an excercise in maths and playing the odds, in which the winner may well have been determined to a good extent at the point the forces are chosen and will likely only vary due to lady luck and bad dice rolls. I can't imagine personally wanting to play a sceanrio where it was just a SB vs an equal attacker, it just seems a tediuosly boring scenario.
No smart Fed will end the impulse at range 5. They’ll time it so they jump from range 8 to 4, or from 6 to 2 in one impulse. That should change the expected damage enough to favor the Fed. Don’t forget that the Fed is going to be launching drones at the SB as well. 5 extra drones when the SB has fired out most of its weapons is going to hurt (especially if the ADDs or PH-3 get killed off by photons and phasers from the Fed)storeylf wrote: Give the new(?) rule on Bases taking power damage, I'm not sure the Feds are as simple as you initally stated either - dive into range 1 only works if you can be really sure you finish the job there and then, which the ships you used can't, now that it no longer takes auto frame hits. It essentially becomes a suicide run. Starting at range 26 and moving in leaves you at range 1 on impulse 8, that means you are very close just as the SB weapons cycle back again next. If the (fed) Sb fires at range 5 on impulse 7 then you will have 3 NCLs close to cripppled, averaging about 6 photons and 9 ph1s lost overall. If you 'me to' then your average damage with those ships drops heavily (from 289 at r1 to 149 at r5). If you don't then your range 1 damage is hit heavily (from 289 to 127 average). Drones/suicide shuttles can probably force the DW to hold back a couple of hexes as well (or soak up some phasers). Even if the DW and other NCL close to 1 with all weapons still to fire (the DW will almost certainly have to use half his phasers on drones and accept a down shield) that is only around 300 damage all told of which about 130 get through the battery/shield/armor. A quite badly damaged SB, but 3 Fed ships are also heavily damaged and still under range 10, with the other 2 intact ships at range 1 as ph4s come back on line, the SB will still have around 7 ph4s plus the 3 he can repair if he wants. He will almost certainly still have quite a few tractors left, so if he kept a few points of power back at the end of the turn he could well have tractored the (more or less) powerless ships at the end of imp 8 ensuring that they stay at range 1 for a phaser 4 kiss, and any ships with a facing down shield (the DW?) can expect a decent boarding action. Thats against a fed SB again, you'd probably do better against Klingons - they'd probably have to concentrate on 2 ships at range 4/5, which pretty much guts them, but you get to range 1 with an extra NCL, on the other hand the following turn he can fire remaining disrupters again and you have gone from 3 heavy damaged, to 2 probable cripples.