Posted: Tue Jul 27, 2010 5:13 pm
MMm have to go for the moment, hope this hasn't got to many typos or grammar issues.
As for the range 10 - this is where I am getting confused. What is your tactical plan, fire at range and run, or wait to fire closer and direct (doing half my job for me). If as you say, you are not using phasers so as to retain accels then what makes you think any directed damage will have hit power to the point it is an issue, even with phasers you were just pushing past a downed shield. Fusion ships require no power allocation until they need it. You need to nobble a lot of power to get a fusion ship struggling to catch you up against the map edge and unable to hit hard with PhG/1/2s.
The hydran is going 24+. The CS is only going 24+ if he saved power from somewhere. If you want to use simulatneous moves then the CS sacrifices something for it. The mongols don't have any issue.
It is no where near as hard to pin a power starved slow turn ship like a CS on the fixed map as you think.
Again, what are you doing. Were you firing Ph1s with the PPD, were you using the power to run? you think the hydran had power issues, the hydran had enough to do what they want but The CS has to make some hard choices. Did you change your mind about running and decide on the range 1 pass in order to bring in the 20 ph1s at range 1? Did you accept less phasers to allow for the accel to get simultaneous moves (against mohawks anyway)?
Having done the pass against the first 2 ships the other 2 ships are about to come in and also unload on you. When did the other 2 ships get very damaged? The last I saw they were untouched with plasma in chase, but if you spread plasma to 2 ships they are barely scratched.
However, the fact that you are even trying to come up with ways to counter the hydran overrun is demonstrating that they don't 'just die' to PPD and plasma before even reaching you. Which is all I'm getting at. The ISC are going to have to work hard to beat them (if they can).
"Blast" is an odd term, as per the initial point, those 2 races can put up enough mods to make a long range blast more of a longe range scratch. Anyone decent coming at you knows they need to mitigate the long range attack and then press on in even if it means taking some plasma, and if you fire it all so much the better. Plasma F just isn't that scary. Even if you have the middle of the map at the point of fire and turn away you are still only looking at 15 to 20 hexes of running room. You are going to get caught at range 8 like it or not. I don't know how many times you've played the tourney style fixed map, but avoiding someone coming at you is very hard, especially once you have fired your big multi-turn armers and are in slow turning ships with little free power for fancy manouvers.mojo jojo wrote: The ISC blasts a ship and turns away, leaving a bunch of plasma in the face as the Orion/Vudar chases. Are you going to be running the 2nd Orion/Vudar ship into that mass of plasma? That will do the ISC's job for them.
True (about the mongols, not necessarily about the best force). I was using 2 mongols (as noted above), I had just modified my basic mixed group of 2 Mongols and 2 Tartars to make a pure fusion group of 2 mongols and 2 of the others. I'm not sure I'd want the rangers due to the odd arcs. The shield difference is not that bad, and the turn mode is nicer. I was just going to fill in the odd points with a couple of stingers which I haven't bothered mentioning yet. There may be even better groups. The mongol/mohawk group was the just the first that came to mind.The best Hydran fusion fleet is 2 Ranger/2 Mohawk for 444 pts. Both these ships have turn mode C. You could instead replace 2 of them with Mongols with MC C, but the Mongols are smaller ships with lesser shields and would be targetted first. And they're 11 pts less each.
Not especially that far back. You simply don't have that much avoidnace room in the firt place. As I keep saying the odd down shield is not an issue, Hydran fusion forces can afford, and generally just accept that they lose a ship, or get beaten up on the attack run. They know how to make it up afterwards.2 Hydran ships are going to be more than 'a bit' further back in order to avoid plasma. And one of the front ships has a down front shield and damaged side shields from the earlier PPD blast. It may have taken some internals and might not have power to pursue, especially if the ISC managed a range 10 shot and targetted pwr.
As for the range 10 - this is where I am getting confused. What is your tactical plan, fire at range and run, or wait to fire closer and direct (doing half my job for me). If as you say, you are not using phasers so as to retain accels then what makes you think any directed damage will have hit power to the point it is an issue, even with phasers you were just pushing past a downed shield. Fusion ships require no power allocation until they need it. You need to nobble a lot of power to get a fusion ship struggling to catch you up against the map edge and unable to hit hard with PhG/1/2s.
?? You said you are going to launch 4 plasma at one ship at range 6-8. Even if you fire at range 6 then a single turn can guarantee at best a 3 impulse impact for 40, possibly longer depending on other factors. Unless the CS are holding on as well and haven't already turned (which plays into the hands of the other hydran ships), that single turn will be in a direction that puts them on an intercept course. There is almost no reason why the Hydran would have turned just prior to your launch, so that shouldn't be an issue.You're going 24 and you have a turn mode 5. You are going to be hit by the plasma. At best you can delay it to a 2nd impulse impact by decelerating a bunch of times. Or you can HET away, but I don't think that fits into your strategy.
So? On a lucky DAC roll he loses 3 Ph2 and a fusion, you get whacked for 60+ back, with a second ship about to do the same. As I said 'situation dependent'. I'm not going to run in fear of a downed shield and 14 odd internals if I'm likely to do 60 odd damage back through the back end of a CS. Thats a no brainer exchange. If I really can't avoid the full plasma blast through an already down shield then I might have to make a judgement call on turning away, although by then the ISC are probably dealing with the map edge, and a turn out may not be that bad as at some point the ISC will have to do the same.If you're eating the rear plasma on the 2/6 shield, you're going to be taking internals. A 1 impulse hit means 14 internals and a 2 impulse hit means 6 internals on a fresh shield. If the plasma is targetted on the ship hit by the PPD volley turn 1, then you'll be taking many more internals since their 2/6 has already been damaged.
Dip into battery power? It takes 1 and a bit turns to go from corner of the tourney map to another. The hydrans may have used 1 battery to close by the time we are getting to the important bit. The CSs didn't even start with batteries. Your plasma assumptions are out. I'm aware that during the pursuit turn there is little discretionary power, but there is more than the CS can muster and there is enough to deliver PhG and Ph1s if the oppotunity presents itself. The following turn is likely no EM and with the map edge looming (if it isn't already) possibly no need for all 8 accels.Remember, you're already dipping into battery power to pursue at all. 1 ship has been hit by at least 64 plasma, another ship has been hit by PPD and 2 rear plasma. You're looking at 2 good ships pursuing at the moment with very little if any discretionary power. These 2 ships have the same turn mode and MC as the CS, so every impulse movement orders are written down. If you don't turn at the same time as the CS, you lose a tempo. Between slips and turning at the wrong time, it becomes harder than you think to actually pin down a ship.
The hydran is going 24+. The CS is only going 24+ if he saved power from somewhere. If you want to use simulatneous moves then the CS sacrifices something for it. The mongols don't have any issue.
It is no where near as hard to pin a power starved slow turn ship like a CS on the fixed map as you think.
At least 1 of your ships is not on the same shield at range 1 (stacking). Your average damage isn't killing 2 mohawks.Even if you catch the ISC during the turn, you probably don't have enough discretionary power to fire more than the PH-G and a few PH1/PH-2 at the cost of eating potentially 20 PH1 and possibly 8 PH3, depending on discretionary power. Let's say all phasers are fired on both sides, but there is not enough power for fusions and PPD hasn't been reloaded yet. I'm assuming the exchange is off the 2 or 6 shield since the Hydran probably isn't going to centerline and that the range is 1. 2 Mohawks have 4 PH1, 8 PH2, and 8 PH3 equivalent between the 2 ships. ISC have 20 PH1, 8 PH3 between their 4 ships. The Hydrans can definitely wreck a CS in this situation, but they may very well lose both Mohawks in the process. And then they're by the Hydrans with 1 good CS and 2 good FF vs 2 very damaged Hydran ships remaining.
Again, what are you doing. Were you firing Ph1s with the PPD, were you using the power to run? you think the hydran had power issues, the hydran had enough to do what they want but The CS has to make some hard choices. Did you change your mind about running and decide on the range 1 pass in order to bring in the 20 ph1s at range 1? Did you accept less phasers to allow for the accel to get simultaneous moves (against mohawks anyway)?
Having done the pass against the first 2 ships the other 2 ships are about to come in and also unload on you. When did the other 2 ships get very damaged? The last I saw they were untouched with plasma in chase, but if you spread plasma to 2 ships they are barely scratched.
Eh? you really think that exchanging frigates for a cripple cruiser is going to allow the CS to clean up!! you don't even cause the hydrans to slow down. There are 3 more or less intact cruisers (possible down off shields and a few internals on a couple) closing in, The CS still has the issue of being outnumbered with a turn to go for PPD arming, against ships that can blow them away with damage to spare in a single pass.The ISC can also give the Hydran a very nasty choice by having the FF get range 1 first. Since they're expendable and they're more maneuverable than the Hydran, they can probably achieve centerline range 0 or 1. Between them, they have 8 PH1 and 8 PH3, which is quite enough to cripple a Mohawk. If the Hydrans don't shoot the FF, then they have only 1 ship left when they catch the CS. If they shoot the FF and nuke them, then the CS will be able to clean up the remainder.
However, the fact that you are even trying to come up with ways to counter the hydran overrun is demonstrating that they don't 'just die' to PPD and plasma before even reaching you. Which is all I'm getting at. The ISC are going to have to work hard to beat them (if they can).