mojo jojo wrote:Of course the Int needs to reach exactly range 3 centerlined to have a favorable exchange. Range 4-5 allows for PPDs to fire for full effectiveness. Range 2 or closer would result in 8 PH3 added to the picture plus more damage from PH1. And since the Andro doesn't actually want to stay at that range, that should leave plenty of opportunity for PPD goodness during the run away stage of the fight.
It would take some seriously good maneuvering and/or a serious goofup by the ISC to get an exact range 3 centerlined alpha strike and avoid PPD damage while running away.
If the andro declares a displacement then he can get to range 3 before the PPDs fire if he is anything from range 16-19 (depending on the exact situation). If the PPDs do not fire then the Intruder has an excellent chance of a favourable exchange at any range 0-3. He won't get the best centerline shot neccesarily, but a rinse and repeat will wear down the ISC eventually.
Unless the ISC can centerline (and he really shoudn't be able to) he has 10Ph1 and 4Ph3. Average range 0 damage = 81, average range 3 damage = 46.
The Andro (who with a better turn mode at least, and possibly being faster) will be more lilely to centerline, 3 TR beams and 8 Ph2. Average range 0 damage = 101, range 3 damage = 82.
If he doesn't centerline
Average range 0 damage = 60, range 3 damage = 52.
The ISC is looking at filling the front panel and maybe scoring a few internals at range 0. Even if the Intruder has a non centerline pass on a side shield the ISC is looking at noticeble internals, all directed. A range 1 pass is extremely bad for the ISC, his damage drops by quite a chunk, and will probably not go through the Panels, but he still loses a shield and takes anything from 11 - 61 internals (depending on intruder centerlined and which shield got hit). That amount of directed damage could well strip the ISC of PPDs anyway. He can also H&R any surving PPDs.
Firing the PPDs at a running Intruder is not so easy either. He will likely be running somewhere out your rear half, where the PPDs can't bear, and the ISC has a crap turn mode. The likely scenario is that as the intruder fired he also declared EM. If the ISC pulls a HET he brings the PPDs round to fire on an EM intruder, if he doesn't HET he doesn't fire at a decent range, either way he is firing at the still clear back panels, and a bit of splash to the front which may also still be able to absorb that.
The best counter to the PPDs being held though is to time the attack run on impulse 8. Displace in on impulse 8, any long range phaser fire will be simply dissipated or go to batteries over the turn break, that allows you to then use the second displacement device on the impulse the intruder fires (as you declare EM), so the ISC gets smacked and the Intruder displaces away (now under EM) and moves another 4 before the ISC gets any chance to fire a PPD, which will certainly be at range 11+ and probably 16+. If the displace away does fail, then you are still in the normal situation of being EM as you run out the rear arc.
The Intruder then holds EM at long range whilst waiting for power to dissipate, which it does pretty quickly, he can remove 48 from the front bank by the time he as re-armed the TRs/DisDevs even without a power dump. EM at range 16 is totally safe from phasers, so only PPDs are an issue at that range.
The ISC can fill those PA under the right circumstances, but against a decent Intuder player it doesn't look like he will be quite able to push it that extra bit and actually seriously harm the intruder. The intruder can quite quickly recover from that once he is back at range under EM and rearming. The ISC however is taking much more irreperable damage on each pass, potentially a lot of damage. In the worst case sceanrio of the Intruder directing 90-100 damage at weapons, the ISC will likely lose 2 or 3 PPDs before they even got to fire, and be in a situation where he lacks the firepower to significantly threaten the next Intruder on the next attack run.
I think the idea of holding PPDs back at the point of initial displacement is asking for trouble.
The issue with firing the PPDs at long range is that they aren't doing so much damage, and if they do happen to hurt the andro then he can abort the attack run, and leave the PH1s etc being fired at range 5+ into the rear panels, then power dump now that PPDs aren't a threat, disspiate over the turn break. Then come back in the following turn when PPDs are not even an issue.
The ISC is between the devil and the deep blue sea, If he fires PPDs the andro swerves off and comes back next turn, if he holds then he risks taking a hammering and losing them before they fire.
A mistake by the Intruder could be bad news, but I do think he has the edge between move initiative and disdevs and the fact that PAs are way better at clearing damage taken than shields are. It may take quite a few passes to wear the ISC down. The myopic zone on the PPD probably makes the DNP the easiest DN for an intruder to tackle, it is a weakness that he can readily exploit. Other DNs may not be so easy as they can hold off on the heavies and use them close up.