terryoc wrote:It is very difficult for a Lyran force to use its ESGs on the same target at the same time, mostly because ESGs interact with each other (5N2f), and also the target can launch some shuttles manned and just have them sit in the SB's hex, which will dilute the ESG damage. Or have a defending ship in the same hex.
The need to spread out the ESGs does make a little more awkward, but not that much. The target is static, so getting the same shield isn't an issue, and even the rotation doesn't help that much - a final slip left will keep subsequent ships on the same shield. Even Feds (or who ever) will find them selves staggering somewhat to avoid stacking issues and split shields.
It should also be noted that spreading your fire over multiple impulses is actually useful against a sensor equiped SB. The sensor effect only lasts for the 1 impulse. Feds (or anyone else) firing as one big strike is making the SB sensor officers job very easy - 1 sensor and 4 power to neuter the entire enemy fleet. Against Lyrans whose attack run may naturally fall into a series of ships over 5 or 6 impulses requires more sensors and 20+ power to achieve a similar effect. Thats may well be 16+ extra damage the base took due to less reinforcing power, and less sensors to use for anti seeker purposes etc.
I was planning on launching shuttles to help against ESGs, but that may not help all that much, given the sensor penalty on other weapons it may be worth the Lyran ships shooting them the impulse before they arrive rather than take the +2 against the base, freeing up the ESG for full effect. Depends on ranges and the like. Chews up some weapons off the lyran at least though.
Defending ships in the same hex was also a possible plan I had considered against an ESG charge. However, it seemed more useful to intercept them several impulses before impact, nobbling a ship or 2 before it even got to fire on the base seems more useful than letting it get to point blank range and fire everything. That not only removes ESGs, but also other weapons. It also offers tractor chances, again stopping ships even reaching ESG range in the first place, or drawing power out of them which would have gone to weapons (or accels required to reach range 0/1). Of course once the suicide freighters were in the picture that altered things even more.
Another direct fire empire like Feds for example, will not have that issue. I suppose you could have a conga line of ships flying through the SB's hex, but then you have (potentially) multiple opportunities for shield reinforcement.
Any one else, though, has the +2 sensor shift. That really hurts the likes of Feds. ESGs may be a little harder to use, but the immunity to sensor shift and energy efficiency makes up for it, a lot. The Lyran DNH I faced could be hitting you with 80 damage that required zero power on the turn it was first used, and an average ~110 extra = ~190 total average damage. Compared to a Fed DNH that cost ~15% more and only reaches ~130 total. Whats more, the Lyran can be pulsing those shift ignoring ESGs again the next turn, that makes even nearby lyran wrecks quite nasty as even a single repaired ESG can possbly hit you for 20 damage. The last ship in the conga line that arrived on imp 8 (probably when you are out of weapons to shoot it), fired then pulsed again on imp 1 before you got chance to kill it is particularly nasty.
The Fed has the drones to follow up with potentially, but they are a little more awkward to rely on, at least until you reach some critical mass when they really start to hurt. ADDs, phasers, tractors and sensors make a few secondary drones a little unreliable.
Don't get to concerned about multiple shield reinforcement chances, they already get that anyway - every ship is a seperate reinforecable volley whether it fired at the same time or not. Plus the SB will run out of reinforce power pretty quick. 120 power doesn't go as far as you think once the crap hits the fan.
I think that disruptors are "naff" against most big bases (BATS and larger) because the target has thick shields, lots of batteries, and plenty of power. It's hard to chew your way through those thick shields with disruptors at range. Massed drones or plasma hitting the same shield on the same impulse can do it though, because it's all one volley. Meanwhile, the defenders' weapons are punching through the shields on the attacking ships and damaging them, reducing your firepower.
Against SB sensors
nothing direct fire wise in a 600 pt fleet is chewing through a base at range. If that is the defintion of 'naff' then all weapons are naff vs a SB. Photons in particular can't even hit beyond range 8 against a +2 shift, and beyond point blank range they drop off so much that they will fail to achieve enough to survive being that close. Even the much vaunted PPD looks a little wimpy in and of itself. I think you can only get 4 in a 600pt fleet which isn't going to trouble a SB with sensors if they stay at range.
Going beyond 600 pts is up for discussion, then you also get into what the SB has to defend itself with. Of course it also comes down to how 'munchkin' you want to go, e.g. mass drone figates for max drones, 12 Miltary police frigates for a cool 24 ESG in 1000 pts. 13 snipes maxing out on plasma quantity etc. Both my opponent and myself prefer slightly more reasonable forces, barring a competitive touney. Mind you, not that maxing out one aspect is always that clever, the above ships are fragile as hell - snipes pop like soap bubbles even during fade out, an equally maxed out 1000 pt kzinti SB force has no great problem surviving and wiping them.
In terms of Disrupter
races, Lyrans have ESGs, Kzinti have drones, and Klingons have (less) drones.