sabre dance, trip and fall
Posted: Wed Jan 28, 2009 1:11 pm
I admit that hexgrids have always been my enemy (and my club does not want the added complications of hex-less play). I had a friend years ago who could see and read the grid so he was always in arc, but not I - or so it seemed.
Now, to the point.
At fleet scale, how many phaser-I + distrupter volleys can one expect to get with a Klingon D7 vs a Fed CA before the Fed closes in? Having to face within 60 degrees means getting a long range shot off early is easy, and so is turning about the first time to keep distance. Its getting in position to take a second shot and then getting away again that seems so unlikely to me. If moving 16 or less to be more nimble (3 hex turns + lots of sideslips), then the Fed can easily race up. If at 24 (with or without accelleration) , then the lateral 4 hexes allows the Fed to catch up readily. We all know how much 2 x+8 photons and some phasers hurts alot.
I have read several posts that say they can keep the distance. The only way I can see to do that is to use rear firing weapons only - and at along range, that is requires not just patience, but a lot of luck to cause any damage.
I can readily see the moment to charge in, if the Fed unleashed long range torpedoes, but keeping distance and causing damage for more than two passes is beyond me.
Then again, scenarios often dictate 10 turn lengths, so maybe that is as much as I can expect.
Comments or suggestions?
Rocky-still-very-much-the-"ensign"
________
Ipad guides
Now, to the point.
At fleet scale, how many phaser-I + distrupter volleys can one expect to get with a Klingon D7 vs a Fed CA before the Fed closes in? Having to face within 60 degrees means getting a long range shot off early is easy, and so is turning about the first time to keep distance. Its getting in position to take a second shot and then getting away again that seems so unlikely to me. If moving 16 or less to be more nimble (3 hex turns + lots of sideslips), then the Fed can easily race up. If at 24 (with or without accelleration) , then the lateral 4 hexes allows the Fed to catch up readily. We all know how much 2 x+8 photons and some phasers hurts alot.
I have read several posts that say they can keep the distance. The only way I can see to do that is to use rear firing weapons only - and at along range, that is requires not just patience, but a lot of luck to cause any damage.
I can readily see the moment to charge in, if the Fed unleashed long range torpedoes, but keeping distance and causing damage for more than two passes is beyond me.
Then again, scenarios often dictate 10 turn lengths, so maybe that is as much as I can expect.
Comments or suggestions?
Rocky-still-very-much-the-"ensign"
________
Ipad guides