mojo jojo wrote:storeylf wrote:
All I was pointing out there is that both races can shunt the modifiers to the point where the long range damage is heavily mitigated. Not necessarily what they would then go on to do. If they are happy with 8 shots then they don't need to pursue particularly.
I think it's optimistic to expect a range 8 shot with either race.
Why? what are the ISC going to do to stop it. If they move at speed then they can't really HET and accel (one or the other), turning at a slow enough turn mode makes it easy to close to 8 from a simple speed perspective. What would the ISC do to stop it, what range would they fire at before turning away? Would they burn their HET on that first turn? how long are you expecting to be able to run before the map edge becomes an issue?
Remember, the Hydrans have turn mode 5 as well.
I can't remember off the top of my head, but I think 2 of the 4 ships would be turn mode 4. But importantly they are not the ones who will be trying to escape (turning round). The ISC are the ones who have an issue with turn modes in thi scenario. Running usually involves a hard turn which is giving up ground. I suppose there are other tactics, like just try and fly past them fast - that puts the hydran trying to turn round hard afterwards, but risks just giving the hydran a point blank shot anyway on the pass, which could well be effectively game over for the ISC.
If as you suggest that the 1-2 ships that get plasma aimed at them move aside for a couple of impulses, then you get a line of strung out ships during the chase. Each Hydran ship that moves aside for a couple of impulses is going to be 8 hexes away given the speed of this chase. And most likely the closest Hydran ship will be the one with no shields. A bunch of strung out ships is going to be easily defeated in detail.
With plasma launched and PPDs/phasers fired, defeated in detail by what? 2 hydran ships signifcantly outshoot you at close range. The other 2 ships may be a bit further back, but if they're reasonably intact then the ISC don't have much chance, with 2 ships on their back and 2 ships a bit further behind the ISC have no manouver opportunities. The moment the ISC start to turn those ships further back will be on top of you. Remember you are talking tourney, that map edge will not allow the ISC to run much more than about half a turn from where they fired. If you do decide to try and 'defeat the hydran in detail' it appears you are effectively giving up on maintaining any range, as you will need all those ph1s. 20ph1s are nasty at close range, but not half as nasty as what the hydrans have. At range 1 the hydran force can potentially deliver something like 350 damage in a turn (possibly enough to destroy all 4 ISC ships, haven't checked but feels close?), If you haven't delivered decisive damage before hand (which doesn't look likely) then turning to try and face them off is a big gamble.
Another thing the ISC can do is to lead with the FF. They launch plasma at range 6-8 while the CS are further away. If the Hydrans don't drop EM at this range, it's 80 plasma to 1 ship. If they do drop EM, it's probably still 80 damage and now the PPD can hit hard. The Hydrans won't get a good shot unless it's 2 hexes or closer and the Frigates can turn or HET away before getting to this range.
Given what you have said in other threads why would it be 80 plasma damage, EM doesn't prevent running at an angle for a few impulses. I'd be over the moon if you concentrated plasma on a single ship, that leaves 3 ships to close without interruption. The FF are certainly more capable of escaping, but my primary target here would be the CS - the FF are fairly ignorable for a couple of turns once they have fired the plasma. Though that doesn't mean I would ignore them if the CS were looking awkward to catch and the FF were for the taking, or they just got in the way. And on a fixed tourney map I'd rather just barrel at the CS and obliterate them. The FF can wait for afterwards.
That's assuming that they can get to point blank range. Rather unlikely since you're having ships drop off the chase each time they get plasma aimed at them. Besides, 32+EM costs 38 energy. These ships have 37 energy, so they're going to be dipping into battery power even if they don't use a single point of power anywhere else. If they've taken internals from the PL-F or the PPD/PH1 earlier, it's possible that they can't even maintain the pace.
You probably need to re-read, I wasn't necessarily dropping off each time a plasma was fired, the larger volley if concentrated would likely make me pull off 1 or 2 ships briefly (depending on launch range), but other launches I'd contemplate eating (situation depending). Certainly by the time you are talking about the rear firing plasma at the ships that have caught you I'd accept plasma damage to an off shield if it meant I'd be likely to dish out 60+ odd damage back.
Remember again - tourney map. Getting to point blank range or maintaining pace is not a huge issue, without a manouvering advantage the CSs really can't outrun and out turn the hydran. That becomes more so the case if there is a hydran ship or 2 slightly further back, if you slip the first couple of ships the second pair will quickly intercept.
The CS has 32+4 power. That is enough to move 30-32 and charge PPD without dipping into batteries. After PPDs are charged, then suddenly they have 4 discretionary power each turn. Each FF has 15+2 pwr. It costs them 8 to go speed 32, so they have plenty to reload plasmas with.
If you keep your batteries you are not firing on turn 1, the hydrans are already on top of you or you stayed next to a map edge to keep away from them? If you try to hold PPDs by not firing on turn 1 then you are probably in a simlair situation. The tactic you described in the OP does not work very well unless you move out ready to fire in order to give you
some manouver room for that phase when you are rearming and in need of avoiding 8 Phgs and 14 fusions and 24 other phasers.
If your CS start with pre-armed PPDs in order to fire turn 1, then you have 32 power, 18 for speed 24, 8 for PPD arming and 6 for phasers, ie. no accel, no HET. Something has to give in order to get away - the phasers?
Certainly the FF are nice ships power wise, but I don't think I have suggested otherwise, the CS are the issue.
Once the PPDs and PL-F are reloaded, then they can HET and pick off the strung out Hydrans in detail. 20 PH1 should be able to wipe out 1 Hydran ship at close range and the PPDs should be able to take out the Hydran ship with the down shield. The 4 Plasma F on the frigates can be used to either finish off the lead ships or threaten the trailing ships.
Pl-f reloaded, thats 3 turns. You'll be lucky to be around at that point. PPDs will have an issue with myopic zone and getting into arc. That assumes they still have them, that the CS are still around, or have the power left. You seem to be assuming that you won't lose any weapons between volley one and volley 2. That seems unlikely on a fixed map where your running room is very limited against a fast foe who can slag you at point blank range.
Remember, given the suggested tactic, that your only guaranteed damage was roughly taking down a shield, that assumed you fired all those phasers, which limits your ability to turn/run. The plasma guaranteed nothing, just a likely diversion for a couple of ships (admittedly I'd probably take a downed shield from plasma rather than just keep running in this scenario). Even a single hydran getting close will probably do more internal damage to you than the hydrans will have suffered by that point, 2 hydrans getting close with just 4 power spare can cripple a CS.
I really don't think it's as easy to make up the ground as you seem to think, especially with the fact that the Hydrans are already dipping into battery power to chase. Either you're going to have a line of strung out ships, or some ships will take power hits, or most ships will have no shields when facing the ISC. None of those is a good situation for the Hydrans.
I'm really intrigued in how the ISC are going to avoid the hydrans in a tourney (and given the initial post I am assuming that is what we are on about). They don't have the map to run, they don't have the manouverability to outturn, they don't have the power to accel and hit as hard as you want. They don't have enough plasma (quantity or quality) to fend them off.
Like I say, I am not saying the hydran will simply win. I am just pointing out that your writing them of as 'Hydran Fusion ships just die' to your OP tactics seems really naive to me. The hydran pure fusion force is quite capable of beating the ISC force you describe. It can afford ship loss on the way in and still win, and I'm struggling to see that it will lose anything in the initial volley apart from some shields.