Base Smashing, Romulan Style
Posted: Sun Apr 01, 2012 11:00 pm
All Starbase/BATS assaults are going to prove costly for the attacker. However there is a way to limit the damage taken by the Romulan fleet by taking advantage of the cloaking device to launch plasma from close range without facing overloaded heavy weapons in return.
[Note that the size, disposition and aggressiveness of any defending fleet will have implications but nonetheless this is a very sound strategy.]
Conditions:
All ships must be cloaked the turn before to allow a re-cloak.
Timing based on the rotation of the base is also a factor. Against a speed 2 base you will want to execute the maneuver to start on Impluse 1. Against a speed 1 base you will want to start the maneuver on Impulse 3. You can go later but you will need to complete the entire maneuver including the plasma impact without the base rotating. Ideally you will time it such that you can get 2 turns in.
Do not execute after impulse 5 no matter what. You will suffer disappointment.
Ships should be going 16. This will work for slower ships but you'll have to be able to accelerate for two impulses.
The approach:
Find a hexrow directly lined up with the base, it doesn't matter which one, and count 5 rows to one side or another. You will approach straight down this hexrow. If you have to turn make sure your turn mode is fulfilled before getting close.
Time your approach to arrive at a range of 10 on the impulse you want to start the maneuver. For example against a speed 2 rotation base we would want to arrive at range 10 on impulse 1.
The maneuver:
During the Other operations, announce Fade-in. Note that this comes before offensive fire so up to this point the base could have fired, but it would have been into a +4 range and at half damage.
On the next impulse move directly forward two spaces. This will place you in a hex where you can fire any plasma that is LP, RP, FA or FP. In other words, every plasma on just about every ship in the fleet.
During offensive fire we will of course do nothing. The base can choose to fire phasers or non-overloaded weapons (we still have +4 range so overloads are not going to help). At effective range of 12 phaser IV's are effective (avg damage 6.5) but hardly devastating. Obviously this will work particularly well against Feds who are likely (esp if they are playing lazy) to have just overloaded all the photons to deter an overrun). Against disruptor races this will hurt more as you'll take another 30 internals. But in either case if the base chooses to hurt a ship they will be accepting the fact that they are going to eat a lot of plasma.
During Other we come out of cloak.
During Launch we launch everything (well, launch enough that it will make this damage and risk of the run worthwhile).
[Figure his max defense is shield+reserve energy+10 per phaser IV. Against a Starbase this is going to be about 200 so this really is a "launch the kitchen sink" maneuver. One subtle point: if you launch so much the base is hopeless there is no reason for him not to just fire at your ships. If, however, you launch enough that he can avoid destruction but you can still hurt him really bad he might save his phasers to prolong the battle. You'll have to rinse-repeat but in this scenario the base will do almost no damage to you.]
4 King Eagles (600 points) can put 328 points of plasma into the base and with their good all-around shields and armor they make a good candidate. K7R's have a little bit more plasma (368 at range 8 ) but are little bit more expensive than the King Eagles. Either of these would be able to do enough internals that they could kill an unsupported Starbase.
[Note that the other beauty of the approach is that a ship with a down front or side shield can make the exact same approach and during the turn of the launch they will be able to choose the other shield as the one to take damage. Because of this, take any damage on a side shield first. That way you have 3 approaches worth of shielding (2/6 down first, approach from other side and lose the other shield, then can still approach the base under cloak behind a still-fresh #1.) Hexspines are your friend.]
Move your plasma carefully to avoid allowing any of the out-of-arc weapons to be used. You want to impact in such a way that the phasers he could have shot you with are the same phasers he has available to shoot the plasma with.
On the next impulse we will turn away from the base with the first move and then slip one further away putting us at range 9. We may either announce Evasive (so we can accelerate and get to a better place), simply accelerate and try to get some distance (eg: if we have some drones or plasma coming in to deal with) or re-cloak (if there are angry defenders bearing down on our now-mostly/fully plasma-less fleet.
This works stunningly well against Federation bases (who are likely to overload the photons as an overrun deterrent and likely to miss at range 10 even if they don't) and should work passingly well against disruptor races. You can't avoid the phaser 4's but you can limit their usefulness (and in a defensive-minded foe, encourage them to hold the phaser-4's to shoot plasma) and you can avoid overload range on the direct-fire races.
Against some races you might want to do range 12 instead of 8 as this will make some other things less effective (PPDs, plasma bolts).
Comments?
[Note that the size, disposition and aggressiveness of any defending fleet will have implications but nonetheless this is a very sound strategy.]
Conditions:
All ships must be cloaked the turn before to allow a re-cloak.
Timing based on the rotation of the base is also a factor. Against a speed 2 base you will want to execute the maneuver to start on Impluse 1. Against a speed 1 base you will want to start the maneuver on Impulse 3. You can go later but you will need to complete the entire maneuver including the plasma impact without the base rotating. Ideally you will time it such that you can get 2 turns in.
Do not execute after impulse 5 no matter what. You will suffer disappointment.
Ships should be going 16. This will work for slower ships but you'll have to be able to accelerate for two impulses.
The approach:
Find a hexrow directly lined up with the base, it doesn't matter which one, and count 5 rows to one side or another. You will approach straight down this hexrow. If you have to turn make sure your turn mode is fulfilled before getting close.
Time your approach to arrive at a range of 10 on the impulse you want to start the maneuver. For example against a speed 2 rotation base we would want to arrive at range 10 on impulse 1.
The maneuver:
During the Other operations, announce Fade-in. Note that this comes before offensive fire so up to this point the base could have fired, but it would have been into a +4 range and at half damage.
On the next impulse move directly forward two spaces. This will place you in a hex where you can fire any plasma that is LP, RP, FA or FP. In other words, every plasma on just about every ship in the fleet.
During offensive fire we will of course do nothing. The base can choose to fire phasers or non-overloaded weapons (we still have +4 range so overloads are not going to help). At effective range of 12 phaser IV's are effective (avg damage 6.5) but hardly devastating. Obviously this will work particularly well against Feds who are likely (esp if they are playing lazy) to have just overloaded all the photons to deter an overrun). Against disruptor races this will hurt more as you'll take another 30 internals. But in either case if the base chooses to hurt a ship they will be accepting the fact that they are going to eat a lot of plasma.
During Other we come out of cloak.
During Launch we launch everything (well, launch enough that it will make this damage and risk of the run worthwhile).
[Figure his max defense is shield+reserve energy+10 per phaser IV. Against a Starbase this is going to be about 200 so this really is a "launch the kitchen sink" maneuver. One subtle point: if you launch so much the base is hopeless there is no reason for him not to just fire at your ships. If, however, you launch enough that he can avoid destruction but you can still hurt him really bad he might save his phasers to prolong the battle. You'll have to rinse-repeat but in this scenario the base will do almost no damage to you.]
4 King Eagles (600 points) can put 328 points of plasma into the base and with their good all-around shields and armor they make a good candidate. K7R's have a little bit more plasma (368 at range 8 ) but are little bit more expensive than the King Eagles. Either of these would be able to do enough internals that they could kill an unsupported Starbase.
[Note that the other beauty of the approach is that a ship with a down front or side shield can make the exact same approach and during the turn of the launch they will be able to choose the other shield as the one to take damage. Because of this, take any damage on a side shield first. That way you have 3 approaches worth of shielding (2/6 down first, approach from other side and lose the other shield, then can still approach the base under cloak behind a still-fresh #1.) Hexspines are your friend.]
Move your plasma carefully to avoid allowing any of the out-of-arc weapons to be used. You want to impact in such a way that the phasers he could have shot you with are the same phasers he has available to shoot the plasma with.
On the next impulse we will turn away from the base with the first move and then slip one further away putting us at range 9. We may either announce Evasive (so we can accelerate and get to a better place), simply accelerate and try to get some distance (eg: if we have some drones or plasma coming in to deal with) or re-cloak (if there are angry defenders bearing down on our now-mostly/fully plasma-less fleet.
This works stunningly well against Federation bases (who are likely to overload the photons as an overrun deterrent and likely to miss at range 10 even if they don't) and should work passingly well against disruptor races. You can't avoid the phaser 4's but you can limit their usefulness (and in a defensive-minded foe, encourage them to hold the phaser-4's to shoot plasma) and you can avoid overload range on the direct-fire races.
Against some races you might want to do range 12 instead of 8 as this will make some other things less effective (PPDs, plasma bolts).
Comments?