Based on our experience:
mjwest wrote:
- How big of an attack warrants use of one or more special sensors?
- How to trick your opponent into wasting his special sensors before your "real" attack? (From the other side.)
These are the wrong way of looking at things IMO. The job of the scout is to help the fleet win, usually by providing +1 shifts, but any way the scout helps prevent the enemy smashing a ship means the scout is doing a good job.
There are only 8 fire opportunities, and a lot happens between those, firing arcs can be lost, ranges can shifts heavily, new shields can be brought in, drones or plasma can force someone to turn away. Not to mention, at some point the fleet with the scout will be opening fire on you, if that is at close range then you will probably need to me-to before you lose a ship.
This means that it is very hard to
effectively ripple your fire against one ship over several impulses, either to trick the enemy into wasting a sensor or trick him into not using one.
A ship with 4 sensors can provide a shift for a ship for half the turn, power is not an issue as they are so cheap to use. There is no guessing on when to use them as they are me-to after fire decs. This means you have to remain in a position to deliver a good strike for a long time in order to trick the scout into holding back a sensor ready for the 'real attack'
From the scouts point of view, you are not interested in how big the current attack is, you are more interested in what could be shot in later impulses and how many channels you have. If I have 4 sensors then you would have to divide your fire into 5 even chunks in order to get a decent amount unshifted, it is isn't hard to work out whether to use a channel or not, and it is not usually too hard to work out that there will be one shot at a less favourable range or against a shield I'm not going to be so worried about.
Instead of rippling your fire over several impulses you can shoot at multiple targets. That can mean the scout has to use multi sensors each impulse, and requires that you are in a good shooting position for less time.
However, regardless of what you do, you need to consider what you have achieved. You have probbaly split your fire across shields, or maybe even ships (allowing more of it to be batteried), you have probably not fired everything at the optimal range, you may have let the opponent clobber you at a better range than otherwise. Against that you need to consider what the affect of the sensor is, at long range they can have a noticeable affect on the firepower you deliver, but as the range closes the +1 becomes less significant, if you are closing for a short range exchange you need to ask yourself is it worth dividing my firepower rather than just accepting the +1.
So even if you get some shots in unshifted by trying to trick the enemy you are usually fighting at a significant disadvantage, and the mere presence of the scout is paying dividends.
- When to forfeit the opportunity for a shift to kill a drone? What is a good threshold to determine when to do that?
In many cases the scout will have more channels than he needs for shifts, and therefore can kill drones with the spare ones.
If you can allow a ship to get very close to deliver a good shot then it might be worth it. But a shift is only 1 sensor, and that 1 sensor will only kill 1 drone, so its going to be pretty rare that giving up a shift was the deciding factor.
- Point out how to use the lab bonus to help with monsters. How does your approach change?
We have played a game where labs were important (but not with monsters), but I think the side with the scout and in need of labns were beaten off, so I have no great experience with this.
- Which is better: cancelling the penalty they gave you for an even exchange, or giving him a penalty, too, so both have the penalty? Which empires benefit from which approach?
This isn't in the latest rule book or hydran attack. So isn't something we have used. But would such a question even exist? would the 2 things be mutually exclusive?
- How does one handle fighting when the opponent has a scout and you don't.
If its a small fight then the guy with the scout is probably at a disadvantage, in a big fight the other way round.
There is a cost in fire power forfeited to take a scout, if you are playing a 3 cruiser battle then having 2 cruisers and scout is a large drop in firepower relative to what the scout will protect you from. By the time you are at 1000 points it isn't.
Obviously that differs some what for each match up. At long range a +1 shift is pretty good, and so Klingons need to get stuck in, fighting at their preferred 9-15 range against a scout is not good for them. Fusion Hydrans on the other hand probably couldn't care whether you have a scout or not, the affect at point blank range which is where they are heading for, is a lot less.
- What does it really mean when a base uses special sensors? How much bigger of a force do you need to win?
Bases are so much more fun with sensors and make them more balanced than before, again different matchups affect that question a lot, and we don't play bases without defending forces either.