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Re: 2494: Hyak/Ipsha Sun, 22 July 2007 10:23 Go to previous messageGo to previous message
AlexTheGreat is currently offline AlexTheGreat

 
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Messages: 661
Registered: May 2006
Location: Sydney, Australia
Skaffen wrote on Sun, 22 July 2007 09:30

That Low Guard is interesting but might easily be counter-designed. The speed is horrible, lead duck approach to warfare.

Possible counter-designs:

-range 2 with more comps

-fast range 3 (maybe even CC). 12 Heavy Blasters would be only 12 kt lighter, a bit risky as it could move into range on turn one if the random factor strikes against it.

-Optional: heavy BB with armor that moves 2 instead of 2.25: that way no move into range on turn 1 and then the move 2 should hopefully make it stay out of range even if heavier against the move 1s that ship makes on turn 2-4. OK, just tested it, doesnīt work, the lighter ship closes in so itīd have to be lighter. Sad

-out of the box alternative: BB or CC with range 1 (w18) or even range 0 (w13) weapons. That would only work with crowding though.

-Missiles will always work though, except for chaff of course... Wink

I thought about the lighter range 3 ship & also the Range 1 alternative (which overcomes the init problem if we added the BSC too + lighter weapon). I have tested neither but either might be a possibility. If we were primarily fighting range 2 ships then the range 1 should work but not against range 3.

IMO range 0 would be useless since the weapons are heavy & even with a speed of 2.25 we'd never catch them. Range o weapons can work OK as base killer (particularly v ARs) but are otherwise not very useful.

I also think that range <3 CCs would be a bad idea because, tho I've not tested those either, I think we'd lose too many against the Low Guard. A range 3 CC might work OK v range 2 BBs - lighter with greater range so should usually get a few shots in before they corner us.

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