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Re: Part 2b: The dance begins Tue, 13 June 2017 11:19 Go to previous messageGo to previous message
Altruist is currently offline Altruist

 
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Messages: 1068
Registered: August 2005
Location: Berlin
iztok wrote on Tue, 13 June 2017 12:43
Good read. Thumbs Up Please continue.


Thanks, will try. It just takes a surprising eternity to formulate, formate, get up the images and then to wipe out the zillion typos.

Quote:
[Edit]The counter for bazooka FFs are sappers, but you didn't use them. No tech or no minerals?


Of course, and we had sappers and they were of great usage. We also could had produced more. But that solves the problem only upto a point.

The true problem is initiative. Those bazooka FFs always shoot before our DDs. As long as our DDs had to fight only a handful of enemy FFs, that was ok and they were able to just suck up the damage. But with those bazooka FFs coming up in great number plus the Zoid/Arelu also using sappers, this first bazooka shot would be quite devasting.

That left us with 2 problems:
1) bringing in a LOT more sappers which takes time
2) And even then our DDs suffering huge losses due to the FFs shooting first.

So even with enough sappers on our side, the result would had been a really great bloodbath and losses on both sides extreme but the outcome in the described scenario definetly leading us to loose our complete fleet. Building more DDs, which again would had taken time, wasn't a good path to follow because it is never a good thing to produce more of an old design when it is obviously getting outdated. And obvioulsy the enemy wouldn't just stay idle.

There are ways to cope with such a situation but all take time and came down to: at this point we were (at least for the moment) outgunned and Gordon, the target we so very much would had seen wiped out, out of our reach and not only well defended but even with enough firepower to go into the offense to hunt down our fleet.

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