Dramatic SFB: Convoy Battles
Wayne Power
wdpower at yahoo.com.au
Sat May 25 20:25:18 PDT 2019
I will quickly build a DNa+ and a DD+ and be RTA.
On Sunday, 26 May 2019, 12:06, Francois Lemay via SFBdrama <sfbdrama at lists.mattnet.org> wrote:
I'm with Randy, how are we doing for RTAing ?
CheersFrank
On Saturday, May 25, 2019, 02:42:24 p.m. EDT, Randy Blair via SFBdrama <sfbdrama at lists.mattnet.org> wrote:
All that being said, are we ready to advance the turn?
On Sat, May 25, 2019, 1:41 PM Matt via SFBdrama <sfbdrama at lists.mattnet.org> wrote:
> Sorry it's 2 issues
> 1. Speed
> 2. Power
>
> It's not just speed, its any power loss is catastrophic, make sense?
Sure, the CS has less static power. But with any batteries, the CS has
much more power than the FT.
Power curves:
The CS has 8 static power and 30 (!) reserve power. After Panels and
Life Support the CS has 4.5 static pwr left. So it can run at speed 12
and run LPFC without dipping into it's batts.
The FT has 14 static power and no (!) reserve power. After Shields, Life
Support, LPFC, and 20 movement, it has 3 power left.
Damage Tolerance:
Presuming that the CS doesn't dip into batts for reinforcing it's panels
(an unlikely situation, but run with it) then the CS being chased will
suck up 18 damage before internals. If someone manages the 5% chance and
tags a panel, the power dumps to the fronts and becomes a non-issue in
the short-term. Otherwise, it's greater than 18 perfect-roll internals
before all batteries are hit (averages make it more like 28 internals)
and the CS is then unable to clear the panels or run the ship. This
makes for 46 damage before the CS becomes a wreck.
The FT has 12 shields on the flanks and roughly 6 more internals
(depending on how kind the DAC is to one ship or another.) The less
shielding and greater volume balance out, leaving them both at
approximately the same durability levels when taking a single volley.
Things change in the favor of PA panels when taking several hits, as the
panels can be cleared while the shields cannot be. Additionally, the
Panels can be made to absorb 12 more damage if the CS is willing to
spend a couple of battery power - the FT can only add 3 in order to do
the same.
Panel leakage happens when the CS takes 6 disruptor damage or 9 damage
while reinforced, on the rear panels. This hits hull (3) and then cargo
(12) before it can hit anything else. The chances of this hitting
something important over the course of the game is very slight and
requires that the opponent not use large volleys. Small volleys
constitute a best case for the Andromedans because of a host of other
interactions - In short, don't use small volleys if you want to kill CSs.
Seeker Defense:
The FT has a pair of Ph-3s (good to kill off 1-2 drones) and a drone
rack (if running LPFC, you would have to silence a Ph-3 to use anything
else in the Option mount) that could kill another drone.
The CS has a pair of Ph-2s and a pair of mines. Because a Ph-2 won't
auto-kill a drone, you'd be better off using them as Ph-3s against
drones and letting the capacitor give you a second shot for no extra
power. If the drones aren't bunched up, then the CS could kill the same
2-3 drones that the FT can kill. Otherwise it comes out in favor of the
CS when stopping a Scatterpack.
When speaking of plasma, they are both in a similar pickle as their
phaser arrays are roughly the same (best case at LPFC is that the FT has
a Ph-2 and Ph-3, the CS has a pair of Ph-2s. 7.833 average damage vs
8.333 average damage, respectively.)
Other bits:
Electronic Warfare is an important piece of the puzzle. If willing to
forgo bricking the shield, the FT can put 3 into ECM. Without batteries,
this has to be allocated and the opponent can see and overcome this
level before firing. The CS can go all the way to 6 ECM (for 4-6 turns),
and in a fashion that leaves the opponent doubt as to how to allocate
their own counter-EW.
Disengagement rules for the scenario won't let anyone leave by
accelleration until the end of turn 7. The CS's can't do this at all,
and the FTs are generally either mostly dead or mostly untouched by this
point. Disengagement by distance is possible before this point -
something that the higher FT speeds make into a reasonable hope by
turn-5-ish. Disengagement by sublight evasion is certainly possible
except that the scenario victory conditions will turn into an Attacker
Victory, as crippled freighters don't give the defender any victory benefit.
Wrapping it up:
The Free Trader can hit a higher speed - speed 20 (maximum allowed by
the scenario), while the CS is stuck at speed 12. This makes a late-game
disengagement a possibility for the FTs. In order to do that, it becomes
incumbant on the defensive Galactic ships to screen the freighters until
the freighters can get some significant distance from the attacker
weapons. In the case of the Andromedan defenders, they would have to go
more aggressive than a galactic defense would need to be. Considering
the Andromedan need for short-but-not-point-blank ranges, this dovetails
with their normal strategy fairly nicely.
The Cargo Sleds have more durability in almost every situation. When
using reinforced panels, they can absorb 9 more damage. When using EW,
they can often get a shift. When setting up the opponent to hit a
different bank of panels, they can set up fresh "shields" for the next
attack. The only case that they can "merely" get parity to the Free
Trader is if they are dry of battery power and at the same time unable
to maneuver the opponent on a different bank (presuming the attacker
isn't simply dry of weapons for the next 10 or so impulses.)
Different fleets and different systems employed by those fleets will
require different tactics. This applies to the defensive fleets and
their systems as well as the systems employed by the attacking fleets.
Since the Andromedans have slower freighters, then they need to adjust
their tactics accordingly: screen the vulnerable freighters with "naval"
ships. Since the Andromedans have close-in weapon systems, they need to
get aggressive. Since their panels make them class-for-class much harder
to score internals on, they can push harder to get that short attack range.
The Galactics have their own challenges. Their freighters cannot stand
long-range sniping for long. Nor can they (on their own) dissuade an
opponent from chasing them by using (hidden) mines. This lends itself to
the Galactics needing to screen their freighters (as with the Andros.)
The result (generally speaking) is a wash. Both sets of defenses screen
the freighters with the naval units to get the freighters outside the
envelope of the battle. The Free Traders are better at getting away on
their own and the Cargo Sleds are better at withstanding the barrage
until their screening units becomes to dangerous for the attackers to
simply chase the freighters.
--Matt
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