<div dir="auto">All that being said, are we ready to advance the turn?</div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sat, May 25, 2019, 1:41 PM Matt via SFBdrama <<a href="mailto:sfbdrama@lists.mattnet.org">sfbdrama@lists.mattnet.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><br>
> Sorry it's 2 issues<br>
> 1. Speed<br>
> 2. Power<br>
><br>
> It's not just speed, its any power loss is catastrophic, make sense?<br>
<br>
<br>
Sure, the CS has less static power. But with any batteries, the CS has <br>
much more power than the FT.<br>
<br>
<br>
Power curves:<br>
<br>
The CS has 8 static power and 30 (!) reserve power. After Panels and <br>
Life Support the CS has 4.5 static pwr left. So it can run at speed 12 <br>
and run LPFC without dipping into it's batts.<br>
<br>
The FT has 14 static power and no (!) reserve power. After Shields, Life <br>
Support, LPFC, and 20 movement, it has 3 power left.<br>
<br>
<br>
Damage Tolerance:<br>
<br>
Presuming that the CS doesn't dip into batts for reinforcing it's panels <br>
(an unlikely situation, but run with it) then the CS being chased will <br>
suck up 18 damage before internals. If someone manages the 5% chance and <br>
tags a panel, the power dumps to the fronts and becomes a non-issue in <br>
the short-term. Otherwise, it's greater than 18 perfect-roll internals <br>
before all batteries are hit (averages make it more like 28 internals) <br>
and the CS is then unable to clear the panels or run the ship. This <br>
makes for 46 damage before the CS becomes a wreck.<br>
<br>
The FT has 12 shields on the flanks and roughly 6 more internals <br>
(depending on how kind the DAC is to one ship or another.) The less <br>
shielding and greater volume balance out, leaving them both at <br>
approximately the same durability levels when taking a single volley.<br>
<br>
Things change in the favor of PA panels when taking several hits, as the <br>
panels can be cleared while the shields cannot be. Additionally, the <br>
Panels can be made to absorb 12 more damage if the CS is willing to <br>
spend a couple of battery power - the FT can only add 3 in order to do <br>
the same.<br>
<br>
Panel leakage happens when the CS takes 6 disruptor damage or 9 damage <br>
while reinforced, on the rear panels. This hits hull (3) and then cargo <br>
(12) before it can hit anything else. The chances of this hitting <br>
something important over the course of the game is very slight and <br>
requires that the opponent not use large volleys. Small volleys <br>
constitute a best case for the Andromedans because of a host of other <br>
interactions - In short, don't use small volleys if you want to kill CSs.<br>
<br>
<br>
Seeker Defense:<br>
<br>
The FT has a pair of Ph-3s (good to kill off 1-2 drones) and a drone <br>
rack (if running LPFC, you would have to silence a Ph-3 to use anything <br>
else in the Option mount) that could kill another drone.<br>
<br>
The CS has a pair of Ph-2s and a pair of mines. Because a Ph-2 won't <br>
auto-kill a drone, you'd be better off using them as Ph-3s against <br>
drones and letting the capacitor give you a second shot for no extra <br>
power. If the drones aren't bunched up, then the CS could kill the same <br>
2-3 drones that the FT can kill. Otherwise it comes out in favor of the <br>
CS when stopping a Scatterpack.<br>
<br>
When speaking of plasma, they are both in a similar pickle as their <br>
phaser arrays are roughly the same (best case at LPFC is that the FT has <br>
a Ph-2 and Ph-3, the CS has a pair of Ph-2s. 7.833 average damage vs <br>
8.333 average damage, respectively.)<br>
<br>
<br>
Other bits:<br>
<br>
Electronic Warfare is an important piece of the puzzle. If willing to <br>
forgo bricking the shield, the FT can put 3 into ECM. Without batteries, <br>
this has to be allocated and the opponent can see and overcome this <br>
level before firing. The CS can go all the way to 6 ECM (for 4-6 turns), <br>
and in a fashion that leaves the opponent doubt as to how to allocate <br>
their own counter-EW.<br>
<br>
Disengagement rules for the scenario won't let anyone leave by <br>
accelleration until the end of turn 7. The CS's can't do this at all, <br>
and the FTs are generally either mostly dead or mostly untouched by this <br>
point. Disengagement by distance is possible before this point - <br>
something that the higher FT speeds make into a reasonable hope by <br>
turn-5-ish. Disengagement by sublight evasion is certainly possible <br>
except that the scenario victory conditions will turn into an Attacker <br>
Victory, as crippled freighters don't give the defender any victory benefit.<br>
<br>
<br>
Wrapping it up:<br>
<br>
The Free Trader can hit a higher speed - speed 20 (maximum allowed by <br>
the scenario), while the CS is stuck at speed 12. This makes a late-game <br>
disengagement a possibility for the FTs. In order to do that, it becomes <br>
incumbant on the defensive Galactic ships to screen the freighters until <br>
the freighters can get some significant distance from the attacker <br>
weapons. In the case of the Andromedan defenders, they would have to go <br>
more aggressive than a galactic defense would need to be. Considering <br>
the Andromedan need for short-but-not-point-blank ranges, this dovetails <br>
with their normal strategy fairly nicely.<br>
<br>
The Cargo Sleds have more durability in almost every situation. When <br>
using reinforced panels, they can absorb 9 more damage. When using EW, <br>
they can often get a shift. When setting up the opponent to hit a <br>
different bank of panels, they can set up fresh "shields" for the next <br>
attack. The only case that they can "merely" get parity to the Free <br>
Trader is if they are dry of battery power and at the same time unable <br>
to maneuver the opponent on a different bank (presuming the attacker <br>
isn't simply dry of weapons for the next 10 or so impulses.)<br>
<br>
<br>
Different fleets and different systems employed by those fleets will <br>
require different tactics. This applies to the defensive fleets and <br>
their systems as well as the systems employed by the attacking fleets.<br>
<br>
Since the Andromedans have slower freighters, then they need to adjust <br>
their tactics accordingly: screen the vulnerable freighters with "naval" <br>
ships. Since the Andromedans have close-in weapon systems, they need to <br>
get aggressive. Since their panels make them class-for-class much harder <br>
to score internals on, they can push harder to get that short attack range.<br>
<br>
The Galactics have their own challenges. Their freighters cannot stand <br>
long-range sniping for long. Nor can they (on their own) dissuade an <br>
opponent from chasing them by using (hidden) mines. This lends itself to <br>
the Galactics needing to screen their freighters (as with the Andros.)<br>
<br>
The result (generally speaking) is a wash. Both sets of defenses screen <br>
the freighters with the naval units to get the freighters outside the <br>
envelope of the battle. The Free Traders are better at getting away on <br>
their own and the Cargo Sleds are better at withstanding the barrage <br>
until their screening units becomes to dangerous for the attackers to <br>
simply chase the freighters.<br>
<br>
--Matt<br>
<br>
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</blockquote></div>