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- From: mkkuhner@phylo.genetics.washington.edu (Mary K. Kuhner)
- Newsgroups: rec.games.board
- Subject: Re: SFB: The Trouble with Hellbores
- Message-ID: <1hnot2INNf4c@shelley.u.washington.edu>
- Date: 28 Dec 92 20:43:14 GMT
- References: <1992Dec24.194703.16681@u.washington.edu> <stephanf.24.0@sasb.byu.edu>
- Organization: University of Washington, Seattle
- Lines: 71
- NNTP-Posting-Host: phylo.genetics.washington.edu
-
- This is Mary, the Hydran player on the other side of this argument. I
- have some comments to add to Jon's.
-
- stephanf@sasb.byu.edu (Stephan's ordinary guy) writes:
-
- [The situation is an Overlord BC (shuttles in place of her fighters) vs. ISC
- Star Cruiser. The Overlord seems to have a very easy win in our games,
- despite BPV equality; she can even do decently against the ISC Command
- Cruiser which should be much too big for her.]
-
- >Let's see now.
- >1) The Hydran does have a power advantage without arming the fusions, but it
- >is a sacrifice of firepower. It's like not arming half the disruptors on a
- >klingon to get somewhere fast.
-
- I disagree. The Overlord has 7 points of batteries, so if I ever manage
- to close to range 2 or less I can instantly arm and fire all three
- fusions. If I can't make range 2 they are a total waste of power, and
- I'm very happy not to arm them. The 4 hellbores are quite adequate.
- The ISC only has 3 heavy weapons himself, after all.
-
- >2) Remember that your F-torps ARE loaded even at WS-0. Charge only half your
- >phasers the first turn, I doubt you'll use all of them the first turn. The
- >PPD is real important but remember the 2-turn-F's your S-torps can be with
- >reserve power. You need to decide what is most important to accomplish your
- >objective, and allocate your power that way, you can't do everything, you
- >only have limited resources.
-
- The Overlord habitually moves 29-30 and it is practically impossible to
- hurt her with short-range plasmas as a result. (Love that ship! She
- flies almost like an X-ship.)
-
- >3) Well, we can't change the hellbore but you need to reinforce the facing
- >shield to keep it up to at least your weakest shield when the hellbores come
- >in after the first pass. If you can hit him with overloaded PPDs on turn 2
- >beginning at range ~20 at the column shift. The PPD is _LONG_ range Weapon
- >you don't need to get close and she does expecially if she wants to use the
- >fusions.
-
- Overload range for PPD is 8 hexes and it is very difficult to afford
- to overloard it (8 points!). Furthermore, it takes 6 pulses to do its
- full damage and it will stop working if the OL gets within range 3
- (which, at cruising speed of 30, she is likely to do).
-
- The Overlord can easily afford to exchange 1 PPD volley (on a fresh
- shield, with luck) against 4 hellbores at any range the ISC cares to
- name.
-
- The ISC does not have much spare power for things like shield
- reinforcement, unless he is willing to slow down drastically and let the
- Hydran have total control over range and facing. If he does that he'd
- better worry about a range 0 pass with fusions and gatlings. Also,
- don't forget direct-fire hellbores, which don't mind if the shields are
- even....
-
- >What you should really do is try standard ISC doctrine with a CS, DDG, and
- >FF. The ISC scale up in fleets better than everyone else, though the Feds
- >and Hydrans are pretty good too.
-
- Hm. Against that I'd get maybe a Dragoon, a Traveller, and a Cuirassier?
- (We don't like to use fighters, so delete all fighters from these
- ships.) I'd feel fairly confident about that, too. I have seven
- hellbores to his 2 or so PPD's....
-
- >>Jon Yamato (mkkuhner@genetics.washington.edu)
-
- >BTW, are you playing against a female?
-
- He is. (He usually beats me, too, but the Overlord is a *nasty* ship.)
-
- Mary Kuhner mkkuhner@genetics.washington.edu
-