Da Boss wrote:yeah I know its in the book but I was looking at the playtest documentUnless I have the wrong one - anyone else able to check?
thanks

Da Boss wrote:yeah I know its in the book but I was looking at the playtest documentUnless I have the wrong one - anyone else able to check?
thanks
Just curious, what average Raid ship are you comparing it to? are we talking about the same ship? sarcasm perhaps?skavendan wrote:Its faster than your average raid ship hull 6 interceptors full of breaching pods. You would have to be stupid to willing go without 12"
Not. Suffice to say I disagree entirely, but then you already know thatCZuschlag wrote:At Hull 6, this ship is out of bounds and needs to be corrected, FAST.
My point exactly. People keep claiming 10AD of beams is something amazing, but when you only have 12" range and 2AD in any one arc except front I think it's a bit of a red herring. Average 1.5 hits, thus either 2 or 4pts damage from any one arc. Sorry, but that really isn't all that great IMO, and I use the assault ship quite a bit in my Gaim fleet. The Nova has considerably better firepower in *all* arcs, particularly to the side where you would expect an assault ship to have it. You folks really seem to be overrating it IYAM. Sure, with all the breaching pods it had before it was way too nasty, but now? Hardly. Other than 2" more speed it is clearly the inferior choice between the comparisons listed so far.katadder wrote:well its not, they are only 12" range and 2AD in those arcs. average hit is 2, so average 4 damage. I am sure a nova can manage that in its arcs, and a teshlan manages 3 average with mini-beams.
My points exactly. I think folks just don't like it because of the pods from the initial list which combined with the better troops was just plain OTT. Once those got nerfed, the rest of the ship was pretty much fine as is. I mean really, it lost 6 pods and 1 klikitta, the pods got slower, AAF dropped to AF, FC gone, carrier dropped from 6 to 3, troop effectiveness went down to the same as everyone else *and* they dropped it from hull 6 to hull 5? Sorry, somewhere along the way I think people got a little overzealous beating the proverbial dead horse IYAM. As I said, I use the assault ship a lot in my Gaim fleet and it's current iteration is hardly overpowered on a good day. Yes, it needed the nerf bat, but not that hard.stepan.razin wrote:Just curious, what average Raid ship are you comparing it to? are we talking about the same ship? sarcasm perhaps?
Speed 8" - is that really faster then average?
1/45 Turn - is that more agile then average?
12 " Beam... 4AD DD Front Arch, 12" Beam 2AD DD rest... what Raid level ship does that outgun? I know patrol levels with more firepower.
2 Interceptors on the raid level ship is over the top?
6 Breaching pods ???
Yeah, a game breaker....
love to see which Patrol ship you mean - the largest total AD of beams at skirmish are only 4AD IIRC.stepan.razin wrote:Just curious, what average Raid ship are you comparing it to? are we talking about the same ship? sarcasm perhaps?skavendan wrote:Its faster than your average raid ship hull 6 interceptors full of breaching pods. You would have to be stupid to willing go without 12"
Speed 8" - is that really faster then average?
1/45 Turn - is that more agile then average?
12 " Beam... 4AD DD Front Arch, 12" Beam 2AD DD rest... what Raid level ship does that outgun? I know patrol levels with more firepower.
2 Interceptors on the raid level ship is over the top?
6 Breaching pods ???
Yeah, a game breaker....
Try a Vree patrol choice., a blue star is not far behind. Or are you saying that only another beam armed ship may be compared? If so,why?Da Boss wrote:love to see which Patrol ship you mean - the largest total AD of beams at skirmish are only 4AD IIRC.stepan.razin wrote:Just curious, what average Raid ship are you comparing it to? are we talking about the same ship? sarcasm perhaps?skavendan wrote:Its faster than your average raid ship hull 6 interceptors full of breaching pods. You would have to be stupid to willing go without 12"
Speed 8" - is that really faster then average?
1/45 Turn - is that more agile then average?
12 " Beam... 4AD DD Front Arch, 12" Beam 2AD DD rest... what Raid level ship does that outgun? I know patrol levels with more firepower.
2 Interceptors on the raid level ship is over the top?
6 Breaching pods ???
Yeah, a game breaker....
Its not lumbering.
It has both interceptors and 6 AF - why does it need hull 6 - if its designed to get in close it has interceptors - if its worried about beams / mini-beams - well hull 5 or 6 - makes no difference.
it has 8 breeching pods and 2 fighters plus 16 troops (so it can threaten in the same way as a T'loth)
Near battle level crew score
its fine at Hull 5............
As I said before, the 10AD beam argument is a red herring because the odds of being able to use all of them at any one time is pretty much nil, and the damage they can generate in *each* arc (i.e. against a single target) is almost negligible, i.e. average 2-4 damage points each in P/S/A. Using this as justification for it being somehow "strong" is ridiculous. Even in the front arc, the *very* short 12" range means even at APTE it will take a beating before it gets to use them. At SPD: 8" it certainly isn't *that* fast.Da Boss wrote:Gaim beam (in all arcs) ignores hull level and interceptors - has 10 dice beam in total.........
Dude, its a PATROL choice! Duh!!!!!Da Boss wrote:OK Vree Patrol ship
15" range 4 AD DD SAP, interceptable damage on a ship with 8 damage
Blue Star 8" range 4AD DD, AP Interceptable
not beam and can't roll up,
Gaim beam (in all arcs) ignores hull level and interceptors - has 10 dice beam in total.........
As I said why does it need hull 6 as it has good damage and crew, and 2 dice interceptors / 6 dice AF against normal guns and hull 6 does not matter against beams / mini-beams
Wrong. Average hitting on a 4+ with 2 dice is 1.5 hits per arc given a subsequent roll for the first hit. Probability theory dictates that the odds are you will get 1 hit on the first and have a 50/50 chance that the second roll will also hit. Probability of the third hit occurring is only 25% and the chances of further hits goes down exponentially after that. Given this you are looking at a probable 1-2 hits per arc with only a 25% chance of 3 hits which is unreliable. As I said, that's 2-4 damage points *on average*. Sorry, but that's poor by any standard for a Raid level ship. Sure, a lucky run may boost it, but luck is not something to base a ship's capabilities on since any ship with a beam can do that.Ripple wrote:Actually your doing your math wrong... it's 2 to 4 hits in each arc
I was pointing out that the argument for his claim was flawed.CZuschlag wrote:Forget all of that. The impacts of two of those things doropping off all those breaching pods against, say, Drakh, or pak'ma'ra (the lumbering Urik'hal is just dead and capture meat), is ridiculous. Breching pods on their own aren't threatening -- you can do something about them. Attaching the turn immediately following launch (especially against lumbering ships) is extremely powerful. The thing barely needs any serious firepower!
Do this, and we'll get the Gaim back to where they should be again --- banned .... guaranteed.
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