Best and Worst Raid level ships

katadder said:
WS versus nova:

WS sits at range 18 and fires its beam, geting probably a hit.
next turn WS has to go 7.5" towards nova before any turns, to get out of range of the nova it mans not facing it with its own weapons and this is if WS wins init, if its doesnt nova will chase and possibly get into range for a retalitory strike.

so beating a nova with a WS is not as easy as it sounds, yes you have speed and range, but speed kills.

How can a Nova 'CHASE' a Whitestar into range, it can move up to 22". Is this a 2e Nova you are talking about, with a Nitrox kit?
 
true but the nova gets alot more AD :)
also its +1 for 3rd age, +2 for crusade
and ISA is only +2
then theres the 4 flights of auroras.

all i am saying really is its not as easy as people thing to take down a nova with a WS. molecular pulsars shots will more than likely be intercepted too.
 
I know nova isnt crusade, which is why i said +1. i wa spointing out the +2 is only for crusade, not 3rd age as reaverman thought.
and no it wont. 1 hit every other turn means unless playing annihilation will take forecer to kill the nova.
and if you follow the above example the nova can get the hits. then theres 3-4 flts of starfuries to worry about too (depending on how many are left after killign the single Nial).
effectively a WS has a 1AD beam against a nova, the pulsars count for nothing there.
and it needs to win init to use that beam, if it loses it the nova will more than likely get into range to fire for a turn or neither side will fire.
like i said its not as easy as you think as you have to worry about your speed bringing you into range of the novas guns.
 
katadder said:
true but the nova gets alot more AD :)
also its +1 for 3rd age, +2 for crusade
and ISA is only +2
then theres the 4 flights of auroras.

all i am saying really is its not as easy as people thing to take down a nova with a WS. molecular pulsars shots will more than likely be intercepted too.

The Whitestar is faster, more maneouvrable, and can out range a Nova. Its bloody easy to kill a Nova, and the Pulsars would only be used for the final kill. It will just whip about the Nova, picking it to bits, and critting the poor SOB to bits. Like a big cat, taking down a stupid bovine!
 
Reaverman never mentioned Crusade as far as I can see?
And, the WS will totally win, easily. If the ISA plays right then the Nova won't be able to shoot him at all.
 
Burger said:
Reaverman never mentioned Crusade as far as I can see?
And, the WS will totally win, easily. If the ISA plays right then the Nova won't be able to shoot him at all.

All the ISA player does is move into position (left or right flank), and zip across the Nova's bow. If its loses initiative it stays out of range, it wins it attacks. That means it never gets hit, in either situation. The Nova can APTE, but will not get into range, as the Whitestar is coming from the left, and right flank.

Katadder you are digging a deep hole, for pete's sake give up :roll:
 
Yeah exactly, if the WS comes in at an angle rather than straight ahead then he can avoid fire all day long. 7.5" forward, turn 90 degrees, 7.5" away from the Nova. The Nova can't manouver well enough to chase.
 
Normally, games have a 10-turn restriction, which is where I can see katadder's argument. Can 1 WS take out a Nova with just the INL in 10 turns?

6.6666 hits over 10 turns for first die
3.3333 hits from second dice
1.1111 hits from third dice
0.1852 hits from fourth beam dice

Gives 11.3 hits for 34.66:38.42

... and the Pulsars finish the job on turn 10 with ease (interceptors are down .... on average).

If the nova wins initiative say, 40% of the time (down 1 on the roll), it gets 4 shots, say (for argument) with the 12-die system:

4x(6.667 hits before dodge -- 3.3333 after), after adaptive is 3 1:1's and say 1 2:2 and 2 criticals, for 0.8:1.02 after adaptive each. He'll get to regen the damage but not the crew, so net might look like 3:7, after all is said and done.

The Whitestar just went a-crushin'.
 
Here is a diagram for the imaginatively impaired.

image1ce0.gif


The WS starts 15" form the Nova (green ellipse is WS, blue rectangle is Nova. WS can fire, Nova cannot.

If the Nova moves first then the WS can easily avoid its range. If the WS moves first then it takes the red path. The Nova moves to chase, its best plan would be to Come About and follow its red path.

So the question is, is the purple line "?" longer than 12" or not. Well by fairly simple trigonometry, yes it is. In fact with careful positioning the WS can end up over 15" away. And this is assuming it starts at 15"... the WS range is 18", so it is even more in favour of the WS.

So the WS has either got a 2nd "free" shot at the Nova, or it has got out of range.

Rinse and repeat.
 
Burger,

Granted, you've shown for one turn, but to make sure no one can ever shoot the White Star, you have to make it a proof by Induction. Does your newly disadvantaged position (in the lose-initiative case)come with getting-shot consequences of its own?

Do you have that by chance? I don't, and would be very, very interested to see such a proof out.
 
Well we've assumed so far that it's a 1 vs 1. So there is nobody else to shoot at the WS. It is as safe someone with Plot Immunity ;)
 
for the WS it needs its own CA or it wont be firing at the nova, I know it can avoid being shot, but unless it CAs it wont get to shoot either in that turn. the Nova moving 2nd can also move out of range/arc by heading straight up then doing its turn.
 
Well yes of course the WS can't shoot either in turn 2. But in turn 3, it can set itself up for another run, exactly the same as turn 1.
 
well maybe not quite the same cos it needs another turn, but possible. in a 10 turn game though its close to not being able to destroy it.
my main point was though thats its not as easy as most people think to do a WS v Nova scenario. also the fighters still havent been factored in too much :)
 
If the Nials escort the WS, or stay out of range until they can choose the dogfight odds, then they can pick the furies off one at a time.

If the WS is shooting every other turn, then it'll get 5 shots in a 10 turn game. Thats 5AD of SAP/P/TD beam. Is that enough to kill a Nova?

Averages 5.6 hits, thats 17 damage plus 2 crits. Might be enough, might not, depends on the crits. But its a no-lose situation for the ISA.
 
Burger said:
If the Nials escort the WS, or stay out of range until they can choose the dogfight odds, then they can pick the furies off one at a time.

If the WS is shooting every other turn, then it'll get 5 shots in a 10 turn game. Thats 5AD of SAP/P/TD beam. Is that enough to kill a Nova?

Averages 5.6 hits, thats 17 damage plus 2 crits. Might be enough, might not, depends on the crits. But its a no-lose situation for the ISA.

Bear in mind as well, that the 50% of crits scored will be Movement mods as well. So Katadder, as each turn progresses there is going to be an increased chance of damaging it. As the Whitestar could actually lose iniative, move into range without fear of the Nova out maneaurvering the Whitestar
 
starfuries have that annoying advantage of afterburners though as I have found. means for a turn they go faster than your Nials and can swarm it.
 
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