CZuschlag said:
When did they get a chance?
Explain to me how you can use an example scenario where the ships start 10" apart and are not in a position to manouver away? The Skrunnka has only one 45 degree turn so what is stopping the Pak from APTE and zipping past the Gaim ship, then doing it again in the subsequent movement phase, thus being *far* out of range of the pods. Then in the shooting phase the plasma web in combination with a couple other ships will make short work of the pods.
They don't have a fire opportunity, as the Breaching Pods hit the table in End Phase, and attach at movement.
That's false. Assuming your scenario and the ships are 10" apart at the end of turn when the pods are launched, there is *no* way they can hit the Urik'Hal if the Pak player doesn't want them to do so. All Stop comes to mind. If somehow you manage to allow the Gaim ship to end up closer than that to the ship in the end phase, I think that's simply a mistake in judgement. Besides, the Urik has Anti-Fighter 4 which should do a number on a couple pods at least.
The pak'ma'ra can't deploy fighters at the last second to act as interceptors --- they don't have any Carriers!
They don't need to. Unless the Skrunnka executes a Scramble special order (which happens in the movement phase when activated so the Pak player will obviously know it can do so), it's launching a *maximum* of 3 pods at the ship. As I said, with AF4 it's probably going to do in a couple of them, leaving 1 left which needs a 5 to kill the Pak troop on board. Without the old super-troop rule, 1 enemy troop isn't horribly overpowering given that the Urik'Hal has 32 crew on board. Odds are good the troop will be dead before he kills them all.
It's a free and easy capture!
The only way it's a free and easy kill is if it's already crippled, in which case *any* fleet with pods can do it.
The Tantalus is a weaker ship in every way, and isn't under assessment for an upgrade. However, somehow, the clearly superior Skrunnka is? Insane.
Hardly. And beside, it's not asking for an "upgrade." It's asking to put it back where it was.
Look, we all have our blind spots. That's why I list what I fly below my signature.
As do I.
People can assess my particular stances with full knowledge of any ulterior motive or tactical blindness I may have. And that's fair.
There's nothing wrong with that. But we do have to take into account that our opinions on our own fleets of expertise is often clouded by prejudice and our memories are fantasically selective.
Agreed. However, as I said I am asking for *real* evidence that the Skrunnka is broken and so far no one has been able to provide any. The original Gaim fleet as a whole was certainly broken and yes, it needed to be toned down. For the most part the changes they made are excellent, however, in some cases -the Skrunnka being one- I think they went too far. I keep harping that fleets are balanced as a whole, not necessarily on an individual ship level, though that does have to happen to a certain extent. The problem with the old Gaim fleet was generally the combination of the pods and the super troops, and to a lesser degree the emines, all of which have been significantly toned down. In the games I have played with the new Gaim the Skrunnka dies far too easily in my experience, mostly due to all the double damage, AP, SAP, twin linked weaponry out there at the Raid level.
As you are well aware it is designed to close with the enemy so that it *can* launch the pods. It is neither fast enough or manouverable enough to do that reliably at hull 5 IMO and it lacks the range and firepower to consistently do enough damage to an enemy in order to cripple/adrift them in order to use its shuttles. Realistically, I can't remember the last time I was in a position with the Skrunnka to use them so for me at least they are useless. Thus I have to rely on the pods. However, as I said given the changes to them they are a *lot* easier to avoid now. The 6" speed change for the pods has in my experience toned them down *significantly*, making their use a *lot* more judicious than you state in your example.
Anyway, I know we all have biases, including me. It just seemed that you were using yours as a justification for your desired result which I think is wrong. I do play Gaim, but I don't want them to be unfair to play against. I don't think they are now (ignoring the absolute hatred some people have for emines) and I honestly don't think putting the Skrunnka back to Hull 6 will make them so or even make the ship itself broken. However, what it will do is fit its background more closely as well as let it hopefully have a decent chance of surviving long enough to do what it's supposed to do. As it stands now I don't think it does either its background or its role justice. *That* is *my* opinion and my bias with regard to this particular change. I've said I would reconsider it if someone could provide evidence that it would be overpowered (evidence that can be proven in play), but as I said so far no one has provided anything but theories. At least in the last two cases that you and Ripple supported, both can easily be discounted with corresponding evidence to the contrary. In some ways I just get tired of people using arguments that seem reasonable at first glance, but upon closer inspection are demonstrably false. I have no objection to real evidence. I just haven't seen any yet.
Cheers, Gary