tneva82 said:
deadshane said:
Any scenario that requires manoeuvring of ships is instantly lost by fleets featuring multiple lumbering vessels.
I presume you have dozenz and dozens of games under your belt with lumbering fleet then if you make such a blanket statement?
Dozens and dozens as a minimum.
I’m going to step in here to defend what Deadshane said. A number of us have been talking about lumbering for a while now. Check the back posts We haven’t played hundreds of game. In fact I was being generous a month or more ago and saying we should wait and see because tactics could win out and maybe it isn’t that bad.
Well I haven’t played a hundred games and I’m sure if I do play a hundred games it’s not going to prove a magic way to overcome Lumbering.
I and many here have played enough games over the years to have an eye for what works and what doesn’t. If someone tells me they have invented a 20ton mech with an AC20 so it’s a killer, but they had to drop the speed because the AC20 is so big, oh and it didn’t have space for much armour I don’t need to play them or even watch the battle to know what is going to happen to a lance of them.
Thanks Storyelf, more evidence of Bias against the Gorn’s if they are no worse than the feds in FC
Myrn (and Greg) you ask how much worse is it with only one turn instead of 2. The Fed (the turn D equivalent from FC) can make two turns but need to move 12” to do so. They have a more restricted firing arc on the photons meaning they need to move more to get them into arc.
The Gorn can move 6”, turn and move 6” again. But then next turn they need to move 6” before they can turn again. A Gorn can move 6”, turn and stop, the Fed moves 6” turns, moves 6” and turns again. Both have exactly the same turning circle but one makes that turn twice as fast as the other. Remember that you need to move 6" before you are allowed to turn or you must be stationary. Moving 6", turning once and moving again means that next turn you are going to be in a fairly small area since you must either be stationary OR move 6" forward before you can turn again, anyone with 24" disruptors can move to bring that area under fire where they are in range and you cannot fire back,
Yes crits which reduce you to less than 12” move which levels the field, you can repair crits though.
The feds have one block of heavy weapons, they fire the photons and reload, on a reload turn they can move 12”, fire all Phaser’s and not fire the empty photons or a Drone. The Gorn fires off the side plasmas, does he then reload and move 6” so he can fire other plasmas or give up the ability to fire other plasmas. Consider that the Gorn are having Phaser’s taken away to make them match the SSDs, Gorn Phaser fire isn’t going to win the war. When the choice is fire plasmas or move 12” you sacrifice mobility or firepower.
Gorn cruisers have 4AD of Phaser-1s that can fire at a target anywhere round them (not centre lined), the BCH has 5AD. If you reload and move 12” that reduces the cruiser to the firepower of a DD. If you move 6” so you can fire plasmas you are being outrun by freighters and the next slowest ships (the Feds) have twice the speed AND twice the turn speed that you do while trying to bring the shortest range heavy weapon in the game to bear. Yes I know plasmas have a technical range of 16” but they lose 3AD at that range meaning a salvo of 2 Plasma-Ss and two Fs does a whole 2AD at that range (scary)
You say don’t use lumbering fleets. Well that leaves us with the CL (which is a bit crap), the HDD (which most of us end up taking 3 of) and BDDs or DDs. If you have ANY lumbering ships you need to cover them against people getting behind them, Gorn have one or two Plasma-Fs to fire backwards, all the big stuff is strictly pointing Forward and turning enough to bring even a FH plasma-S into arc is painful. A few Plasma-Fs are not going to kill that enemy cruiser or group of DDs that is flanking you so you need to post smaller ships to guard the rear. Doesn’t matter how agile those ships are if they spend the entire battle guarding the lumbering ships back sides, they may as well be lumbering themselves for all they can manoeuvre and influence the battle.
Allow HETs. Oh good so a crew check or I take at least two Impulse crits.
As regards points costs:
Gorn BC (CA) 200, Fed CA 180
Gorn CM 210, Fed NCA 190
Gorn HBC 240, Fed BCH 240.
The CM has better shields but other than that I’m not seeing anything to suggest Gorn are cheaper because of Lumbering.