Based on the seven fleet lists we have available so far, I was wondering what kind of ideas people have had regarding dealing with specific fleet matchups; the kind of things you'd try to do with your fleet against one type of opposing force in particular (or how you'd try to handle what that particular fleet might throw at you).
Hazat-Kurgan, Kurgan-Vuldrok, Hawkwood-Vuldrok, Li Halan-al-Malik, and so on... what in particular might you plan for with one for over another?
For example, I was thinking of what the Kurgans might want to try and do about the Vuldrok, as opposed to one of the House fleets (not least theri Hazat "neighbours").
Since the Vuldrok have no shields, the Kurgans would side-step one of the issues that their heat blasters causes them against the likes of the Hazat; the inaccurate trait against a shielded opponent.
Plus, given that the Vuldrok have no fighters of their own and little in the way of point defence, there is no need to bother taking superiority fighters; the Kurga could stock up instead on multi-roles and suicides instead.
Also, since the Vuldrok have no ships which offer any Command bonuses, each carrier the Kurgans take offers that much built-in redundancy in terms of trying to retain the initiative; which could be key in preparing for effective maneuver.
Since the Kurgan ships tend to out-range the Vuldrok with their weapon loadouts (especially if the Vuldrok want to try and use those shield-bothering explosive shells with their slug guns) and have several classes which are quick enough in their own right, it seems that it may be wise for a Kurgan admiral to forego the slower, more lumbering ship classes when taking on this foe; unless they need a set of big guns to park in orbit of a planet, perhaps.
In open space, it seems that it may be wiser for the Kurgans to use their longer-ranged weapons as a means of whittling down the Vuldrok ships, then saving their fighters and boarding parties for a more decisive close-in strike.
(Kind of like how an army of Mongol horse archers would have fought, perhaps.)
The Vuldrok, in contrast, would want to make every last ounce of speed and maneuver count; to at least get standard shots in, but preferably to get close enough to try and burn out the Kurgans' shields.
The carriers would arguably be the number one targets; kill them, kill their ability to re-load multi-roles (or launch suicides, if they haven't already), and kill their Command bonuses to boot. Given how slow the carriers are compared to the rest of the Kurgan fleet, they would be that much easier to try and get a hold of for the swift Vuldrok armada.
The accuracy trait might help in targeting fighters; they'd still have those dodge rolls, but the more they's have to make, the more likely they are to fail. That said, given how few guns the Vuldrok have per ship class, they may be in trouble if forced to choose between expending their relatively few weapons against waves of incoming fighters rather than trying to make the most of those multi-hit sluggers against enemy ships.
Are theire any particular matchups you would look for, and if so what kind of tactics would you line up for your given side?
Hazat-Kurgan, Kurgan-Vuldrok, Hawkwood-Vuldrok, Li Halan-al-Malik, and so on... what in particular might you plan for with one for over another?
For example, I was thinking of what the Kurgans might want to try and do about the Vuldrok, as opposed to one of the House fleets (not least theri Hazat "neighbours").
Since the Vuldrok have no shields, the Kurgans would side-step one of the issues that their heat blasters causes them against the likes of the Hazat; the inaccurate trait against a shielded opponent.
Plus, given that the Vuldrok have no fighters of their own and little in the way of point defence, there is no need to bother taking superiority fighters; the Kurga could stock up instead on multi-roles and suicides instead.
Also, since the Vuldrok have no ships which offer any Command bonuses, each carrier the Kurgans take offers that much built-in redundancy in terms of trying to retain the initiative; which could be key in preparing for effective maneuver.
Since the Kurgan ships tend to out-range the Vuldrok with their weapon loadouts (especially if the Vuldrok want to try and use those shield-bothering explosive shells with their slug guns) and have several classes which are quick enough in their own right, it seems that it may be wise for a Kurgan admiral to forego the slower, more lumbering ship classes when taking on this foe; unless they need a set of big guns to park in orbit of a planet, perhaps.
In open space, it seems that it may be wiser for the Kurgans to use their longer-ranged weapons as a means of whittling down the Vuldrok ships, then saving their fighters and boarding parties for a more decisive close-in strike.
(Kind of like how an army of Mongol horse archers would have fought, perhaps.)
The Vuldrok, in contrast, would want to make every last ounce of speed and maneuver count; to at least get standard shots in, but preferably to get close enough to try and burn out the Kurgans' shields.
The carriers would arguably be the number one targets; kill them, kill their ability to re-load multi-roles (or launch suicides, if they haven't already), and kill their Command bonuses to boot. Given how slow the carriers are compared to the rest of the Kurgan fleet, they would be that much easier to try and get a hold of for the swift Vuldrok armada.
The accuracy trait might help in targeting fighters; they'd still have those dodge rolls, but the more they's have to make, the more likely they are to fail. That said, given how few guns the Vuldrok have per ship class, they may be in trouble if forced to choose between expending their relatively few weapons against waves of incoming fighters rather than trying to make the most of those multi-hit sluggers against enemy ships.
Are theire any particular matchups you would look for, and if so what kind of tactics would you line up for your given side?