Steve
Thailand
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There are several counters that it is just stupid to buy and some that are only good because there is "no other choice".

The combat pairing system and hit number system strongly favors the smallest ships possible. This makes the larger ships to be rarely bought.

In fact the TR is often bought as a warship because the slightly larger ships [DD and CL] are no good or not as good. If TR weren't so good as warships they would be good as a sort of Militia to help your troops defend PSB.

RT and PDM cost too much for what you get.

Several Terran designs have no or weak missiles, so they are a bad buy. For example the Terran M is mostly used to block a line of attack by Imp. small ships, not to fight B1 or BB. Therefore, it should be a 3-6-8. I choose a 6 missile so it has some chance against BBs. But, it could also be a 5-4-8.

The Terran CS and Imp. CR are not a good buy. The CS because the 6 shield of their CR is so very much better and the CR because against the CR it has not enough missiles or beams, a 3-3-4 would be just as good fighting a CR and a 3-6-4 or 3-6-6 better. So, it costs too much because it wastes both beam, missile, and/or shield "power".

The Terran B is not a good buy because its 7 shield allows the Imp. ships with missiles of 4 and 7 [& 10] to be "just enough" to get the next higher hit # and the best way to destroy all capital ships is at long range. Even the Imp. SC [as well as DD & FTR] can use High Intensity fire and hit it.

BTW Despite what you might think the Imp. BB is just slightly better than the Terran BB, when their use against other shps is included. This is because it can hit a BB at close range with its half missiles [with a small chance] and its 7 beam is useful against all smaller Terran ships. Even though the Terran BB can hit it with its powerful beams 1st at short range, its greater chance of its larger missiles hitting at long range in a previous round is [overall] almost as good.

BTW Has anyone besides me noticed that the Terran small ships are configured to be "just enough" against the next larger Imp. ship? Assuming that the designer, Marc, was aware of this, this would have been a good ploy, except that the Terran SC has no missiles.

It is neither here nor their at this point, but perhaps it would have been better if the SC was either -- Terran = 1-0-1 or 2-1-1 and Imp. 0-1-1 or 1-2-1. The 1st pair makes the Imp. SC useless at close range [half of 1, rounded down = 0] like the Terran SC is at long range; the 2nd pair adds 1 missile to both to give the Terran SC some missiles and keep the 2 designs equal in points. Or, have both configurations by adding a new type, the Frigate = 2-1-1 or 1-2-1. The counters for this type could have been found by reducing the number of counters for the CL, CS & CR [by 3, 4, & 4]. The Terrans could stand reducing the numbers of B & BB to create another type also, maybe a CA or B2, or even both.

 
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Brian McCue
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It has been a while since I played, but I don't remember Transports as being at all usable as warships. How can they be, when they have neither missiles nor beams?

Brian
 
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Gerry Smit
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They're not warships, but they ARE targets. So attackers have to allocate across all ships before doubling up on preffered ships. This makes TR 's cheap "hit points" for a fleet, and can give you numerical superiority and thus "initiative" on where to pair up.
 
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Brian McCue
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Excellent point.

Brian
 
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Gerry Smit
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On the gripping hand, that means, take a convoy of merchants, and 3 destroyers, and go up against 4 cruisers. The merchants "flank" the cruisers, allowing the "extra" destroyers to "gang up" on 1 cruiser. Um, yeah. Merchants holding off cruisers so that destroyers can do what they want.

Hmmm. There's a suggested variant where non-combatant ships are NOT part of the pair-up process, but allocated second.

But hey, it's a game....
 
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