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Twilight Imperium (Third Edition)» Forums » Variants

Subject: Destroyer Variants? rss

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Moses Moore
Canada
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Quebec
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I wonder if anyone has tried destroyer variants, and if so, how did they play?

Destroyers seem very weak and I expect that they will rarely get used - in the early game the fleet supply tends to be low so you want more valuable units. Later with cybernetics and advanced fighters, fighters are always a better buy.

My suggested variant is:
1. Type IV drive also works for destroyers, giving +1 movement.
2. Assault Cannon gives destroyers an extra fighter barrage die.

What think you?

Peet
 
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Steve Malczak
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Re:Destroyer Variants?
Mozai (#466921),

Even without Cyber and Advanced Fighters, Fighter are still a better buy...

Its not that DDs are weak, its that Fighters are FAR FAR FAR too cost efficient compared to the other units. The downside of Fighters is supposed to be that they are harder to produce, but once players get a minimum amount of experience, its really not hard to be pumping out Fighters pretty solidly.

Even if you buff up DDs, you'll soon see that CAs and DNs pale in comparison to Fighters. Cost-wise and supply-wise Fighter fleets beat any other realistic combo. Once you have 2 CVs massed with even a 2 CAs, nothing else can come close in terms of efficiency.

Whether or not you like Fighters being necessary is a matter of taste, but its definately there.

 
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Anthony Pham
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Re:Destroyer Variants?
Actually, you are forgetting that fighters need carriers to support them, making them more costly in that regard. Also, they're more of a hassle to move around the board. Whereas destroyers automatically move 2 spaces.

Destroyers also have the anti fighter barrage, which becomes decently useful once you get their upgrade.
 
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Stephen Stewart
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Re:Destroyer Variants?
Vanigan wrote:
Actually, you are forgetting that fighters need carriers to support them, making them more costly in that regard. Also, they're more of a hassle to move around the board. Whereas destroyers automatically move 2 spaces.

Destroyers also have the anti fighter barrage, which becomes decently useful once you get their upgrade.


One use would be to create a destroyer fleet and have this fleet conduct a preemptive (sp?) strike against the opposing fighter fleet. You get many "free" rolls to reduce his fighter support then later follow up with your main attack fleet. A fleet of 5 destroyers would get 10 first shots and 5 follow up shots. 15 shots by the first round with Hylar lasers could turn the tide of battle. But you will lose them...At 1 point to produce...it's cheaper than losing a cruiser.
 
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John Bingham
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The real issue comparing fighters to destroyers is that of fleet supply, With 6 fighters on a carrier = 1 fleet supply, an opposing destroyer, hitting 20-30% of the time x2 dice on pre-combat rolls, is a pretty poor choice.

Q: Has anyone considered allowing one or two destroyers over-and-above fleet supply limitations? This ought to improve their value markedly, without their becoming excessively powerful (over the freebie limit destroyers still count against fleet supply, which you'll probably want to reserve for other things like cruisers and carriers); Further, unlike fighters, there is also the limitation of the piece mix.
 
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Martin Bolanca
Australia
Perth
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Perhaps a simple solution is to make 2 destroyers = 1 fleet supply.

Although it is very tempting to simply say 1 fight costs 1 production point, makes accounting easy too!
 
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