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  #1  
Old August 13th, 2001, 10:42 PM

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Default Re: The best weapons for a close combat ship?

quote:
Originally posted by tesco samoa:

Shield attacking ships, weapon attacking ships, armour or shield ships. Mix up the point blank ships with the longer range ones and pick a good formation. (I find the X and wall formations just get ships bouncing into each other ). If the enemy counters with all armour ships then mothball the shield attacking ships until thier needed again.



I am gleaning some excellent info here thankyou! Tesco, you indicate some BAD formations do you some Favorites you could share?? [I know this isn't the original intent of this thread, but I have to ask ]

I am really trying to ramp up my strategic knowledge to deal with the PBW games
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  #2  
Old August 13th, 2001, 11:31 PM
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Default Re: The best weapons for a close combat ship?

quote:
I welcome challenges and feedbacks
I'm just wondering why you have a single organic armor piece. You get no organic regen unless you lose a segment and still have others remaining.

You could put in a B/LS/CQ combo instead, thus rendering your ship invulnerable to computer virus attacks. Psy races would still be able to capture your ship after destroying the MC, but others would not be able to disable your ship with a single shot.

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Old August 14th, 2001, 04:53 AM

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Default Re: The best weapons for a close combat ship?

quote:
I'm just wondering why you have a single organic armor piece. You get no organic regen unless you lose a segment and still have others remaining.

You could put in a B/LS/CQ combo instead, thus rendering your ship invulnerable to computer virus attacks. Psy races would still be able to capture your ship after destroying the MC, but others would not be able to disable your ship with a single shot.



The organic armour is just there to fill up space really. I had 30kt of space to fill up, so it went to the armour plate.

What's B/LS/CQ?
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Old August 14th, 2001, 05:05 AM
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Default Re: The best weapons for a close combat ship?

Bridge/Life Support/Crew Quarters. B/LS/CQ.
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  #5  
Old August 14th, 2001, 05:19 AM

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Default Re: The best weapons for a close combat ship?

oic. I ruled that out because it takes too much space on a DN and it is even more vulnerable to allegiance subverters (my favorite weapon) than the MC to virus. I was wondering, if you have a MC and a bridge (or reserve bridge) without any life support or crew quarters, and your MC gets taken out, will you ship still move at full speed in that combat round? what about on the star map?
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Old August 14th, 2001, 04:37 PM

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Default Re: The best weapons for a close combat ship?

Just figured out that if I put a single bridge, a crew quarter and a life support on a ship it will continue to operate normally in combat even if the MC is taken out, and this is true for a ship of any size. Don't know about moving on the star map though, since this is just a skeleton crew.
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  #7  
Old August 14th, 2001, 05:14 PM
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Default Re: The best weapons for a close combat ship?

The rules are:
1) you can't design a ship unless it has the requested number of LS/CQ, or a MC
2) ships lose movement if they have ZERO lifesupports or crewquarters remaining.
3)ships lose movement if they have no intact bridge or aux con.
4)any ship with an intact MC is exempt from rules 2 & 3.

One each of B/LS/CQ is enough to fly the ship normally, but you can't save that design unless you have an MC (or are designing a ship < 450KT in size).
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