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Arming a free trader

  • Thread starter Thread starter Black Globe Generator
  • Start date Start date
Originally posted by Sir Dameon Toth:
Just a question: can you use your lasers if your sandcaster just fired?
A whole debate in itself


My thinking is that over the course of the sand effectiveness you may fire your lasers without penalty (you are shifting around your ablative cloud(s) for clear shots) but it is still effective against incoming laser fire (they can't time their shots to when you pop out). So laser hits against a ship with sand defenses is that ship popping out right into a laser hit, bad timing.
 
Originally posted by Sir Dameon Toth:
Just a question: can you use your lasers if your sandcaster just fired?
A whole debate in itself


My thinking is that over the course of the sand effectiveness you may fire your lasers without penalty (you are shifting around your ablative cloud(s) for clear shots) but it is still effective against incoming laser fire (they can't time their shots to when you pop out). So laser hits against a ship with sand defenses is that ship popping out right into a laser hit, bad timing.
 
But if my memory isn't failing me, the trader doesn't have enough power to run one laser without shutting down, say, the grav and inertial comp.

I'd go with two sandcasters and a missile in one turret, two missiles and a sandcaster in the other.
 
But if my memory isn't failing me, the trader doesn't have enough power to run one laser without shutting down, say, the grav and inertial comp.

I'd go with two sandcasters and a missile in one turret, two missiles and a sandcaster in the other.
 
Two lasers if you figure the minimum powerplant needed for Jump 1 by Book 5 design. Book 2 design has no such requirement on starships, so one might assume an oversized powerplant.
 
Two lasers if you figure the minimum powerplant needed for Jump 1 by Book 5 design. Book 2 design has no such requirement on starships, so one might assume an oversized powerplant.
 
Originally posted by Black Globe Generator:
What's your favorite suite of weapons for the workhorse of the merchant fleet?
I'd say it depends on several factors.

If you've only got one good Gunner, put as many lasers as you can afford in one triple turret and run Gunner Interact to maximize your investment. Fill the other turret with sand and missiles.

If your Gunner is some sort of legendary crack shot, go with pulse lasers; they're more difficult to score a hit with, but they hit harder when they do connect.

If you can't rely on your crew's Gunnery skills, load up on missile launchers instead, and be prepared to eat the munitions cost.

If sand DMs are stackable IYTU, forego lasers entirely, mount a sandcaster in each turret, and fill the other four slots with missiles. Hire loaders, or press your Medic into service. Then coast and dump ordinace overboard until your opponent leaves or pulverizes you.

In general, "the mix" (one of each laser, missile, sand) is probably the best all-around, all-things-being-equal fit, and the one most favored by NPCs IMTU...

Customizing the weapons (and software) fit on their ship can be a very engaging (and expensive) PC hobby...
 
Originally posted by Black Globe Generator:
What's your favorite suite of weapons for the workhorse of the merchant fleet?
I'd say it depends on several factors.

If you've only got one good Gunner, put as many lasers as you can afford in one triple turret and run Gunner Interact to maximize your investment. Fill the other turret with sand and missiles.

If your Gunner is some sort of legendary crack shot, go with pulse lasers; they're more difficult to score a hit with, but they hit harder when they do connect.

If you can't rely on your crew's Gunnery skills, load up on missile launchers instead, and be prepared to eat the munitions cost.

If sand DMs are stackable IYTU, forego lasers entirely, mount a sandcaster in each turret, and fill the other four slots with missiles. Hire loaders, or press your Medic into service. Then coast and dump ordinace overboard until your opponent leaves or pulverizes you.

In general, "the mix" (one of each laser, missile, sand) is probably the best all-around, all-things-being-equal fit, and the one most favored by NPCs IMTU...

Customizing the weapons (and software) fit on their ship can be a very engaging (and expensive) PC hobby...
 
#1 Two beam one sand

Don't bother with a second.

Plus I play that if a turret with HE missiles in it gets hit roll +8 or KA-BOOM they go off.

Hey I didn't see this when I posted mine! Must be that kind of day!
 
#1 Two beam one sand

Don't bother with a second.

Plus I play that if a turret with HE missiles in it gets hit roll +8 or KA-BOOM they go off.

Hey I didn't see this when I posted mine! Must be that kind of day!
 
BGG,

Dan's ideas pretty much mirror mine. In fact, Dan's HG2 selections are exactly what I would choose.

Being a wargamer, I'd arm my trader with an eye towards the HG2 tables. I know that's cheating or using meta-game knowledge but I figure if I actually live in the 57th Century I'd know enough about shipboard weapoonry to make the same choices. I want:

- Lasers for both their offensive punch and AM ability.
- Missiles to make the other guy use his lasers on them and not my hull.
- Sand to defend against both lasers and missiles while saving those precious energy points.

I won't be fighting real pirates or corsairs thank you very much. Those automatic cristical hits from their 'big' batteries mean things go real bad real fast.


Have fun,
Bill
 
BGG,

Dan's ideas pretty much mirror mine. In fact, Dan's HG2 selections are exactly what I would choose.

Being a wargamer, I'd arm my trader with an eye towards the HG2 tables. I know that's cheating or using meta-game knowledge but I figure if I actually live in the 57th Century I'd know enough about shipboard weapoonry to make the same choices. I want:

- Lasers for both their offensive punch and AM ability.
- Missiles to make the other guy use his lasers on them and not my hull.
- Sand to defend against both lasers and missiles while saving those precious energy points.

I won't be fighting real pirates or corsairs thank you very much. Those automatic cristical hits from their 'big' batteries mean things go real bad real fast.


Have fun,
Bill
 
Bill's right. Trader weapons are deterrent only. Like the deadbolt locks on your front door. If bad guys are determined, they'll get in.

Good points from Dan re: double turrets. Why call attention to yourself?

Or, if you'd rather call attention to yourself, you might also add a couple of fixed guns to the nose (and tail). Make that puppy bristle with guns.
 
Bill's right. Trader weapons are deterrent only. Like the deadbolt locks on your front door. If bad guys are determined, they'll get in.

Good points from Dan re: double turrets. Why call attention to yourself?

Or, if you'd rather call attention to yourself, you might also add a couple of fixed guns to the nose (and tail). Make that puppy bristle with guns.
 
Originally posted by Sir Dameon Toth:
Just a question: can you use your lasers if your sandcaster just fired?
In LBB2 combat sandcasters aren't very well explained are they ;)

I use the rules from Mayday
-3 to incoming fire
-1 to outgoing fire
 
Originally posted by Sir Dameon Toth:
Just a question: can you use your lasers if your sandcaster just fired?
In LBB2 combat sandcasters aren't very well explained are they ;)

I use the rules from Mayday
-3 to incoming fire
-1 to outgoing fire
 
Originally posted by Sigg Oddra:
I use the rules from Mayday
-3 to incoming fire
-1 to outgoing fire
IMTU, I figure the DM works the same both ways for laser fire, except for point-defense anti-missile fire (which occurs "underneath" the sand cloud). I also stack it for multiple cannisters cast in the same round by the same ship.

Therefore, if using sand and drifting, it becomes a thick curtain that takes laser fire out of the equation as an offensive weapon (as long as reloads hold out) for both sides. Under own acceleration, however, it's more complicated; in his fire phase, your opponent's fire on you is blocked, as is any return fire you make in response, but in your own turn, you've likely moved away from the sand's 25mm radius or so cloud of protection, so it's often possible that you may fire clear of the sand in your own fire phase. Note that your opponent may maneuver to take cover from the sand you cast at the end of your previous turn (it will dissipate after one full go-round). Also note that having moved clear of the sand in your own movement phase, and then having taken a laser shot at your opponent, he has a return fire phase to shoot back at you in before you can kick more sand out, so you might not want to risk it.

YMMV, natch...
 
Originally posted by Sigg Oddra:
I use the rules from Mayday
-3 to incoming fire
-1 to outgoing fire
IMTU, I figure the DM works the same both ways for laser fire, except for point-defense anti-missile fire (which occurs "underneath" the sand cloud). I also stack it for multiple cannisters cast in the same round by the same ship.

Therefore, if using sand and drifting, it becomes a thick curtain that takes laser fire out of the equation as an offensive weapon (as long as reloads hold out) for both sides. Under own acceleration, however, it's more complicated; in his fire phase, your opponent's fire on you is blocked, as is any return fire you make in response, but in your own turn, you've likely moved away from the sand's 25mm radius or so cloud of protection, so it's often possible that you may fire clear of the sand in your own fire phase. Note that your opponent may maneuver to take cover from the sand you cast at the end of your previous turn (it will dissipate after one full go-round). Also note that having moved clear of the sand in your own movement phase, and then having taken a laser shot at your opponent, he has a return fire phase to shoot back at you in before you can kick more sand out, so you might not want to risk it.

YMMV, natch...
 
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