mojo jojo wrote:5% is very significant. It's enough to get plenty of people to change their empire choices in the online tournament. 2% is more balanced.
You are talking about something difference to what I was talking about.
Theres a difference between 5% difference between 2 ships in a 1 vs 1, which is where I was
explicitly saying it makes little difference and a 5% difference in points allowed in a tourney. A 7pt difference in a cruiser comparison is neither here nor there, the point system is so inaccurate that difference is meaningless. I seriously have no issue comparing a Kzinti CA to D7 and Kzinti NCA to a D5W or a DN to a DN, and is the most appropiate comparison IMO.
A 5% difference on points allowed (in essence that is how the handicap is working), however, may make a big difference if it forces you to choose different and inferior ships. Just as a 7 point difference in allowance would make a difference in a 1 vs 1. There's a big difference between saying are these 2 ships that are 7 points different are a match and saying 1 player cannot take a ship at all (or in a tourney a particular squadron).
e.g. In a 150pt duel pitting a ~140 cruiser against a ~147 cruiser is probably neither here nor there. However declaring a 143 pt duel is, as it precludes the ~147 pt ship (or making the 147 point ship a 154 point ship in a 150 pt fight).
That is not to say a closest BPV comparison is wrong, but neither is mine, in my own experience my take on it is more in tune with reality. Different play styles of course may have given you different experiences. Those into campaign may see things differently to scenario players who may see things differently to tourney players.
As for your sample tournament squadrons, I think you're falling into the trap of assuming only a runaway fire over your shoulder methodology counts as the only long range strategy. ....
I'm falling for no such trap. Fighting at long range requires that you maintain range. Like it or not you will be spending a lot of your time fighting over your shoulder, especially against those who you
need to fight at long range. You
may get the chane to do other things if the opponent allows it (due to empire, or player tactics), but we were discussing fighting at range as far as I was aware and against presumably any fleet. Ability to fight from a position of being pursued is the most important consideration in that case.
It may be that you will not always be pursued hard, or be so worried about it - a kzinti vs klingon fight sees no one with game winning crunch, and may not be a simple chase. But when you face Fed or Hydrans or crunch Orions etc you will need the ability to fight from that position of being pursued.
Drones can help in preventing the other guy closing too much or soak some of his power/weapons, but they don't help get your FA weapons into arc that much. If you bring your FA weapons into arc then you are struggling to fight at range.
You don't need the threat of something else to make the strategy meaningful - if you are outshooting the other guy at range and can maintain it then why else would you need to do something else. However, you do need the ability to do other stuff if you have to bring FA weapons into arc, as then you may well be forced to fight at closer ranges.
Note with klingons, it is not that they have fire backwards, but to the side as well with the turn mode to minimise any closing, Neither Kzinti, Orions, or Lyrans can fire much out their sides, and Kzinti/Lyran give up an extra hex before they can turn again at speed 24 (be it inwards or outwards).
Drones are nice, but not that realiable.
Incidentally, despite your dismissal of Orions for long range, they do extremely well since they can always double engines and repair 5 or more shields at once as well as battering away damage during the doubling turn. The type of fleets that you would bother with a long range chase (Fed/Hydran fusion/big plasma fleet) don't actually do that much damage at long range, so you're constantly regenerating shields and even the LR has enough repair points to keep the tempo.
I hardly dismissed the long range Orion, in fact I said the all phaser Orions is a good long range squad. A disrupter fleet isn't though. If your disrupter fleet has to double, then you lose your stealth, and you will have to turn into that Fed/Hydran/plasma fleet to shoot. For what you are saying you are doubling for (in addition to speed/weapons which is why you doubled in the first place) you will be sacrificing 2 or 3 engine boxes a turn, dam con 4 will not keep up with that and any burnthrough.
As for Lyrans, I am using a long range strategy successfully with 2 NCAs vs an ISC CS plus Rom KE in my PBEM game even on a tournament map.
I struggle to see that as a long range strategy in the terms we are talking about, against anyone who wants to close hard you are delaying impact by a turn whilst you run to a corner. As I have said though Lyran are more a crunch empire, they can afford a long range volley and then accept the point blank crunch, being cornered is not an issue for them in the sense it is for klingons (which is how the discussion started). If you had Feds or hydrans chasing you hard then you would not be doing that at all, the small map would finish you off, and a larger map wouldn't help as you would struggle to bring anything else to bare for the rest of the game.
Klingons can do what you are doing, but they still do badly once they hit the map edge. Delaying a close range pass for 1 turn then being cornered is not really what I see as a long range strategy (even if it is all the tourney map allows). No one is disputing Lyrans are good on the tourney map or that klingons are bad on it.
If we want to talk anecdote though, I've played Kzinti and Klingon against Paul (with Feds), Kzint were floating map, Klinks were fixed, but largish, map.
Kzinti were able to keep the range for however many turns (7-10?) but at several points were unable to keep weapons in arc, which was preventing them keeping up the pressure. Even that was largely due to Paul holding all overloads, he did eventualy drop to 2 standard and 2 overloads per ship, those 2 extra power may well have made the difference had we carried on, it only takes an extra hex or 2 of movement to tilt the balance in that sort of fight. The game was largely about whether Feds could chase down Kzinti with full overloads - having shown they couldn't we didn't carry on.
Klingons were, to put it in Pauls own words, 'dominating' the game up until I ran out of room to run on the fixed map. At that point a single volley from the Feds effectively won the game, not withstanding that 2 of his ships were reasonably well damaged. Even in a chase the Klingons can maintain damage on a pursuer, if they are not chased hard then they can easily fight a more standard 'sabre dance' style game.
If map edges are not an issue, I still say Klingons are the better long range fighter as they can fight at range both in a pursuit, which is essential against someone desperate to close you down, or more on their own terms if the other guy doesn't chase fast enough. Kzinti are second, but their reliance on drones to make up lack of manouvering and weapon arcs is not totally reliable, they are good against some and not so good against others. They also require at some point a reloading period where you are a lot weaker (or a delibeate slow down in fire rate to keep a constant stream out).
Orions are good, if they are
not a disrupter fleet, but it was the disrupter fleets that the discussion seemed to be about.