Intruders vs Heavy Dreads
Posted: Fri Jul 29, 2011 6:22 pm
I played a couple of duels recently, with an Andro Intruder facing heavy dreads. In one, I played a Klingon C10. In the other, I took an intruder against a Fed heavy dread.
In neither case did the Intruder do well. When I played Klingons, my opponent was beset by bad die rolls. He kept trying to displace me, and could roll only fives and sixes. He was using his TRHs at about range 9-10 so as to stay out of overload range. Although at one point, at the end of impulse 8, he was facing me on a reciprocal course. I don't remember the exact range (I should have kept notes). I had been running speed 16, in order to be able to turn faster. (I didn't want him on my six), and also to have more power to soak damage and fire weapons. But I realized that if I kicked up the speed to 24 and bought a point of acceleration, I could have him at range 8 before he could come about. (He was doing speed 24.) He had, at that point, no live TRHs and no live disdevs, having tried twice to displace me on the previous turn. He turned just fast enough to take the shot on the back panels. All six disruptors hit at range 8, and five of them were overloaded. It filled his back panels most of the way up. (I had to drain the batteries to do that, but I plotted speed 8 next turn, so I could charge them back up)
A couple of observations. First, for Andros, disruptors can be the death of a thousand cuts. Feds can put 79 hits on the front panel, and it's only one leaker point. Disruptors can cause a slow accumulation of leaker points.
Second, firing only one drone per impulse creates, for the andros, a serious nuisance. They are constantly dodging and swatting drones. IN some ways, a single drone per impulse seems to be harder to deal with than a single swarm.
My opponent got his revenge when he played the Feds. I came in at speed 24, he plotted speed 16. I decided to disdev him, and see if he ended up in a spot where I could make a close firing pass while he was disrupted. It worked well. I made the disdev roll, and then by buying a point of acceleration ended at range 4, where I gouged a big chunk out of his front sheild. (I couldn't get at a flank sheild. ) I used my second disdev to get to a safe distance. range 4 in the front arc of a Fed dread packing six overloads is not a good place to be.
And then everything went downhill. My opponent had not been firing at me, except for one phaser volley that pt six points on the front panel. After than he held fire. And after I disdeved out, he came after me at speed 24 with murderous intent.
Here's the problem. If the Feds hold their fire until they get cloe enoughto do decisive damage, then once the Andros batteries are drained, he can't run speed 24, keep his panels running, and still do much in the way of powering weapons. I found that I could plot speed 16, and self displace. This would keep me out of effective photon range, and still allow me to have ten points of reserve power. That doesn't give me enough to power the TRHs, recharge the batteries, and fire the phasers. (Lots of drone racks on a Fed dread) And if you blow a dislacement roll, the dread is suddenly eight hexes closer. You can eventually recharge enough batteries to make a second firing pass, but by then, the Feds can repair their sheilds.
In both games, real world time constraints kept us from playing to a conclusion. An Andro win in a duel with a dread seems likely to be a long game.
This is not to say that the Andros could not have won these duels. My conclusion here is that I must study Andro tactics more closely.
In neither case did the Intruder do well. When I played Klingons, my opponent was beset by bad die rolls. He kept trying to displace me, and could roll only fives and sixes. He was using his TRHs at about range 9-10 so as to stay out of overload range. Although at one point, at the end of impulse 8, he was facing me on a reciprocal course. I don't remember the exact range (I should have kept notes). I had been running speed 16, in order to be able to turn faster. (I didn't want him on my six), and also to have more power to soak damage and fire weapons. But I realized that if I kicked up the speed to 24 and bought a point of acceleration, I could have him at range 8 before he could come about. (He was doing speed 24.) He had, at that point, no live TRHs and no live disdevs, having tried twice to displace me on the previous turn. He turned just fast enough to take the shot on the back panels. All six disruptors hit at range 8, and five of them were overloaded. It filled his back panels most of the way up. (I had to drain the batteries to do that, but I plotted speed 8 next turn, so I could charge them back up)
A couple of observations. First, for Andros, disruptors can be the death of a thousand cuts. Feds can put 79 hits on the front panel, and it's only one leaker point. Disruptors can cause a slow accumulation of leaker points.
Second, firing only one drone per impulse creates, for the andros, a serious nuisance. They are constantly dodging and swatting drones. IN some ways, a single drone per impulse seems to be harder to deal with than a single swarm.
My opponent got his revenge when he played the Feds. I came in at speed 24, he plotted speed 16. I decided to disdev him, and see if he ended up in a spot where I could make a close firing pass while he was disrupted. It worked well. I made the disdev roll, and then by buying a point of acceleration ended at range 4, where I gouged a big chunk out of his front sheild. (I couldn't get at a flank sheild. ) I used my second disdev to get to a safe distance. range 4 in the front arc of a Fed dread packing six overloads is not a good place to be.
And then everything went downhill. My opponent had not been firing at me, except for one phaser volley that pt six points on the front panel. After than he held fire. And after I disdeved out, he came after me at speed 24 with murderous intent.
Here's the problem. If the Feds hold their fire until they get cloe enoughto do decisive damage, then once the Andros batteries are drained, he can't run speed 24, keep his panels running, and still do much in the way of powering weapons. I found that I could plot speed 16, and self displace. This would keep me out of effective photon range, and still allow me to have ten points of reserve power. That doesn't give me enough to power the TRHs, recharge the batteries, and fire the phasers. (Lots of drone racks on a Fed dread) And if you blow a dislacement roll, the dread is suddenly eight hexes closer. You can eventually recharge enough batteries to make a second firing pass, but by then, the Feds can repair their sheilds.
In both games, real world time constraints kept us from playing to a conclusion. An Andro win in a duel with a dread seems likely to be a long game.
This is not to say that the Andros could not have won these duels. My conclusion here is that I must study Andro tactics more closely.