From: rroman@casbah.acns.nwu.edu (Randall Roman)
Subject: Re: SFB: Which Cruiser is the Best?
Organization: Northwestern University, Evanston Illinois.
Date: Mon, 23 Nov 1992 00:12:37 GMT

Pretty vague question here...
I mean are you just limiting to standard heavy cruisers, or are
war cruisers allowed?  And how about the new "heavy command cruisers"
and new heavy cruisers from Module R5?  Also, what do you mean by
best?  If you want to generate some discussion, I guess you've done so.
Ok, now for my picks...

For normal run of the mill heavy cruisers (ie pre-general war) when
these were about the most powerful ships in the fleet, my personal pick
would have to go to the D-7B.  Has good power so you can choose the
range, decent weaponry- although the lack of phaser-1's is a bit
of a problem, 9 phaser 2's is a solid punch-, very good maneuverabliity.
Also, don't forget the marines.  In a fleet action, this ship makes
boarding actions VERY possible.
Drawbacks:  Well, this ship is a bit fragile once the shields are down.
Weaponry isn't designed to give a solid one time killer blow.  If you
don't have the refit, weak shielding is a problem, but you have about
the best turn mode of the cruisers.

But lets look at the competition:
Fed CA:  If pre-refit, is a tad short of power, and defensive weapons.
	 Post refit, still is short of power, but has some much needed
	 phaser 3's, and if you get the R refit has an additional phaser
	 1 battery.  Also, few rear hull is as bad as Klingons front hull.
	 relatively poor maneuverability.

Kzinti CS:  Before refit and faster drones, this ship is almost a joke.
	    Its short on power, which is made up for because it lacks
	    heavy weapons.  Better than average maneuverability.  Can
	    hurt you with 10 phaser 3's if it gets close.

Kzinti BC:  Things get a bit better here, additional power, more
	    disruptors that now fire in the same arcs, and (Wow!)
	    twice as many phaser 1's.  Things get much better when
	    medium and fast drones become availible.  

Gorn CA:  Before the refits, this ship is annoying to run.  Plasma-G's
	  shoot in different directions, same thing with the 8 phaser
	  1's.  Getting all these weapons to bear on the same target
	  is difficult because of the lousy turn mode.  Has a decent
	  amount of power, and good durability with hull and lab.
	  You can probably find a use for 6 shuttles.

Hydran Ranger:  This ship is a bit power hungry before the refits.  
		Heavy weapons are in separate arcs, which can cause
		problems.  This ship MUST get close to its target.
		Fighters can be a problem, but Stinger 2's don't come
		out until the war starts.  Good durability with large
		center hull.  DON'T forget about the gatlings.

Hydran Dragoon:  At least this ship has a long range punch, and the
		 power to use it.  Loses most of the fighters, but still
	 	 has the durability and gatlings.  

Lyran CA:  A worthy opponent.  Decent durability and weapons layout.
	   Could use a bit more power, at least before the ESG capacitors
	   are availible.  Good maneuverability.  Possibility for ESG
	   ram prevents close encounters.

Romulan KR:  Similar design of D-7 gives it the same maneuverability,
	     durability, and power curve.   Could use a stronger
	     direct fire punch.  Cloak CAN be useful under certain
	     circumstances, though its high power consumption limits it.

So, there you have it.  For pre-war heavy cruisers, I like the D7.  Of course
I left a few out, and if you expand the time frame a bit, things change.
Refits help some ships more than others.  The Fed gains some power and weapons,
the Gorn gets plasma F's and some real firing arcs, the Hydrans get better
fighters, etc.  

Now if you want to include late war heavy cruisers, variants, battle-cruisers,
you get a much bigger picture to look at, and a much longer posting.

Anyway, you wanted a discussion, so here is my contribution.
--
Randy Roman
r-roman@nwu.edu
Newsgroups: rec.games.board