From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: This has gone too far.....
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Mon, 14 Dec 1992 14:39:40 GMT


"Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
>Steve Von Worley@cory.Be (1429) writes:
>> AS - 	good for bombing mass quantities of armies and detting for
>> 		carriers.  good for ferrying mass quantities of armies.
 
>Good for bombing and taking under fire.  I've found that alternating SC
>and AS for SC-bombing during tournements works better than using all SC.
> I still favor scouts, but mixxing it up keeps anti-bombers wary, which
>is often essential.

When are you NOT taking under fire, unless you're going after Urs in a 
Kli-Rom game?

I *hate* wasting armies OR time when I don't have to, so the AS is my baby.
If I'm playing planet-scum-on-the-front-line, I know I'm going to take some
major fire w/o good escorts (which I can rarely count on), so that one-kill
three-army bomb-and-drop is soooooooooo nice.  (More armies as necessary to
hard-take when possible, of course.)  When I'm trying to slip past enemies
to drop on a planet, I'd rather have a hull of 200 on MY side so I can be 
surer of dropping the bastards before exploding.

Even without the bomb-and-drop, the drop-three-lather-rinse-and-repeat can
have its positive effects as well, IF done correctly.  (i.e. don't do it on 
an agri, schmuck.)  It all depends on the watchfulness of the opposing team,
which is always difficult to predict.  I find that it's the surest way to take
out an LPS or near-LPS: you're NOT gonna get it in one trip, IMHO, unless 
you're up against a team of idiots OR have marvelous team coordination.
Better to eat 2-3 at a time than try to ram people in with 5 or 6.

As for bombing, that bonus army-bomb is also soooooooooo nice, and you also
miss out on that wonderful bomb-two-planets-and-you're-at-50%-damage feeling
that a scout generates all too easily.

Not to mention that about 50% of anti-scout-bombers in non-clue games (in my
experience) tend to be "Gee, let's mulch a scout and get a quick kill, 'cause
I don't want to deal with Admiral Blat on the front lines" types; an AS can 
fend 'em off a little easier than a SC. 

SC bomb when you need speed and repetition: AS bomb when you're planning on
taking those planets SOON, not just spooging the excess armies on 'em.

markiel@callisto.pas.rochester.edu (Andrew Markiel) writes:
>I'm surprised that no one has mentioned the thing I don't like about
>assault ships . . . I've been hit by a phaser on the first shot.
>I've tried going slow, going fast, tricky spin moves, and I always
>get zotted. (etc...)

Really?  If I'm up against someone talented, I could be flying an ATT cloaked
and get phaser-locked at times.  (Rob, MUCUS and Jim come to mind.)  A cloaked
AS, however, can WITHSTAND a phaser-lock long enough to dodge its way out of 
it and still have enough hull left to creep away at more than warp 2.  
Try that with a DD sometime.  GOD->ALL  Video Sex Pope (R4 + 5 armies)...

Yes, it has a fuel tank the size of a Pez dispenser, but if I'm carrying 
armies, my objective is to reach the planet/destination and drop, not to
shoot the other team.  As such, if in a noncombatant mood, a good dodger in
an AS has the best chance of minimizing DOOSH fallout and dropping the armies.

Ogg in a CA.  Fight in a CA.  Drop and take in an AS.  Listen to Jimmy Buffett.

				--Commodore Video Sex Pope, NCSU
				--"#include <flame-bait.h>"

--
          jecoleb@eos.ncsu.edu /// have clue, will travel.
       ---------------------------------------------------
     It's time to see the world / It's time to kiss the girl
              It's time to cross the wild meridian
  Grab your bag and take a chance / Time to learn a Cajun dance
             Kid, you're gonna see the morning sun...