Our next duel pits an Interstellar Concordium Star
Cruiser (ISC CA) versus a
Hydran Ranger Cruiser (Hydran RN). One can think of the Star Cruiser as
a bigger
version of the Gorn Heavy Cruiser: 2 more power, same number of phasers
and
torpedos, a Plasmatic Pulsar Device (PPD) weapon, same number of
shuttles and
other internals. The only two significant differences are the phaser
arrangement
(ISC phasers are oriented forward, Gorn has them all around) and the
PPD.
A short recap of the Hydran Ranger. Short ranged weaponry, lots of hull
and
shields to absorb damage, 9 fighters to supplement its combat strength.
The
Ranger is designed to take punishment as it closes in, yet still be
able to
deliver a massive punch if it actually gets its opponent at a range of
two or
less. Standard tactic against this ship is to try to maintain distance.
Ranger tactic is simple: charge. Full speed charge to end up within two
hexes
of the other ship at the beginning of the turn. Launch fighters and
alpha
strike. If you can get the other guy at range 1, tractor and launch
fighters.
That way he can't run away from the fighters, which will do about 15
damage
each at a range of 1.
The ISC has a lot of firepower and although the Ranger is designed to
absorb
damage and keep fighting, it doesn't have more internals than other
ships. So
pour in the damage and overload the Ranger's hull buffer and she should
blow
up quite nicely. The PPD does max damage from 4-10 hexes, so that will
hit
first. Then fire the plasma torpedos and if he runs, chase him and fire
phasers.
If he runs and launches fighters, either shoot him and run away or
destroy two
fighters and run away, don't try running through the fighters. If he
takes
both plasma torpedos, fire phasers at range 3 and hopefully kill him,
then
run from the fighters. If you can cripple the Ranger without losing too
much
power (you'll want at least 25, including the batteries) then you can
concentrate on crippling the fighters with range 5 passes, far enough
away
that they only do 1.3 damage each.
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With that in mind, the Ranger might want to change his
tactics a bit. You can
do 70 damage at range 0, 48 at range 1, 38 at range 2, assuming all the
weapons
survive. Hmm, looks like you need to close to point blank to do a lot
of damage
to the ISC. Note that running from 2 plasmas is not a bad idea, even if
you
lose half the fighters as they screen your retreat. You don't have
weapons that
require constant arming, so you can quickly get back and hit the ISC
before he
can rearm. Then repeat the process with the rest of your fighters.
Remember you
can tractor 4 fighters and bring them with you (Cadet Training Handbook
doesn't
have death-dragging), at least they'll take a couple of phasers each
because
of their damage potential.
What usually prevents a ship from just running when he sees two plasma
torpedos,
knowing that he can circle back while you are recharging? The Lyran
found out
in the last duel: continue to chase and use your phasers. If you are
chasing
he can't bring his forward weapons to bear and you hit weaker shields.
This is
harder to do with the Hydran, which has a deadly fighter screen to hide
behind.
Remember that you have lots of spare power, even when arming the PPDs,
unless
you're arming PPDs and final turn arming the plasma torpedos. So
usually you
have a lot of speed to keep up with the Ranger, should he choose to
run. The
other factor is that even without the plasma torpedos, you can inflict
48
damage with the PPDs and your phasers at range 3. If you can take out a
couple
of the fusion beams and the inevitable phaser or three, you can strip
him of
his teeth and make the exchange come out in your favor.
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