I'm just messing with you guys.
I'm getting surprised by how good some of you play.
It is like... #$%#$&
I've to improve in some way!
Good link Tobin.
I'm enjoying to read it.
Ynrohkeeg's tactics refer to SFC1, which allowed trickle-charging (e.g. arming a Plas-R over 4, 5, 6+ turns) and fast-loading (e.g. firing a Disruptor in 1/2 turn). Were these features good for the game? I don't know. There was something just plain wrong about, let's say, a Hydran Lord Marshal flying speed 31 with (effectively) 4 OL Fusions and 2 HB. But I had a lot of fun in SFC1.
Experienced opponents adjust their ECM/ECCM levels a hundred times in a battle. Tobin never gave up last night, lol. He was always looking to attain a defensive shift or negate mine. If one player ignores the Electronic Warfare element, he'll probably lose. 1 point of net ECM is usually a great bargain. Short-term Erratics can be efficient against a peeler -- a captain looking to fire a Forward Arc weapon at range 8.9 (or 12.9 or 15.9) and turn away from a slower ship's Plasma/Missiles/Short-range stuff.