Whippoorwill said:
You, however, use the term "Freak scenario" as cheap discreditor for all examples that oppose your point, and that's not how a discussion works.
I disagree vehemently as I've consistently tried to set up parameters and supported them with scenarios rather than simply popping up one exceedingly rare scenario (like you) saying it holds equal representative value to far more likely scenarios (like the vast majority I've listen, excepting the freak occurrences such as the 2x Emergency Repairs scenario, which works in favour of DN's, but are hardly representative). Simply put, I think you need to reread the previous posts in this thread, however tedious that might be; I don't cherrypick theorycrafting to support only my arguments, especially not when this discussion unanimously stems from a desire to dissect the DN unit and its uses, of which there are sadly evidently few.
Whippoorwill said:
My example does not necessarily become more realistic by simply adding 3 Fighters to the War Sun while still assuming the DNs to go unaccompanied, though this assumption certainly turns the odds against the DNs.
True that. I was just tired of reiterating the previous 15 resources = 3 Dreads = 1 WS + 6 Fighters (achieveable in any home system with Enviro). Or reiterating simple parameter points such as 1 Destroyer being superior to 1 DN if X+ Fighters are present due to pre-combat shots. (RAW, of course, can't statistically factor in Action Cards etc...).
Whippoorwill said:
But these numbers account only for the destructive potential of a ship, not all of it's tactical options.
Exactly!
Whippoorwill said:
These are hard to quantify, and I will not try try it.
Nor will I, but I do think that movement is tied intricicately to tactical flexibility and viability. If the opponent has an extra round preparing for your wrecking ball, your plans are essentially 'outdated'. While movement isn't everything per se, it is the foundation upon which 'everything else' resides.
Whippoorwill said:
When it comes to big ships, I consider the War Sun as well as the DN as quite expensive, and usually keep to DNs, in part because I don't need an extra tech to build them. If this works out on long term, well, I'll see.
I rarely research War Suns myself, as I mentioned previously in the thread. But lacking War Suns doesn't mean that you should de facto buy Dreadnaughts over other units just because you 'need something big (???)', as it is, in the vast majority of cases, a subpar unit. Now, if you have an Admiral... then great and congrats, you've got a fully fledged Star Destroyer
Whippoorwill said:
I wonder, if, after so much complains about the cost inefficiency of DNs, has anyone played with a house rule that reduces all DN costs by 1 Res.?
That would infringe upon the L1Z1X's racial ability territory, making their DN's cost 3, or alternatively removing their advantage. I'd have difficulties perceiving the immediate repercussions of this. A LOT of people use the more or less standardized solution of giving Dreadnaughts 2 Dice rather than 1, and making them lose 1 Die if they Sustain, as this has proven to be quite balancing both in practice and in theory.