Shell Game tactics
Posted: Mon Sep 01, 2008 5:05 pm
Imagine the following scenario in a game of RSW Core at a given world:
EmpireA owns Fleet 1, containing 100 ships.
EmpireB owns Fleet 2, containing 48 ships.
EmpireB owns Fleet 3, containing 51 ships.
EmpireA decides to fire on Fleet 2, figuring that he'd like to disable a fleet.
EmpireB guesses that EmpireA will do this, and sets up transfer orders of all his ships from Fleet 2 to Fleet 3, and then fires from Fleet 3 to Fleet 1. This sacrifices fleet 2, but saves the ships. Even though they started with roughly the same number of ships, after this turn, EmpireB's ships will vastly outnumber EmpireA's ships, and EmpireB is in good shape for a prolonged battle.
Questions: When EmpireA sees his turn report, how will he determine what has taken place? Does the turn report contain any information about opponent ship transfers, or how many ships were destroyed by his firing orders? Or is he forced to deduce EmpireB's tactics from the rather large number of ships in Fleet 3? (Is there a way EmpireA can see how many ships were in Fleet 3 on the previous turn, to easily compare?)
Is this a common tactic? If so, it seems like a bit of a "shell game", in the sense that you really can't deduce much and plan your combat from the current state of how many ships are in each fleet. Rather, you must try to think and doublethink to guess where your opponent's ships will be AFTER the transfer phase. It seems like similar tactics could be employed to either reinforce or evacuate D-ships immediately before an attack. It also means that there are significant advantages to having more fleets than your opponent, even if the number of ships are similar. I don't have any problems with this (although thematically it seems like maybe there should be a cost to transferring ships around in the presence of an opponent); I just want to make sure I'm properly understanding the tactical options available.
EmpireA owns Fleet 1, containing 100 ships.
EmpireB owns Fleet 2, containing 48 ships.
EmpireB owns Fleet 3, containing 51 ships.
EmpireA decides to fire on Fleet 2, figuring that he'd like to disable a fleet.
EmpireB guesses that EmpireA will do this, and sets up transfer orders of all his ships from Fleet 2 to Fleet 3, and then fires from Fleet 3 to Fleet 1. This sacrifices fleet 2, but saves the ships. Even though they started with roughly the same number of ships, after this turn, EmpireB's ships will vastly outnumber EmpireA's ships, and EmpireB is in good shape for a prolonged battle.
Questions: When EmpireA sees his turn report, how will he determine what has taken place? Does the turn report contain any information about opponent ship transfers, or how many ships were destroyed by his firing orders? Or is he forced to deduce EmpireB's tactics from the rather large number of ships in Fleet 3? (Is there a way EmpireA can see how many ships were in Fleet 3 on the previous turn, to easily compare?)
Is this a common tactic? If so, it seems like a bit of a "shell game", in the sense that you really can't deduce much and plan your combat from the current state of how many ships are in each fleet. Rather, you must try to think and doublethink to guess where your opponent's ships will be AFTER the transfer phase. It seems like similar tactics could be employed to either reinforce or evacuate D-ships immediately before an attack. It also means that there are significant advantages to having more fleets than your opponent, even if the number of ships are similar. I don't have any problems with this (although thematically it seems like maybe there should be a cost to transferring ships around in the presence of an opponent); I just want to make sure I'm properly understanding the tactical options available.