SC notes from Dean Yasuda

These notes are from a Scout guide written by Dean Yasuda, and were included in the version 1.x Netrek Newbie Guide but are now broken out seperately.

In the examples in this guide, you are a ROM, opponents are FED.

 

Q1: What is passive bombing?

A1: Passive bombing (also called positional-bombing) is a bombing strategy in which the bomber focuses on being in a position to bomb enemy armies that will pop in the future. The bomber dynamically maintains a position deep in enemy territory that gives him bombing ownership of as many planets as possible.

 

Q2: When should I p-bomb?

A2: Whenever the enemy has more than five planets if nobody else is bombing. In general, one bomber is all you want in a pickup game because there are so few clueson the team that the others really need to be escorting, taking, ogging, etc.

 

Q3: Where is the best spot for a p-bomber?

A3: A lone p-bomber should try to live just below and right of ALP (center) in order to control the six right and central planets. A secondary bomber should lurk below and right of (VEG), pressuring the core while keeping an escape route into third space.

 When the bomber has at least ¾ fuel, he should lurk at a minimum of warp 5, in order to win races to planets.

 

Q4: What is the best path to enemy territory?

A4: Arcing through shallow third and fourth space is the best path to Fed space. A bomber should avoid the front line if the enemy presence there is strong. The wall-route is sometimes safe, but an attentive enemy CA can sometimes expel or kill the scout.

 Maxwarp out of your core, slow to warp 9 while passing the front, and arc narrowly around the enemy position. It is reasonable to let an enemy CA chase you into toward third space; he is losing his position faster than you are losing yours.

 Once you enter enemy territory, find a safe, effective place to regenerate E-temp and fuel, and then optimize your position. If another bomber is in the primary position, he will either shift to the secondary position or play an aggressive or ogging role.

 

Q5: What if they chase me?

A5: Run towards third space. Remember, as long as theyre chasing you they cant do anything else for their team. If theyre really inept (say they chase you mindlessly in a CA) you can still get some bombing done while avoiding him. Dont let him kill you unless in dying you bomb his last armies. The main reason he is chasing is probably that he wants a kill.

 

Q6: When and how should a scout ogg?

A6: Ogg when bombing duties are covered and it is apparent that your ogging help is needed. Never assume you can kill a good carrier; assume that you can help a cruiser finish the job. Prep an oggee by light pelting, follow just out of range until help arrives, or fake a bomb. A scout can aid cruiser oggs by synchronization, following-up, netting, pre-pelting, or tailing the enemy to prevent him from reaching safety in time.

 

Q7: Tandem scout oggs are fun. Are there drawbacks to this?

A7: Yes, if it leaves the team without a bomber. It takes almost a minute for a scout to establish bombing position. During this time, about three armies will pop, and an enemy take can occur. If bombers ogg foolishly, they may wind up playing catchup (ogging or arriving too late to bomb safely) rather than destroying armies as they appear. Poor scout discipline is almost a given in any game, and the results can be disastrous. Cruiser-scout oggs drive the taker away from the front, even if they fail. The price for a failed, double-scout ogg is often greater, and even a successful ogg may be a losing proposition.