51

(62 replies, posted in Starmada)

While I have enjoyed the side-discussion on optional rules and what is, and is not, cheddar...

We have gotten sidetracked, and too focused on this one issue, methinks

Anyone else have any fleet reviews, or fleet design philosphy thoughts?

Any thoughts on how to design a fleet that is fun to play, and fun to play against?

52

(28 replies, posted in Starmada)

I have to kind of weigh in with Flak Magnet here.

For all that I enjoy the sourcebooks, I'm not fascinated by the Grumm, or by the imperial starmada.

I am also not always going to want to pay the price of a full new book for the one new rule that I could use in my own game.

Perhaps we could discuss a flat-rate Starmada-core-rules 'subscription' where we get access to all the new rules, without having to buy all the new fleets and all the new fluff?

53

(62 replies, posted in Starmada)

the dugan, what I was getting at is that ultra-high-damage, expendable weapons (hideously over-costly, innefficient, overkill against most fleets) are the logical, in-system solution for 20 Hull, Screens (so we can keep our 5 shield rating forever, natch), Armor-Plated ships that (we assume) also use the damage control optional rules (to ensure that not only does the ship take -forever- to kill, but that it remains at near full combat effectiveness the entire time).

Several optional rules are necessary to build such a ship.  You need screens.  You need range 30 weapons.  You need 2+ Weapons.  You need Damage Control.

When one plays with some, but not all, of the optional rules, and when one plays with optional rules that serve your purpose and not with those that run counter to it, one should not be suprised when one gets ships that do EXACTLY what you want them to do.

Judging from the optional rules they use in their games, its obvious that (at least Beowulf) is going for a WW1 Jutland-style line-of-battle massive range and resilience under fire.  The optional rules chosen support that style of play, and his ship designs take full advantage of it.  So theyll be really hard to beat unless you build 'just like that, only more' ships, or unless you allow things that dont fit the assumption those ships are built under.  (Among other things, anti-ship missiles that are capable of threatening those ships the way that anti-ship torpedos once threatened the WW1 Jutland Battleline...  but evidently we want to simulate WW1 Jutland without those pesky destroyers, the threat of whose torpedos made Jellicoe turn off  big_smile )

54

(17 replies, posted in Starmada)

Agreed.  While I miss, from a crunchy-broken sense of the word, my half-sheild reduced-penetration weapons, I think all the +1 and -1 modifiers balance better, and are easier to keep track of at the gaming table.

55

(62 replies, posted in Starmada)

BeowulfJB wrote:

Interesting weapon, the one with Ammo 0ne.  But we don't use the ammo rules with either group of gamers Jacksonville or S.Fla. because these we think that "Ammo 0ne" is as inadequately prices ad the Starmada"X" Expendibles were.
:oops:

And if you house rule some things out, while using others, the warranty on game balance may break down a little.
big_smile

56

(62 replies, posted in Starmada)

Yes.. I like something in a light red with my fromage.  *G*

And I was laying out as a possible counter to a 20 Hull Armor Screens Long-Range constantly-repairing-zombies-oh-doom fleet that you cant kill any other way.

57

(17 replies, posted in Starmada)

Agreed on 'not huge issue'

I think it comes down to how we value variability.  IE, is a weapon that does 1-9 worth more, or less, than a weapon that always does 5 damage?

See, it seemed back when I read continuing damage that the authors intent was 'extra good at knocking out systems'... whereas the current implementation amounts to 'each damage dice is exactly 1 hull damage (same as 2 usual damage dice) and potentially either very little or quite a lot of system damage'

Another question, now that were talking about system damage in general..

Is it just me, or is 'no hull damage' valued at .7 based on the assumption that Damage Control rules are not in effect?  Without DC in effect, it looks cool.  With Damage control...  I like the flavor, but it doesn't seem justifiable.

58

(3 replies, posted in Starmada)

Thanks!

59

(17 replies, posted in Starmada)

Dan... the thing is, though continuing may never score more than one hull hit, it may also never score less than one hull it.

As the typical die scores 1/2 of a hull hit, and as (as was discussed before) the sum of the series for continuing damage is 2...

1 'continuing damage' die scores the same damage as 2 'normal' dice, and its hull damage is strictly regularized.. rather than 0-2 damage (normal dice condition), its always 1 damage per continuing damage die.

Now, whether variable or consistent damage is preferable is up to you. *G*

60

(17 replies, posted in Starmada)

Id need to play with the math a bit more, but its starting to look like the continuing damage solution, because of how it plays out, may generate -more- hull damage per CR point than the Extra Hull Damage approach (barring Armored Hulls).

Given their respective multipliers, you can buy 30 damage in continuing  damage for the price of 17 damage of extra hull damage.

17 Extra Hull Damage Dice will deal between 17 and 34 hull damage, with a mean of 25.5

30 Damage in Continuing Damage will deal -exactly- 30 hull damage, neither more nor less (as each die will be rerolled until it deals a point of hull damage, and stops there)

So, for the same points, continuing damage grants you greater mean damage, and greater minimum damage.  Extra Hull Damage grants you greater maximum damage, but by a smaller margin than the Continuing damages mean damage advantage.

Now, to check Armored Hulls...

17 Extra Hull Damage Dice will deal... between 17 and 34, again, but the mean is lowered to 22.66

30 Continuing damage will be rerolled until they get an odd number, for a mean of 20 hull damage, and a spread from 0-30.  Here, the EHD has an advantage in minimum, maximum, and mean, though the 'mean' advantage is alot lower, and would (I would argue) be more than payed for by the MASSIVE advantage in system hits (especially weapons).

Continuing Damage may be under priced.

61

(62 replies, posted in Starmada)

Another option...  This is kind of interesting, its turned into a thought problem, a 'how do we deal with xyz'

1.)  Higher speed, equally long range weapons, and stealth.  Tacky, yes, but any fleet that obliterates book fleets while taking nominal damage deserves extreme responses.

2.)  Range 30, ROF 2, IMP 3, DMG 5, 3+, Extra Hull Damage, Penetrating, Inverted Range Based Damage.  Ammo=1

On average, 1 hit, 1 penetration, and 20 Hull Damage.  Utterly wasteful against anything but superships, and even at that yould probably break up your ROF and IMP dice onto multiple smaller weapons to even out your probability curve, but you can build a relatively cheap hauler that will clean up a map.

One thing we have to all remember when designing a fleet...  is it fun to play -against-.  'Winning' is fun, but winning all the time results in winning very little, because you have no-one to play against. 

The mechanics of building a fleet that is simultaneously fun, and fun to play against, is probably worthy of its own post, and its not one I feel competent to write... I tend to lean too much to building 'winning' fleets myself, though its something I fight against.

62

(3 replies, posted in Starmada)

Question:  When an area of effect weapon detonates, is the 'direction' of the attack measured from the target hex, or from the firing ship?

This becomes an issue if screens are in play, as an area of effect weapon detonating behind the target ship would either hit the back, likely un-or-lightly screened side (because that is where the explosion originates) or it would hit the front side, because that is where the firing ship is....

It seems that hitting the back makes more sense, given the LOS rules for AOE, but I am uncertain.

63

(62 replies, posted in Starmada)

As in 'Bourbaki Basin', a forum wherein ship designs are posted....  its near the bottom of the MJ12 Forums Page.

64

(62 replies, posted in Starmada)

As for the Iowa..

Taken within her context, (IE, not comparing her to warships of a half-century or more later, but only to ships of her era) she has a couple of 'Achilles Heels'.  First and foremost, shes not at all equipped to defend herself against torpedo attack, either from a submarine or from a squadron of torpedo boats.  This isn't really fair of me, though, because battleships of that era DIDNT defend themselves from those things.. it wasn't their job.

Also, for her -displacement-, she wasn't all that well armed and armored.  Iowa was really quite large compared to most of her predecessors, while carrying not-particularly more firepower or armor.. because she was rather alot faster than her predecessors.  This speed, while strategically wonderful (and allowing her to serve as a much needed escort for the fast carriers!) means that, in starmada terms, she was under gunned for her cost.  The real world isnt points balanced, however, and sometimes its well worth a disparate $ expenditure to buy a capability that can be gotten no other way.

In terms of achilles heels of the aforediscussed Starmada fleet?  Id have to see it on paper.  Given the use of screens and range 30+ hyper-accurate guns, my initial thought is a very, very fast knife-fight style fleet might be the way to go.  Another thought, given the huge point values (and thus limited targets) that the fleet represents... answer them with the 'glittering creschendo of doom'... massive, long range, one-shot firepower.  Not all that great against a 'normal' fleet, because youve so many targets that your going to overkill some and get wasted by the survivors, having shot most of your CR downrange as soon as you hit range 30... but if your only up against 1-2 ships, then you can much more easily get away with it. 

Another option, against any fleet that relys on screens, is fighters.  Fightesr will make screened ships hate life.   Ditto, argueably, AOE weapons.  If LoS is only counted for AOE weapons from the firing ship to the target hex, then LOS for purposes of which shield is hit OUGHT to count from the target hex to the impacted ship.. meaning that the firing vessel could, as a practical matter 'call the shield' hit.  Sure, AOE is expensive, but so is trying to shoot through lvl 5 screens.

Whatever you do, don't try to slug it out at range with them.  The ships, as hes described them, are -utterly- optimized for line-of-battle engagements at max range.  Screens, R30 2+ guns, Armor plating coupled with massive hulls and (one assumes) Damage Control rules to keep fixing anything that DOES break... its an attrition war you wont win.

That said, they'll probably curbstomp anything not at least moderately 'beardy', and may well require a one-off fleet to beat.

65

(62 replies, posted in Starmada)

Id be curious to see your often-discussed fleet up in the 'Basin, Beowulf.  The massive range on your firepower, coupled with large hulls and armor plating must make them... pricey, to say the least.

My anticipation is that having that many points tied up in singular (however tough) hulls would tend to create either a really overwhelmingly good force, or a very vulnerable one.  I also recommend avoiding the damage control rules with ships that big, as they turn into shambling, unkillable zombies.  Damage Control and Regen really 'balance' best on smaller ships, IMHO.

Then again, were all engineers here.  After paying appropriate lip service to balance and flavor, the temptation to run the numbers and make all the best decisions is.. often overwhelming.

Or... 'How I learned to stop worrying and embrace the ORAT'

The Imperial Starmada feels in some ways like it was laid down by the British, just before WW1.  Their ships tend to be fast (even their capital classes clocking in at 4), thinly shielded (only their Battleship rates a 4, most sit at 2) and mount impressive firepower.  I would anticipate they would play interestingly against a resilient, undergunned fleet.. and explosively against a fleet designed on similar principals.

Despite the 'generally high speeds' and the 'generally poor screens', there are sufficient variations that fleets will tend to either organize in independent units or sacrifice the speed edge of the smaller classes to keep them on station with larger hulls.  Also, variations in shielding will probably result in the BB hull being the last thing on the map, with the more fragile but still well armed Light Cruisers and Battlecruisers being tempting targets.

Ship by Ship:
Belligerent Class CL:
The Fusion Beams will tend to draw attention with the extra hull damage trait, but when one considers the fact that the Lightning Turrets are 2IMP and 3 Damage to the 1 and 1 of the Fusion Beam, it becomes apparent where the real 'punch' of this CL is.  Capable of a potential 18 dice-damage equivalents (counting Extra Hull Damage as x3) at range 15, the Belligerent is a serious threat to much larger/more expensive vessels.  The presence of ECM and FC serve to offset the innacuracy of their own weapons (this entire navy seems to have a bad case of 5+) as well as potentially offering the survivability that their thin screens cannot.  That said, 2 shields on a ship with this much potential firepower strikes me as really dangerous.. especially for the crew.

A note on Close Defense Cannons:  what are these things for?  Their insane ROF and wide coverage suggests an anti-fighter role, but with only one gun covering 'F', theres going to be some problems, there.  Also, even with Fire Control, your only looking at 4+ at close range... meaning that youll roll alot of dice to kill few fighters/hurt few ships.  Still, they cant have added alot to the CR, and do add alot of gribblies/bullets/special effects.  Seems alot of dice rolling to little impact.

Concordant:  Giant Box, full of Fighters.  The Lightning Turret suggests that it wants to stay in the line of battle and shoot after it drops its fighters.  Whether or not you do so probably depends on whether its a one-off or a campaign game.  In a Campaign, I'd still keep it out of the line, because a 2 screen fleet carrier in the line of battle is something that WILL get killed, if only so you dont see it again.  In a one-off, I'd put it in the line, because even with 2 screens, its 10 hull suggests there are better uses for your bullets than an empty carrier (like, for example, the light cruiser above!)

Furious:  Whew.  Fast, with Engines 7.  I would assume they would separate from the rest of the fleet, intent on using the Lighting Turrets on enemy flank/rear arcs, given their speed.  Other than that, little to differentiate them from their larger Belligernt cousins.  2 Lightning Turrets on a 108 CR hull is still a strong statement of willingness to go forth and kill, and accept the risk.  I also appreciate the fluff-over-gamesmanship to put the Lighting Turrets in a 360* coverage setup that will have great difficult consolidating a strike against one target.. the little guys are going to have to be content to circle the enemy, taking potshots with half their main battery, or centerline it and have a target off each side.

Indomitable:  Looks like they found the Shield generators!  Solid 4 thrust, making it faster than alot of BBs.  4 Shields is on the light side for BBs, but is a standout in this navy.  Youll probably want to use your Indomintables in a VERY direct fashion.. range 15 5+'s, even with Fire Control, suggest that you need to get close to have best effect.. and the arcs on these ships suggest that they will want to point their nose in and close.  Having the Indomitable a bit closer than the rest of the fleet will help complicate enemy fire control, as they will have to choose between a 4 Shield target closer, or 2 shield targets further away.
Alot of navies would call a 400CR, 4 Engines, 4 Screens ship a CA (though not so much with 12 hull).  If you remember its pointed like a CA, even if its called a BB, and remember to bring them in groups, these things could form the core of a solid fleet.  Note that firepower isnt actually all that much greater than your CL... so if you can find a way to get people to shoot these instead of your half-as-expensive but nearly-as-deadly CLs, your in buisness.

Majestic:  Hmm... call these 'Heavy Fusion Beams', as their just like the Fusion Beams on the CL, only with twice the damage.  Seem optimized for independent operation in squadrons, rather than as part of a fleet (primarily due to their alf-forward, half-aft, all-out-broadsides lightning turrets).  Although it looks at first like a big version of the CL, the strange lightning turret arcs, coupled with the 4x double-damage fusion beams, make this a very different bird.  Im not sure if it wants to try to circle at broadsides or, like so many ships, point the nose in and go for the gusto... the 4 Fusions look really, really mean once they get close and your rolling for 3's.  Thats alot of Extra Hull Damage Dice on a 329 point chassis.
That very indecisiveness could give them alot of flexibility, and make a squadron of these alot of fun to use, because there are alot of choices, despite the somewhat 'generic' feel of the whole navy.  As long as they avoid going up against a higher-tech (not necessarily higher point.. by higher tech, I tend to mean faster, more customized, more 'tooled out' fleet.. not necessarily 'better', but more flexible/plays different) they could be really neat.  If they DO encounter a higher-tech style fleet, the very diffusion of purpose that makes them flexible and neat at their tech level could get them into alot of trouble, as they wont be able to call the tune, and could end up getting hammered.

Swiftsure:  Fire support boat.  Again, we have a change in weapon with the same name (Shorter ranged Lightning Turrets) which really gets confusing.  With only 1! Screens, minimum range Missile Turrets, and shorter-ranged lightning turrets, I'm not quite sure what these guys are about.  Despite my initial 'fire support' call, the shorter ranged lightning turrets seem to suggest getting a bit closer (which the lack of shields argues against), and the relative plethora of Close Defense Cannons seems to argue for closing under the minimum range of their Missile Turrets!   The Close Defense Cannons make some sense when you consider that a poorly-screend but well armed fire support boat, which tends to hang back from the fight, is a natural target for fighters and strikeboats, but even so... I think the Swiftsures were designed by a committee, try to do everything, and thus do all of it poorly.  Every navy needs one.

Valiant:  Seems like a suicide ship.  Not enough Close Defense Cannons to 'escort' capital ships against fighter strikes.  The Narrow Arc fusion beams seem like a poor choice for anti-pirate work, as opposed to the more flexible Lightning Turrets.  With all (effectively) close range firepower (and, admittedly, alot of it!), and no screens or hull to speak of, these guys would seem to really cry out to get into the enemies baffles to do their work.  Even so, fighters or any kind of fire on the way in is going to devestate their ranks...  although at 71 points a pop, that probably doesnt matter too much.

After closer review, I think I hold true to my original call.  Like the WW1 British Navy, the enginnering reflects the approach of a 'Superior' Navy... speed and firepower to close and kill their opponents, and a willingness to accept casualties to get there (note the Brits liked the LONG gun rather than this navies close-order battle drill... but the 5+s do sound alot like Beatty..)  Fielded, it would be an impressive hull count, due to the low costs, and I would expect to do pretty well.  Despite my criticism leveled above at mixed speeds, low shields, and innacuracy, they still, collectively, represent ALOT of dice at any given point value.  Some of those dice will hit.

Not a navy for those who like sexy, flashing, clean engagements.. .but if accepting massive casulties to cause the same, and pounding it out in knife fighting range while still having a chance in long range engagements is your cuppa, then the Starmada probably has a place for you.

*laughs*  Damn, that sounds like advertising copy.</t>

67

(62 replies, posted in Starmada)

Thousands of Suns... burning.   big_smile

Georgeous pictures, Warlock.

I think, if I find spare time/CPU cycles, I may try to 'review' a few more navies.. either Basin ones, or ones from the setting material.

68

(28 replies, posted in Starmada)

Have it, am enjoying it.  Like the new options and the very detailed fleets/societies/backstory.

When do we anticipate an SXCA that allows for multiple mode weapons?

69

(62 replies, posted in Starmada)

Jimbeau, I understand completely!  No criticism, overt or covert, was intended.

Thing is, this CAN be the place for that.. also reviews of Basin ships by other players... give everyone a chance to weigh in with their 'what we thing of this and that' sort of stuff.

Im in the process of converting a fairly large and fluffed-out SMX navy into Admiralty.. once I'm done, I'll have it up, with attendant fluff, etc.


And, suiting action to words, my review/response/unsolicited commentary on the Eurasian Empire:

Overall impression:  Solid, suited to multiple tasks.  I like the nearly uniform fleet speed from a tactical level, as it allows the fleet to function together fairly smoothly (with the exception of the Jian-A, discussed below).  Ditto the consistent shielding levels, as it complicates enemy fire control. (I will tend to shoot less shielded ships first, in any mixed fleet.. the moreso because they tend to also be smaller, faster, and more dangerous in close).

Fleet feels nicely rough, low tech, but elegant within its tech base.  Very Russian.

I also note that you -seem- to be using Frigate in the U.S.S. Constitution sense of the word, rather than the 'smallest ship in the navy, pure escort' modern sense.

Specific Ship Reviews:
Shang-A
Nasty, tough little bugger.  4 shields and 6 hull, for its point value, is rough.  And I dont want to get within range 12 of it... a 50% chance to make 4 impact rolls for 4 damage each as soon as you hit range 12, for 140 points?  Of course, its median damage against itself is only going to be 2.33 at range 12 (.5 hits x (4 impacts at 1/3 each)x4 damage.. but the potential of 16 damage will command respect.

Particle Turrets are obviously anti-fighter weapons, intended to be used at close ranges... (given the 5+)  I rather like the use of scads-o-guns here, as it helps generate that hail of fire feeling.  Also note the low accuracy.

Shang-B:  Im not sure a extra hull point and an extra impact die are worth cutting that 120* field of fire to 60*  I can see the Shang-B in a fire support role, but range 12 is a little short for a pure fire support vessel, and trying to keep a 60* weapon in arc as you get into knife fighting would be tough.  That said, not all ships are pefect, and no navy consists entirely of perfect ships.

Jian-A:  Apparently a refitted Shang-A hull with uprated drives, at the cost of the fleet-battle weapons.  Nasty little knife fighter, but I'm having trouble figuring out its role.  Maybe something like the original 'Torpedo Boat Destroyer', meant to run down and kill off strike boats?  Produces an utter hail of bullets in most directions, but has some serious accuracy issues... beware of foes that mount ECM or go erratic.
Even so, feels higher tech than the rest of the navy.. probably the wide arc weapons.  Newer design?

Kirov:  "Battlecruiser Reporting".   The naming of this a 'Battlecruiser' suggest that there are 5 shield, 3 engine 'Battleships' with similar armament.. but I'm uncertain how the navy uses 'Battlecruiser'  (discussion of the 'Battlecruiser' term, its use, misuse, and misconceptions about the original (flawed, but no so badly as history would tell) concept.. would fill its own thread).  Taken as itself, I like that its as fast as your frigates... indeed, it mostly feels like a frigate writ large, or the bastard child of a Jian-A and Shang-A, given the anti-torpedo-boat Railguns, the anti-fighter Particle Batteries, and the 'please dont point that at my ship' Heavy Anti-Ship Torpedo (which, oddly enough, does less damage over time than the Particle Lance, despite its much, much greater range.. accuracy issues).
Well designed, especially inasmuch as the railguns take over once you get under the minimum range of the torpedos.  With 16 dice at 4+, noone will ever want to be close to you...  and your fast enough to catch them.  Again, I'm a bit concerned about ECM and Evasive Action, but you would be able to close up an Evasive foe pretty quickly, and a total of 48 to-hit+impact dice, even at target 5, is fairly terrifying.

Nanuchka:  Strike boat, I assume, given its stealth?  Yould not want them to roll up in the line with the Frigates, as any foe that could kill these things would.  Their heavily armed for their resilience, so theyll be targeted fast.  That said, I can see the fleet role, just not the fleet battle role (again, due to stealth)

Construction of Fleet:  If those are (as I assume they are) custom jobs, or even kit-bashes, I loathe you with the burning of a thousand suns.  Beautiful ships.

Overall Impressions:  Not alot of ship classes, but that seems to fit the relatively early space war/full thrust tech level feel of the navy.  Interesting designs, with both strengths and weaknesses.  Common speed should allow them to operate together well in battle, but I'm curious how the armament fit will work out.  Should be relatively straightforward though, tactically.. given the long range narrow arc weaponry, point nose at foe and close, firing all the way...

70

(62 replies, posted in Starmada)

Just seemed to me that we often post ships in the 'Basin, but rarely discuss the fleet design philosophies/thought process behind them.  As the Basin is properly limited to posting the ships, I though I'd throw out a thread to discuss the various navies posted there.

...As I wont have the gelt to pick up a copy of the newest rules until this afternoon, I for my own part wont be commenting until sometime after then.   smile

Assuming, for purposes of arguement, that we want to replicate the play feel of SFB...

Photons will need to do roughly the same damage over time as Disruptors.

Disruptors will be more accurate than photons, but have their damage reduced as a function of range.

Photons will have the same damage at all ranges, but have their accuracy sharply impacted by range.

The disruptor boat should want to hold the range open and fire every turn.  The Photon boat should want to hold fire until its got a good shot.  If the photon boat takes a bad shot with its photons, and does not get lucky, the disruptor boat should roll up right on top of it and beat it about the head and shoulders for having empty weapons tubes.

I think were getting there with these proposals.

We may want to fiddle with our Photons and Disruptors to make sure they, in addition to fitting the above, have about the same 'value' points wise.  We may have to be generous to the Photon (compared to its SFB version) because the ability of the 4OL Photon Strike to put all of its damage on one shield (and thus waste less of its firepower over mutliple shields, over mutliple turns, than the disruptor) doesnt translate to this game, and wont be valued by it.

72

(43 replies, posted in Starmada)

Well, and whether or not its an 'origin', we can certainly blame David Weber for the proliferation of the convention.  The Honor Harrington stuff is enormously popular, after all, and with size gradiations that run (roughly):
LAC
Corvettes
FF (mostly out of military service due to size, but still in existance)
DD
CL
CA
BC
BB
DN
SDN

Its not suprising that the convention is picked up on.  Note that Webers BCs are NOT in fact BB firepower on a BB hull that has cruiser speed and armor (as in theory were the WWI BCs.. in theory), but are in fact really more just 'heavy CAs', intended to serve a fleet screening function, and like the original U.S. frigates to 'outrun anything they cant outfight' (Ive always wondered about this.  If each size class is slower and more well armed than the one before it, cant EVERY ship outrun the ones that it is disadvantaged against?)

I know for my own conjectural space navies, I use DN and BB interchangeably, and use both 'BB' and "BBF" type hulls (U.S.S. Iowa and her sisters being the real world BBFs... Cruiser Speed, BB Firepower and Armor.. done at a cost of MUCH higher displacement...)

I so terribly envy you having a close group.  I have tried, and failed, to enthuse the local crowd, here.  Cest la vie.

74

(9 replies, posted in Starmada)

My preferences run to ABC and ABD, dropping to ABCE and ABDF on DN style hulls.  Both let you consolidate all your firepower out of AB, while giving you a bit more coverage on the flanks.

While alot of ships have only AB arc coverage, I generally recommend against it.  Though it gives you more throw weight for your CR, its both potentially vulnerable to flanking and encourages a 'sit at the board edge and turn to shoot at your foe' playstyle that just isnt much fun for anyone involved.

Ahh.. I thought it had been decided that the armor had -exactly- the same impact on the CR as did hull, rather than merely the same impact on the DRAT as did hull.

My misunderstanding!