Inari7 wrote:I have to agree, the game win goes to the player with the best design rather then the best tactics.
This, a thousand times. This is the truth, unless somebody happens to make a really terrible tactical error, and even then sometimes. This is almost exactly why my group eventually stopped playing 'mada.
And yeah... Ammo is really, really good. I once fielded two variants of a flotilla, one of which used ammo, and the other of which did not. The non-ammo version mounted two torpedo tubes per ship, and served reliably but without acclaim. The ammo version mounted 10 tubes per ship, each with one ammo, and earned great distinction (and a subsequent ban) when a squadron of them annihilated an undamaged battleship worth easily thrice their CRAT in one salvo (granted, they were done after that, but they had more than earned their keep). And these were not fantastic weapons; range 12, RoF1, Imp1, Dam1, Double Range Mods, Slow Firing in the G arc.
Rule for exploiting ammo: Take any weapon that you want to hit the enemy with on turn 1. Instead, mount five of them with ammo 1 each. If the enemy is still standing after you fire them all, then you didn't use a big enough weapon. You probably weren't going to get 5 turns of shooting, but you almost certainly will get one turn of shooting, and ammo lets you condense five turns of firing into one turn, at probably an ORAT cost of x2 or so, and the cost of not being able to fire those weapons again later... which is only a penalty if conditions for firing them were going to get better (solution: inverted range mods), or if you were going to get more than 5 turns of shooting (improbable...). This way you also get all the damage up-front, which means early systems damage, kills, and VP, which makes the rest of the game easier than if you had been firing once per turn for five turns, making ammo weapons significantly better than firing once per turn for five turns. It's just bonkers good. And once you get to hull >25, you're actually getting free ORAT for ammo (unless I'm misreading something...).
Marauder wrote:I just think that ammo starts to be come unbalanced when games get shorter in length. For instance if our games only last 4 rounds and I take 4 ammo I'm getting a pretty good deal.
The trick there is that the more you use ammo, the shorter the game gets... self-fulfilling prophecy.