Topic: Use of Spinal Mounts in small ships
I found something interesting... for ships with a hull 1 or 2, a spinal mount is actually more efficient than actually mounting weapons.
If I am right, a range 18 weapon at 1/1/1 with a 5+ to hit and set to 2 fire arcs (AB) costs 18 points, even on a ship with one Hull. However, a spinal mount costs only 10 points. (Speaking of SU's at the moment) and has a higher range at almost the same firing arc.
I currently am fielding some small ships that are Hull 1, Engines 6 and Shields 2 with PDS and dual Spinal Mounts. The final Combat rating for this ship, per the spreadsheet, is only 9, at tech levels of zero.
I used 12 of them as escorts last night, and although they didn't tear anyone apart, they did provide a lot of support, and pretty much made a waste of my opponents high damage weapons. He had some weapons that were 3/2/2 with Range based Pen, and Range based damage.... but it didn't really matter, as the weapon could only fire at one target per turn and yes, it did kill me, but wasted a lot of dice and points for each kill.
And the best part was that for the price of a single flight of fighters, I could field about 5.5 of these ships....
Right now, I am designing figs for them, to replace my counters.....
As my friend put it, he is just glad that I am not into Anime Spinal Mounts.
If you drop the shields of 2, and just rely on the PDS, you can add engines, until you achieve any speed you want...... I designed one that was speed 20 with the dual mount. I am wondering if this would work as a counter to the fast ships with expendable weapons....
John