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Ground Combat / Re: The Value of an AC/2
« Last post by Charistoph on 13 May 2024, 22:23:31 »You only need so much speed on an AC/2 carrier though. Chances are a good half of the map is In Range either way, and you'll probably need to stay stationary to combat medium/long range penalties. It's only really bad because tanks can't climb hills good.
Getting in to position is just as important as being able to pull back. And since CVs take twice as much MP to change Levels, that builds up over time when compared to the Blackjack which can just leap over it (in most cases). There's that nasty Tukayyid map that's a pretty deep canyon...
The Clint is actually in the "no jump" category, since the CLNT-2-4T packs twin AC/2s, but your point still stands, and I don't disagree at all.
So it is, and fixed.
Also, the backup weapons for the Blackjack are great, making it even better, since everyone tries to counter the Blackjack by getting into AC/2 minimum range, only to be confronted with a facefull of medium lasers.
That definitely helps, that's for sure, though, there's that one hex where you're in Minimum or Medium Range.