Posted: Fri Jul 22, 2011 9:05 pm
Much as it bugs me when I have to do it myself, I might suggest you probably have to write the post afresh...
A NEW fast paced board game of starship combat!
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https://starfleetgames.com/federation/phpBB3/viewtopic.php?t=3953
Grumble-grumble-grumbleNerroth wrote:Much as it bugs me when I have to do it myself, I might suggest you probably have to write the post afresh...
This is it. I am a die-hard feddie, so let me explain why this is usefull. we'll apply it to the CA vs D7 matchup:A photon can be held - either as a standard or an overload - at a considerable cost savings relative to its arming cost (1/4 the cost of arming). A disruptor does not have that option. It pays the entirety of its arming cost at the moment it is fired. The Photon pays a total of 8 power over two turns and then can be held until you are ready to fire it. This allows the photon ships other options (such as EM) to mitigate the between firing turns.
3 cruisers at range 8 with 12 overloaded photons can severly cripple another cruiser (~96 damage which generally means 60+ internals)mjwest wrote:Paul covered it better than I was going to.
One other thing: Range 8 is still good, particularly with squadrons. Sure, about half are gonna miss (and the odds stabilize with more ships), but the half that hits is going to do way more damage than your opponent's disruptors at that range. And you are going fast enough to ensure he won't get closer (or, if he is going just as fast, he won't be able to use overloads).
So, don't fixate on range 0-2. Use range 8.
Photons have a couple of glaring weaknesses:Mark Skarr wrote:Please forgive me if this is an old topic, but I'm new to Federation Commander, and have a horrendous problem with Photon Torpedos.
Why do they suck out loud?
<snip>
So . . . what makes Photons relevant? What am I missing?
ETA: Noticed a smiley where there shouldn't have been one.
Mark, you seem to have misunderstood the rules. It doesn't take four turns to overload your photons. Overload energy can be added on either of the arming turns, or afterwards too.Mark Skarr wrote:Keep in mind that you've spent 4 turns... (snip)
It's also about the game context. Are you playing on a tourney fixed map like Paul (the_Rock) usually does, or are you playing on a fully floatng map, what about terrain etc. Are there any scenario objectives or is it just a kill all game.terryoc wrote:
On another point: when comparing two ships, it's not all about the heavy weapons (disruptors, photons, plasma torpedoes).
Aha, okay, that's something I misread. That goes a long way to correct the problem. As I said, I wanted to know where I was wrong.terryoc wrote:Mark, you seem to have misunderstood the rules. It doesn't take four turns to overload your photons. Overload energy can be added on either of the arming turns, or afterwards too.
I usually play on large, floating maps because the idea of cornering someone in space fails logic for me. A zone of engagement should be larger than the effective range of our weapons.storeylf wrote:It's also about the game context. Are you playing on a tourney fixed map like Paul (the_Rock) usually does, or are you playing on a fully floatng map, what about terrain etc. Are there any scenario objectives or is it just a kill all game.
Ah, a man after my own heartMark Skarr wrote:I usually play on large, floating maps because the idea of cornering someone in space fails logic for me. A zone of engagement should be larger than the effective range of our weapons.
Consider this. Why would a fleet sit in open space and just take a pounding? So the Klingons make the Feds disengage by refusing to close? Big deal--nothing was lost or gained except a bunch of empty space.Mark Skarr wrote: I usually play on large, floating maps because the idea of cornering someone in space fails logic for me. A zone of engagement should be larger than the effective range of our weapons.
Under fedcom rules there is no such thing as just disengaging on a floating map - if you can't outrun the opponenet to get 35 hexes away then you are not disengaging, the feds can fight and die, or run and die. Of course in the context of a standard VP game the Klingons gained a win disengage or not.So the Klingons make the Feds disengage by refusing to close? Big deal--nothing was lost or gained except a bunch of empty space.
Even there a lot depends on the paramaters you impose. E.g. Who is attacking and who is defending. If the Feds attack then photons are great - you move in with full overloads and blow away the target or the covering fleet if it gets in the way. If the klingons are attacking what do the Feds do? If they stay around the target they get disruptered to death (if facing klingons) , if they move out then they are back to chasing a better long range fleet and getting whittled down, then the klingons move in and kill the target.duxvolantis wrote: Play some scenarios where there is an objective (defend a convoy, attack a base station, attack a planet, etc) and you will see the photon in an entirely different light.