Posted: Fri Jun 27, 2008 8:53 pm
No, the F5 does only have range 15 distruptors in squad scale (not sure why it doesn't in fleet).
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Not true. The rules for disruptors explicitly mention that certain smaller ships can only fire their disruptors out to a limited range. The exact ships affected by this have the range limitation printed on the card.djdood wrote:In FedCom, disruptors are Disruptors. There is only one firing chart (unlike SFB).
Sounds like errata fodder then. I'm sure that it should be the same range in both scales.No, the F5 does only have range 15 distruptors in squad scale (not sure why it doesn't in fleet).
In the situation we are talking about (on the approach, range 9 to 15) he'd need to be playing pretty badly not to have your ship in the FA arc if he wants it.DNordeen wrote:I still disagree that the FF will win every time.
1) Just because the enemy is in my FA arc doesn't mean I'm in his FA arc.
That's the point - while that may generally be the case against Federation ships, it specifically isn't against the FF. The F5 can't stay at range (except in a straight stern chase) because the FF can hold overloads AND move in all 32 sub-pulses AND be evasive.2) If the FF overloads the torps, The F5 can fire at range 9-15 all day long.
The few shots which the F5 gets at ranges 9 to 15 don't matter because the expected damage is negligible. When the FF declares that EM is being dropped, the F5 has, at most, 4 hexes of movement to get out of range or arc. Since the FF, handled competently, also has 4 hexes of movement and can decelerate and turn if needed, there is no reason why the FF should not get the shot.3) If the FF is using EM that just means the F5 can fire without worrying about being fired upon. EM can only be dropped during the accel phase, so if the FF drops EM, the F5 has time to move out of the FA arc (if he is actually in that arc) or out of range before the offensive fire step.
True, but not significant at range 9+. The increased turn mode really bites during close-quarter manouvering, but the FF won't be evasive then - she'll be trying to unload photons into the Klingon.4) EM adds 1 to the turn mode, so the F5 is now more manuevarable which improves the F5's chances of getting into the FF's RX arc.
Only against a bad Federation player.5) A good Klingon player can use an oblique approach to close to range 15, fire, and run out beyond range 15. Over and over.
It doesn't matter who plays which ship. Once the FF player realises that his ship has, in effect, no significant tactical trade-offs and can make full speed with full defence and full guns, the F5 (being a much more interesting ship) is toast.If you're constantly winning against a ship with equivalent BPV, it's probably your opponent not the ship.
The F5 has range 15 disruptors in both scales.pinecone wrote:No, the F5 does only have range 15 distruptors in squad scale (not sure why it doesn't in fleet).
On the ship cards. All of the ships I listed (K-F5, K-E4, Z-FF, L-FF) have notes on the ship card saying the disruptors are limited to 15 hexes. The only caveat is that the K-F5 only lists it on the squadron scale side. However, this was just an oversight regarding the fleet scale side. When the K-F5 was reprinted in Communique (I forget which one), it had this oversight corrected.silent bob wrote:where does it say this? is it in the rules? cos cant see it on the ship cards, maybe I am having a blind moment.
I had not noticed that! There is something seriously wrong with this. I just did a box compare, and one of the two is just not right.That's the point - while that may generally be the case against Federation ships, it specifically isn't against the FF. The F5 can't stay at range (except in a straight stern chase) because the FF can hold overloads AND move in all 32 sub-pulses AND be evasive.