Plasma in the corner
Posted: Sat Sep 13, 2014 11:16 am
In the tactics manual Patrick covers cornering an opponent with plasma (under Romulan Tactics). In that he points out the target will get a HET to escape if he is careful, so that even cornering is not a way of ensuring a hit. Now Patrick was clear at the start of his Romulan section that this section is tourney focused, and other scenarios may be different. The cornering issue, however, sounds quite generic. What Patrick says about cornering is true. But this is in my opinion worth expanding upon.
My main plasma experience is with Gorns (but again cornering someone is generic, not Romulan specific). Unlike Patrick it is mainly in non-tourney games, where we play on much larger maps, but still fixed/location so there are indeed corners/edges. The following is based on that scenario, rather than a Romulan tourney scenario.
In a game with say 3 cruisers vs 3 cruisers (roughly the tourney setup points wise give or take) then the Gorns will probably have 6 plasma S and 6 Plasma F. We have chased the craven enemy towards a corner by appropriately herding him there with some of our plasma, the how is not important here, but a read of Patricks generic plasma section will give you the clues and building blocks. Depending on who you fight, and how well you played you should have at least half your plasma left, hopefully a bit more. We are fairly close behind and plasma should hit quite early for high strength warheads. But the perfidious enemy has read the tactics manual and knows how to get away from even this position. The enemy can HET if you launch your plasma in a lead pursuit, and just run if it trailing. So what to do?
You have 6+ plasma left, a large map to run on whilst reloading. Launch everything - leading and pursuit. Pick your target and fire 60+ points trailing and 90+ points leading. One way or another one lot will hit. You launch the bigger lot to hit him if he carries on as he is (I'm assuming with the rest of his ships). If he wants to HET from the bigger group then he will still get hit by the trailing group (with 5 less power for phasers) and have split from the other 2 ships which may be a positional disadvantage. If needed you now start running whilst rearming. In all likely hood you will not have long to wait, as the plasma you launched earlier in the game is probably coming back on line next turn and more the turn after.
Patricks comment about cornered opponents being able to escape are true if all you can do is fire a single plasma (or throw it as a single stack). In a single ship duel you will have a problem. With a 3 Romulan ship (plasma R) force if you have used some Plasma R to herd the enemy and get him cornered but your fleet can now only rake up 1 Plasma R you haven't achieved much. In many ways this is why I prefer the ships with 2 plasma S rather than a single plasma R. It gives you the ability to throw out decent plasma and still maintain a decent plasma threat. Again read the bit about Plasma in the tube being better than launched plasma in the tactics manual, I personally find that a key aspect of plasma.
An additional point as you are still approaching a potential 'trap' point. Give a serious look at the power position of the enemy, and the ship you are hoping to plasma. It will be running at speed 24, and need a HET (to escape a single plasma/stack). If you have been herding and phasering the enemy for 2 or 3 turns it may be out of battery. For some empires that may mean they are running out of power, especially if they are arming or holding heavy weapons. For example, if your Fed opponent is still holding overloaded photons, that he armed at the start of the game and has not had chance to fire, then he may be another 8 power down. A Fed cruiser will be paying 24 + 8 = 32. No batteries, 5 for the HET = 37. A Fed CA will not be able to HET, and the Fed NCA will only have 1 power max left afterwards, so even if he does HET he will not be running for long before big plasma catches him. Do you think you can draw out any extra power before launching? Is he the sort of person who might reinforce some phaser fire on his already weak rear shield? or me-to accel if you accel in at him?
My main plasma experience is with Gorns (but again cornering someone is generic, not Romulan specific). Unlike Patrick it is mainly in non-tourney games, where we play on much larger maps, but still fixed/location so there are indeed corners/edges. The following is based on that scenario, rather than a Romulan tourney scenario.
In a game with say 3 cruisers vs 3 cruisers (roughly the tourney setup points wise give or take) then the Gorns will probably have 6 plasma S and 6 Plasma F. We have chased the craven enemy towards a corner by appropriately herding him there with some of our plasma, the how is not important here, but a read of Patricks generic plasma section will give you the clues and building blocks. Depending on who you fight, and how well you played you should have at least half your plasma left, hopefully a bit more. We are fairly close behind and plasma should hit quite early for high strength warheads. But the perfidious enemy has read the tactics manual and knows how to get away from even this position. The enemy can HET if you launch your plasma in a lead pursuit, and just run if it trailing. So what to do?
You have 6+ plasma left, a large map to run on whilst reloading. Launch everything - leading and pursuit. Pick your target and fire 60+ points trailing and 90+ points leading. One way or another one lot will hit. You launch the bigger lot to hit him if he carries on as he is (I'm assuming with the rest of his ships). If he wants to HET from the bigger group then he will still get hit by the trailing group (with 5 less power for phasers) and have split from the other 2 ships which may be a positional disadvantage. If needed you now start running whilst rearming. In all likely hood you will not have long to wait, as the plasma you launched earlier in the game is probably coming back on line next turn and more the turn after.
Patricks comment about cornered opponents being able to escape are true if all you can do is fire a single plasma (or throw it as a single stack). In a single ship duel you will have a problem. With a 3 Romulan ship (plasma R) force if you have used some Plasma R to herd the enemy and get him cornered but your fleet can now only rake up 1 Plasma R you haven't achieved much. In many ways this is why I prefer the ships with 2 plasma S rather than a single plasma R. It gives you the ability to throw out decent plasma and still maintain a decent plasma threat. Again read the bit about Plasma in the tube being better than launched plasma in the tactics manual, I personally find that a key aspect of plasma.
An additional point as you are still approaching a potential 'trap' point. Give a serious look at the power position of the enemy, and the ship you are hoping to plasma. It will be running at speed 24, and need a HET (to escape a single plasma/stack). If you have been herding and phasering the enemy for 2 or 3 turns it may be out of battery. For some empires that may mean they are running out of power, especially if they are arming or holding heavy weapons. For example, if your Fed opponent is still holding overloaded photons, that he armed at the start of the game and has not had chance to fire, then he may be another 8 power down. A Fed cruiser will be paying 24 + 8 = 32. No batteries, 5 for the HET = 37. A Fed CA will not be able to HET, and the Fed NCA will only have 1 power max left afterwards, so even if he does HET he will not be running for long before big plasma catches him. Do you think you can draw out any extra power before launching? Is he the sort of person who might reinforce some phaser fire on his already weak rear shield? or me-to accel if you accel in at him?