Subtopic | Posts | Updated | ||
![]() | Archive through June 12, 2008 | 25 | 06/12 08:37pm | |
![]() | Archive through September 11, 2008 | 25 | 09/11 12:36pm | |
![]() | Archive through September 28, 2008 | 25 | 09/28 04:31pm | |
![]() | Archive through October 15, 2008 | 25 | 10/15 07:01pm | |
![]() | Archive through February 01, 2009 | 25 | 02/01 12:50am |
By Kenneth Jones (Kludge) on Sunday, February 01, 2009 - 06:59 am: Edit |
DMB's the two is really meant as a Maximum. (OM1.14) would simply be WAY to much. IMO it could have 1 and MAYBE be able to build a second. After all it is the Souldra SS. But I could be convinced that even 1 is to much.
Mostly I put them out as a way of keeping track. I'm not even sure that the Souldra should have them. But it would be a unique ability for the tourney.
RE the shield blocks.:
Looks like I've been misreading the rule all along. Since that seems to be the case no way would I suggest a power boost.
1 AFC
3 Full shields
18 Move
8 4DMT
4 Misc
=34
Seems fine to me.
Probably the Heavy DMPs should be cut down back to the original 5. But on the L DMP's I would be leary of cutting them that much. Maybe change the layout to 5 2RS/2LS 1 RH.
This would give it the ability to shoot down 1! IV w/o dragging in a Heavy. Something that even 2P3 can do but 2 LDMP have no chance of.
Drone wise that would be a good defense maybe not even needing the bombs. But it would still be woefully weak against Plasma. saying that it gets a Centerline shot that only reduces the warhead by 13 rear 14 Forward at MAX, which runs about what other races can do to the rear but about half of what they can do in the FH. But the shield rule about enveloping weapons would help with that.
By Andy Vancil (Andy) on Sunday, February 01, 2009 - 04:36 pm: Edit |
Against plasma things might get more difficult, but they are not entirely bad. If the plasma ship dances too much, it will lose due to the regenerative ability of the soul shields and the long range of the DMTs. If it closes too aggressively, it will be closing through DMTs. It could end up taking a lot of damage, only to arrive at the doorstep and find the opponent has phased out.
The Souldra will have pretty good speed. Cloaking against the Souldra will be risky, or at least, coming out of cloak could be tricky with Shards about. DMBs will complicate closing maneuvers, and the DPD is a pretty good get-out-of-jail-free card.
Still, with no WWs, things could get tough. If you reduce the H-DMPs, I think you'll end up with a ship that is too weak. The main problem is the low overall number of shield boxes - while they do regenerate, that doesn't make up the difference. By (OG9.235), EPTs don't do any more damage to the Souldra than a regular torp, but might still be worth it for the plasma ship because they are harder to shoot down, and they force the Souldra to spread shield blocks to more facings or else take internals. Conversely, standard torps are probably the best bet, because while an Alpha Quadrant ship could sacrifice a shield to a plasma-S in exchange for position, the Souldra just can't give up that many shield boxes that fast and expect to do well.
By Barry Kirk (Barrykirk) on Sunday, February 01, 2009 - 05:45 pm: Edit |
Ken, Haven't watched this board for a couple of weeks, so have a couple of comments.
Don't close to Range 2 with a Trobrin ship. It's a dancer not a knife fighter. Against a ship like the Orion (FHGB1) he has significant damage output from the gatling at range 2.
One of the nice things about the Implosion Torps is that the Trob can very often pick the shield of impact. This makes it much harder for the Orion to pick the shield to brick.
Although your probably right that the Trob is a bit on the light side.
Earlier verisions of the Trob were consistently able to destroy everything they faced. Hence, I kept nerfing them until the V2 ship you just tried.
It may be a little too weak.
By Barry Kirk (Barrykirk) on Sunday, February 01, 2009 - 06:32 pm: Edit |
Ken,
Looked at your Souldra ship. I'm assuming that it has 2 Black shards.
Remember that that ship can make a high speed run for the center of the board on Turn 1 firing 2 DMT at about range 12 and turning off.
If the opponent runs through them, she can fire a 3rd DMT and continue running.
If the oppenent runs away, the Souldra can turn back and chase into the corner of the board.
Either way, the only defenses against a DMT fired from range 12 are.
1) Brick
2) Run Away
3) WW
4) Losing lots of shield boxes.
None of these choices is particularly inviting.
Weaseling doesn't work that well, because the DMT is a 2 turn arming weapon and the Souldra has 4 launchers.
Running away from 2 of them just invites the Souldra to chase you into the corner and launch the other 2.
Either way, the H-DMP are fairly efficient at range 9-15.
Against drone users, the Souldra can use tractors, speed, and L-DMP to handle the first wave. If there are a lot of drones out there, the Souldra can use a DMB to clean itself off.
Against plasma users, the Souldra can run them out, and it's DMT will come back on line faster than the plasma will.
As always, once in a game, the Souldra is guarenteed to be able to use the DPD to get out of trouble. The DPD is far better than a cloak or wessel in that it doesn't leave it slow after use.
I'd say that with 7 H-DMP and 6 L-DMP it's going to be a little bit too powerful.
When creating the tourney SSD, I was planning on using the baseline wraith CL
Provided with 1 DMB and the ability to create unlimited replacements. Remember the DMB are expensive and slow to arm.
I was also planning on giving it 4 Black shards.
Black shards are faster and tougher than shuttles carry 2 L-DMP and don't lose weapons when crippled. While nowhere near as powerful as Stingers, They are much nastier than standard shuttles.
By Barry Kirk (Barrykirk) on Sunday, February 01, 2009 - 06:45 pm: Edit |
Playtest results spreadsheet has been updated to include the last 2 battles.
I will have to fix the formatting later though.
By Andy Vancil (Andy) on Sunday, February 01, 2009 - 11:19 pm: Edit |
The DPD is really cool, just keep in mind that it does not cause seekers to lose lockon, they just continue on a straight course.
Of course, with plasma, that means delaying impact by at least 16 impulses, which pretty much finishes the torpedo. With drones, if there is a map edge within 8-9 hexes (for medium speed, 14-15 hexes for fast) they will die from collisions with the wall.
By Andrew Harding (Warlock) on Monday, February 02, 2009 - 12:32 am: Edit |
Re the DMT, I don't consider it overpowered. It's a decent weapon but it has weaknesses.
Comparing it to a Plasma-G, it has:
+ Longer maximum range
+ Arms in two turns without reserve
+ Phaser resistance
- Higher holding cost
- Effectively no Pseudo
- No bolt mode
- No enveloping mode
- No Shotgun mode
- Generally awkward arcs
- Half the warhead (can improve to 75% by giving up some other advantages)
Souldra compare to other plasma users a little like the Klingons compare to the Fed - better at dancing but will lose if they get crunched. On a floating map they're hard opponents for regular plasma but I'd be quite happy to take Gorns up against them in tourney conditions.
By Andy Vancil (Andy) on Monday, February 02, 2009 - 11:34 am: Edit |
In terms of plasma, the Souldra are similar to the Paravians.
By Barry Kirk (Barrykirk) on Monday, February 02, 2009 - 08:02 pm: Edit |
As for DPD against any seekers on tourney board. Well your probably not going to use the DPD unless your in the corner anyway.
I'm leaning toward using the CL Wraith as my first attempt for a tourney SSD with Souldra.
I'll probably be ready to re-start the process of doing tourney SSD for Omega in May.
By Barry Kirk (Barrykirk) on Sunday, May 10, 2009 - 08:11 am: Edit |
I'm going to have to push out the date when I restart doing LMC and Omega Tourney ships to mid June... Real life issues...
By Barry Kirk (Barrykirk) on Tuesday, August 25, 2009 - 07:05 pm: Edit |
Well, I've been testing the Maesron a lot lately... Preliminary results are that it woefully underpowered.
By Barry Kirk (Barrykirk) on Saturday, September 05, 2009 - 12:37 pm: Edit |
New playtest Maesron has been e-mailed to Paul.
New Maesron has 4 Tachyon Missile launchers Type B launchers replacing the 2 Type A launchers on the previous Maesron.
The Missile types available to this Maesron have been reduced somewhat.
Tachyon Missiles are highly vulnerable to Drones which are a lot less capable. This change tends to mitigate that vulnerability a little bit.
The lessor Tachyon missiles can be stopped or dodged, but it's harder to do than a drone and easier to do than a plasma.
Conversely, they do about the same damage as a slim drone.
With the limited numbers available, 2 launches per turn max, an opponent may seriously consider just running through them.
By Barry Kirk (Barrykirk) on Saturday, September 26, 2009 - 09:43 pm: Edit |
First battle completed with new Maesron playtest ship...
I will reset Maesron on the spreadsheet to reflect that this is a new ship.
BaldnForty ( Maesron ) defeats Akira ( Fed ) in 2 turns.
This was a bizzare battle not because of the ships but because of the DAC.
Maesron took 25 internals
and Fed conceded with 13 internals. But what a 13 internals.
These consisted of
2 Photons
3 Phaser 1s
2 Phaser 3s
2 Warp
1 Transporter
3 Forward Hull
Getting back to the actual battle.
Turn 1
Maesron put 3 each into FA Tachyon guns bringing them to 5 point energy level and 2 each to hold the side tachyon guns. I'm assuming that the Fed brought all the tubes up to 16 point levels.
Maesron plotted speed 20 the whole turn and Fed plotted speed 16 the whole turn.
Fed came up the middle while Maesron corner dodged ending the turn at range 13. Fed was facing D and Maesron was facing F headed to cross in front of the fed.
Maesron fired a type 1 and a type 2 missile on impulse 32.
Turn 2:
Maesron plotted 16/24 and Fed plotted 12 and Speed changed to 24 later in the turn. Maesron brought the RF+R Tachyon Gun Launcher up to 5 points of energy but left the LF+L at 4 points of energy.
Maesron launched a type 3 missile on impulse 1 to build up the maximal missile wave of 3 missiles.
On Impulse 8 Maesron fired an alpha strike of 3 Tachyon Guns (5 Energy each ) and 5 PW-1 at range 6 doing a total of 36 damage from 12 points of phaser damage and 24 points of Tachyon Gun Damage through the #1 shield.
On impulse 9, both the Maesron and the Fed used batteries to do a SC, both hoping to have the advantage of moving last. This was a critical impulse. Since, the Fed had a down shield but was turn enabled, and the Maesron had an unfired PW-1 and an unfired Tachyon Gun that were out of arc.
Both ships went to speed 24, so the Maesron with Turn Mode C had the advantage.
The Fed Turned to Direction C to protect the down shield and the Maesron went straight to get out of the Fed FA arc.
On impulse 10, the Fed used 6 labs to id the 3 incoming tachyon missiles. He got 2 of them, but missed the type 2 missile. He launched a SS shuttle at the Un-id'd Type 2 Missile which took it out just before it could fire it's phaser.
Maesron moved to try to get out of range 8 of the Fed at this point and would have done so, except that the Fed HET'd on impulse 14 to chase after the Maesron.
Since the Fed has nicely killed the type 2 missile freeing up 2 control channels, the Maesron was free to launch a Type 4 missile on impulse 14.
On impulse 18 the Fed concerned that the fourth missile had phasers and could hit the down #1 slipped left, allowing missiles 1 and 3 chasing it to impact on the rear shield. They did so for a total of 20 points of damage. Less than a pair of drones.
Maesron had the Missile #4 perform it's HET to get a shot at range 3 on the down #1 with it's PW-3.
Maesron also slipped right to get a shot with the LS PW-1 from range 6.
Fed fired it's alpha at range 6 hitting with 2 photons and 20 points of phaser damage doing 25 in.
Maesron got 3 in on the Fed between the missile and it's P1 taking out a photon and a phaser.
Next impulse the missile got to range 1 directly in front of the fed and fired it's last PW-3. Fed fired 2 PW-3 from range 6. This amounted to 4 more points of damage taking out another photon and 3 more Phasers!!!!
The missile still had it's 4 point explosive warhead, but the fed should have been able to slip and avoid it.
At this point the Fed conceded since he was to far behind on weapons.
If the DAC had not been so brutal to the Fed, I think it would have been a bloody but close game... The Fed was ahead on number of internals, but the Maesron was only missing his #4 shield... The Fed was missing the #1 and the #4.
By Kenneth Jones (Kludge) on Saturday, April 17, 2010 - 07:54 pm: Edit |
There are no POS/POT Torp Shuttle counters for Romulan KDR. I can't even get at Gorn or anything else to sub.
By Paul Franz (Andromedan) on Sunday, April 18, 2010 - 07:27 am: Edit |
Ok. The Romulan TKDR is fixed so that POT/POT Torp & Shuttle. Also, I fixed the same for the Fed CF.
By Steve Cole (Stevecole) on Saturday, July 20, 2019 - 10:29 am: Edit |
Since the last post was 2010 and fixed the last listed problem can I just delete everything?
Administrator's Control Panel -- Board Moderators Only Administer Page | Delete Conversation | Close Conversation | Move Conversation |