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Federation Commander A NEW fast paced board game of starship combat!
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Davec_24 Commander
Joined: 16 Jul 2008 Posts: 596 Location: England
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Posted: Wed Jul 30, 2008 10:18 pm Post subject: |
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Bolting plasma torpedoes is really useful sometimes. It's not very accurate compared to the likes of a disruptor but you still have a hefty punch when you do actually score a hit (I guess the same is true of photons). Of course, you often have less plasmas than the equivalent sized ship has photons, and it takes 3 turns to arm a bolt plasma instead of the 2 for a photon. Anyway, sometimes bolting is the only thing for it, like if the race you are trying to plasma torpedo is the Tholians - unless they make a big mistake, you're not going to have an easy job getting seeking plasma to do any real damage to a Tholian because they have the web snares (which kill all seeking weapons on shileds 2 and 3 or 5 and 6, depending on the launcher, for a single point of power when used). I guess that's why the Romulans tended to leave the Tholians alone! |
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Kang Fleet Captain
Joined: 23 Sep 2007 Posts: 1976 Location: Devon, UK
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Posted: Wed Jul 30, 2008 10:33 pm Post subject: |
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You can bolt a 2-turn-F. It would give you 10 damage but only 5 out to 10 hexes.... _________________
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pinecone Fleet Captain
Joined: 03 May 2008 Posts: 1862 Location: Earth
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Posted: Thu Jul 31, 2008 12:12 pm Post subject: |
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The problem is that the accuracy of the bolts is not good. |
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