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Federation Commander A NEW fast paced board game of starship combat!
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pinecone Fleet Captain
Joined: 03 May 2008 Posts: 1862 Location: Earth
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Posted: Sat Nov 29, 2008 2:52 am Post subject: Seltorian Tactics? |
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Their Ships seem interesting, with the twice-firing Particle cannon. The Web braker is deadly to tholians too (I've played a tholian CA vs. Seletorian CA. My webs didn't last long .) However, against other races, the sheild cracker is not nearly as effective. It would seem that the smartest Seletorian tactic would be to knock out enemy sheilds and then hit and run enemy weapons out of existence.
I want to know the bugs best tactics because I want to use them in my next battle. Is there anything else I missed? If you'd played the selts and know some good moves (pardon the expression, I just watched Kung Fu Panda), please let me know. |
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mjwest Commodore
Joined: 08 Oct 2006 Posts: 4075 Location: Dallas, Texas
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Posted: Sat Nov 29, 2008 4:04 am Post subject: |
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Hit an run is a valid tactic for the Seltorians.
Another option, depending on how many marine units they have, is to simply board them and try to capture the enemy ship.
But, yes, if the Seltorians are going to win, they need to remember their hordes of marine units and make use of them. _________________
Federation Commander Answer Guy |
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Nerroth Fleet Captain
Joined: 08 Oct 2006 Posts: 1744 Location: Ontario, Canada
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Posted: Sat Nov 29, 2008 4:46 am Post subject: |
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I tried to ask this before - but how much (if any) difference does it make for a Selt to fight a (neo-)Tholian under M81 Galaxy rules, compared to in the Alpha Octant?
For example, does taking on an NCA armed with disruptors make for a fairly different battle than one loaded with particle cannons, and so forth. _________________ FC Omega Discussion (v3)
FC LMC Discussion |
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terryoc Captain
Joined: 07 Oct 2006 Posts: 1386
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Posted: Sat Nov 29, 2008 8:58 am Post subject: |
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When flying Seltorians, remember that the 3-impulse delay between firings of the Particle Cannons also extends over game turns. So try to fire them by impulse 6 at the latest, or you won't have them ready to fire in impulse 1 of the next turn. _________________ "Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West
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storeylf Fleet Captain
Joined: 24 Jul 2008 Posts: 1897
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Posted: Sat Nov 29, 2008 12:03 pm Post subject: |
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Particle cannons and marines make them very interesting.
Their smaller ships in particular are very mean when it comes to boarding, the frigates, destroyers and light cruisers have abnormally high numbers of transorters for their size, which which lots of marines makes boarding a very viable tactic. The light cruiser has as many transporters as most dreadnaughts, and the marines to make use of them. After the light cruiser the boarding starts to become less one sided as the number of transporters don't increase, but boarding always remains useful. With large number of transporters hit and run can be more energy efficient than any other heavy weapon, and you get to aim at what you want.
The particle cannon is very similar in all aspects to the disrupter, and could be seen as the uber disrupter. It has identical damage/power at all ranges above 2, and is better damage/power at range 0,1 and 2. The disrupter has a slightly better damage/volley at all ranges, but the PC has a slightly better damage/turn at all ranges. Compared to all other weapons, the PC is arguably the top weapon at ranges 11-15, it will generally do more damage over time for less energy than other weapons. The problem there is that if the opponent realises that, then you will have a problem keeping at that range, as the one thing you are not is a klingon that can turn on a dime.
The shield cracker is a pretty decent weapon, I've seen a few comments in the past about how awful it looks, but it actually performs as well as most other heavy weapons, slightly worse at some points, slightly better at others. Whilst other weapons can overload at the range you will be usiing the cracker, they are not usually any better in terms of damage/energy. Using them is more likely to be down to having enough power as at that point you are probably wanting to fire everything.
The ideal scenario appears to be to find someone who will try and slug it out at the mid ranges, where your particle cannons and decent numbers of phaser 1's will probably put you ahead in the damage inflicted category. If you can down shields then your PCs have another advantage, they can fire 2 aimed volleys per turn, so strip out those weapons before closing to board. |
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pinecone Fleet Captain
Joined: 03 May 2008 Posts: 1862 Location: Earth
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Posted: Sat Nov 29, 2008 1:03 pm Post subject: |
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These all sound like good tactics to me, thanks.
but do you think I should board or hit and run with my marines (generally speaking) |
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Mike Fleet Captain
Joined: 07 May 2007 Posts: 1675 Location: South Carolina
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Posted: Sat Nov 29, 2008 4:57 pm Post subject: |
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Pinecone: It depends on the ship you're after. If it has fewer or close to even the number of boarding parties you can beam over, then go for the capture. Even at that, however, if it is still viable in combat, you might want to use H&R raids to disable certain weapons. |
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Mike Fleet Captain
Joined: 07 May 2007 Posts: 1675 Location: South Carolina
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Posted: Sun Nov 30, 2008 1:31 am Post subject: |
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Those little Seltorians can be real buggers when it comes to hand-to-hand combat... |
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pinecone Fleet Captain
Joined: 03 May 2008 Posts: 1862 Location: Earth
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Posted: Sun Nov 30, 2008 2:09 am Post subject: |
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Okay, thanks everyone. I didn't end up playing the selts this time, but the next time I get a chance I'll try. |
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missmatronic Lieutenant JG
Joined: 15 Aug 2008 Posts: 70 Location: San Jose, CA
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Posted: Sun Nov 30, 2008 5:04 am Post subject: |
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pinecone, mike powers is pretty dangerous with Selts. Try contacting him you might get some great observations _________________ Suppressed UFP Intelligence: - Holdfast - catalyst - undeniable and disturbing - organic? - phenomena - rank- psych observation - analysis sound- sentiments - as a "zoo" -concept- boundary overrun- another web- unrestriced and unseen for now- |
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rlbell Ensign
Joined: 27 Oct 2008 Posts: 5 Location: Calgary, AB
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Posted: Wed Dec 03, 2008 4:36 pm Post subject: |
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storeylf wrote: | Particle cannons and marines make them very interesting.
The particle cannon is very similar in all aspects to the disrupter, and could be seen as the uber disrupter. It has identical damage/power at all ranges above 2, and is better damage/power at range 0,1 and 2. The disrupter has a slightly better damage/volley at all ranges, but the PC has a slightly better damage/turn at all ranges. Compared to all other weapons, the PC is arguably the top weapon at ranges 11-15, it will generally do more damage over time for less energy than other weapons. The problem there is that if the opponent realises that, then you will have a problem keeping at that range, as the one thing you are not is a klingon that can turn on a dime.
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Am I the only one who noticed that particle cannons combine the damage of a disruptor with the accuracy of a photon torpedo? The second shot in a turn and the ability to hold off choosing whether to overload it, until fired, are the only things that make it a viable weapon. Now if it combined the damage of a photon with the accuracy of a disruptor, I wouldn't care if it only fired every other turn.
Does the FC particle cannon use a different firing chart than in SFB? Am I having a seniors' moment? I thought that PC's at 13-30 only hit on a 1, and even at 9-12 they only hit on 1-2. IIRC, that makes it very much an up close weapon (but not the 'in your face' that is fusion beams). _________________ Q: Why are children so cute?
A: So parents do not kill them. |
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storeylf Fleet Captain
Joined: 24 Jul 2008 Posts: 1897
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Posted: Wed Dec 03, 2008 4:46 pm Post subject: |
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rlbell wrote: | storeylf wrote: | Particle cannons and marines make them very interesting.
The particle cannon is very similar in all aspects to the disrupter, and could be seen as the uber disrupter. It has identical damage/power at all ranges above 2, and is better damage/power at range 0,1 and 2. The disrupter has a slightly better damage/volley at all ranges, but the PC has a slightly better damage/turn at all ranges. Compared to all other weapons, the PC is arguably the top weapon at ranges 11-15, it will generally do more damage over time for less energy than other weapons. The problem there is that if the opponent realises that, then you will have a problem keeping at that range, as the one thing you are not is a klingon that can turn on a dime.
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Am I the only one who noticed that particle cannons combine the damage of a disruptor with the accuracy of a photon torpedo? The second shot in a turn and the ability to hold off choosing whether to overload it, until fired, are the only things that make it a viable weapon. Now if it combined the damage of a photon with the accuracy of a disruptor, I wouldn't care if it only fired every other turn.
Does the FC particle cannon use a different firing chart than in SFB? Am I having a seniors' moment? I thought that PC's at 13-30 only hit on a 1, and even at 9-12 they only hit on 1-2. IIRC, that makes it very much an up close weapon (but not the 'in your face' that is fusion beams). |
The reason you may be the only one to notice the 'accuracy of a photon' may be down to not looking at the actual damage chart. I have no idea what it was like in SFB (which is a different game), but in FC it is a lot better than you are saying. The particle cannon in FC never hits only on a 1 at any range (ignoring modifiers). |
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mjwest Commodore
Joined: 08 Oct 2006 Posts: 4075 Location: Dallas, Texas
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Posted: Wed Dec 03, 2008 6:31 pm Post subject: |
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The to-hit and damage tables for the Particle Cannon is identical between SFB and FC with two, very minor, exceptions:
- A normal load can hit at range zero.
- The last range bracket stops at 25 in FC, instead of 30.
So, the weapon is pretty much identical across systems. _________________
Federation Commander Answer Guy |
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silent bob Lieutenant SG
Joined: 30 Apr 2008 Posts: 139
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Posted: Thu Dec 04, 2008 3:22 pm Post subject: |
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I played seltorians last night against klingons and although I won I wasnt impressed with PCs that much. to get damage equal to a disruptor I was having to overload which costs me more and at alot of ranges was less accurate.
really have to get range 4 or less for best accuracy.
ship I was most impressed with out the 3 I used (frigate, destroyer, light cruiser) was the frigate. very nimble, loads of excess power, 3 batteries for boosting shields and plenty of phases if you get someone on the midline. |
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junior Captain
Joined: 08 May 2007 Posts: 803
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Posted: Thu Dec 04, 2008 6:49 pm Post subject: |
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I've played one game that involved a Seltorian, and iirc it was me in a NCA against a Klingon D5W. I hammered the Klingon pretty thoroughly in that game.
Shield Breakers basically do as much damage over two turns as standard load photon torpedoes. Provided you can get two good firing opportunities every turn, Particle Cannons do decent damage. And those weapons are backed up by a solid suite of phaser-1s.
Admittedly I've only played the one game and only seen the Seltorian fly against one opponent. But at least in that case, the Seltorian seemed like a pretty solid ship. |
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