Federation Commander Forum Index Federation Commander
A NEW fast paced board game of starship combat!
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Faster plasma?
Goto page Previous  1, 2, 3 ... 7, 8, 9, 10, 11  Next
 
Post new topic   Reply to topic    Federation Commander Forum Index -> General Discussion
View previous topic :: View next topic  
Author Message
phul
Lieutenant JG


Joined: 05 May 2010
Posts: 41
Location: St. Louis

PostPosted: Thu Jul 22, 2010 5:48 pm    Post subject: Reply with quote

Let me start by saying... When the group I'm in first started playing FC, and started trying to play plasma, we had pretty much all the complaints I've seen here at one point or another, to where they (the plasma races) got almost no play as a result. After playing the races we had at the time excluding them to the point where we felt it was more about who made a mistake first, instead of who made the first 'right move', we went back and looked at plasma races. I still see the concerns people have, just I now believe there are ways to counter all those concerns.

The biggest key to plasma races (IMO), is making your opponent make choices out of decisions you force on him. Read the outline of tactics I posted back on page 5 (6?), and look for ways that it will work, instead of ways it won't. Play it out a few times with your friends. Plasma is competitve.

Well aware that my game last night proves nothing to the masses. To me, it's a perfect underline to my point. I feel that my opponent is highly skilled (albeit, Klingons are his favored race, but Lyrans are very close to Klingons in ship performance, weapons, etc). Granted, we haven't had a chance to play outside of our 'pod'. But we're looking to change that in the near future and get a better meter to compare our game to the game of other groups (I'd guess we're on par, based on things I see said on these forums). Also... excessive caveats. It's just a playing of a Rom vs. Lyran. Food for thought, etc.

So played my game last night. Was a very fun and engaging game. As mentioned, my Rom fleet, (1 FH (CA), 2 SP (CL), Late War Cruisers) against what we thought was the Winning Tourney fleet, a Lyran DNH & 2 DW (thread on forums said it was a DN, but there were points for a DNH, so we used that). We used the Tourney rules (board size, time limit, etc).

Turn #1:
Roms go 16, Lyrans go 16
Roms close the distance, Lyrans form a wedge, with DNH leading. Lyrans turned to their right, then turned back into Roms, Roms closes, then turns right (attempting to force a specific range. I made a calculation error and ended up 1 hex farther than desired). Impulse 8 leaves both fleets at ~14 hexes, and the only fire of the turn happens. Roms fire all P1's at the close DW, but roll high (I think 3 net damage after batteries), Lyrans fire all viable weapons (1 DNH and 1 DW @ 14 hexes, 1 DW at 16 hexes). 2 internals from bleed through were recieved by the FH (L Warp, Lab), total damage was in the mid 20's, but due to 3 volleys, and 5 batteries per volley, minimal shield damage on #6. During launch, Rom fleet launched all LP Pl-F at the DNH (3 F's, 60 potential).

Turn #1 Inter-turn:
Roms repair L-warp on FH. Carry full batteries into the next turn.
LYN carry full batteries into the next turn.

Turn #2
Roms go 24. Lyrans go 24. Roms now have PL-S (current load out is now 4 PL-S in FP, and 3 PL-F in RP).
Lyran player turns the DNH away, to it's right, and runs for the next 4 impulses from the plasma, coming to a turn decision, and taking the long arc away from the Rom corner, ending the turn half way back (turn mode 5 is big arc!). The Lyran DW did a covering action for the DNH, flying across it's aft. The Rom ships, turned left, coming up behind the DNH at ~10 hexes (placing them at 5 hexes on the closest DW). Impulse 3/4 results in all able phasor fire on 1 DW (13 P1's if I recall), Lyran returns fire for a bleed damage on the FH of 1 lab. Lyran loses a shield, takes 17 total internals (1 bleed, 16 overwhelm. 1 P1, 7 blue boxes+1bat). Wounded DW runs for Rom side opposite corner, pristine DW runs for the Rom Corner. Rom SP's chase the pristine DW, while the FH stops accelerating (everyone had been accelerating up to this point), sits in place (decellerating/side slips to mitigate forward movement for minimal cost - in retrospect, I could have Emer Decel'd, but wanted to keep the options open incase of the HET) from the DNH, keeping it's FA on the DNH. Impulse 8 sees all available DNH fire on the FH at a range of... I believe it was 10 hexes. FH was in the DNH R arc (it was either 6 or 10 P1s, and 2 Disr, can't remember exactly). FH Shield #1 (by Rom choice) took ~20 damage, Internal treat was a lab. FH launches both PL-S at the DNH.

End of turn has the wounded DW turned around and looking down the hex verticie at range 8 at the FH out #4/5, the DNH looking at it out #1/2. Pristine DW is nearing the Rom corner with the 2 SP chasing it at a range of 5 (4 hexes aft, 1 hex off center).

Turn #2 Inter-turn:
Don't recall the repair choices. Shields were moved. Much fun was had with all the black dot management (lines are evil!).

Turn #3
FH / wounded DW go 16, all others 24.
Impulse 1, Lyran DNH announces HET. Rom FH announces HET in response.

-Game ends-

Lyran player conceded the game as the outcome appeared a forgone conclusion to him. Not sure I agreed, but it was definitely looking grim for the Lyran. My expectation of turn 3 was that he would be down 2 DW, and I would have a fairly damaged FH (if he chose to eat the plasma, which it was his intent with the HET), or he would be on the other side of the board with the DNH, and I would be down to 4 2 turn armed plasma F's for the 4th turn. Of course, a lot can happen in 8 impulses...

This game took 2.25hours.

From a critique perspective... I think the break off of 1 ship in a 3 ship fleet when I fired the warning plasma was the ideal situation for the Roms. If he were flying a 4 ship equal points (observing ship limitations, etc), this is a viable tactic for the non-Rom. But pulling off his DNH and putting the DW behind it, between me and the DNH, was begging me to kill one of them. In discussion after, he said his hope was that I would chase the DNH, firing on it's rear, and the DW would be able to come in behind me. Otherwise... I didn't really see any huge gaping holes in my opponents game. He took the conservative approach re: the plasma, opting to not be hit by the first warning shots (which did get 1 hex away from him while he was running while at 10 str each).
Back to top
View user's profile Send private message
mojo jojo
Lieutenant Commander


Joined: 23 Jun 2009
Posts: 340

PostPosted: Thu Jul 22, 2010 6:57 pm    Post subject: Reply with quote

Some points here:

1) First of all, it makes a BIG difference if it's the Lyrans or Klingons. Klingons would have 6-8 drones per turn soaking up phasers whereas the Lyran ESG isn't really terribly useful unless the ROM has burned all plasma.

2) Why wasn't the Lyran force going speed 24 on turn 1? With no S available, they should easily be able to swoop in and land 12 DIS plus a bunch of phasers. They should easily do more damage than the Romulans.

3) WHY IN THE WORLD WOULD THE DNH TURN AWAY FROM A PIDDLY 3 PL-F????? Question It appears as if they would strike at the 10 pt level. The DNH has enough phasers to totally wipe out all 30 pts of plasma and still have 6 disrupters to fire at Romulan ships. At least force the Roms to launch a couple of S's or the rest of their F's on turn 2.

4) As you noted, it was a mistake leaving 3 Rom ships to concentrate on a single DW without support. Don't count on most opponents allowing you to do this.

I think you would get a totally different game if you were facing Klingons or Kzinti or even Lyrans with different tactics. The drones make a huge difference in a fight like this and it's rather silly leaving your little ships to die when your big ship has enough phasers to eliminate the plasma aimed at it.
Back to top
View user's profile Send private message
pinecone
Fleet Captain


Joined: 03 May 2008
Posts: 1862
Location: Earth

PostPosted: Thu Jul 22, 2010 7:08 pm    Post subject: Reply with quote

[quote="mojo jojo"]WHY IN THE WORLD WOULD THE DNH TURN AWAY FROM A PIDDLY 3 PL-F????? Question It appears as if they would strike at the 10 pt level. The DNH has enough phasers to totally wipe out all 30 pts of plasma and still have 6 disrupters to fire at Romulan ships. At least force the Roms to launch a couple of S's or the rest of their F's on turn 2.[quote]

Remember, each point of plasma takes 2 points of damage to reduce. So unless it was an LDR ship (and even then) it would be VERY tough to handle. another reason I believe plasma is fine as is.

Running away is an effective way of countering it. It is also the only way of countering it.
Back to top
View user's profile Send private message
mojo jojo
Lieutenant Commander


Joined: 23 Jun 2009
Posts: 340

PostPosted: Thu Jul 22, 2010 7:29 pm    Post subject: Reply with quote

pinecone wrote:
Remember, each point of plasma takes 2 points of damage to reduce. So unless it was an LDR ship (and even then) it would be VERY tough to handle. another reason I believe plasma is fine as is.

Running away is an effective way of countering it. It is also the only way of countering it.


The DNH would have 12-14 PH1 and 1-2 PH3 available to hit the Plasma in defensive fire. It would take about 11 PH1 and 1 PH3 on average to reduce 30 pts of plasma to nothing. It would be even less if the DW's 8 PH2 and 4 PH3 was able to shoot the plasma in offensive fire first the previous impulse. That leaves the Lyran force with 12 Disrupters and 5-8 (or possibly more) PH1 vs the Rom's 14 facing PH1. This exchange favors the Lyrans.

At this point, the Roms can either launch Pl-S to force the Lyrans to run away, or try to get closer and increase the likelihood that the Plasma lands. Of course they don't want to get too close since there are 8 ESGs in the Lyran force...

So IOW, I don't think that running away is the ONLY way of countering Plasma. At least not when you have a DNH and you're facing a mere 30 pts of it.
Back to top
View user's profile Send private message
DirkSJ
Lieutenant Commander


Joined: 08 Jun 2010
Posts: 239

PostPosted: Thu Jul 22, 2010 8:31 pm    Post subject: Reply with quote

phul wrote:
decellerating/side slips to mitigate forward movement for minimal cost

Decel doesn't increase your slip mode count (2B2b). The only way you can slip to mitigate forward movement is to slip out, move forward, slip back moving 3 times and ending 2 ahead. You can't decel to chain-slip as only forward movement adds to the count to satisfy the slip mode of 1.

Other than the above I have to agree with mojo. They Lyrans were insae to not plot 24 and scream in. If the other side has plasma, you are plotting 24. Either you will need it to run, or you will need it to get in before they can load/shoot. Regardless, 24 it is.

The DNH got scared away by a popgun and left his friends to die. It could easily have blunted the F's with it's string P1 suite, taken the tiny bit left over on 2 or 6, and unloaded serious disruptor hell. PL-F's are not scary, even 3 of them, especially down the nose of a dreadnought. Once you scare the Rom enough to loose the S's and outrun those it's ESGfuntime while they scramble to load again.
Back to top
View user's profile Send private message
phul
Lieutenant JG


Joined: 05 May 2010
Posts: 41
Location: St. Louis

PostPosted: Thu Jul 22, 2010 8:47 pm    Post subject: Reply with quote

mojo jojo wrote:

1) First of all, it makes a BIG difference if it's the Lyrans or Klingons. Klingons would have 6-8 drones per turn soaking up phasers whereas the Lyran ESG isn't really terribly useful unless the ROM has burned all plasma.

True, that however was not the point of my comparison. My point was that the player was IMO a competant or better Klingon player, and that translates well to the Lyrans in this scenario.
mojo jojo wrote:

2) Why wasn't the Lyran force going speed 24 on turn 1? With no S available, they should easily be able to swoop in and land 12 DIS plus a bunch of phasers. They should easily do more damage than the Romulans.

No S's... but 11 F's. Seems like a good reason to me. Also... if he went 24, I (Rom) still have every oppertunity to do exactly what I (Rom) did, and make him choose. Simply by turning off sooner.
mojo jojo wrote:

3) WHY IN THE WORLD WOULD THE DNH TURN AWAY FROM A PIDDLY 3 PL-F????? Question It appears as if they would strike at the 10 pt level. The DNH has enough phasers to totally wipe out all 30 pts of plasma and still have 6 disrupters to fire at Romulan ships. At least force the Roms to launch a couple of S's or the rest of their F's on turn 2.

3 PL-F are 20/16/10/4 x 3. So... If he didn't turn off, they impact at latest impulse 2. 48 damage. Yes, he can mitigate all that with phasor fire. As the Rom, I'd be perfectly happy if he did. I've also described my default response to this action in a prior post (which would require him to eat MORE plasma, or use his HET, becasue it would be too late to turn off at that point, and I'd still be around 9/10 hexes).

Also, note they were in flight for 2 impulses already, and that he was already running from them when they were 10 each. The 1 hex range was off his #5 facing. ie; all those weapons aren't available and it's cheaper to just accellerate twice more to negate them all together.
mojo jojo wrote:

4) As you noted, it was a mistake leaving 3 Rom ships to concentrate on a single DW without support. Don't count on most opponents allowing you to do this.

Ya... but I would have been fine if it was both DW's. Or even the DNH and the DW's off runnign from plasma. Either situation works to my advantage as the Roms. In one case, I have ~50% BPV advantage. In the other I have ~20% BPV advantage. All good in my book.
mojo jojo wrote:

I think you would get a totally different game if you were facing Klingons or Kzinti or even Lyrans with different tactics. The drones make a huge difference in a fight like this and it's rather silly leaving your little ships to die when your big ship has enough phasers to eliminate the plasma aimed at it.


I think you're right. Every game will be different. As I said, this is a single playing. It is not indicative of the game as a whole.
My goal with this post was...
to show there are alternatives to the Plasma Balet, and to support my supposition, that Plasma is not 'broken'. It just requires tactics other than those found in the Fed/Klingon/Kzinti/Lyran books.

The Drones do make a difference, but not the big one you seem to think, not when the target fleet is moving at 24/24+1 (at lower speeds, for sure they are effective, but I'd never fly that slow against a drone swarm fleet). They are a denial of movement tool typically, when in mass, and a footnote when not. It is fairly easy to mitigate drones via manuever.

General note... I never fired my P3's once that game.
Back to top
View user's profile Send private message
Savedfromwhat
Commander


Joined: 23 Aug 2007
Posts: 657

PostPosted: Thu Jul 22, 2010 8:59 pm    Post subject: Reply with quote

Phul, I agree this is not indicitive of plasma being "alright" or not. Against a fixed target plasma is incredible I would even say glorious (and damned frustrating on the receiving end) but against moving targets who pick speed 24 and stick together, it just doesn't work the way people who claim it is fine are advocating.

We have had all this talk about how tournaments are a special case, well plasma is required to be played on a floating or open map as per the game rules, is this a problem?

"Excuse me, a location map" - Saved
Back to top
View user's profile Send private message
mojo jojo
Lieutenant Commander


Joined: 23 Jun 2009
Posts: 340

PostPosted: Thu Jul 22, 2010 9:08 pm    Post subject: Reply with quote

phul wrote:

True, that however was not the point of my comparison. My point was that the player was IMO a competant or better Klingon player, and that translates well to the Lyrans in this scenario.


A competent player would not have turned away from 3 PL-F in that situation.

phul wrote:

No S's... but 11 F's. Seems like a good reason to me. Also... if he went 24, I (Rom) still have every oppertunity to do exactly what I (Rom) did, and make him choose. Simply by turning off sooner.


11 Fs? I think you mean 6. And if all 6 were launched, the Lyran would turn away but would be very happy about it. If the Roms turn away early, that plays into the Lyran hands since they get FA weapons vs side or rear weapons for the Roms.


phul wrote:

3 PL-F are 20/16/10/4 x 3. So... If he didn't turn off, they impact at latest impulse 2. 48 damage. Yes, he can mitigate all that with phasor fire. As the Rom, I'd be perfectly happy if he did. I've also described my default response to this action in a prior post (which would require him to eat MORE plasma, or use his HET, becasue it would be too late to turn off at that point, and I'd still be around 9/10 hexes).

Also, note they were in flight for 2 impulses already, and that he was already running from them when they were 10 each. The 1 hex range was off his #5 facing. ie; all those weapons aren't available and it's cheaper to just accellerate twice more to negate them all together.


From your description, they were 14 hexes away at launch. In 2 impulses, they move 8 hexes and the DNH would normally move 6 hexes at speed 24. However, a judicious slip or decel would allow them to be 1 hex away at the end of impulse 2, resulting in an impulse 3 impact (30 pts damage)

If you launched some PL-S to support the F, that's a different story. Of course then the Lyran simply outruns the S and crushes you while you reload.


phul wrote:

Ya... but I would have been fine if it was both DW's. Or even the DNH and the DW's off runnign from plasma. Either situation works to my advantage as the Roms. In one case, I have ~50% BPV advantage. In the other I have ~20% BPV advantage. All good in my book.



First of all, you would need more than just 3 F's to force a ship to run off. Second, unless it's the DNH you chase off, even a 20% BPV advantage still translates into the Lyran doing more damage. The DNH by itself can outshoot all 3 of your ships in direct fire. The DNH plus a single DW has 9 Disrupters, 16 PH1, and 4 PH2. That's easily better than the 14 PH1 that the Rom force has.

phul wrote:

I think you're right. Every game will be different. As I said, this is a single playing. It is not indicative of the game as a whole.
My goal with this post was...
to show there are alternatives to the Plasma Balet, and to support my supposition, that Plasma is not 'broken'. It just requires tactics other than those found in the Fed/Klingon/Kzinti/Lyran books.

The Drones do make a difference, but not the big one you seem to think, not when the target fleet is moving at 24/24+1 (at lower speeds, for sure they are effective, but I'd never fly that slow against a drone swarm fleet). They are a denial of movement tool typically, when in mass, and a footnote when not. It is fairly easy to mitigate drones via manuever.

General note... I never fired my P3's once that game.


You seem to be underestimating the difficulty of evading drones even at 24+1. Especially if you're facing your foe and intend to shoot FA weapons at him.
Back to top
View user's profile Send private message
phul
Lieutenant JG


Joined: 05 May 2010
Posts: 41
Location: St. Louis

PostPosted: Thu Jul 22, 2010 9:17 pm    Post subject: Reply with quote

Savedfromwhat wrote:
Phul, I agree this is not indicitive of plasma being "alright" or not. Against a fixed target plasma is incredible I would even say glorious (and damned frustrating on the receiving end) but against moving targets who pick speed 24 and stick together, it just doesn't work the way people who claim it is fine are advocating.


Have you actually tried any of the things 'we' are advocating? Or are you discounting them out of hand through supposition or a single playing? I'm telling you that it does work, and this is based on my actual playings. Also, the scenario I played last night, could have easily been played on a floating map. Neither of us had yet run into a board edge. Also, none of my plasma connected at any point in that game, yet I was winning, and likely going to win, had it continued.

Savedfromwhat wrote:

We have had all this talk about how tournaments are a special case, well plasma is required to be played on a floating or open map as per the game rules, is this a problem?

"Excuse me, a location map" - Saved


See my above point.

Also, a Location map is a Fixed map that can float around an object, with a maxiumum of 52 hexes. I.E.; a large hex shaped map with a 52 radius and a 103 diamater (2x52+1(for the 'fixed object'))((edit: Math fail: 105, not 103)). Not seeing how this changes anything, other than the amount of time it will sometimes require. As noted above, I don't see how it makes a huge difference, except maybe giving the plasma more space to manuever if he needs to pull back for a turn to charge (ie; plasma balet or hybrid of that and what I suggested).


Last edited by phul on Thu Jul 22, 2010 9:37 pm; edited 1 time in total
Back to top
View user's profile Send private message
Savedfromwhat
Commander


Joined: 23 Aug 2007
Posts: 657

PostPosted: Thu Jul 22, 2010 9:27 pm    Post subject: Reply with quote

Phul, I have tried almost all of what you have advocated, I have not read a single tactic here that isn't old hat to my gaming community here in Phoenix we play almost every weekend 2 or 3 games, I personally use plasma a lot, I personally do ok with it, I am much better with the Feds and with Klingons. We have found that in the hands of two competant players barring any mistakes the direct Fire player will always win.

What tactic are you trying to get me to use Phul one of these?

1) Charge the plasma
2) Turn and run.
3) Break the plasma target off and advance with remaining ships (this option is least apealing against a 4 ship fleet, preferable vs. 3 ship fleets).

then yes I have tried them and am discounting them as minimally effective to inneffective.
Back to top
View user's profile Send private message
phul
Lieutenant JG


Joined: 05 May 2010
Posts: 41
Location: St. Louis

PostPosted: Thu Jul 22, 2010 9:32 pm    Post subject: Reply with quote

mojo jojo wrote:
phul wrote:

True, that however was not the point of my comparison. My point was that the player was IMO a competant or better Klingon player, and that translates well to the Lyrans in this scenario.


A competent player would not have turned away from 3 PL-F in that situation.


I bow to your obvious superior competancy and look forward to the day we are able to play, so that I may learn from your superior game.

mojo jojo wrote:
phul wrote:

No S's... but 11 F's. Seems like a good reason to me. Also... if he went 24, I (Rom) still have every oppertunity to do exactly what I (Rom) did, and make him choose. Simply by turning off sooner.


11 Fs? I think you mean 6. And if all 6 were launched, the Lyran would turn away but would be very happy about it. If the Roms turn away early, that plays into the Lyran hands since they get FA weapons vs side or rear weapons for the Roms.

You took this out of it's original context. Which was why would the Lyran not charge me on the first turn, since I have no S's. Turn 1, with the fleet I had, I CAN launch up to 11 PL-Fs. Would I? Hell no, not unless I absouletly had to. You seem to be discounting 2 turn armed Fs in larger tubes.

mojo jojo wrote:
phul wrote:

3 PL-F are 20/16/10/4 x 3. So... If he didn't turn off, they impact at latest impulse 2. 48 damage. Yes, he can mitigate all that with phasor fire. As the Rom, I'd be perfectly happy if he did. I've also described my default response to this action in a prior post (which would require him to eat MORE plasma, or use his HET, becasue it would be too late to turn off at that point, and I'd still be around 9/10 hexes).

Also, note they were in flight for 2 impulses already, and that he was already running from them when they were 10 each. The 1 hex range was off his #5 facing. ie; all those weapons aren't available and it's cheaper to just accellerate twice more to negate them all together.


From your description, they were 14 hexes away at launch. In 2 impulses, they move 8 hexes and the DNH would normally move 6 hexes at speed 24. However, a judicious slip or decel would allow them to be 1 hex away at the end of impulse 2, resulting in an impulse 3 impact (30 pts damage)

If you launched some PL-S to support the F, that's a different story. Of course then the Lyran simply outruns the S and crushes you while you reload.

Possible. No more foregone than what I'm putting forward. Which is exactly my point. Plasma IS competitive.


mojo jojo wrote:
phul wrote:

Mojo Jojo quotes me.


You seem to be underestimating the difficulty of evading drones even at 24+1. Especially if you're facing your foe and intend to shoot FA weapons at him.


You should look at the fleet I was flying. Only the Plasma S were limited to FP. From almost every facing besides inside RA, I could bring the bulk of my phasers and at least 1 plasma to bear.

I am not underestimating the difficulty of evading drones while at 24/24+1. I am very very familiar with it. Prior to getting the hydrans, and 'figuring out' plasma, Kzinti were my favored race. Generally, I think that specific debate is off topic of this thread though.

And... I'm not going to get in a quote war with you. I feel I've made the points I intended to. So unless I see SVC or MJwest tell me otherwise, I retire the 'field'. I actually have no desire to convince you or change your mind, I'm perfectly happy to demostrate over a game board at some future date (and fully expect to lose some average percentage of them, since IMO they are competitive, not overpowered, nor underpowered). Wink


Last edited by phul on Thu Jul 22, 2010 9:38 pm; edited 1 time in total
Back to top
View user's profile Send private message
phul
Lieutenant JG


Joined: 05 May 2010
Posts: 41
Location: St. Louis

PostPosted: Thu Jul 22, 2010 9:35 pm    Post subject: Reply with quote

Savedfromwhat wrote:
Phul, I have tried almost all of what you have advocated, I have not read a single tactic here that isn't old hat to my gaming community here in Phoenix we play almost every weekend 2 or 3 games, I personally use plasma a lot, I personally do ok with it, I am much better with the Feds and with Klingons. We have found that in the hands of two competant players barring any mistakes the direct Fire player will always win.

What tactic are you trying to get me to use Phul one of these?

1) Charge the plasma
2) Turn and run.
3) Break the plasma target off and advance with remaining ships (this option is least apealing against a 4 ship fleet, preferable vs. 3 ship fleets).

then yes I have tried them and am discounting them as minimally effective to inneffective.


We'll have to agree to disagree and let a game board work it out. Also, I note the Gorn avatar, do you fly ROM or Gorn? I only ask because I know the Rom (mid and late) have superior turn modes to Gorn. I can imagine how that would have a potentially signficant impact.
Back to top
View user's profile Send private message
mojo jojo
Lieutenant Commander


Joined: 23 Jun 2009
Posts: 340

PostPosted: Thu Jul 22, 2010 9:58 pm    Post subject: Reply with quote

phul wrote:


I bow to your obvious superior competancy and look forward to the day we are able to play, so that I may learn from your superior game.


If you really think it was competent play to turn away from 3 PL-F launched at 14 hexes, we really don't have any basis for discussion.


phul wrote:

You took this out of it's original context. Which was why would the Lyran not charge me on the first turn, since I have no S's. Turn 1, with the fleet I had, I CAN launch up to 11 PL-Fs. Would I? Hell no, not unless I absouletly had to. You seem to be discounting 2 turn armed Fs in larger tubes.


First of all, it would be only 10 F's if you count 2 turn ones. And yes I completely discounted firing 2 turn Fs because it would be insane to fire them unless you were guaranteed to hit. If you shot your entire wad and didn't cripple the DNH, your fleet would be smashed in the next 2 turns.



phul wrote:

Possible. No more foregone than what I'm putting forward. Which is exactly my point. Plasma IS competitive.


I just laid out a situation where the Rom is at the receiving end of more direct fire than it can dish out. The only counter is to launch PL-S to support the F, at which time the Lyran evades and returns while it reloads. I'm puzzled at how exactly you were supposed to counter that. I think a Lyran player who went straight at the PL-F should have a significant advantage. 12 disrupters and a bunch of phasers is going to HURT a lot more than what the Roms can throw back.


phul wrote:
You should look at the fleet I was flying. Only the Plasma S were limited to FP. From almost every facing besides inside RA, I could bring the bulk of my phasers and at least 1 plasma to bear.

I am not underestimating the difficulty of evading drones while at 24/24+1. I am very very familiar with it. Prior to getting the hydrans, and 'figuring out' plasma, Kzinti were my favored race. Generally, I think that specific debate is off topic of this thread though.

And... I'm not going to get in a quote war with you. I feel I've made the points I intended to. So unless I see SVC or MJwest tell me otherwise, I retire the 'field'. I actually have no desire to convince you or change your mind, I'm perfectly happy to demostrate over a game board at some future date (and fully expect to lose some average percentage of them, since IMO they are competitive, not overpowered, nor underpowered). Wink


I did look at that fleet. If you're facing backwards or sideways to a Klingon/Kzinti force, you're going to suffer a crushing firepower disadvantage. The only way to counter that is to launch more plasma than you can afford. And even then, the 2 or 3 ships remaining probably still has a direct firepower advantage over you.
Back to top
View user's profile Send private message
phul
Lieutenant JG


Joined: 05 May 2010
Posts: 41
Location: St. Louis

PostPosted: Thu Jul 22, 2010 10:12 pm    Post subject: Reply with quote

mojo jojo wrote:
phul wrote:


I bow to your obvious superior competancy and look forward to the day we are able to play, so that I may learn from your superior game.


If you really think it was competent play to turn away from 3 PL-F launched at 14 hexes, we really don't have any basis for discussion.

Nice. I disagree as the situation is abit more complicated than that. And I think it is a viable response. But you know what they say about opinions.

mojo jojo wrote:

Lots of stuff.


Yes, all plausible. Except you discount alot, and make many more assumptions that I am unwilling to make on both counts. That's as simple as I can put it. My playings lean me in a different direction than you, that much is apparent. And a good thing. It means that when I get out of my 'pod' on occasion, I get to see unique play styles from my own. A good thing (becasue no matter how much we talk on this forum, you'll never relay your play style completely to me, nor I to you. That requires a game board and a game playing). And as I've already said, unless I'm told otherwise by the only two people whose opinions actually count that I'm not done, then I'm done. Wink


Last edited by phul on Thu Jul 22, 2010 10:34 pm; edited 1 time in total
Back to top
View user's profile Send private message
mojo jojo
Lieutenant Commander


Joined: 23 Jun 2009
Posts: 340

PostPosted: Thu Jul 22, 2010 10:30 pm    Post subject: Reply with quote

phul wrote:
Nice. I disagree as the situation is abit more complicated than that. And I think it is a viable response. But you know what they say about opinions.


The situation as you described seems very simple to me. A FH and 2 SPH are in one area, a DNH and 2 DW are 14 hexes away and 3 PL-F were launched at the DNH from 14 hexes away. What is complicated about the situation? And why specifically do you think that turning away from 3 PL-F at that range is viable? I've given specific reasons why I think it's less than stellar play. You haven't given a single specific reason why you think it's viable.

phul wrote:

Yes, all plausible. Except you discount alot, and make many more assumptions that I am unwilling to make on both counts. That's as simple as I can put it. My playings lean me in a different direction than you, that much is apparent. And a good thing. It means that when I get out of my 'pod' on occasion, I get to see unique play styles from my own. A good thing (becasue no matter how much we talk on this forum, you'll never relay your play style completely to me, nor I to you. That requires a game board and a game playing). And as I've already said, unless I'm told otherwise by the only two people whose opinions actually count that I'm not done, then I'm done. Wink


I'm the one giving specifics. You're the one who's giving vague responses. What specific assumption do you think I'm making that is wrong and what specific response do you have of the DNH simply going straight at the 3 PL-F with an impulse 3 impact?

You say I'm discounting a lot. Please be specific.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Federation Commander Forum Index -> General Discussion All times are GMT
Goto page Previous  1, 2, 3 ... 7, 8, 9, 10, 11  Next
Page 8 of 11

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group