View previous topic :: View next topic |
Author |
Message |
Jeffr0 Commander
Joined: 19 Jun 2009 Posts: 743
|
|
Back to top |
|
|
Steve Cole Site Admin
Joined: 11 Oct 2006 Posts: 3832
|
Posted: Tue Dec 14, 2010 4:31 pm Post subject: |
|
|
Mike Sparks is looking for photos of such a game (with minis) to use in the company video about starmada products. You might email photos to him at
Support@StarFleetGames.com _________________ The Guy Who Designed Fed Commander
|
|
Back to top |
|
|
Jeffr0 Commander
Joined: 19 Jun 2009 Posts: 743
|
Posted: Tue Dec 14, 2010 5:46 pm Post subject: |
|
|
I've got Squadron Box #9 wrapped up for Christmas. It'll take some time to get 'em ready, though. Hopefully that fleet will go to war soon... with a paint job to boot...! |
|
Back to top |
|
|
madpax Lieutenant JG
Joined: 31 May 2009 Posts: 49 Location: France
|
Posted: Tue Dec 14, 2010 7:02 pm Post subject: |
|
|
So, which torpedo mode do you prefer?
I feel that, for the first shot, if you suppose you will not lose your torp mounts, firing them in torpedo mode is better. As you said, it gives something to think for your opponent.
But when ships are closing, I would avoid this mode as you can lose your weapons during the shooting phase and thus lose the oportunity to fire them.
Marc |
|
Back to top |
|
|
Bolo_MK_XL Captain
Joined: 16 Jan 2007 Posts: 836 Location: North Carolina
|
Posted: Tue Dec 14, 2010 7:22 pm Post subject: |
|
|
Edited for comment: Forgot this was for Starmada, so can't say for sure it still applies --
If a torpedo is loaded and the launcher is hit (not actually the launcher but the breech) --- you still have a short period to launch the torpedo (cant fast load as that mechanism is destroyed) --- |
|
Back to top |
|
|
madpax Lieutenant JG
Joined: 31 May 2009 Posts: 49 Location: France
|
Posted: Wed Dec 15, 2010 6:34 pm Post subject: |
|
|
In starmada, there is no such rule. Contrary to other weapons, plasmas can be shot via two very different ways.
Either as a direct-shot weapon, akin to a photon torpedo, during the shooting phase, either as a seeker (aka-drone like) shooter, ie during the same phase when the drone raks are fired. Using the latter method, the plasma is materialized on the board (in the same way as in SFB/FC) and moved toward its target.
But, AFAIK, if a plasme mount is destroyed during the shooting phase, you can't wait to shoot it as seeker. Either your ship hasn't already shoot so it can fire it as a direct-fire weapon one last time, either it has already shot and the plasma is lost for good.
Marc |
|
Back to top |
|
|
Jeffr0 Commander
Joined: 19 Jun 2009 Posts: 743
|
Posted: Thu Dec 16, 2010 6:23 pm Post subject: |
|
|
madpax wrote: | So, which torpedo mode do you prefer?
I feel that, for the first shot, if you suppose you will not lose your torp mounts, firing them in torpedo mode is better. As you said, it gives something to think for your opponent.
But when ships are closing, I would avoid this mode as you can lose your weapons during the shooting phase and thus lose the oportunity to fire them.
Marc |
Unless I've completely misread the rules, there is only rarely a case where launching in torpedo mode is the best answer.
When to fire in Torpedo Mode
Jeff Johnson
USS Virginia (yep, I've relocated)
Unlike SFB, the plasma bolt is far more likely to hit and do significant damage than the plasma torpedo. This leads to just a few cases where it is the correct decision to fire plasma in torpedo mode:
a) When you are outside of maximum bolt range *and* you can cloak. (If you fire torps just out of bolt range while closing, you'll risk being hit by enemy heavy weapons while your own are recharging on the next turn.)
b) When your target has a down shield and firing in torpedo mode will give you a chance to put the plasma through it. (Also, as seeking weapons are resolved before direct-fire weapons, you can choose to target a shield facing that will make subsequent phaser fire more likely to penetrate. If you have ships closing to point blank range where their phasers each get three shots, this can be especially effective.)
c) When you have a significant advantage in the game and don't wish to squander it by gambling everything on a very small number of plasma bolt die rolls. At close range, the plasma torpedos will give you the chance to roll a *large* number of to-hit rolls each with a 50-50 chance of scoring an impact.
d) Large ships with shield ratings greater than three can be very difficult to damage. Against these targets, the larger number of die rolls in torpedo mode can also help, but even better... the torpedo hits are completely resolved one flight at a time. This means that any shield damage will take effect between plasma impacts-- significantly increasing the chance of subsequent hits causing damage.
Note however that, due to the cloaking device, the Gorns will probably never be firing in torpedo mode when fighting against Romulans.
[PS... this can be combined with my previous plasma tactic for an double sized term paper. Haven't seen the latest issue, yet, but I doubt it got printed.]
Edit:
Here's my old term paper from the discus board just so they're together:
WE ARE ALL DIRECT FIRE RACES NOW
Jeff Johnson, USS *VIRGINIA*
In the first place, plasma bolts are more accurate than plasma torpedoes. At short range they hit on 2 or better. At medium range, they hit on a 3 or better. These odds are better than that of a torpedo hit even if it can hit within a single turn! Granted, the torpedo will roll a number of dice equal to its size minus the amount of phaser damage it has taken. But the increased impact and damage scores of plasma bolts mean that they get multiple chances to get past shields for each hit... and extra damage rolls for those that do penetrate. A plasma-R can potentially do 9 points of damage this way-- compared to a maximum of 8 if it is fired as a torpedo instead.
Plasma torpedoes can be run out and whittled down, but weapons that are destroyed by plasma bolts won't be pestering you during the time it would have taken a torpedo to travel. At the same time, the Range Based ROF trait on phaser-1's means they'll get to fire three times against any plasma torpedoes with in five hexes while the Anti-fighter trait on phaser-3's means that those weapons will ignore the -1 ACC penalty for targeting plasma torpedo "fighter squadrons."
Their improved chances of hitting and their respectable impact and damage values make plasma bolts a much better option under Starmada than they were in Star Fleet Battles. The poor to-hit rolls for plasma torpedoes make them much less of the sure thing that they used to be. Finally, the massive amount of firepower that phasers can bring to bear on incoming seeking weapons mean that the direct fire bolting option will almost always be the correct choice for plasma races. |
|
Back to top |
|
|
csragamemaster Lieutenant JG
Joined: 15 Dec 2010 Posts: 66 Location: Savannah GA
|
Posted: Wed Dec 29, 2010 11:06 pm Post subject: |
|
|
IMHO the incredible accuracy of the plasma bolt in Starmada really unbalances the game. I would rate it with the carronade value at least. This weapon out shoots both disrupters and photons. Very nasty. _________________ "The Galaxy Must by Ours!"
http://www.facebook.com/profile.php?id=1242646617
Gnomecon
Savannah Georgia's Newest Game Convention
April 19-21
http://gnomecon.org/ |
|
Back to top |
|
|
|