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Federation Commander A NEW fast paced board game of starship combat!
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mjwest Commodore
Joined: 08 Oct 2006 Posts: 4075 Location: Dallas, Texas
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Posted: Tue May 01, 2012 8:13 pm Post subject: |
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Steve Cole wrote: | I don't see the Klingons reducing weapons load at all. I can see them saying they'd take one letter worse turn mode in exchange for the added heft. |
Well, my point is that the D7, in competent hands*, already has a slight advantage on the Fed CA. If you take that D7, give it drastically improved phaser arcs, keep the same number of disruptors and drones, then add on hull, lab and shuttles (while not touching transporters and tractors), the Fed CA is pretty much screwed. Even the NCA is probably in serious trouble.
Do this to a D5 (which, I want to point out already has more internal systems than the NCL), and you end up with a ship that potentially makes the D6, D7, D5 and D5W obsolete in one step.
[*] "In competent hands" means someone who doesn't automatically 'close 'n hose' with the Fed, but rather successfully executes a proper saber dance. In other words, someone who plays the Klingon game, instead of just trying to play the Fed's game. _________________
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Steve Cole Site Admin
Joined: 11 Oct 2006 Posts: 3832
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Posted: Wed May 02, 2012 6:50 pm Post subject: |
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Point value solves the problem. The D17 costs more than the D7.
Better phaser arcs? Not so much, 6 FX and 3 RX, not that different from what the D7 has. _________________ The Guy Who Designed Fed Commander
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