So, to use their photon torps effectively Fed ships need to get fairly close. But getting close to a plasma-armed ship can be suicide!
My son is eager to play with the Romulan K-series dreadnought so he's given me 145 points to spend (Fleet Scale, Fixed Map, 4 x 3 Large Scale Hexes, start on opposite corners).
I like playing Feds but I might take 2x Klingon D7Ds and "sabre dance" with drones, disruptors, and phasers (still tough on a fixed map). But if I were to take Feds, any suggestions on how to handle 2x Plasma-S and 1x Plasma-F on the fleet Scale K-dreadnought?
Last time I faced his Plasma-S ships they pummeled my fed ships at close range! I suppose reserving phasers for point defense is best. Other options?
Feds vs Plasma
Moderators: mjwest, Albiegamer
[disclaimer: I'm no tactical whiz]
The few times I've fought plasma in Feds (my main opponent is obsessively Klingon), I ended up depending more on my phasers than anything else. I also valued my few drones as a way to tie up his phasers and give me an edge in phaser-count.
If the situation warrants it, you don't have to (re)load all photon tubes. If high-speed and long-range phaser-1 sniping would be more tactically useful, then by all means don't load tubes you aren't going to use. This is assuming you have already used the early game period for an attack run, where his heavy plasmas weren't ready and you had tubes loaded on "turn 0" (starting with empty batteries).
Once he does belch out his big plasmas [edited by author to remove stupid SFB memory goof], then it's time to start thinking load/overload cycles on all tubes again (maximizing that 2-turns vs 3-turn loading cycle disparity).
The few times I've fought plasma in Feds (my main opponent is obsessively Klingon), I ended up depending more on my phasers than anything else. I also valued my few drones as a way to tie up his phasers and give me an edge in phaser-count.
If the situation warrants it, you don't have to (re)load all photon tubes. If high-speed and long-range phaser-1 sniping would be more tactically useful, then by all means don't load tubes you aren't going to use. This is assuming you have already used the early game period for an attack run, where his heavy plasmas weren't ready and you had tubes loaded on "turn 0" (starting with empty batteries).
Once he does belch out his big plasmas [edited by author to remove stupid SFB memory goof], then it's time to start thinking load/overload cycles on all tubes again (maximizing that 2-turns vs 3-turn loading cycle disparity).
Last edited by djdood on Mon Apr 13, 2009 9:36 pm, edited 1 time in total.
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No pseudos in Federation Commander. They are always real; there is no memorex.djdood wrote:Once he does belch out his big plasmas (and you've established you're not being suckered by pseudos), then it's time to start thinking load/overload cycles on all tubes again (maximizing that 2-turns vs 3-turn loading cycle disparity).
When fighting plasma in anything, choose base speed 24. From that, your weapons choices will be dictated. If you can't load a photon (or any) in order to keep the phasers firing, then don't. As long as he has significant plasma able to fire, you must keep your speed at 24 so you can outrun it. If he has no plasma to fire, then you can consider slowing down for a turn. Don't forget that a Pl-S on the second turn of arming *can* fire! (As a "fast-loaded" Pl-F.)
You might be able to get overloads in on that first pass. However, after that, you will probably want to stick with normal loads. At least until the finishing strike.
But the key is: Go Fast! After that, pick the weapons you think best maximize your position.

Federation Commander Answer Guy

