A Call To Arms: Starfleet - Playtest report

About A Call to Arms, the joint venture with Mongoose. As the joint venture affects Prime Directive and minis will be discussed under those topics

Moderators: mjwest, Albiegamer, Scoutdad

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Scharwenka
Lieutenant SG
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Post by Scharwenka »

Did it seem in any of the Rom/Kling matches the plasmas weren't as effective as one might expect? I love the Gorn and I love plasmas, in Fed Com I was feared! (once they were charged). But if drones and disrupters are seemingly more powerful, what's the incentive to play plasmas?

I guess this could be restated as, are different weapons more advantageous than others or have more draw back? Are any 'slow loading' or allow re-rolls, that type of thing?
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Scoutdad
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Post by Scoutdad »

Plasmas and Photons have the "reload" trait, meaning they can not be fired in consecutive impulses.

The plasma we used seemed quite effective.
It took all the defensive fire that a C8, D7, and F5 could muster to weaken the incoming torpedoes to the point where the C8 would on;y be damaged, not crippled.

It's also possible to turn and run them out, so they can be used as mobile terrain.

With no more than the limited experience we've had so far, I can't say with certainty, but they seem equvalent to their SFB / FC counterparts. Devastating whn they impact, but able to be avoided... if only just...
Commander, Battlegroup Murfreesboro
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Scharwenka
Lieutenant SG
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Joined: Sat Dec 27, 2008 4:26 pm

Post by Scharwenka »

Okay, I didn't catch that they could still be weakened by defensive fire, that makes more sense. Thanks!
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