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Posted: Thu Mar 01, 2012 7:00 pm
by mjwest
The issue is simply this: If you uncloak on Impulse 8, you are technically in the fade-in period until the Other Functions phase of the following Impulse 1. Technically, that should mean that you are restricted to a maximum baseline speed of 16 for that following turn even though you turned off the cloak the prior turn.

The ruling simply says that in this limited case, a ship can choose a baseline speed of 24 anyway. This will, of course, void the cloak, and all of the other restrictions of the cloak are still in effect. But you can still choose speed 24 for that turn.

It isn't that revolutionary. It is just a simple exception to help deal with the ramifications of the turn break.

Posted: Thu Mar 01, 2012 8:07 pm
by storeylf
That's all I was expecting.

Posted: Thu Mar 01, 2012 9:50 pm
by duxvolantis
Klingon of Gor wrote:It's true that bolted plasma can do directed damage, but seeking plasma can turn the Kzinti around and make them run, and that will keep them from making best use of their disruptors.
I agree 100%. "Selected use of launched plasma"

I know that is a bit subjective but I use launched plasma to do three things:

1) Control enemy movement.
2) Force an enemy insistent on closing to choose between depleting energy into phasers or accepting damage to shields
2) Kill wounded ships.

Against a healthy ship that is not eager to close to range it is almost impossible in FC to use launched plasma to inflict damage. In those situations I will not shy from using bolts to score damage as long as I can use launched plasma to control enemy movement.

If they turn AWAY from the launched plasma, I will happily close even to range 5 where bolts and ph-1's will do great damage against rear shields.

If they merely slip away to keep range open and burn phasers to reduce plasma damage I will use bolts to weaken their forward shields (and in squadrons use bolts to start stripping weapons or energy--depending on foe).

Posted: Thu Mar 01, 2012 11:10 pm
by Savedfromwhat
Wont that not void the cloak if you decelerate on the first impulse mike?

Posted: Thu Mar 01, 2012 11:43 pm
by mjwest
Savedfromwhat wrote:Wont that not void the cloak if you decelerate on the first impulse mike?
I actually thought about that, but figured the violation of the baseline speed limit should be sufficient for the void. Providing the exception should require a penalty of some sort.

Posted: Fri Mar 02, 2012 5:32 am
by Klingon of Gor
duxvolantis wrote:
I know that is a bit subjective but I use launched plasma to do three things:

1) Control enemy movement.
2) Force an enemy insistent on closing to choose between depleting energy into phasers or accepting damage to shields
2) Kill wounded ships.
Controlling enemy movements is the single best use for launched plasma. And if he's absolutely positively determined to close, if he chooses to take the plasma, then by all means let him either accept the damage or spend the energy and use up his firing opportunities. It's good either way. As for finishing off cripples...assuming you have the plasma available and don't need it for something else, like dealing with an intact and dangerous enemy ship.

As for bolting against a fleeing ship...if he has the rserve power to run plasma out, a bolt may be the only way to hit him, especially if you're looking at the tail end of his ship. But. If you have no live plasma ready after you bolt, he may HET back into you. Sometimes the threat is stronger than the fulfillment. But I''ve been in games where bolts were the only live option, because the other fellow had so much reserve power that he effectively couldn't be hit with a seeker unless jammed up in a corner.

Posted: Fri Mar 02, 2012 5:41 am
by The_Rock
Providing the exception should require a penalty of some sort.
Definitely. Because, you know, cloak is totally awesome and nearly game breaking, so the more penalties the better. This is especially true for the Roms given how overwhelmingly powerful plasma is in Fed Com.

I am looking for the sarcasm tags, but they don't seem to be available. /shrug. ;)

Posted: Fri Mar 02, 2012 8:10 am
by mattruh
I am thinking about trying a combination of one King Eagle, one Vulture, and one Sparrowhawk Escort in out next game. Thoughts?

Posted: Fri Mar 02, 2012 12:56 pm
by Savedfromwhat
Come on Rock, Romulans are fine here, everyone says so...

Posted: Fri Mar 02, 2012 3:47 pm
by duxvolantis
Klingon of Gor wrote: But. If you have no live plasma ready after you bolt, he may HET back into you. Sometimes the threat is stronger than the fulfillment.
Of course. Don't bolt everything--even if it is really tempting. :)

Posted: Tue Mar 20, 2012 4:49 am
by duxvolantis
Savedfromwhat wrote:Come on Rock, Romulans are fine here, everyone says so...
Plasmas are not intended to be a primary weapon in FC.

At least, that is the only logical conclusion I can reach.

It's pretty rough on a race and a technology based on deception when you remove all deception from the rules.

Posted: Thu May 10, 2012 1:30 pm
by mattruh
So, I recently got my hands on a Sparrowhawk M and the KRC. I am going to try and work out a game against the Kzinti with these ships in my fleet and see if it works out any better.