duxvolantis wrote:May I suggest you play with and against every race in the game a few times?
Working on that, but I'm limited by both opponents (not that many around here) and ship cards (but I'm collecting more).
duxvolantis wrote:At Range 8 (not a particularly ideal situation) a Fed CC will do 13 from phasers + 16 per photon for damages of 13, 29, 45, 61 and 77. On average there will be 2 hits for 45 damage. However there is the possibility of significant internals even at such a poor range. If you exchanged those 4 photons for phasers you'd do ~9 points more damage for 22 average--clearly no threat at all. To do internals you'd have to roll exceptionally well (lots of 1's and 2's) on several dice (which is much less likely than rolling pretty well on only 4 dice). Put yourself in the opponents shoes. If you give the Fed the range 8 shot you might suffer 40+ internals. Indeed, if you are a Klingon doing a shallow sabre dance you might take a ton of internals and not even penetrate the Fed's shields.
However, to use the photons, you must make a power investiture
before you see what your opponents are doing. And, you have to spend that power
every turn whether you use the weapon or not. This reduces their tactical utility, where weapons that don't requiring arming, can have decisions made about them on the fly.
(Limited) Experience has shown me that on the turns I have photons armed, my opponents will withdraw to a range of 6-12, to stay out of effective range of the photons, but still within their effective ranges.
duxvolantis wrote:At Range 4 the situation becomes more clear. You will almost certainly hit with 2 photons and probably hit with 3. Hitting with all 4 is not out of the question. If you assume 3 hits your alpha strike is now 23 phaser + 48 photon = 71 damage with significant internals. With the all-phaser boat your alpha-strike is only 38 which will result in a trifling amount of internals that your opponent will shrug off.
And this, actually, is my issue. Photons are a super-weapon at a range of 4, an "if you're lucky" weapon at 5-8 and a Hail-Mary Pass at 8+.
And, really, I only have to get 2 points of internals with directed targeting to have a 50% chance of wiping out a torpedo at more than twice the effective range of the photons. And, unlike photons, a 50% chance of hitting the area I'm
amining at is better than a 50% chance of having wasted two turns and doing nothing at all, as, even if I don't hit the area I'm aiming at, I'm still doing damage.
The "huge, knock-out blow" is a very old
BattleTech argument. Sure, it's
nice if you can kill a target in a single blow, but, if you fail, you're pretty much screwed. But, in
BattleTech I don't have to spend 2 turns reloading my AC/20 and getting pounded on all the while. Those of us who have been playing
BattleTech since the
BattleDroid days simply change tactics when facing or fielding an AC/20 equipped 'Mech.
The reason I compare
Fed Com to
BattleTech a lot, is that the two games
are quite similar. As opposed to the old FASA
Star Trek Tactical Combat Simulator, which, really, has only a superficial comparison to
Fed Com. And, there really isn't much comparison to
Warhammer Gothic, or any other
Warhammer game. It's actually similar to
Full Thrust, but still closer to
BattleTech.