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Feds vs Plasma

Posted: Mon Apr 13, 2009 1:05 pm
by MajerBlundor
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?

Posted: Mon Apr 13, 2009 1:33 pm
by pinecone
Photons have weak accuraccy at long range but do their maximum damage. You don't have to close in. But if you do, don't go below range 8 (optimum photon range.) Once the plasmas come, run away. Save some phasers though.

Posted: Mon Apr 13, 2009 6:31 pm
by junior
Keep your speed up, and don't get too close.

Remember that phaser-1s at range WILL wear down your opponent.

Posted: Mon Apr 13, 2009 8:12 pm
by djdood
[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).

Posted: Mon Apr 13, 2009 8:24 pm
by Bolo_MK_XL
Once he does belch out his big plasmas (and you've established you're not being suckered by pseudos)
Not an issue in Federation Commander as Pseudos don't exist ---

Posted: Mon Apr 13, 2009 8:29 pm
by mjwest
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).
No pseudos in Federation Commander. They are always real; there is no memorex.

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.

Posted: Mon Apr 13, 2009 9:38 pm
by djdood
Sorry about that guys (post edited to remove dumb SFB-memory goof).

I'm glad I put the discalimer in first :oops:

Can you tell our Romulan/Orion player rarely shows? I've only gotten to take on plasma in FedCom three times in as many years.