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Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Shoeless posted:

Also, what is the difference between a Warbird and a War Eagle?

Warbirds are 100+ year old designs (although they're still in production until being replaced by built from scratch War Eagles) that have been continually upgraded, but remain sublight in combat because the Romulans never invented the Tactical Warp Drive.

War Eagles are Warbirds that have been refitted with Klingon Warp Drives. They also have phasers and advanced systems (tractor beams, transporters( that the Warbirds don't have as standard, although the Warbird+ has everything except the Warp Engines.

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berryjon
May 30, 2011

I have an invasion to go to.
Alright, additional long-term plan then - wipe out enough mobile defenders that we can start grabbing ships should we not be able to wipe them all out. I don't want to have to worry about baby-sitting a ship as it's trying to disengage while under fire.

berryjon
May 30, 2011

I have an invasion to go to.
Hey, Shoeless - I know I asked for an EAF from you, but I realized that you hadn't filled one of these out before so I whipped up some ones to show you what we're doing this turn:

code:
  Game: Something Aweful Campaign
  Player: Shoeless
  Ship:   Lord Marshal

  TURN 3 MOVEMENT PLOT: 
  ================================
  IMP           SPEED        MOVES
  ================================
  01 - 32         27           27
  ================================
  TOTAL                        27
  
  =================================================================
  ENERGY ALLOCATION FORM                 |  1 |  2 |  3 |  4 |  5 |
  ---------------------------------------|----|----|----|----|----|
  1.  WARP ENGINE POWER                  |    |    | 30 |    |    |
  ---------------------------------------|----|----|----|----|----|
  2.  IMPULSE ENGINE POWER               |    |    |  4 |    |    |
  ---------------------------------------|----|----|----|----|----|
  3.  REACTOR POWER                      |    |    |  6 |    |    |
  ---------------------------------------|----|----|----|----|----|
  4.  TOTAL POWER AVAILABLE              |    |    | 40 |    |    |
  =======================================|====|====|====|====|====|
  5.  BATTERY POWER AVAILABLE            |    |    | ?? |    |    |
  ---------------------------------------|----|----|----|----|----|
  6.  BATTERY CAPACITY DISCHARGED        |    |    | ?? |    |    |
  =======================================|====|====|====|====|====|
  7.  LIFE SUPPORT                       |    |    |  1 |    |    |
  ---------------------------------------|----|----|----|----|----|
  8.  ACTIVE FIRE CONTROL                |    |    |  1 |    |    |
  ---------------------------------------|----|----|----|----|----|
  9.  CHARGE PHASER CAPACITORS        (6)|    |    |  3 |    |    |
  ---------------------------------------|----|----|----|----|----|
  10. HEAVY WEAPONS  | Hellbore (A)      |    |    |    |    |    |
  -------------------|-------------------|----|----|----|----|----|
                     | Hellbore (B)      |    |    |    |    |    |
  -------------------|-------------------|----|----|----|----|----|
                     | Fusion (A)        |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
                     | Fusion (B)        |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
                     | Fusion (C)        |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
                     | Fusion (D)        |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  11. ACTIVATE SHIELDS                   |    |    |  2 |    |    |
  ---------------------------------------|----|----|----|----|----|
  12. GENERAL REINFORCEMENT              |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
  13. SPECIFIC         1 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
      REINFORCEMENT    2 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       3 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       4 |               |    |    |  4 |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       5 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       6 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
  14. ENERGY FOR MOVEMENT                |    |    | 27 |    |    |
  ---------------------------------------|----|----|----|----|----|
      HET                                |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  15. DAMAGE CONTROL                     |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  16. RECHARGE BATTERIES/RESERVE WARP    |    |    |  2 |    |    |
  ---------------------------------------|----|----|----|----|----|
  17. TRACTOR/NEGATIVE TRACTOR           |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  18. TRANSPORTERS                       |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  19. LABS                               |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
      PROBE                              |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
      CHARGE WILD WEASEL/SUICIDE SHUTTLE |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
      ELECTRONIC WARFARE (ECM/ECCM)      |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|  
  =======================================|====|====|====|====|====|
  20. TOTAL POWER USED                   |    |    | 40 |    |    |
  =======================================|====|====|====|====|====|
  21. RESERVE POWER USED                 |    |    |  # |    |    |
  ---------------------------------------|----|----|----|----|----|
  PHASER CAPACITORS CHARGED              |    |    |  6 |    |    |
  ---------------------------------------|----|----|----|----|----|
  PHASER CAPACITORS USED                 |    |    |  # |    |    |
  ---------------------------------------|----|----|----|----|----|
As I'm AFB, I can't tell you how many Batteries are on this ship, so I can't fill in that point.
I'm spending 4 on Housekeeping (Life Support, Shields, Active Fire Control), 27 points on movement, then refilling the Batteries from their use last turn, and filling up the phasers.

Neat thing about Phasers - energy is not assigned to a specific gun, but rather to an abstract 'Phaser capacitor' that has enough space to fire all your phasers once in a turn. Phasers draw their energy from this capacitor - or batteries if needed/wanted.

code:
  Game: Something Aweful Campaign
  Player: Shoeless
  Ship:   Ranger (and 9 Stingers!)

  TURN 3 MOVEMENT PLOT: 
  ================================
  IMP           SPEED        MOVES
  ================================
  01 - 32         27           27
  ================================
  TOTAL                        27
  
  =================================================================
  ENERGY ALLOCATION FORM                 |  1 |  2 |  3 |  4 |  5 |
  ---------------------------------------|----|----|----|----|----|
  1.  WARP ENGINE POWER                  |    |    | 27 |    |    |
  ---------------------------------------|----|----|----|----|----|
  2.  IMPULSE ENGINE POWER               |    |    |  4 |    |    |
  ---------------------------------------|----|----|----|----|----|
  3.  REACTOR POWER                      |    |    |  3 |    |    |
  ---------------------------------------|----|----|----|----|----|
  4.  TOTAL POWER AVAILABLE              |    |    | 34 |    |    |
  =======================================|====|====|====|====|====|
  5.  BATTERY POWER AVAILABLE            |    |    |  2 |    |    |
  ---------------------------------------|----|----|----|----|----|
  6.  BATTERY CAPACITY DISCHARGED        |    |    |  0 |    |    |
  =======================================|====|====|====|====|====|
  7.  LIFE SUPPORT                       |    |    |  1 |    |    |
  ---------------------------------------|----|----|----|----|----|
  8.  ACTIVE FIRE CONTROL                |    |    |  1 |    |    |
  ---------------------------------------|----|----|----|----|----|
  9.  CHARGE PHASER CAPACITORS        (6)|    |    |  2 |    |    |
  ---------------------------------------|----|----|----|----|----|
  10. HEAVY WEAPONS  | Fusion (A)        |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
                     | Fusion (B)        |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
                     | Fusion (C)        |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
                     | Fusion (D)        |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  11. ACTIVATE SHIELDS                   |    |    |  2 |    |    |
  ---------------------------------------|----|----|----|----|----|
  12. GENERAL REINFORCEMENT              |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
  13. SPECIFIC         1 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
      REINFORCEMENT    2 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       3 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       4 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       5 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       6 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
  14. ENERGY FOR MOVEMENT                |    |    | 27 |    |    |
  ---------------------------------------|----|----|----|----|----|
      HET                                |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  15. DAMAGE CONTROL                     |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  16. RECHARGE BATTERIES/RESERVE WARP    |    |    |  1 |    |    |
  ---------------------------------------|----|----|----|----|----|
  17. TRACTOR/NEGATIVE TRACTOR           |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  18. TRANSPORTERS                       |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  19. LABS                               |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
      PROBE                              |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
      CHARGE WILD WEASEL/SUICIDE SHUTTLE |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
      ELECTRONIC WARFARE (ECM/ECCM)      |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|  
  =======================================|====|====|====|====|====|
  20. TOTAL POWER USED                   |    |    | 34 |    |    |
  =======================================|====|====|====|====|====|
  21. RESERVE POWER USED                 |    |    |  # |    |    |
  ---------------------------------------|----|----|----|----|----|
  PHASER CAPACITORS CHARGED              |    |    |  6 |    |    |
  ---------------------------------------|----|----|----|----|----|
  PHASER CAPACITORS USED                 |    |    |  # |    |    |
  ---------------------------------------|----|----|----|----|----|
The Ranger is pushing the limits of its available power, so I had to choose between topping off the phasers and topping off the batteries. I went with the phasers, just in case - but the 'right' response should always be to top off the batteries first unless their is a pressing need for more guns.

code:
  Game: Something Aweful Campaign
  Player: Shoeless
  Ship:   Dragoon

  TURN 3 MOVEMENT PLOT: 
  ================================
  IMP           SPEED        MOVES
  ================================
  01 - 32         27           27
  ================================
  TOTAL                        27
  
  =================================================================
  ENERGY ALLOCATION FORM                 |  1 |  2 |  3 |  4 |  5 |
  ---------------------------------------|----|----|----|----|----|
  1.  WARP ENGINE POWER                  |    |    | 27 |    |    |
  ---------------------------------------|----|----|----|----|----|
  2.  IMPULSE ENGINE POWER               |    |    |  4 |    |    |
  ---------------------------------------|----|----|----|----|----|
  3.  REACTOR POWER                      |    |    |  9 |    |    |
  ---------------------------------------|----|----|----|----|----|
  4.  TOTAL POWER AVAILABLE              |    |    | 40 |    |    |
  =======================================|====|====|====|====|====|
  5.  BATTERY POWER AVAILABLE            |    |    |  2 |    |    |
  ---------------------------------------|----|----|----|----|----|
  6.  BATTERY CAPACITY DISCHARGED        |    |    |  0 |    |    |
  =======================================|====|====|====|====|====|
  7.  LIFE SUPPORT                       |    |    |  1 |    |    |
  ---------------------------------------|----|----|----|----|----|
  8.  ACTIVE FIRE CONTROL                |    |    |  1 |    |    |
  ---------------------------------------|----|----|----|----|----|
  9.  CHARGE PHASER CAPACITORS        (6)|    |    |  2 |    |    |
  ---------------------------------------|----|----|----|----|----|
  10. HEAVY WEAPONS  | Hellbore (A)      |    |    |    |    |    |
  -------------------|-------------------|----|----|----|----|----|
                     | Hellbore (B)      |    |    |    |    |    |
  -------------------|-------------------|----|----|----|----|----|
                     | Hellbore (C)      |    |    |    |    |    |
  -------------------|-------------------|----|----|----|----|----|
                     | Hellbore (D)      |    |    |    |    |    |
  -------------------|-------------------|----|----|----|----|----|
  11. ACTIVATE SHIELDS                   |    |    |  2 |    |    |
  ---------------------------------------|----|----|----|----|----|
  12. GENERAL REINFORCEMENT              |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
  13. SPECIFIC         1 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
      REINFORCEMENT    2 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       3 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       4 |               |    |    |  5 |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       5 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
                       6 |               |    |    |    |    |    |
  -----------------------|---------------|----|----|----|----|----|
  14. ENERGY FOR MOVEMENT                |    |    | 27 |    |    |
  ---------------------------------------|----|----|----|----|----|
      HET                                |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  15. DAMAGE CONTROL                     |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  16. RECHARGE BATTERIES/RESERVE WARP    |    |    |  2 |    |    |
  ---------------------------------------|----|----|----|----|----|
  17. TRACTOR/NEGATIVE TRACTOR           |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  18. TRANSPORTERS                       |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
  19. LABS                               |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
      PROBE                              |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
      CHARGE WILD WEASEL/SUICIDE SHUTTLE |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|
      ELECTRONIC WARFARE (ECM/ECCM)      |    |    |    |    |    |
  ---------------------------------------|----|----|----|----|----|  
  =======================================|====|====|====|====|====|
  20. TOTAL POWER USED                   |    |    | 40 |    |    |
  =======================================|====|====|====|====|====|
  21. RESERVE POWER USED                 |    |    |  # |    |    |
  ---------------------------------------|----|----|----|----|----|
  PHASER CAPACITORS CHARGED              |    |    |  6 |    |    |
  ---------------------------------------|----|----|----|----|----|
  PHASER CAPACITORS USED                 |    |    |  # |    |    |
  ---------------------------------------|----|----|----|----|----|
The Dragoon has power to burn, and can do everything that needs doing while spending some power to reinforce the rear shield.

GNOMAN

Movement Orders: Proceed in Direction "F" for 12 Moves, then turn to face "A" for all subsequent Moves in this half of the turn. If this would move Plasma that is within 4 hexes out of our RA Arc, side Slip right until such a turn will result in the plasma staying in our RA arc.

System Orders: If an Unidentified Plasma is at Range 2 or less from my ships, use 2 labs on each unidentified seeking weapon each impulse until they are identified.

Weapon Orders: If a Plasma is at Range 1 from our ships and we do not move next impulse: for every 5 points of warhead strength above 5 fire 3 pulses from facing Gatlings at that Plasma. The order of ships that will fire are as such: Dragoon, Knights (both), Lancers (Both), Lord Marshal, Ranger, Anarchist. That is, if the warhead strength is 0-5, ignore it. If it is 5-10, three shots. 11-15, six shots. 16-20, 9 shots, etc.

berryjon fucked around with this message at 16:29 on Aug 10, 2015

Shoeless
Sep 2, 2011
Why use only full bursts from the gatlings? They can fire up to 4 times but it needn't be all at once, right? So for 1-5 torp strength, why not fire a single Phaser-3 shot from a gatling at it, etc. When you got to 16-20, it just seems like 5 extra points of torp strength earning a full extra Phaser-G, effectively 4 Phaser-3 shots seems a little overkill, if that makes sense?

berryjon
May 30, 2011

I have an invasion to go to.
Plasma takes half damage from Phasers. So you need to double up on the amount of fire-power required to kill them.

Shoeless
Sep 2, 2011
Right, but 4 shots at range 1 is an average of ~14 damage. You could probably get away with only 3 phaser-3 shots per 5 points of the torpedo's strength. Though it doesn't hurt to be cautious, I was just wondering.

berryjon
May 30, 2011

I have an invasion to go to.
*looks at your math*

*looks at his math*

Urg. You're right. Let me fix that up...

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Turn 3 (Hydran)

All Hydran ships speed 24
Auxillary Carriers speed: 0
Detected War Eagles speed 11

Turn 3 Impulse 1
War Eagle 3 fires a plasma torpedo
PLASMA TORPEDO LAUNCH, STRENGTH 50 - Designate Plasma Torpedo 3!
War Eagle 4 fires a plasma torpedo
PLASMA TORPEDO LAUNCH, STRENGTH 50 - Designate Plasma Torpedo 4!

WAR EAGLE DECLOAKING - Range 3, speed 11 - ID as War Eagle 1
WAR EAGLE DECLOAKING - Range 3, speed 11 - ID as War Eagle 2

Impulse 2

War Eagle 3 fires a plasma torpedo
PLASMA TORPEDO LAUNCH, STRENGTH 50 - Designate Plasma Torpedo 5!
War Eagle 4 fires a plasma torpedo

PLASMA TORPEDO LAUNCH, STRENGTH 50 - Designate Plasma Torpedo 6!

Impulse 3

War Eagle 3 cloaks, fade-in 1
War Eagle 4 cloaks, fade-in 1



Impulse 4

War Eagle 3 fade-out 2
War Eagle 4 fade-out 2

Impulse 5
War Eagle 1 fire control ONLINE
War Eagle 2 fire control ONLINE

War Eagle 3 fade-out 3
War Eagle 4 fade-out 3

Impulse 6
War Eagle 1 fully decloaked
War Eagle 2 fully decloaked

War Eagle 3 fade-out 4
War Eagle 4 fade-out 4

War Eagle 1 fires a Plasma Torpedo
PLASMA TORPEDO LAUNCH, STRENGTH 50 - Designate Plasma Torpedo 7!
War Eagle 2 fires a Plasma Torpedo
PLASMA TORPEDO LAUNCH, STRENGTH 50 - Designate Plasma Torpedo 8!

Impulse 7

War Eagle 1 fires a Plasma Torpedo
PLASMA TORPEDO LAUNCH, STRENGTH 50 - Designate Plasma Torpedo 9!
War Eagle 2 fires a Plasma Torpedo
PLASMA TORPEDO LAUNCH, STRENGTH 50 - Designate Plasma Torpedo 9!

War Eagle 3 fade-out 5
War Eagle 4 fade-out 5

Impulse 8

War Eagle 1 cloaks, fade-in 1
War Eagle 2 cloaks, fade-in 1

Contact Lost with War Eagle 3!
Lord Marshal retains lock on!
Thought Retains Lock on!
Inflexible retains lock on!
Contact Lost with War Eagle 4!
Anarchist retains Lock on!

Impulse 8 cloak check
War Eagle RR of all Hydran ships, range 8
War Eagle RR of all Hydran ships, range 8

War Eagle RR of all Hydran ships, Range 11
War Eagle RR of all Hydran ships, Range 11

KF5R RR of all Hydran ships, range 17

KR+ RR of all Hydran ships, Range 22

KF5R RR of all Hydran ships, range 26




ROMULAN TURN BREAK

berryjon
May 30, 2011

I have an invasion to go to.

Gnoman posted:

Turn 3 (Hydran)

All Hydran ships speed 24
Auxillary Carriers speed: 0
Detected War Eagles speed 11

Try again.

We're at speed 27.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




berryjon posted:

Try again.

We're at speed 27.

It says "speed 24" in the headers of every one of your ship EAFs. That is what I am going by.

berryjon
May 30, 2011

I have an invasion to go to.

Gnoman posted:

It says "speed 24" in the headers of every one of your ship EAFs.
[/quote]

Frak. Alright, I allocated for speed 27 but messed up my EAF - but not Shoeless'. May I please have thst spare power put into specific reinforcement on the #4 shield? 3 each gor thr cruisers, 1. 50 for the destroyers?

Written from phone.

Shoeless
Sep 2, 2011
So it only really just hit me now that those War Eagles have TWO of those massive fuckoff plasma torps. Goddamn.

Also, I want to apologize for dropping the ball this turn and not filling out my own ship orders. For some reason it never hit me that, oh, right, I need to send those in and say to continue charging the suicide shuttles and the like. I'll try to be more diligent about that in the future. So, I'm sorry that I probably had one of my ships waste a bunch of power last turn starting to charge them Berryjon.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Shoeless posted:

So it only really just hit me now that those War Eagles have TWO of those massive fuckoff plasma torps. Goddamn.

They only have one, but every plasma torpedo tube has a single Pseudo Plasma Torpedo that behaves exactly like a real one but does no damage. In other words, half the Plasma-Rs coming in at you are decoys, it is absolutely impossible to know which.

EDIT: The wasted movement energy has been sent to shield #4.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Important: I know which torpedos are real and which aren't, so I can't impartially assign fire between two torpedos. I need a priority list from you in the event two Plasmas are eligible to be fired on at the same time.

berryjon
May 30, 2011

I have an invasion to go to.

Gnoman posted:

Important: I know which torpedos are real and which aren't, so I can't impartially assign fire between two torpedos. I need a priority list from you in the event two Plasmas are eligible to be fired on at the same time.

IF: Two or More Torpedoes are valid targets for weapons fire during the same impulse, and there are no longer enough available pulses from facing Gatlings to deal damage as specified in the previous orders, then all available fire shall be split evenly between all valid targets.
IN ADDITION, If a Plasma that is one of two that has been fired from the same tube of the same ship (indicating that one is a Pseudo) impacts for damage (as the firing orders will allow for minor damage to go through), then the other torpedo that has been fired from the same tube on the same ship shall be ignored. (As one has to be a pseudo, if the real one has impacted, the other therefore must be fake, and there is no sense in wasting fire on them).
ALSO: ALL SHIPS will use all available Battery power to act as specific reinforcement against damage.

Shoeless posted:

So it only really just hit me now that those War Eagles have TWO of those massive fuckoff plasma torps. Goddamn.

Also, I want to apologize for dropping the ball this turn and not filling out my own ship orders. For some reason it never hit me that, oh, right, I need to send those in and say to continue charging the suicide shuttles and the like. I'll try to be more diligent about that in the future. So, I'm sorry that I probably had one of my ships waste a bunch of power last turn starting to charge them Berryjon.

Nope! The Vulture DN carries two Plasma-R's. What we're seeing here, as Gnoman pointed out, are Pseudo Torpedoes, essentially perfect fakes that deal no damage.

The Romulans just wasted them on this volley. There is a truism in SFB: Firing a Seeking weapon at a person who is leaving is just encouraging them to leave faster. We just need to keep track of the other ships that haven't fired yet.

And don't worry about the wasted power. These things happen. Plans change. I've armed and disarmed more Wild Weasels than I would ever care to admit to.

Shoeless
Sep 2, 2011

berryjon posted:

IF: Two or More Torpedoes are valid targets for weapons fire during the same impulse, and there are no longer enough available pulses from facing Gatlings to deal damage as specified in the previous orders, then all available fire shall be split evenly between all valid targets.
IN ADDITION, If a Plasma that is one of two that has been fired from the same tube of the same ship (indicating that one is a Pseudo) impacts for damage (as the firing orders will allow for minor damage to go through), then the other torpedo that has been fired from the same tube on the same ship shall be ignored. (As one has to be a pseudo, if the real one has impacted, the other therefore must be fake, and there is no sense in wasting fire on them).
ALSO: ALL SHIPS will use all available Battery power to act as specific reinforcement against damage.


Nope! The Vulture DN carries two Plasma-R's. What we're seeing here, as Gnoman pointed out, are Pseudo Torpedoes, essentially perfect fakes that deal no damage.

The Romulans just wasted them on this volley. There is a truism in SFB: Firing a Seeking weapon at a person who is leaving is just encouraging them to leave faster. We just need to keep track of the other ships that haven't fired yet.

And don't worry about the wasted power. These things happen. Plans change. I've armed and disarmed more Wild Weasels than I would ever care to admit to.

Just chiming in to say this plan seems sound to me as well for my ships, Gnoman.

So, they can fire the Pseudo torp at any time, even on the same turn as they launch a normal one? Yikes. Why the truism about seeking weapons? I mean plasma torps are fast, if the enemy's only a few hexes away and not moving so fast, is firing a torp after them really such a bad idea if they can't outrun it and won't be able to get far enough away to reduce the damage through distance by much?

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Shoeless posted:

Why the truism about seeking weapons? I mean plasma torps are fast, if the enemy's only a few hexes away and not moving so fast, is firing a torp after them really such a bad idea if they can't outrun it and won't be able to get far enough away to reduce the damage through distance by much?

A tail chase is the worst possible geometry for a seeking weapon because it maximises flight time, rendering it more vulnerable to defensive fire and greatly increasing the chance of it losing a lot of damage (for a plasma) or running out of fuel (for a drone). If you were going something like Speed 12, it wouldn't matter, but at speed 24 you're probably (haven't checked the chart) going to get a lot of distance before you get hit.

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

Just chiming in to say this plan seems sound to me as well for my ships, Gnoman.

Pseudo torps cannot fire on the same impulse as a real one from the same launcher.

Gnoman posted:

but at speed 24 you're probably (haven't checked the chart) going to get a lot of distance before you get hit.

Not as much as I would hope. For every 4 impulses, we move 3 and the torp moves four. I really don't want to get caught in the 0-10 band. Those extra hexes from speed 27 - and when they come would have helped immeasurably.

Shoeless
Sep 2, 2011

berryjon posted:

Pseudo torps cannot fire on the same impulse as a real one from the same launcher.

Derp, just checked back, it was two different warbirds firing one each of the impulses that two torps got launched, not one firing two. Still, that you can do it at any time as long as it's not the same impulse you fire a real one, and no way at all to tell? Dayum. Even if it's a trick you can only use once per launcher per game.... We're almost certainly gonna take some damage, and it would be much, much worse if we weren't already speeding away.

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

Derp, just checked back, it was two different warbirds firing one each of the impulses that two torps got launched, not one firing two. Still, that you can do it at any time as long as it's not the same impulse you fire a real one, and no way at all to tell? Dayum. Even if it's a trick you can only use once per launcher per game.... We're almost certainly gonna take some damage, and it would be much, much worse if we weren't already speeding away.

I agree. Which is why I also knew that it was imperative we turn our backs to these guys and move as fast as possible. The farther along we are, the less damage we take, and I wanted to get our 16 Gatlings facing them.

On the Tournament scene, my ship of choice is the Romulan King Eagle - the War Eagle's bigger, meaner, nastier brother. I've gotten really good at cloak tactics, and the use of the Torp. I have to say that firing off both the pseudo and the real in this situation was the wrong move for the Romulans - it would have been better served in waiting to fire them when we are on our approach on a later turn.

Also, next turn, depending on where those Torps are targeted, I'll have to show you how to do damage control and repairs. Hopefully just for your shields.

Shoeless
Sep 2, 2011
I know how to do shield repairs by assigning energy to damage control, and you get 1 shield point back per 2 damage control you had powered. And I guess it can be used to restore other systems as well from what you said. Cool.

And yeah, now I definitely see why you had us turn around. Jesus, what is this, 4 incoming real strength 50 damage balls? Craaaap. I suppose once we can lab what whips each are going after we'll know if I should put battery power into specific reinforcement. I really do value these insights into the moves you make and courses of action you suggest, by the way. Once I understand why you think we should do something it makes a lot of sense.

Also, you're in the tournament scene? Wait, there is a tournament scene for SFB? Wow!

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

I know how to do shield repairs by assigning energy to damage control, and you get 1 shield point back per 2 damage control you had powered. And I guess it can be used to restore other systems as well from what you said. Cool.

And yeah, now I definitely see why you had us turn around. Jesus, what is this, 4 incoming real strength 50 damage balls? Craaaap. I suppose once we can lab what whips each are going after we'll know if I should put battery power into specific reinforcement. I really do value these insights into the moves you make and courses of action you suggest, by the way. Once I understand why you think we should do something it makes a lot of sense.

Also, you're in the tournament scene? Wait, there is a tournament scene for SFB? Wow!

However, you can only apply energy up to your current "Damage Control" rating - which is typically 4 for Cruisers and 2 for Destroyers. And I've already give global orders to use batteries as needed - and why I asked that our excess power from the movement mishap go straight to those shields.

In terms of targeting, the order of most-likely-to-be-targeted goes something like this: Lancers > Knights > Ranger > D7H > Dragoon > Lord Marshal. Why? Destroyers are the smallest ships, and therefore need the least damage to die. The Ranger is next as it contains the bulk of our Stingers. The D7H has traditional Klingon fragility, and very weak rear shields. The Dragoon and Lord Marshal are last simply because there are better options for them.

Oh, and if they had written their contingency orders better, they could have Bolted their Plasma. IYDK: A "Bolt" is firing the Plasma as a Direct Fire weapon like phasers or disruptors. It deals half the warhead damage at the range it travels (so for a Plasma R, it would deal 25 damage out to range 10), with a chance to hit of 1-4 from R0-5 and 1-3 from 6-10.

If they had bolted their torps, they would have probably dealt 50 damage to one of our ships. 75 would cripple one of our Destroyers beyond in-scenario repair and I would have ordered them to leave as best they could.

As for tournaments?

I am probably the second best TKE player out there.

The best is Paul Scott, but he's also the current Grand Champion, and is good in everything. And don't be fooled, the TKE is in the bottom three tournament cruisers - along with the LDR Tournament War Cruiser, and the Seltorian Tournament Cruiser. I fly in the quarterly Rated Ace tournaments, and am playing for the first time in the World League - in an LDR ship because I'm on the same team as the Tournament Organizer, and it's accepted that the guy running the whole thing and his team are there to kibitz and fill out the roster.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




berryjon posted:


Oh, and if they had written their contingency orders better, they could have Bolted their Plasma. IYDK: A "Bolt" is firing the Plasma as a Direct Fire weapon like phasers or disruptors. It deals half the warhead damage at the range it travels (so for a Plasma R, it would deal 25 damage out to range 10), with a chance to hit of 1-4 from R0-5 and 1-3 from 6-10.


drat it. I knew I forgot to tell them about something.


Also, in case it affects your judgement on this, did you read the bit about a variant damage rule in the OP of the main thread, berry?

berryjon
May 30, 2011

I have an invasion to go to.
You meant the DAC thing?

I could just load everyone's ships into SFBOL, and allocate damage that way. I've done 'directional' damage before, and it's not that fun. It also gives a slight advantage to ships with better positioning as they can get more damage on the rear of the ship - where the power and engines tend to be located. There's a reason why only the Juggernaught uses that rule, and only when applied straight up the rear of the ship.

Shoeless - Don't worry about that reference. If Gnoman brings out a Juggie, then I will have a lot to say - and I will join the fleet trying to bring one of those down.

berryjon fucked around with this message at 17:43 on Aug 13, 2015

berryjon
May 30, 2011

I have an invasion to go to.
Here's a quick primer for weapons. I'll start writing more later. Gnoman, if you want to put it into the Coalition thread, or the main thread for people to see, go ahead.

Know Your Guns!
A beginners guide to Star Fleet Battles weapons.


Part 1: Phasers

Introduction
Phasers are the single most common weapon in the game. Used by everyone, ever, they are found across all Empires, on everything from drones to Starbases.

They are a "Direct Fire" Weapon, meaning that they have no physical presence on the board at any time. They are used in the "Fire Weapons" step of any impulse, and have their effect immediately. They can be affected by terrain, but very little else.

The System
Phasers come in four types. Well, 4.5, but I'll get to that .5 later. They can only fire once per turn, and not within 8 impulses of a previous shot. There is one exception that I will come to later. Phasers can 'downfire' as a lesser weapon, depending on the choice of the firing player. Phaser 4's can downfire into P1s, -2s or -3s. P1s can fire as -2s or -3s. P2s can fire as P3s.

Phaser-1's are the primary phaser used by the Federation, Tholians, Romulans, Gorn, ISC, Kzinti, WYN and Orion Pirates. With a maximum range of 100 hexes, they are guaranteed to do damage out to range 5. It costs 1 point of power to fire a P1.
Phaser-2's are the weaker version of the P1. Used by the Klingons, Lyrans and Hydrans, they have a maximum range of 75, and are certified to do damage out to range 3. It costs 1 point of power to fire a P2. In the background, the only difference between a P1 and a P2 is the Fire Control Module. The module utilizes a material that is uncommon in the territories of the above Empires, but later technological advances make this weapon obsolete and replaced by the P1 in almost all cases.
The Phaser-3 is a point defence weapon. With a maximum range of 15, and damage out to 2, this gun requires only a half-point of power to fire at any given time. Because of their short range, and relative power efficiency (out doing Phaser 1s in terms of energy -> damage), ships will mount these weapons to either deal with seeking weapons, or as a close-range attack against enemy ships.
The Phaser-4 is a massive weapon, mounted only on bases or certain Monsters. Requiring *2* points of power to fire at any given time, it can deal up to 20 points of damage at point-blank range, and will deal damage out to R17. It has a maximum range of 150.
The Phaser-G is the final phaser 'type'. Utilized by the Hydrans, the LDR, and to a very limited extent the Federation, it is a single weapon that can fire *four* P3 shots in a single turn, at a cost of 0.25 points of power per shot. Gatlings can fire all on the same impulse, or spread out their fire - they ignore the 8 impulse limitation on fire unless it is over a turn break.

Phasers are not given power directly. Instead, there is an abstract 'Phaser Capacitor' that all ships with phasers have. The size of this capacitor is determined by the amount of power required to fire every phaser on the ship once. So, a ship with 8 Phaser-1s and 2 P3s would have a capacitor of (8*1)+(2*0.5) = 9. Power is allocated to the Capacitor, and when phasers fire, they draw out of the capacitor. It is quite possible for a phaser to fire multiple times from the capacitor without needing to recharge over several turns. When a Phaser is damaged or destroyed, a proportional amount of space in the Capacitor is removed. Empty space is removed first.

Unless otherwise specified, at the start of a scenario, all capacitors are filled to full for all ships.

Phasers are affected by EW normally - they add +1 to the die roll, but if the die roll is modified past a roll of 6, then the additional overage is translated into moving the damage up a range-band instead. Thus, with a +2 modifier, a roll of 3 would become 5, and a roll of five would become a 6 - at the next range bracket for the phaser.

Alternate Fire Modes
Aside from the aforementioned 'Downfire', there is none.

Advantages
Phasers can target anything. And I mean that. If it is on the board, phasers can damage it. here are some specific cases.

  • Seeking Weapons: Phasers can target Seekers with no penalties aside from Small Target Modifiers at medium range and farther. Against Drones, they can fire upon them and deal full damage with no reduction. Against Plasma however, they deal half-damage to the warhead strength - with fractions rounded up, but carried forward in case of future damage. A Plasma torpedo that has taken 11 points of Phaser damage has its warhead reduced by 5.5 - 6 off due to the rounding rule, but that 0.5 will get added to any additional phaser damage later to determine total warhead reduction. A further 11 damage will mean a total of 22 - and 11 off the warhead, not two instances of 5.5->6 for 12 off.
  • Asteroids: Phasers can fire into hexes filled with asteroids. This will reduce the damage taken by that ship when next passing through that hex.
  • Tholian Web: The Web will block all phaser fire attempting to go through it. Phasers can fire into or out of a web, but not through - unless you're a Tholian. Then your phasers can fire through with a reduction in effectiveness. In a Tholian v. Tholian battle, you cannot fire through your opponent's web.
  • ESGs: Ignore Phasers entirely. And Phasers ignore them too!
Everything else takes damage normally.

Phasers are also unique in that they are under the "Damage Directional Rule". That is, when damage is applied to a ship, any system can get damaged. However, Phasers can only be damaged if they could fire on what caused the damage! This little rule, in addition to the sheer numbers of phasers on ships, usually means that you will always have some weapons to use until the bitter end.

Disadvantages
You cannot predict with a lot of accuracy how much damage your phasers will do. A Phaser-1 at point blank range can deal 4-9 damage. At R5, the damage ranges from 1 to 5. This makes phasers something of a gamble in terms of doing specific amounts of damage. This can be a problem when you want to tailor how much harm you do to something.

Summary
Phasers are awesome, and are the work-horse weapon for everything you will ever use. Don't neglect them because you have more damaging weapons available! But because they can do so many things, you may have trouble deciding what to do with them all.

Shoeless
Sep 2, 2011

Yup, I remember from the rules that all SSDs have the ship's damage control rating on them.

One thing I would point out though, is again the inexperience of our opponents. Which isn't to say we should underestimate them, but that in regards to your thoughts on their targeting priorities they might simply think it better to try and concentrate on one big ship, like the Ranger, rather than going for the most easily destroyed stuff first.

Re: tournies- I'm afraid the abbreviations are going over my head.

berryjon posted:

Shoeless - Don't worry about that reference. If Gnoman brings out a Juggie, then I will have a lot to say - and I will join the fleet trying to bring one of those down.

Nah, I know it's one of the big superships along with the Planet Killer and Space Dragon and stuff, right? It has a directional shield rather than one for each facing, and regenerative armor, from what I remember from looking at the Federation Commander SSD of it.

And counter to your stance, if Gnoman brings it out, I'll be clamoring to pilot it! :getin:

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

One thing I would point out though, is again the inexperience of our opponents. Which isn't to say we should underestimate them, but that in regards to your thoughts on their targeting priorities they might simply think it better to try and concentrate on one big ship, like the Ranger, rather than going for the most easily destroyed stuff first.

I agree - which is why the Ranger is the most likely target among our Cruisers. There are legitimate reasons for getting it first - 9 Stingers for example - but there are still better options.

quote:

Re: tournies- I'm afraid the abbreviations are going over my head.

Tournament Ships are not exactly the same ship as shown in SFB. The TKE is the Tournament King Eagle, which has extra armor and a couple more Phasers over the normal King Eagle. The LDR is the Lyran Democratic Republic, a minor power in the larger game. Their claim to fame is that they combine Expanding Sphere Generators and Gatling Phasers onto their ships - which means the majority of their firepower ends at R3.

quote:

Nah, I know it's one of the big superships along with the Planet Killer and Space Dragon and stuff, right? It has a directional shield rather than one for each facing, and regenerative armor, from what I remember from looking at the Federation Commander SSD of it.

Pretty much. It also is the only 'ship' to have Phaser-4s on it.

Shoeless
Sep 2, 2011
Ah, so the LDR ships are all about RAMMING SPEED! ?

And right, Phaser 4s, I forgot it had those. What a wonderful ship. :allears:

One thing, and sorry if this is a foolish question, but knowing more about the TV series than the game universe, are the Cardassians in SFB?

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

One thing, and sorry if this is a foolish question, but knowing more about the TV series than the game universe, are the Cardassians in SFB?

No.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




berryjon posted:

You meant the DAC thing?

I could just load everyone's ships into SFBOL, and allocate damage that way. I've done 'directional' damage before, and it's not that fun. It also gives a slight advantage to ships with better positioning as they can get more damage on the rear of the ship - where the power and engines tend to be located. There's a reason why only the Juggernaught uses that rule, and only when applied straight up the rear of the ship.


The variant rule (which I've been using for a very long time) I'm using isn't quite directional - I allocate damage for each weapon with a single die roll (instead of one per point) and treat each individual weapon as a seperate volley for purpose of the bolded items. It erases Mizia from the game completely, produces generally similar overall results and is much, much faster, but with very high damage weapons it's very visible, and I want to make sure you realize how I'm doing it. It's often referred to as a "directed" hit because it can give a greater impression of a direct hit instead of the sandblaster effect that normal DAC gives.


EDIT: That weapon writeup is quite good and useful.

berryjon
May 30, 2011

I have an invasion to go to.

Gnoman posted:

The variant rule (which I've been using for a very long time) I'm using isn't quite directional - I allocate damage for each weapon with a single die roll (instead of one per point) and treat each individual weapon as a seperate volley for purpose of the bolded items. It erases Mizia from the game completely, produces generally similar overall results and is much, much faster, but with very high damage weapons it's very visible, and I want to make sure you realize how I'm doing it. It's often referred to as a "directed" hit because it can give a greater impression of a direct hit instead of the sandblaster effect that normal DAC gives.

Oh! That one!

No, no problems at all.

Oh, and you get to explain to Shoeless about Mizia. My throat is parched. ;)

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




berryjon posted:

Oh, and you get to explain to Shoeless about Mizia. My throat is parched. ;)

Explanation:

It's a concept not particularly relevant to the setup we're using, but here's how it works. Certain items on the Damage Allocation Chart (linked in berry's post) are Bolded. This means that they can be hit once per volley. In stock SFB, a "volley" is all the damage scored during a single impulse, rolled one point at a time.

A man named Mizia realized that, because the bolded items were generally vital targets such as weapons or power systems, it was better to spread out damage between several impulses so you get more of those hits instead of wasting a lot of your attack on shots that can't hit the bolded ones anymore and go into damage sinks like Hull.

The way I do it, each individual weapon counts as a seperate volley, so each weapon hit can damage a bolded box once (this is what I've been fluffing as power overloads and the like). One of the things I like about this is that it gives both light damage and heavy damage weapons a niche - light damage weapons can give the sandpaper Mizia effect in a way that makes sense, while heavier ones can punch deep into the DAC.

Shoeless
Sep 2, 2011
Ooooh, okay. Now that I've got a better understanding of damage allocation and exactly how you're doing this, I agree that this way sounds much better, yes. Both in terms of removing he Mezia thing which seems a bit meta, and in just making it so you don't have to roll quite so many dice. One roll on the DAC for every point of damage really did strike me as a bit tedious. Though, one thing is that it seems like it does make the outlier results even more powerful, since a hit that does 2+ damage on a 2, 3, 4, 10, 11 and 12 means hitting multiple of those more important systems.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Shoeless posted:

Ooooh, okay. Now that I've got a better understanding of damage allocation and exactly how you're doing this, I agree that this way sounds much better, yes. Both in terms of removing he Mezia thing which seems a bit meta, and in just making it so you don't have to roll quite so many dice. One roll on the DAC for every point of damage really did strike me as a bit tedious. Though, one thing is that it seems like it does make the outlier results even more powerful, since a hit that does 2+ damage on a 2, 3, 4, 10, 11 and 12 means hitting multiple of those more important systems.

That's why I still respect the bolding - a 10 point hit on a 2, for example, would do one Bridge, 1 Flag Bridge, 1 Sensor, 1 Damage Control, 1 Aft Hull (why the gently caress Aft Hull is bolded I have no idea, Hull is a damage sink!) and 5-10 (depending on what was present) Left Warp damage.

berryjon
May 30, 2011

I have an invasion to go to.
So... clarified fire orders... contingency movement plots to keep those damned Plasma to our rear for as long as possible...

We're good until the next break!

Gnoman posted:

A man named Mizia realized that, because the bolded items were generally vital targets such as weapons or power systems, it was better to spread out damage between several impulses so you get more of those hits instead of wasting a lot of your attack on shots that can't hit the bolded ones anymore and go into damage sinks like Hull.

What Gnoman didn't mention was that this was such a fundamental change in the way the game was played that the Mizia was not only named for this person, but it became the fundamental tactic for dealing damage to other ships. The only one who has even come close to such a game-breaking idea was Kaufman and his Retrograde. (Which we will never see because it requires unlimited space to move in.)

Gnoman posted:

(why the gently caress Aft Hull is bolded I have no idea, Hull is a damage sink!)

You just had four rolls of *2* on whatever damage you're taking. It's a pity point of damage at that point, and probably long gone on any real distribution.

berryjon
May 30, 2011

I have an invasion to go to.
edit: Replaced by Version 2.0 below

berryjon fucked around with this message at 03:17 on Aug 14, 2015

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




berryjon posted:

And number 2! This is highly relevant to our opponents, so they may want to see this sooner, rather than later:

Know Your Guns!
A Beginners guide to Star Fleet Battles weapons.


Part 2: Plasma Torpedoes

Introduction
Plasma Torpedoes are the primary Heavy Weapon of the "Eastern" Empires - the Romulans, Gorn and ISC. The Orion Pirates and Federation field torpedoes in limited amounts.

As a seeking weapon, the Plasma Torp has the distinction of being one of the fastes units in the game, and while that advantage is diminished as the years advance, it is always a force to be reckoned with.

The System
Plasma comes in several types, ranging from fighter-mounted to "we built a ship around the weapon". They all function the same way. With two exceptions, Plasma takes three turns to arm, and because of that long wait, are some of the heaviest hitters in the game. Unless they are fired as a Sabot or ECP, they always travel at Speed 32. ECP acts like an ECM Drone, and Sabot makes the plasma go faster.
code:
Plasma Type:  Energy costs:  Hold: Max. Damage:
R(omulan)     2 - 2 - 5       N/A      50
S(tandard)    2 - 2 - 4        3       30
G(orn)        2 - 2 - 3        1       20
F(ighter)     1 - 1 - 3        0       20
D(efense)     0.5              0       10
K(iller)      0.25             0       5
The R through D types can be mounted on ships. F through K are on fighters.


Minor quibbles -

Plasma-K torpedos can be loaded onto a plasma rack in place of a Plasma-D. As this is done on a 1-1 basis, the utility is limited.0

Plasma-Rs can be held on starbases (but not ships or smaller bases.) Cost is 4.

Starting in Y165, the Gorn have a special bolting mode for plasma-F torpedos - the Plasma Carronade. This is specially designed to hunt cloaked ships, and ignores the range-increasing effects of the cloaking device. It is less efficient than a normal plasma bolt, and is very short ranged. shorter ranged. Orions get it in Y170, the Federation and WYN get it in 175. Romulans never get it.

berryjon
May 30, 2011

I have an invasion to go to.

Gnoman posted:

Minor quibbles -

Plasma-K torpedos can be loaded onto a plasma rack in place of a Plasma-D. As this is done on a 1-1 basis, the utility is limited.0

Plasma-Rs can be held on starbases (but not ships or smaller bases.) Cost is 4.

Starting in Y165, the Gorn have a special bolting mode for plasma-F torpedos - the Plasma Carronade. This is specially designed to hunt cloaked ships, and ignores the range-increasing effects of the cloaking device. It is less efficient than a normal plasma bolt, and is very short ranged. shorter ranged. Orions get it in Y170, the Federation and WYN get it in 175. Romulans never get it.

typing from phone. have made corrections to the file and will update it when I get home.

berryjon
May 30, 2011

I have an invasion to go to.
Know Your Guns!
A Beginners guide to Star Fleet Battles weapons.


Part 2: Plasma Torpedoes

Introduction
Plasma Torpedoes are the primary Heavy Weapon of the "Eastern" Empires - the Romulans, Gorn and ISC. The Orion Pirates and Federation field torpedoes in limited amounts.

As a seeking weapon, the Plasma Torp has the distinction of being one of the fastes units in the game, and while that advantage is diminished as the years advance, it is always a force to be reckoned with.

The System
Plasma comes in several types, ranging from fighter-mounted to "we built a ship around the weapon". They all function the same way. With two exceptions, Plasma takes three turns to arm, and because of that long wait, are some of the heaviest hitters in the game.
code:
Plasma Type:  Energy costs:  Hold: Max. Damage:
R(omulan)     2 - 2 - 5        4*      50
S(tandard)    2 - 2 - 4        3       30
G(orn)        2 - 2 - 3        1       20
F(ighter)     1 - 1 - 3        0       20
D(efense)     0.5              0       10
K(iller)      0.25             0       5
The R through D types can be mounted on ships. F through K are on fighters.

The Plasma-R is the most iconic weapon, having shown up in the TOS episode "Balance of Terror". Dealing 50 points of damage out to range 10, this weapon is the single most powerful weapon in the game - barring possibly the Mauler. It is so large that the smallest ships to mount it - the Romulan War Bird/War Eagle are literally built around the weapon. Everything else that carries it are the largest ships in service - the Dreadnoughts or Starbases.

The S-Torp is the standard heavy weapon mounted by most Cruisers - in fact, it cannot be mounted on Destroyers or smaller. It is an excellent mid-ranged weapon, and often comes in pairs.

The G-Torp was the first plasma fielded by the Gorn Hegemony, but was copied by the Romulans to use on their lighter ships. It was supplanted by the Plasma-S in all cases where the upgrade could be made, but remains the heaviest plasma that can be mounted on Size Class 4 vessels.

The F-Torp is the lightest 'standard' Plasma, and is often deployed as a back-up weapon behind heavier guns for a follow-up attack, or as the primary weapon on Assault Fighters. It is extremely short range, and starts losing power after 5 hexes of movement.

The D-Torp is the smallest that can be mounted on a ship. D-Torps have limited ammunition, and are prepared in a firing 'rack' when on a ship. On a fighter, they are the equivalent of a Type-I drone. However, while on a ship, they can fire in either Bolt or Seeker Mode, once per impulse, against any seeking weapon or shuttle/fighter within five hexes. It can be fired once per turn against anything larger, and it takes 8 impulses to switch between the two firing modes. It also only takes 1 turn to arm.

Lastly, the K-Torp is deployed only on fighters as the equivalent of the Type-VI drone. Used against ships, it is little more than an irritation, but when fired at drones or shuttles/fighters, its damage is doubled! They can also be loaded in place of a Plasma-D, but there is no real benefit to doing so.

Plasma Torpedos can be held, that is, you may choose not to fire them on the last turn of arming and instead pay an energy cost to keep them warmed up in the tubes. However, only a Starbase can hold a Plasma-R torpedo, the equipment necessary is simply too large. This will allow you to keep them ready for when you really need them. Only Standard Torpeoes can be held. If you wish to use an alternate fire mode, you will need to pay the difference during Energy Allocation (and cannot hold the weapon any further), or out of reserve power when fired.

Alternately, Plasma also have what is called "Rolling Delay". That is, because the first two turns of arming are the same cost, you can 'fake' a third turn by only paying the same cost as the first or second turn. If you do that, and the turn ends, then the first turn's arming energy goes away, and the previous two turns become the first and second turn. If you want to fire a torpedo while on rolling delay, you have to use your batteries. Simply pay the difference between the energy needed for the second turn and for the third turn and fire it! However, a torpedo fired out of reserve power like this can only be fired as a standard torpedo, and must be fired immediately.

Plasma that are loaded onto a fighter do not need to pay a holding cost.

All Plasma Torpedoes lose strength as they travel. The farther along it is, the less strength it will have. Running away from Plasma is a viable tactic, especially in longer games.

Alternate Fire Modes

Plasma Torpedoes actually have several alternate fire modes. With the exception of Sabot, these cannot be applied to D or K torps. D-Torps can Bolt, however.

  • Enveloping: The most common alternate fire mode, Enveloping Torpedoes double the warhead strength of the plasma. When the Plasma hits, however, instead of dealing all its damage to the facing shield, it is divided evenly among all shields of the target. Any odd damage is distributed as evenly as possible at the discretion of the defending player. There is an energy cost for this - on the third turn, the energy applied to the torpedo is doubled.
  • Bolt: At a near second in terms of usage, the Bolt converts the Plasma into a direct Fire weapon, rather than a seeker. Highly useful against enemies that are going fast, the Bolt halves the warhead damage for that range, and has a fairly inaccurate chance to hit. 1-4 on 1d6 out to R5, 1-3 on 1d6 to range 10. Fighters cannot bolt their torpedoes.
  • Shotgun: Developed as a means to deal with Seekers and Fighters by ships before Plasma-D's became more prevalent, the Shotgun splits fires off multiple smaller torpedoes instead of one larger one. An R-Torp produces 5 F-Torps, an S-Torp makes 3 F-Torps, while a G makes for 2. F-Torps and smaller cannot shotgun. All Shotgunned Torpedoes must target different units, and excess torpedoes in a low-target environment are lost. The energy cost for this is to double the last turn's energy expenditure.
  • Pseudo: All Torpedo launchers on ships come with a "Pseudo Torpedo" associated with them. This is a fake Standard Type Torpedo, and can fire at any time a normal Torp could, at any legal target - except it's a fake. It cannot mimic an Enveloper, or a Shotgun, or anything but a Standard Torpedo of the launcher it is in. Because it's a fake. When/if it hits its target, that is the only point at which the deception is revealed - it deals no damage because it's a fake.
  • Download: A Plasma Launcher on a ship can load any smaller Torpedo down to a Type-F. All energy costs are the same. However, if the download is a G Torp (in a R or S launcher), or a G/S in an R launcher, then because the energy requirements are the same for the first two turns, the decision to download needs only to be made during energy allocation on the third turn. You cannot use reserve power to un-download a weapon though. You can Envelope/Shotgun/Bolt/Sabot this torpedo as normal for its type. You can use reserve power to fire a Rolling Torp as a downloaded version.
  • 2-Turn F-Torp: Not often used because of the particulars of arming it, I still include it. In any launcher larger than an F-Torp, you can begin to arm an F-Torp by using a single point of power. During that first turn, you may use a single point of power to upgrade the download into a larger torp (thus spending the two points of power on the first turn). Then, on the second turn, you pay 2 points of power to continue to arm the now G/S/R Torp. But, because it started out as an F-Torp, you may spend 1 more point of reserve power to finish arming the torpedo as a standard F-Torp, and fire it immediately. Now, here's the rub. You have to spend 1 point of reserve power on each of the two arming turns to do this. And you can't do anything else, except Sabot the torpedo when it gets fired.
  • Electronic Counter Plasma: An alternate of the Pseudo, this use for that device is to generate 3 ECM for the firing unit for the (extended) duration of the Torpedo. This is a later era technology.
  • Carronade: A variant of the Bolt developed by the Gorns in Y165 for the Plasma-F launcher, this is a 'wide bore' weapon designed to hit a larger area than normal. Optimized to deal damage to cloaked ships - it ignores the range penalties for firing at a cloaked ship. In addition, it can fire at any point during the loading of a Plasma-F. Later turns of arming create more damage for the Carronade. On the downside, it is extremely short ranged. This technology eventually spreads to the Federation and Orion Pirates, but not to the ISC or Romulans.
  • Sabot: A very late-era technology, the Sabot can - for a small energy surcharge, improve the speed of the Torpedo by 25%. Every fourth impulse of movement, the Torpedo will move *two* hexes, instead of one. The damage dealt is by the impulses since firing, not by distance travelled. Any previously mentioned version of the Torp can be Sabot'd.

Advantages
Plasmas are huge. They can deal lots of damage when they hit. It's getting the hit that's hard. They also take reduced damage from phasers, unlike drones. And except for D and K torps, there are no ammunition concerns.

A Plasma Torp on a ship is unique in that it can fire after the launching tube has been destroyed. It can fire as it is currently loaded (no using reserve power to change it) for up to 8 impulses after the system has been destroyed.

Plasma Torpedoes have a built-in 3ECCM, making it much harder to defend against them through jamming. They can also be released to self-guidance at any time, something that cloaking Romulans and Orions can appreciate as they don't have to stay 'surfaced' to guide the torpedo home. In addition, if the firing ship is not running Active Fire Control, they may fire Plasma Torpedoes under their own guidance at legal targets that are over five hexes away.

In many ways, all the above alternate firing modes are advantages for the Plasma as well!

Plasmas can also be used to 'guide' other units through asteroids. If fired in such a manner, they act as ablative armor against asteroid impacts. However, they damage damage from asteroids like they do from Plasma!

They also do not interact with ESGs.

Disadvantages

Slow to arm - three turns except for D's and Fastload F's. And they can be quite the powerhog, especially when dealing with things like a Sabot-Enveloper of an R-torp. Sure, you get a truly frightening weapon, but you're also not doing much else.

Unlike drones though, Plasma don't even last a full turn. Even the mighty R-torp evaporates to 0 damage on its 31st move.

Summary

Plasma Torpedoes are more technical and finesse weapons than their sheer numbers would suggest. Thier use should be planned turns in advance to optimize what you want to do, and how you're going to go about doing it. Trying to do too much with them may leave you in a position to do nothing at all. Fire them near the end of a turn to minimize down-time, and to give you a chance to see how the enemy responds to them at the start of the next turn to decide how to go about the next couple turns.

berryjon fucked around with this message at 20:04 on Aug 14, 2015

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Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Plasma Torpedo post has been cross-posted to the Romulan thread.

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