Captain Jonah said:
It was for this reason that I like the idea to make each Plasma dice take two Phaser damage to destroy but count the kill zones (see if you can find Barry’s original suggestion). Round up as normal for a salvo but while this doesn’t change the targets defences in any way it does stop ships half way across the board cutting down the plasmas with such ease.
Being an old school (and Old) SFB type ships fired at plasmas that passed close by them, firing even Phaser 1s at a plasma 18 hexes/inches away did nothing. In ACTA-SF Phaser 1s at 18 inches are as effective against plasmas as those at one inch. The only tactical consideration becomes keeping a potential target in the best arc as range is irrelevant. On the other hand if you need to keep inside the kill zone you need to plan and deploy more carefully. That squadron of destroyers flanking the enemy may make IDF rolls but since they are so far away they do little to the plasmas.
ISimply Phasering down plasmas from all over the map is hardly tactical, its just the luck of the dice. :roll:
Ask and ye shall receive: Barry's original proposal.
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Take the defensive fire against each plasma, one volley at a time. So, add up all the phasers on a single plasma from a single ship. For each two points of phaser damage done, reduce the plasma by one die rolled. Phaser outside the kill zone are going to have a harder time damaging plasmas. Odd points of damage don't affect plasma and don't accumulate between volleys.
Example... Ship A takes a hit from a Plasma S doing 4 dice of damage. Ship A fires 2 phaser 3s at the plasma one of which hits. Since that phaser by definition in the kill zone, the plasma is reduced to 3 dice of damage. Ship B at range of 6 fires two more phaser 3s at the plasma, one of which hits. However, since it is outside of the kill zone, it only does 1 point of damage, which is then dropped. Ship C at a range of 8 fires and hits with three phaser 2s at the plasma. again, it's outside of the kill zone, so 3 points of damage are done to the plasma reducing it by 1 die of damage. However the odd point of damage from Ship B and Ship C are not combined but are instead lost. Ship A takes two dice of plasma damage.
What this will do, is that a ship defending itself with it's own phasers will do so quite well, however, a ship using IDF to defend another ship may have a much harder time having any effect.
Example: A D5W defends itself against 6AD of plasma with 6 Phaser-1 under the current system. A nearby ship on IDF adds 2 phaser-1s to the defense.
5/6ths of the D5W's phaser-1s hit, reducing the AD to 1. 2 phasers fire from a nearby ship, with one hitting and reducing the AD to zero.
Under the new system, the D5W scores 5 of 6 hits, all of which are in kill zone (2 pts each) and reduce the plasma to 1AD. However, the nearby ship is out of kill zone, and scores only one hit, which is not enough to reduce the last AD of plasma...which hits the D5W.
I suspect the main result of such a change will be to encourage any ships using IDF to remain within kill zone range of each other so they can be most effective. I'm not sure it'll make a major difference, but we'll see.
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