THIS POST IS REQUIRED READING AT STAR FLEET ACADEMY
I see lots of peeps on here talking about getting into overload range, getting in close, complaining about still hitting on 4's with photons at point blank, and wanting some sort of "proximity" photon rule.
There is nothing wrong with photons at all. They are a GREAT weapon.
Photons are devastating...at all ranges up to 15. Photons are a great equaliser against other races advantages. Combined with centerline phaser shots, they create an alpha strike that can put your opponent on the defensive very early in the game.
It is important to note that the ONLY weapon that outranges photons truly are drones. Disrupters may have a range of 24, but once an enemy moves within that range of one of your ships, you should be able to (in support) move YOUR ships 9-10 inches up to engage THAT ship. At long ranges, your phasers and ADD's should handle whatever drones are thrown at you..."hopefully".
Yes, photons only (at best) hit on 4's. However, if you think about it, they are more reliable than drones or plasma. They cannot be stopped by defensive fire, ADD's, or any of the typical defenses a ship can take. If you think about it, even ships on evasive maneuvering fail to declaw a photon armed ship...in the least.
The key to correct tactics using the photon is to realize that it is a direct fire weapon that will bypass shields with a Multihit4 and Devestating1... 1 in 6 times....at any range up to 15....and you have lots of them!
We're not talking about blasting down an opponents sheilds here to get at the meat. That's for plasma torpedo users and Kzinti. We're already doing that from the get-go, reinforced forward shields or not.
Photons are not a close range only weapon. If you have a fleet with say, 24 photon torpedo's in it (not hard to do at 1000pts), barring bad/fantastic dice rolling, that is potentially 4 photons penetrating an opponents shields on 6's. 16 internal hits with an average of 2-3 DEVASTATING criticals. This is serious damage to anyone. It will cripple many cruisers (especially whimpy Klingon ships).
Save your photons for close range and you deny yourself a prime opportunity to hamstring your opponent by literally taking one of his cruisers out of the game.
Pro's for firing at close range:
1. Gain 17% chance to hit
2. Possible overload use. (if your opponent obliges)
That's all.
Pro's for firing at Long range:
1. Increased target area in forward arc, i.e. harder to maneuver out of.
2. Increased possibility of concentrating entire fleet on single target (see number 1)
3. Early firing means an earlier second salvo of photons after reloading. (more heavy weapon shots)
4. Increased chance of taking one of the enemy ships out b4 it can properly engage at knife-fighting range.
Federation ships are not particularly maneuverable. Your photons arc of fire is F only. If you wait for the point blank shot there is a good chance that your opponent will be able to maneuver out of your arc of fire. This is ESPECIALLY the case in your dreadnought. What fool in his right mind is going to blindly charge into it's forward arc at range <6? :lol: That thing is lumbering and it will NEVER get a good target in it's front arc again....it has 6 photons for a reason....so that it will hit at long range with a few.
Remember, the key here is not blasting thru an enemies shields. The key is producing enough internals on a target to disable/destroy it. Only direct fire weapons can do that...and ONLY photons are TRULY scary when it happens. For this to happen, you need to roll 6's in as many photons across your FLEET as possible...not a single ship.
TACTIC: The Kaufman Retrograde
In ACTA:Star Fleet, the Kaufman Retrograde is used to get a long range photon shot off and help to maintain a forward arc of fire on your opponents ships while you reload.
To execute this maneuver, simply fire photons at long ranges at a prime enemy target. Do this with the entire fleet as your F arc of fire is increased at longer ranges. If possible you may leave a single ship with loaded photons in reserve.
Your next turn, reload armament and move backwards 4". In order to close to knife fighting range your opponent will have to charge into your forward arc phasers and possibly the photon/reserve ship. (which may have overloaded depending on what you think your opponent will do) Either your opponent will move close into you (where you can still give decent phaser fire) or he will dance on the edge of his disrupter range taking pot shots at your fleet.
The next turn, armament reloaded, fire again. Hopefully you have been able to maintain a forward arc of fire on the enemy fleet's best targets. At the very least, you should have been able to keep him off of your '6'.
Hope this helps you Federation guys out there. Keep fighting the good fight!
I see lots of peeps on here talking about getting into overload range, getting in close, complaining about still hitting on 4's with photons at point blank, and wanting some sort of "proximity" photon rule.
There is nothing wrong with photons at all. They are a GREAT weapon.
Photons are devastating...at all ranges up to 15. Photons are a great equaliser against other races advantages. Combined with centerline phaser shots, they create an alpha strike that can put your opponent on the defensive very early in the game.
It is important to note that the ONLY weapon that outranges photons truly are drones. Disrupters may have a range of 24, but once an enemy moves within that range of one of your ships, you should be able to (in support) move YOUR ships 9-10 inches up to engage THAT ship. At long ranges, your phasers and ADD's should handle whatever drones are thrown at you..."hopefully".
Yes, photons only (at best) hit on 4's. However, if you think about it, they are more reliable than drones or plasma. They cannot be stopped by defensive fire, ADD's, or any of the typical defenses a ship can take. If you think about it, even ships on evasive maneuvering fail to declaw a photon armed ship...in the least.
The key to correct tactics using the photon is to realize that it is a direct fire weapon that will bypass shields with a Multihit4 and Devestating1... 1 in 6 times....at any range up to 15....and you have lots of them!
We're not talking about blasting down an opponents sheilds here to get at the meat. That's for plasma torpedo users and Kzinti. We're already doing that from the get-go, reinforced forward shields or not.
Photons are not a close range only weapon. If you have a fleet with say, 24 photon torpedo's in it (not hard to do at 1000pts), barring bad/fantastic dice rolling, that is potentially 4 photons penetrating an opponents shields on 6's. 16 internal hits with an average of 2-3 DEVASTATING criticals. This is serious damage to anyone. It will cripple many cruisers (especially whimpy Klingon ships).
Save your photons for close range and you deny yourself a prime opportunity to hamstring your opponent by literally taking one of his cruisers out of the game.
Pro's for firing at close range:
1. Gain 17% chance to hit
2. Possible overload use. (if your opponent obliges)
That's all.
Pro's for firing at Long range:
1. Increased target area in forward arc, i.e. harder to maneuver out of.
2. Increased possibility of concentrating entire fleet on single target (see number 1)
3. Early firing means an earlier second salvo of photons after reloading. (more heavy weapon shots)
4. Increased chance of taking one of the enemy ships out b4 it can properly engage at knife-fighting range.
Federation ships are not particularly maneuverable. Your photons arc of fire is F only. If you wait for the point blank shot there is a good chance that your opponent will be able to maneuver out of your arc of fire. This is ESPECIALLY the case in your dreadnought. What fool in his right mind is going to blindly charge into it's forward arc at range <6? :lol: That thing is lumbering and it will NEVER get a good target in it's front arc again....it has 6 photons for a reason....so that it will hit at long range with a few.
Remember, the key here is not blasting thru an enemies shields. The key is producing enough internals on a target to disable/destroy it. Only direct fire weapons can do that...and ONLY photons are TRULY scary when it happens. For this to happen, you need to roll 6's in as many photons across your FLEET as possible...not a single ship.
TACTIC: The Kaufman Retrograde
In ACTA:Star Fleet, the Kaufman Retrograde is used to get a long range photon shot off and help to maintain a forward arc of fire on your opponents ships while you reload.
To execute this maneuver, simply fire photons at long ranges at a prime enemy target. Do this with the entire fleet as your F arc of fire is increased at longer ranges. If possible you may leave a single ship with loaded photons in reserve.
Your next turn, reload armament and move backwards 4". In order to close to knife fighting range your opponent will have to charge into your forward arc phasers and possibly the photon/reserve ship. (which may have overloaded depending on what you think your opponent will do) Either your opponent will move close into you (where you can still give decent phaser fire) or he will dance on the edge of his disrupter range taking pot shots at your fleet.
The next turn, armament reloaded, fire again. Hopefully you have been able to maintain a forward arc of fire on the enemy fleet's best targets. At the very least, you should have been able to keep him off of your '6'.
Hope this helps you Federation guys out there. Keep fighting the good fight!