Tony Thomas (Scoutdad), on the "A Call to Arms Star Fleet Fans" Facebook page, posited this question:
"If ACTASF was your games, "What would you do / add to help balance the presumed weakness of Plasma?
[Note I say presumed because we've not found a weakness with plasma per se, but with the way the game works. Plasma are very ineffective in a 3 to 6 Turn game (similar to most tournament settings), but if you're playing at home and don't mind going for a few hours and making a 10 to 12 turn game - you can finesse your Plasma ships to greatly outdamage most direct fire opponents. But it does take time, patience, and manuevering - something that doesn't often occur in a game designed to be quick and simple.
So again, what would you do?"
A Mr Watson put this idea forth that I thought had merit and was worth discussing:
"The problem as I see it is that plasmas used to be seeking weapons that degraded over distance in SFB. They also did a fixed amount of damage, no die rolling. A clever captain could run from it in order to degrade it but his phasers were a last resort as they (in the best circumstances) could peel very little damage off of it. ie. Plasma "S" 30 pts of damage, four PhI max roll for damage at range one would peel off 16 pts. In this game Plasmas are direct fire weapons with a randomly determined damage. Phasers remove a fixed amount of Dice from the roll. This should be reversed. Perhaps an "S" torp should do 12 pts of fixed damage in the glory zone and a phaser auto hits and peels 1d3 from the total. Four phasers would on average reduce the "S" to 4 damage. Not bad. What do you think?"
Someone else proposed phasers doing fixed damage to the torpedo.
Based upon what they proposed, how about this:
Plasmas do a fixed amount of damage, lose damage points to Energy bleed and phaser fire. Damage for the torpedo is based upon an overloaded Photon being worth 8 damage (16 in SFB).
Proposal:
Plasma-D damage: 5
Plasma-F damage: 10
Plasma-G damage: 12
Plasma-S damage: 15
Plasma-R damage:25
Energy bleed is handled as follows: Full warhead at 0-4", -3 pts at 8", -7 (total) at 12", -10 (total) at 16".
Now, as for phasers doing damage to a plasma, how about this:
A Phaser 1 or 2 in Killzone (or on the target ship) removes 2 points off the warhead. 1 if not in killzone.
A Phaser-3 in Killzone removes 1 off the warhead if in killzone, 0 otherwise.
A Phaser-4 I don't know, have to figure out.
How to handle IDF:
Escorts may use their Escort trait within 8" vs seeking weapon, or if they want to engage beyond 8", roll for IDF, perhaps with a Crew Quality Check of 7 (easier since they have better equipment for this task). Any ship making a successful IDF CCQ within phaser range may fire on the plasma using this modified damage table:
Phaser-1/2, in Killzone removes 2 warhead, removes 1 if not in killzone.
Phaser-3, in killzone (base contact with the target) removes 1 from the warhead, nothing if not in killzone.
Now this would require an escort that has a lot of phaser-3 (or Phaser-G) to stay in base contact with the ship it intends to defend. You can move the Defended ship first and them move the escort(s), or perhaps introduce an "Escort target" special action, wherein the defended ship AND escorts all move as a unified unit when activated. Eg, that flagship with an DWE both move at the same time when activated. Now I am not sure they should be allowed to fire as an unified unit when the Attack Phase comes up, or are still required to fire seperately.
"If ACTASF was your games, "What would you do / add to help balance the presumed weakness of Plasma?
[Note I say presumed because we've not found a weakness with plasma per se, but with the way the game works. Plasma are very ineffective in a 3 to 6 Turn game (similar to most tournament settings), but if you're playing at home and don't mind going for a few hours and making a 10 to 12 turn game - you can finesse your Plasma ships to greatly outdamage most direct fire opponents. But it does take time, patience, and manuevering - something that doesn't often occur in a game designed to be quick and simple.
So again, what would you do?"
A Mr Watson put this idea forth that I thought had merit and was worth discussing:
"The problem as I see it is that plasmas used to be seeking weapons that degraded over distance in SFB. They also did a fixed amount of damage, no die rolling. A clever captain could run from it in order to degrade it but his phasers were a last resort as they (in the best circumstances) could peel very little damage off of it. ie. Plasma "S" 30 pts of damage, four PhI max roll for damage at range one would peel off 16 pts. In this game Plasmas are direct fire weapons with a randomly determined damage. Phasers remove a fixed amount of Dice from the roll. This should be reversed. Perhaps an "S" torp should do 12 pts of fixed damage in the glory zone and a phaser auto hits and peels 1d3 from the total. Four phasers would on average reduce the "S" to 4 damage. Not bad. What do you think?"
Someone else proposed phasers doing fixed damage to the torpedo.
Based upon what they proposed, how about this:
Plasmas do a fixed amount of damage, lose damage points to Energy bleed and phaser fire. Damage for the torpedo is based upon an overloaded Photon being worth 8 damage (16 in SFB).
Proposal:
Plasma-D damage: 5
Plasma-F damage: 10
Plasma-G damage: 12
Plasma-S damage: 15
Plasma-R damage:25
Energy bleed is handled as follows: Full warhead at 0-4", -3 pts at 8", -7 (total) at 12", -10 (total) at 16".
Now, as for phasers doing damage to a plasma, how about this:
A Phaser 1 or 2 in Killzone (or on the target ship) removes 2 points off the warhead. 1 if not in killzone.
A Phaser-3 in Killzone removes 1 off the warhead if in killzone, 0 otherwise.
A Phaser-4 I don't know, have to figure out.
How to handle IDF:
Escorts may use their Escort trait within 8" vs seeking weapon, or if they want to engage beyond 8", roll for IDF, perhaps with a Crew Quality Check of 7 (easier since they have better equipment for this task). Any ship making a successful IDF CCQ within phaser range may fire on the plasma using this modified damage table:
Phaser-1/2, in Killzone removes 2 warhead, removes 1 if not in killzone.
Phaser-3, in killzone (base contact with the target) removes 1 from the warhead, nothing if not in killzone.
Now this would require an escort that has a lot of phaser-3 (or Phaser-G) to stay in base contact with the ship it intends to defend. You can move the Defended ship first and them move the escort(s), or perhaps introduce an "Escort target" special action, wherein the defended ship AND escorts all move as a unified unit when activated. Eg, that flagship with an DWE both move at the same time when activated. Now I am not sure they should be allowed to fire as an unified unit when the Attack Phase comes up, or are still required to fire seperately.