Captain Jonah said:
PPDs can be overloaded in FC,
No they can't.
In ACTA-SF because everyone moves and then fires they would work the same way, move to place a target that has already moved within 4" to 6", declare overload, roll 6AD for every PPD and send some engineers out to clean the bits of exploded enemy off your paintwork. Within the overload zone each pulse does 1+4+1 damage, against single shields thats 6 points, in a game where photons do 8. All six pulses from a single PPD will bring in 36 damage, 4 and a half times the damage of a photon hit. A DNP will one shot a cruiser at that range. :twisted:
Not sure what you are talking there, the damage bit appears to be a reference to FC, but you are talking ACTA move/ranges.
But certainly I have no issue with a DNP inflicting a some mega serious pain (once every 2 turns). It is a very expensive DN, and is the most heavily armed in the ISC fleet. Note, in FC the ships with PPD or plasma options cost the same, I don't epxect that in ACTA. I expect the PPD version will be more expensive than the plasma version.
To put it in context, a Gorn plama DN inflicts in raw damage 19 D6 damage, just short of 70 damage. A good chunk of that might get shot down. Using 4AD, mulihit 3 and acc +2 PPDs leaves the DNP inflicting 40 damage average. I'd say that is about right given it can't be shot down like plasma. An overloaded version (if allowed) would inflict 60 damage average.
PPDs are not helpless at short range, its getting inside that 4” zone where they cannot fire where the big PPD ships are in trouble. Still that’s what the horde of Gun line ships are for.
Inside the myopic zone is what I meant by close range. The PPD heavy ships which give up plasma have only phasers up close (within the minimum range), that is their big weakness, and why they need the gun line. That is why I don't think we should get to concerned about the stat line of a PPD looking potent in isolation. You don't get many of them, and the more you take the weaker you are up against someone simply charging straight in at you.
PPD F 4AD (rules to be determined)
PPD F 4AD
PLASMA S F/S
PLASMA S F/P
PLASMA F CLUSTER S/A (three plasma Fs, only one from the cluster can be fired at a ship each turn but any number can be fired at fighters or PFs or drones)
PLASMA F CLUSTER P/A
P1 FH 2AD
P1 F/P 2AD
P1 F/S 2AD
P1 T 2AD
P3 SH 3AD
P3 PH 3AD
Its hardly helpless at close range since it has Gorn like plasma arcs and if you get behind the gun line they can just fire Plasma Fs all day without reloading. :lol:
The above is a CC I assume, no that is no so bad up close, as it has the Plasma S. But even there you are looking, more or less, at a BCH equivalent. A Gorn BCH packs 16 AD of plasma, so relatively it is weak if you get that close. And again, as you note it is the gun line in front of it that coves its ass. Though note the 'fire plasma all day' depends on the gun line, FFs have no rear plasma.
Whilst we don't know, and it's all just speculation at the moment, I'd expect a good ISC fleet to be spending as many points on non PPD ships as they do on PPD ships. Certainly in FC where I've played a few large 1000pt games with ISC, I've found the PPD heavy force is not as good as the one that drops a PPD or 2 for those plasma S. Of course the plasma works very very differently in FC, and a lot of the ability to dictate enemy movement with plasma is missing in ACTA. I can't help but think the way plasma works in this game is going to be the biggest issue in getting the ISC to work as per the fluff. Dealing with some Plama F on the gun line and an odd S from behind is not particularly hard in ACTA, not in the same way it can be in SFB/FC. ACTA plasma is relying much more on a critical mass to overwhelm defensive fire, it works with Gorn/Rom who have that plamsa mass, but the much lesser amounts that the ISC have may be problematic for them as it is disproportionately eaiser to deal with.