OT for Eclipse: Board game balance in general can be hard to talk about because the way a game is played can be so thoroughly rooted in a game group. Hope no zelous moderator comes splitting those last pages. Remember that ultimately you win by point in Eclipse, the only thing PlaMis are good for pre-expansion is to discourage a powerful neighbour from attacking, if he spent a lot on fleet he needs to attack in order to capitallize, and you don't send your regenerating 3 moves 7 AR capital to attack someone with PlaMis, too much of a gamble.Īll this is moot anyway, since Eclipse gets 1000 better with the first expansion and 10 better with the second one, so you can counter PlaMis with flux or whatever other tech you have around. The point is you need a lot of ships to capitalize on plasma missile, and you have to mix them with other weapons if you want to actually keep the system after you destroy your enemy fleet. If he mixes any other weapon with plasma to have a chance in the subsequent combat phases he's purposedly gimping himself, since he's either using basic or he wasted research for 2 top tier weapon and that means he has lost anyway. A point of armor left and a basic cannon mean the whole system is yours after the initial barrage. Solution: just send there a single point of armor above that number, it doesn't matter in which form. By their nature, if you go PlaMis you'll want to spam them on interceptors (it's quite easy to stop plasma on a captial, and cap ships need staying power to get their full value in combat) so people are discouraged when 5-6 interceptors can output ~20+ damage dices. ![]() The problem with Plasma Missile is quite simple, they are a pricey end-tier tech, do a lot of damage but only fire once per combat.
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