My games at
Total Con 04
For as long as I have been playing SFB, it was always in the back
of my head that I should enter a tournament in the Federation TCC
at least once while I'm still playing. I always tended
towards the more opportunistic and maneuverable ships in the past
and I was always terrified of doing my best and still having my
weekend ruined by a couple of unlucky photon rolls. But for
this convention I decided to go ahead and give it a go. One
of the things that is really great about the Fed is that it is a
headache free ship to fly. You don't have to worry about
timing your seeking weapon launchings, doubling engines, timing
your ESG announcement, option mounts, web placement, launching and
landing fighters, etc.... It's just you and your ship.
This really contributed to my enjoyment of the weekend. At
Total Con the previous year I took the Orion and played 8 games in
2 days. After that stretch I had acquired quite a headache
from dealing with all the decisions I had to make to fly that ship
well, not to mention the fractional accounting. Note that
I'm a little shady on some of the smaller detail. If you
catch an inconsistency in any of the games, it's quite possible
that my memory of that event has fizzled.
Game 1 -
Peter Bakija, Kzinti
Game 2 - Ben Ossenfort, WYN AUX (Hellbore, Dis,
Gat, Drone)
Game 3 - David Cheng, Hydran
Game 4 - Aadil Sulamain - Tholian ATC
Game 5 - Wil Leiserson - Tholian ATC
Game 6 - Kevin Block-Shwenk, Rom TKE
Game 7 - John Malis, Klingon
Game 8 (Round 1 of single elimination) - Ameer
Sulamain
Basic Fed Ideas
Here are some of the things I
try to achieve when flying a Fed. I won't get into serious
detail here. Note that while I consider myself to be a
decent Fed player, but I'm not an ace. There are some Fed
players out there that are better than I am.
It's All In The Plot
- Since you don't need to worry about anything else besides
loading your goodies, you should pay extra attention to your speed
plots. You will need to be clever with these because you're
turn mode is awful and preserving your ability to turn is
paramount to success. The amount of energy spent on movement
will depend on your opponents. Generally, you'll need to
move much more against plasma ships. Against direct fire
ships you can spend 16-19 points on movement the 1st turn and be
OK. Drone launching opponents will warrant high speeds if
you feel you can maneuver around the drones. Keep an eye out
for opportunities to downshift to 16 or 17 to get a tight turn in
and then bump your speed up once you've gotten turned around.
As long as your photons are loaded, you can use high speed to
pressure your opponents to do wacky things in an effort to keep
you away from them. One thing I rarely do is corner dodge on
the 1st turn. I see little reason for it unless I'm facing
an Orion who doubles both his engines. Even then, I may
decide against it.
Expected Damage/Reasonable
Goals - If you have the T2000 module, you will be familiar
with the chart that lists the percentages of hitting with x amount
of photons at various ranges. Memorize that chart. One
thing that gets many beginning Fed Captains killed is that they
expect too much out of their photons. They feel that once
they reach range 4 or even 8 they are going to blast the crap out
of the other guy. Unless you get lucky, it just doesn't work
that way. An average range 8 Fed alpha off centerline will
yield 44 or 45 points of damage. That means little or mo
internals against somebody who has allocated reinforcement if it's
a front shield. If you're taking a range 8 shot on somebody,
there should be a good reason why you're shooting from there and
not from somewhere closer. Good reasons would be 50+ points
of plasma in your face, a ton of drones heading your way and
you've got the ability to run away, you have a shot on a weak/down
shield, It's the best shot you're going to get against that shifty
Tholian who's hiding behind web, etc... When I take range 8
shots on a forward shield, my goal is just to drop that shield to
exploit later in the game. I may get a handful of internals
in the deal, but I consider that a bonus. Let's say that I'm
facing a plasma ship and I've been dealing with a EPT ballet for 3
turns and I finally get a range 8 shot lined up on a rear shield
(and I have space to run for the next turn). If all 4 of my
photons are fully overloaded, I expect to do about 15 internals to
him (44 -24 for the shield and 5 for reinfocement = 15). now
15 internals is not going to kill anybody. What it will do
is give you a solid chance at taking out a torp and most
importantly, giving you a couple of power hits to slow him down in
the future. This is a reasonable goal. If you whiff
with 3 or 4 of your photons, at least you won't be quite so heart
broken since your goal was not to blow him up in the 1st place.
As the ranges get closer,
you'll expect more damage, but don't get all ticked off if you
only hit with 2 photons at range 4 because that happens more often
than hitting with 4. I expect to hit with 2-3 from range 4.
Range 2 is really good because I expect to hit with at least 3 and
I don't have to worry about feedback damage. Not to mention
the fact that it's more difficult for your opponent to tractor
you. The key thing to remember is that you will rarely end
the game on your opening shot unless you are at ranges 2-0.
It's the 2nd shot that hurts more.
Speaking of Odds - I
usually have 3 outcomes set in my mind when firing my opening
alpha strike.
1. Hit with more photons than expected - I most likely will win
2. Hit with expected photons - Things are going according to plan
3. Hit with less photons than expected - It may be tough for me to
win it, but I won't quit unless it's absolutely hopeless.
So as you see, 2 of the 3 possibilities are in my favor. And
even if I do roll poorly (and you will see quite a few examples of
that in my games) you may still be able to win if you hang in
there. I find that many opponents expect you to throw in the
towel if you miss your 1st big shot. Keep your head and look
for opportunities to get back into the game.
The Front - I to
maintain my front shields as long as possible. The Fed is
very much like the Lyran in this aspect. Once you lose all
your forward shielding, you are most likely going to lose the game
unless your opponent is hurt badly. Try to take plasma F
torps and such on rear shields. It may even be worth taking
a handful of internals to keep a forward shield strong.
Maximize the Shot
- Once I fire that 1st alpha strike, I
know that it is unlikely that I'll be able to have 4 full
overloads again in the game. So I try to have as much power
in my photons as possible. Unless I'm facing a plasma
opponent, I will fully overload all 4 photons on turn 1. If
I'm facing a plasma opponent, I'll overload 3 of them and hold the
4th as a standard. If all goes well, I'll be able to
overload it later with battery (or in EA of a later turn). I
feel it's important to get the most out of your photons in the
beginning of the game because It's so hard to get them all up to
that level again.
Fun on The Reload
Turns - Most Fed captains hate the
reload turns. I try to have fun with them. What I do
depends on the situation. In most cases I try to maintain my
speed and run. It's what I do with any leftover power that
counts. If I feel that I need a photon strike soon, I'll
start 3 photons and put as much back into battery/phaser
capacitors as possible while maintaining about 24 hexes of
movement. If I am desperate to get away, I won't even bother
with the photons. I'll just make sure the batteries are full
and put as much as I can get away with into the phaser. Many
opponents are surprised when a "reloading" Fed miantains enough
speed to maneuver onto a down or weak shield for a phaser strike.
And remember that if both ships are facing opposite directions
directly off the spine of shields 2/3 or 5/6, the Fed can fire 6
p1's onto the rear shield. That can be devastating if that
shield is already hurt. Finally, there is the sit and weasel
reload, where I sit there and Tac while radiating negative tractor
like the Sun radiates heat. I feel I need at least 3 weasels to
pull it off well and I rarely do this.
The Weasel
- As much as I hate to use them, Wild
Weasels are something I must be able to use very well to be
effective. Knowing how to perform a timely emergency
deceleration benefits the Fed more than any other ship. The
4/14 (and similar weaseling plots) are another thing I
concentrated on excelling at.
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marcusg@celeritycomm.com