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Tournament Tactics by Ship     

     This list is in no way complete, nor is it a tactical paper.  Rather, it is a collection of posts from various SFB players reflecting their opinions on tactics applying to specific ships.  If something you posted is on this page and you don't want it there for any reason, feel free to email me and I'll take it off. 

Taken from the Starfleetgames.com Tournament Tactics Forum.
All material copyrighted by Amarillo Design Bureau  2002-03.   

Enjoy!!!

Federation Gorn Hydran LDR
Klingon Tholian Lyran ISC
Romulan Seltorian WYN Shark Andromedan
Kzinti Orion WYN AUX General Stuff

Federation TCC

Range of Alpha “I'm not saying that luck doesn't affect the Fed more than most other tournament ships. The point I am trying to make is that the "miss and die" situation is created by the captain that is flying the ship. It's not the weapon that is doing it.

Take that proverbial range 4 shot that you are talking about. If the Fed has sacrificed 2/3 of its front shielding (and internal damage) to get to range 4, has limited his options to flee, taken the shot in the first 1/4 of the turn on a relatively well-charged opponent. Yes he is probably dead. But it isn't the miss that kills him. It's the fact he has massively limited his options and accepted a lot of damage to get there that's done him in.

Now let's look at the range 8 shot. Chances are, he isn't deciseivly engaged and *may* lose a shield in return. As long as he is planning for a miss, he ought to be able to survive the missed fire. The law of averages will probably help him out on the second firing of his photons...

I just posted those numbers there so that everybody can see what kind of decisions they are making when they decide how many to fire and at what range to do it.

My attitude is play for 8, take 4 if you can get there and get away without getting nailed in return. If you go in, go in in a big way and overrun.” Eric Muller

 

Vs Rom “I believe the Fed should take the opportunity to do internals when he can. There is a benefit to taking down a shield, but there is a greater value in doing internals. If the Rom allows you range 8, without taking the enveloper, I would fire the wad if I were to fire anything. Holding 2 photons generally means you will do 16 less damage. when average damage is 44, those 16 damage are the difference between one good mizia shot(10-15 internals), and a crushed shield. If the situaltion is right, end of turn, Rom facing away, a 1 turn rearm is not so bad. You will be likely to give up the initiative on turn 3, but take the shot when you get it. If the Rom has not turned off and you are at range 8, I might take the torp to get a range 4(or 2!) on the Rom after eating his enveloper. More likely you will eat the enveloper, the Rom will launch some plasma and het away giving you a range 6 shot on the rear. This is not a terrible option but it will give significant mizia opportunity on the Rom's rear shield, in exchange for taking lots of shield damage.” – Bill Schoeller

 

Vs Rom or Gorn “Here are some problems that the Fed needs to address. We have to take a look at what is needed though and how it can be used. Let's assume EPT and 1 WW from the Rom and start by looking at some of his options.

There are two generaly good speed plots, each with some variations, but those are not so important. We have slow-fast and fast slow. The Rom has 23 power for movement, so let me arbitrarily put out two plots:

slow-fast 17 to 17(9), 31 to 26, 26 to 32 (14).

fast-slow 29 to 19 (17), 14 to 32 (6)

Now, lets look at the Fed power and see what we have to work with.

Essentials - 4(HK) + 6(Min phots) + 2 (WW) = 12, gives us 26 for movement or 22 if we arm up the third phot.

If we assume 22 movement a fast-slow-fast I am not sure buys much. A convential slow-fast would be 17 to 17 (9), 26 to 32 (13). We are still talking about moving 26 at the end, but we can shift things around a little. 26 to 14 (11), 16 to 27 (6), 26 to 32 (5).

Now where would this put us. If the Rom is slow-fast, during the first 14 impulse of the turn, we move 11 and he moves 7, so we are 18 hexes closer starting from the 33 we started, so range is (at best) 15. Rom is clearly not launching until later.

Rom goes fast-slow. You move 11, Rom moves 12, so range is 10 when you decel. Now there is some possibility here that the Rom has launched prior to 10. If he did, your plot worked.

All that said - imo, there is a very big "except" in there. In either situation, you never made the Rom turn off to avoid range 8 and once he goes past your FA, he can turn in, since you would be turning into a 60 pointer just to take a range 8 shot. In the case of a Rom that plots slow-fast, you may very well see a range 9ish impulse 32 plasma launch, as the Rom will be sppeding up just as you slow down and can actually turn in without giving even range 8.

Now, turning to the other plot - where you merely hold what you hae to start with, and have 26 power to move, then you would just go 26 the entire turn. This, however, you could do a little more, maybe a 31-17-26 plot, where you stay at 17 for just 8 impulses. That may genreate a slightly better result than 26 all turn, but I am not sure that is true.

At any rate, the thing I do not like about fast-slow-fast for the Fed is that essentially that I do not agree with the assertion that fast is least important during the middle of the turn for the Fed. If the Fed cannot threaten range 8 to force the Rom to turn off, he is really risking a large possitional disadvantage on turn 2.
” – Paul Scott

 

Vs Cloaked Romulan “I was wondering if the people discussing the range 0 while cloaked shot (personally, I would take that shot if available) thought that cloaking was simply part of the facts of a Rom/Fed fight. Dan's answer was more in line with my thoughts (Rom error is most likely reason for need to claok). Eric's is more along the line of Cloaking is expected (unless range 8 is given up). I asked the question because, imo, how to get the Rom to cloak is a much more interesting question then what to do once that is achieved (I think range 0 firing is a no-brainer a simple run on the math shows that, imo. Typical shot is 16 + 16 + 28. The 28 is over 8 die rolls - so assume average and it becomes 17 + the phots. At least 2 hit 69% of the time, then you have a 2/3 chance of doing at least 16 if two hit. The total results get you 50% chance of doing at least 16, giving you a down shield when added to the phasers. Add to that a small chance of really lighting him up (about 15% of the time you do 32 or more with the photons)).

I think if your Fed game already fairly consistanly gets you range 8 without sustaining significant plasma damage or gets you to a cloaking Rom without sustaining significant plasma damage, you are already in good shape. I don't think either of those are facts I would count on playing against a good Romulan.
” – Paul Scott

 

Vs Roms and Gorns “The Feds need to maximize the damage from their first shot, even if it means delaying that shot for a few turns. You need the overloads. Against BP, Overloading the 3rd photon and leaving the 4th one standard cost you 10 power, leaving you 24 power after HC for you to move and prepare a weasel or two. You can always OL the 4th photon from Battery. The prox shot may be an irritant to the Rom, but that's all. As far as which shield to shoot, I prefer the #3 or #5 if I'm only getting range 8. More damage in.” – Marcus Giegerich

 

“If you plan on taking damage to get to range 4, consider leaving one of your photons armed at standard level in case you loose it. The power you save on arming/holding it will help with speed, reenfocement, or tractors.

On avoiding damage on getting range 4, it is almost imposible to give a broad generalization for every opponent. Eric makes a valid point in the range 8 shot at the end of a turn provided:

1. You have a clean getaway
2. You feel you will pay too high a price on your approach to shorter ranges
3. You have good board position, which also references #1

Sometimes you can "bully" your opponent close to a map edge. Take the range 8 shot, preferably on a rear shield, and peel off to reload. Note that said range 8 shot will not win the game for you. Heck, you may not get any internals at all, but you would have crushed a shield to hamper his movement later on. Just be careful around opponents that may slam the board edge and weasel. It really stinks selling your soul for a shot only to find you've flown through a nearly full strenght EPT only to have him pop a weasel on you.

It is allways said that firing photons near the end of a turn is a good idea because you can have them back within 32-40 impulses after you fire them. Another advantage of waiting til turn's end is that you have a better feel of where the target's power is. If he's been moving swiftly (and they usually do) for the duration of the turn, he will have little power left to blunt your direct fire strike. You may even luck out and be able to discern that he has not special shuttles armed.
” – Marcus Giegerich

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Klingon D7TC 

Vs Hellbore armed WYN AUX “Try for a decent shot, range 4 is good, 8 will do, on his #1 shield near the end of a turn. The next turn be ready to weasel off his drones and keep up your tractor power. Don't try to outrun him, you can't, not and do any damage, use your weasels to take out his drones while your disr lower his front shields. That Aux is very FA dependent, so once his 3 front shields are weak or down he will not be able to use his HBs effectively. Save your drones to use against his, and most likely you will either want to launch the sp when you are able to recover it so you can use it as a weasel, or unload it early for use as a weasel.

Doug:
"Tractor him near the wall and slam him into to it, or force him to decel and weasal with two or three turns of drones and a scatterpack. (always something good to do to an auxbox)"
Not gonna happen. First of all the Klingon only has single drone control, so can only have 6 drones on the map and the Aux can launch 6 each turn. This will easily allow him to deal with the drones without decelling and weaselling. Second, the Aux will almost always have more tractor power than the Klingon

"Overrun him, blast down one shield with 5 phaser ones and overloaded disruptors and phaser hose him coming out the other side with the rest of your phasers... work those two shields to your advantage."
How do you manage this? With 4 ols closing to overrun just means you are going to get anchored and fed 6 drones at close range where the ADD is less useful.

"Tractor him when your scatterpack is going to send 5 or 6 drones into him..."
Again, Aux will have more tractor power and 6 drones of his own.

To win this fight the Klingon has to make use of his maneuverability, even at low speeds, and his uim. Taking down the Aux's #1 will severely limit his maneuver allowing the Klingon a better chance of getting the shots he wants and keeping the Aux from the shots it wants. The Klingon needs to plan on weaseling off several drone waves in order to win.
” Stephen McCann

 

Vs Selt “It's all about the drones. Klingons simply should not engage initially without the drones out there. It's just like the Fed fight, but less troublesome. Put the pack out immediately, let it get 4-5 hexes in front and follow it in. If the Klink allows any DF ship to deal with the drones without using a portion of its offensive phasers, it can be in trouble. Fortunately, its not really that hard to get good use out of them.”- Paul Scott

 

Vs ISC “I think there are two keys to beating the ISC with the Klingon. The first is the usual problem, killing him before he kills you. The other is to make your scatterpack count. You can't afford to have him weasel it away, and you can't afford to have him kill the drones with phasers when you aren't there to mow him down. Of course, I am no Klingon expert.

Things to avoid: Letting pseudo-torpedoes herd you around to get multiple PPD shots in. Against a D&D ship, IMO, if the ISC lands 10 PPD pulses, he wins. Also, you have to be able to take torps on rear shields, without getting messed up. Klingon B turn mode is great for this. Finally, the ISC is one of relatively few ships whose direct-fire damage efficiency is better than yours. You cannot saber dance (much). Last but not least, get the batteries. Maybe even with H&R raids. Other than for plasma ballet (and dancing is a losing proposition IMO because of the PPD clock), an F-torp is almost as good as a G-torp, so you don't want him having his plasma every other turn.

I would probably not launch the SP on the first turn. If you do, the ISC will just weasel, and you won't really be able to capitalize because the ISC is a real porcupine early on with all the plasma.

Instead, I would try to use the disruptors first to make a weak shield or, ideally, a down one. Then you can punish him more easily if he weasels in the future. You only need to get range 8 for this, which will probably mean eating some sort of G-torp with only P2/P3 fire into it. You don't necessarily need to do it on the first turn, but you do need to do it by the second.

Now you have set the ISC up for a good solid drone wave. Really the Klingon can put together a 10 drone wave by timing two sets of rack launched drones to hit before an SP bloom. If the opponent runs from the first set of drones, don't launch the SP.

By making the ISC deal with 10 drones (hopefully in three waves) plus you, all on the same turn, you can overwhelm his defenses, including even weasels. By doing it when he already has a weak shield and has already fired a torp or two, he won't have enough left to really hurt you, especially if he is spreading fire all over all your shields.

Next turn after that, the ISC is damaged, has at least one down shield, no PPD, and (hopefully) no batteries for fast loads.” – William T Wilson

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Romulans (TFH, TKR, TKE)

TKR – “Now, I have played the TKR from time to time, and have some reasons why someone in the TKR might want to go speed 26 and speed 31. (Just my opinion)

1) Likely, the reason you are going speed 28 is to maintain move preference. The cool thing is, speed 26 in a B turn mode generally ensures this anyway, since they will likely be going speed 26 themselves.
2) Now, while you have never had a het save you, being able to Het is a significant edge. Even if you don't het, the ability to do so can and will influence your opponents decisions. Also, the fact you have a B turnmode makes your Het or Counterhet more powerful, as you get to do yours in response to theirs. (And this can be done with fatal effect).

Lets use a real world example.
TKR versus Kzin.
Turn 1 TKR launches a EPT, Kzin launches scatterpack. Kzin runs from EPT, TKR closes to range 1 on drones on imp32 and phasers them down.
Turn 2 TKR launches another EPT, Kzin running towards corner, launching drones that TKR again phasers down. Kzin is caught in corner, so TKR launches both F's to hit early next turn inside range 10.
Turn 3 Kzin plots high speed, and HETs back towards TKR to try and chase him down, taking F's on side shield. Now most TKRs would just continue running towards opposite corner, but a more vicious response is now setup. The TKR can now Het back at an oblique to Kzin, and phaser that shield ripped down by F's, delivering likely a fatal blow at range 4-5 that the Kzin will have a hard time doing anything about. (He will likely launch 4 fasties to try and divert the phasers you are about to maul him to death with)

Counterhetting can and will be an extremely powerful tactic.

OK, as for speed 31 and its uses.
I love starting games at speed 31, and gobbling as much 'turf' as I can in the early going. Plasma's are certainly weapons that are aided immensely by having the 'high ground' of the middle of the map, so I want to get to the high ground as fast as I can. Now, speed 28 isn't bad, but you lose at least one valuable hex. Now, many people would say, what is the big deal about 1 hex? If it means me launching my torp range 15 from wall instead of range 16, than that hex was HUGE. If it means my opponent gets caught at range 23 instead of range 24, it was huge.
” – Tim Sheehy

 

TKR vs FED “Turn 1....EPT launched on imp 15. (Just speculating. Rom turns out, and immediately turns back after satisfying TM as Fed runs to wherever he runs to. EPT ends turn 2 hexes away from Fed, 17 moves so far.

Turn 2...EPT1 run out for a few more imps, we'll say it impacts when the Fed doesn't move on imp 7. (Fired fired some p3's on it) Possibly Fed turns into torp on this imp. Depending on where I am, I may launch on imp 8, but will likely close a couple more hexes and launch at range 11ish, and about 14 from wall. (But 15 from wall is more than fine) We'll call it launch on impulse #11. Now, this torp will either cause a decel, wall impact, a turn to bury himself dead in corner (not likely, but possible, and likely means he ate first torp for 20), or he'll impact it for 44-60, likely 44 on impulse 19. Now, likely, the Fed got impacted on impulse 19, and is now either on wall, or one hex away from wall.

Now, depending on what Fed fired at EPT, (if anything), and depending on where I am, I might give give an F or both F right here as well. Certainly if Fed buried himself in corner he'll get both F's from an optimal launch postion.

Now, when Fed turns in, I can certainly assume I can launch at least one F as I also now turn. I may or may not do this, and will depend on what I am planning on doing turns #3 and #4. Likely, though, I'll just keep the plasma in the bay.

So, on turn #3, I will be running across the map, as the Fed is running after me. So, it is likely turn #3 I end up close to wall, with the Fed 10 hexes or so behind me chasing. So, it is certainly possible for me to end up in a poor launch position on the end of turn #3. However, this also means that the Fed got hammered by the 2nd EPT. This is about as standard as a game I ever play gets.
” – Tim Sheehy

 

TKE – “Use the F-torps for set up. The R-torp does not require as much possitioning as an S, but likewise, an opponent can't just slam into 40 points if you are on that shield too. You could even consider a long range 2 F launch, if you can force a turn off and not just a slip away. That is, if you are at Range 10ish and the best the opponent can do with slips alone is keep it at 30 points, that's a good time to use 2 F's.

Don't ignore the EPT. The R launched from mid map, absent an HET, is going to hit for at least 10, probably more. This is not good enough to use a ballet style, but it is good enough once you have taken down a shield.

Re-learn the Cloak. There are certain ships whose weapons become almost worthless against a cloaked ship. PPD, Gatts, Fusions, Photons, Plasma, Drones. If a ship has a lot of these, look to spend a lot of the game cloaked, or more specifically, able to cloak. You have 6 Batts. You are holding your S or G for 2 or 1 points. You only need 15 - 6 = 9 (but then the cost of the upgrade, so 10 or 11) points in cloak to activate it off batteries. 37 - 11 - 4 - 1 = 21 left for movement and other things. That is faster tham most fully armed non-plasma. So look for when it might be an appropriate contingency plan.

Understand that most DF and D&D ships can't hurt you at range 6-8. (This helps your F-torp setup potential). Even the Klink only manages either 31 or 37 points if it has full loads and gets all 5 p-1s. The Fed pushes out 45 most of the time, but if it gets a lucky hit still only scores 15 internals on you (after batts and armour). This means that opponents closing in are in a bind. If they get to the range where they can hurt you, they risk being anchored. Use this one time (once the armour is gone, so is this advantage) advantage at the right time and you can get the opponent to turn off without launching anything.
” – Paul Scott

 

TKR vs ISC “Tactic 1: EPT ballet works against good or worse captains. ISC will eventually make a mistake and you can make him pay. Be prepared to 14+ turns of excruciating pain. This will not work on a top notch ISC player, since they are unlikely to make mistakes.

Tactic2: Going all out for the anchor works against “OK” ISC captains. If you really think this is the way to go, fly Gorn, it takes damage better than KR or TFH. One very serious drawback is that you risk loosing both tractors before you are in position to anchor. This is very exciting game, that takes less than an hour.

Tactic3: Cloak under run: this can be very effective since you are trying to neutralize PPD and possible EPT. There is a issue of coming out of cloak, you really need to know what you’re doing or its over faster than fade out.

Tactic 4: Standard game (ballet is for weaklings) gives you versatility to capitalize on ISC mistakes to anchor or land some plasma the old-fashioned way. This also gives Romulan an opportunity to use very cheesy yet effective (vs. ISC) B&C. Another possibility is to set up T3 anchor by drawing out ISC plasma on T1 and sending him into a corner with one or two of your torps, outrunning his on T2 and close in for the beam when he’s low on fuel fast loads require battery power something he may need to defend the beam.

In conclusion, ISC is advantaged against all BPs except KE. You really have to play better than your opponent and avoid Norm like plague.
” – Ralph Wiazowski

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Kzinti TCC 

“Robert wrote:
>> My thought on the scatterpack is this: Why launch it at a cpmpletely fresh ship that has yet to fire anything or use it's shuttles for anything?>>

'Cause your game plan revolves around making them react to the drones.

Sure, if I launch 10 drones on T1, and my opponent weasels, then I have lost 10 drones. On the the other hand, however, my opponent is now much slower than me, and stuck under weasel restrictions. Assuming I planned accordingly, the 10 drones lost to the weasel just isn't that big of a deal.

That, and occasionally, someone doesn't weasel. As a Kzinti, if my opponent deals with the first turn 10 drones in any way other than a weasel (please ignore cloaks and webs for the purpose of this statement), then I win the game. Sure, it might take 3 or 4 turns to stick, but I'll win the game. If they shoot the drones or run from the drones, I win the game. Thus, if I launch the turn one 10 drones, I give my opponent the opportunity to hand me the game by doing something like shooting them or trying to run away from them. If they don't do that, and they do weasel the drones, then it is a game, and as long as I take advantage of my opponent weaseling the drones, it is still a game.

>>You're just asking to lose your drones as quick as possible.>>

Only if they weasel, and only if all the drones are in the same hex. If they are seperated by 3 or 4 hexes, however, their ability to come out from under a weasel is greatly compromised, allowing you to take even more advantage of the situation.

>>Launch later in the game, after he's fired his wad and not moving so fast and may have already used his weasel on a stack of 4-8 drones.>>

A viable strategy, sure, but so is launching them on T1. Just different.
” – Peter Bakija

 

In response to various comments concerning the previous post “Paul wrote:
>>Hmm. I assume we should also ignore launching 60 at you>>

Playing against a Plasma ship is a very different game. You don't launch 10 drones at a plasma ship.

>>and we should ignore ESGs>>

Nope. Using ESGs is just as good as shooting them. If the Lyran uses his ESGs on the drones and doesn't weasel, he looses too. The Lyran needs to weasel those 10 drones just as much as anyone else.

>>and ADDs>>

If the Klingon doesn't weasel off the 10 drones, he loses, ADD or no.

>>as well as out manuevering the drones?>>

There is only so long you can out manuver them. Eventually you are going to have to do something about them. If it is a weasel, then you are weaseling off the drones, now isn't it. If it is just running around the board waiting till they die, then you lose.

>>(e.g. we should ignore anything other than shooting them all down with phasers while engaging the kzinti?)>>

Against a plasma ship or a ship with a cloak, you don't launch 10 drones on T1. Against a Tholian, they can use the web to deal with the drones, but then they generally aren't using the web to make you crash or take unanswered phaser shots. Against pretty much anyone else (Fed, Klingon, Lyran, Hydran, Shark, WYN, whatever), if they do anything to the first 10 drones, they are fighting at a severe disadvantage. If they weasel, it is a game.
” – Peter Bakija

 

Vs Rom TKE (and in general) “Marshal your drones. You shouldn't have more than 4 drones on the board at any given time, but you should always be able to fire more in case he decides to try an anchor. Your drones, for the most part, exist to affect his manuvering, soak up phaser energy, and make him suffer if he comes in for a no cloak anchor--he can deal with 4 drones on 1 turn, but he can't really deal with 8.

-Keep your speed up and plan on a long game. Use standard disruptors and high speed. If he launches envelopers, you outrun and phaser them while taking whatever disruptor shots you can.

-Look for an opportunity to get in close--if he is, for instance, unlikely to have plotted a cloak and is low on plasma, be willing to crash through some F's to get a good, close over run. Even without your disruptors armed, you can do a lot of damage at range 1 with phasers and an overload off batteries, and then possibly savage him with heavy drones from range 1.

-Keep the SP in the bay as a deterrent. Possibly unload a drone or two for reloads. If you really want to make him cloak, or you can corner him when he can't cloak, lauch the SP. Certainly don't plan on opening with a SP wave--he'll just cloak out on the other side of the map.

-Don't plan on anchoring, but be willing to do so if it presents itself. Generally speaking, however, you are better off going fast and arming standard disruptors.
” Peter Bakija

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Gorn TCC 

Vs Kzinti “Launch enough plasma to scare the Kzinti off. A 60 point enveloper might work, but then I have seen (and been in) many a Kzinti who has simply eaten the envelopers like a man, and then anchored and killed the Gorn anyways. 100 points of non enveloping plasma will certainly scare the Kzinti off, and possibly draw out a stop and a weasel (which will kill multiple birds with one big stone). 50 points of non enveloping plasma might be enough to make the Kzinti turn off, depending on the board position. 60 points of non enveloping plasma might do it to, again, depending on the board situation (i.e. can the Kzinti outrun the plasma some, take few to no internals, and then come back around and corner you before you get the S's armed again?)” – Peter Bakija

 

Va Tholian (Rom and Gorn) “1) Drawn out phaser game. In this game you are trying to reinforce your front shields, and take his fire on the reinforced fronts, as you phaser him back on the rears. The Archeo slows down as it has to repower phasers and web caster, and you try to keep anchor pressure on him to force him to power tractors, speed, whatever, so the return fire at you isn't as bad as you are giving. If you can keep a credible anchor threat while chasing, bolting a torp at him on the weakened rears is an option as well.

2) Some people just plan on bolting from day one. The plasma ship can put up a decent sized brick on the #1, (Or their #4),we'll say ten points, and can plan on bolting everything at range 5 on the opponents #1. (We'll say holding phasers) If the opponent held fire, we now have option of closing to range 3, and exchanging a serious business phaser strike on #1, with possible waves of mizia incoming. (Or they risk turning and taking their unfired disrs and 4 p1's out of arc) If they reinforced their number #4, likely they het away after firing at range 5, so the opponent is shooting a hopefully decreased alpha at a 34 box rear. I am of course 'presuming' centerline, which may or may not be given to you. (And when I say given, you will require some cooperation by the Archeo) There is a real risk here of rolling poorly and losing immediately. There is a real chance of rolling well, and winning immediately.

3) If I thought my opponent would web a pseudo, (or two), I'd be real tempted to give that a shot. I saw at least one player, (Stevet), ram a real S at 22 with his #1, and if you can capitalize on that, a single real launch could be extremely effective as well. (Steve in this case did NOT allow his opponent to capitalize, but I beleive the opponent never thought his opponent would slam it when he had other resources in hand) The Archeo is strong, but single launch plasma can possibly cause a power strain.
” – Timm Sheehy

 Vs ISC "I don't think range to the ISC (Gorn vs ISC) should dictate when the Gorn launches the EPT (assuming you went the EPT route). There is nothing to fear about close range to the ISC on its own. Range 10/8/5/1 should not in itself trigger the Gorn launch (well, range 1 should if the ISC is anchored). It is close range, plus PPD plus G-torps that can make certain ranges a little scary. Remember, the Gorn is the hunter in this matchup. If it starts launching at range 11 and turning off and the ISC has not launched or fired anything yet, the Gorn is not exactly acting like a hunter and is thereby losing the advantage of being the hunter. The advantage of being the hunter is that the ISC will be launching and firing first to force the Gorn to turn away. If the ISC launches first, the Gorn can get close to the G torps and launch the EPT and then run.

If the ISC launches nothing, do not launch an EPT and turn away (different rules apply to standards however). Doing so will give the ISC the advantage of being the hunter. If the ISC launches at say range 11 and fires the PPD at range 8 or 10, get as close as possible without getting to range 5 (because range 5 plus plasma incoming, plus PPD, plus phasers, starts to get scary), then launch the EPT." - Norman Cruz

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Tholians (ATC, NTC)

Vs kzinti “Fancy Web tricks are the key. Get out a map and look at the following web: 0930, 0929, 0828, 0827, 0727. Be sure to examine the 3 and 4 hex webs of the above starting in 0930.

Be sure to carry a couple WW. You will use the WW if he puts out 10+ drones. You will also use it periodically if you let 8+ drones from rack launched hit the table.

Always overload if you are arming disruptors.

On the opening exchange (which will happen turn 1 or 2), I am only looksing for one thing - a Range 4 shot then escapae to turns end.

Before firing the web or phasers - 40 - 16 - 4 - 2 = 18 movement. You will need this to be a 13/26 or 15/30, etc. (13/26 is oviously easier to plan - or better in most cases - 13(or 14)/25/26). So, watch the Kzinti carefully on turn 1. The worst thing that can happen is you end at range 9. Range 6-8 is not good either, and really, anything closer than range 15 is not ideal. If you are not getting range 4 (5 is good too) on turn 1, you really want to end at 20ish. The easiest way to accomplish this if he corner dodges, is to counter dodge and then to start coming back out near the middle of the turn.

If you get this intial R4 and evade and roll reasonably, I think you are safe. Depending on the internals and drones on board, you can either park or start using web to evade while you rest and deal with drones.

Let's assume you fail the R4 and evade. Step one is the SP. You can either kill the drones or use the web/snare to set up a good 4/14 opportunity. Basically you just need to heard the drones to a hex line (I'll assume you know what I mean by that). Web them and yourself using a good W, preferably a map edge one like above. You can then 4/14 them fairly safely (your WW will pass through the web into tehir hex on impulse 6, allowing you to 14 on impulse 7 or you can take your 4 move on 8 then pop to 14 on 9). 14 also allows you to use the Web like a TAC at moderate speed. Yes, you are in a possible Knife fight before hurting the Kz, but if he came prepared with standards and speed, you will have the edge on this turn if he chooses to close. You have a fist, 4 OLDS, and some beam. Plus, until the web drops, asummin git is set up properly, he'll have to get to Range 2 to shoot at you. Once the web does drop, you will be turned around and moving 14. The best he can hope for is an 8 and out (you won't shoot at 8), but that is a hard to time thing. More proably you end up eating a 9-15 shot with 2 or 4 disruptors and he gets to set you up for an 8 drone attack next turn.

Your other option is to use the web to seperate and kill teh 10 drones, but I really don't like this because it remove the 4 OLD threat (due to sucky power). Once in that power situation, the KZ can look to move to knife fighting while arming only standards.
” – Paul Scott

 

ATC vs Hydran “My Turn 1 plot is near identical to Pauls except I usually don't bother with the std and put 2 in HET or tractor depending on the opponent.

This won't come as a surprise to some people but my T1 EA is ALWAYS 3 olds, usually 1 shuttle and 2 power in HET or tractor. It makes no difference if my opponent knows this or not.

As ATC I find the Hydran one of the easier opponents to play against (I know I hated having to play against ATC's as a Hydran) and a Hydran (or anyone else for that matter) who goes slow has lost. Once you stop against ATC its generally game over.

Also 14 is about the worst possible speed you can do against Web as come Imp 27 if you don't get 3 moves in 4 impulses (need to be going at least 17 to do this) then there is a good possibilty you are going to see Breakdown strength web appearing on Imp 27 or 28 if there is any chance of snagging you. This is a given if you have already used your HET bonus as its gives ATC an instant 33% chance of a win and if you ED then its a 99% chance of a win for ATC.

I do agree that as ATC I prefer not to lose my #1 shield first against HB's, this is the only time I don't like losing #1 shield first, against everyone else its the least important shield.

For those of you that think ATC has power problems rearming and will slow down its simply not true unless you are stupid and try and overload once the webcaster and phasers are fired. Rearming WC, phasers and moving 24 hexes a turn is pretty easy to maintain indefinitely until you have taken damage. You just need to learn to consider Disruptors as padding for the important weapons on the ship after Turn 1 (or Turn 2 if they corner dodged)
” – Steve Tummey

 

“1) What are the advantages/disadvantages of using breakdown strenght web vs non-breakdown str web, and vice versa?

One causes breakdown, the other blocks fire over a wider area. Sorry, guess I am not clear wht you are asking.

2) What factors would you use to decide between using a 4 hex web(str 12) vs a 5 hex web.

As a general rule, if I know I do not need to play spider and if I know that I do not need the additional coverage of a 5 hex web, I use breakdown. As it is, when casting web, in almost all cases I cannot know the answer to those, so I generally cast a 5 hex. With some limited exceptions, a 4 Hex web is rarely useful. Unless you are on a wall, if you can't break someone down with a 3 hex, it is very unlikely you can force it with a 4 hex.

3) What is/are the best situations to play "spider"?

Though I always set my self up to do it, it is rarely necessary. Basically it is used to allow me to maintain high speed (21-28) while waiting for my opponent to commit to some movement decision.

4) Are there certain opponents that you'd use a 4 hex(str 12) web against more often than not?

Sure. Opponents that tend to turn, sideslip then miss a move. I use 4 and 3 hex webs against them a lot. If you meant ships, then no.

5) Are there any opponents that you'd forgoe the web altogether, and use the fist?

No. Likewise there are no opponents against which I would forgo the fist altogether. The caster is a capacitor, you make the deicion when you use it, so I can't think of any opponent against which I would never use a fist or against which I would never use cast web.” – Paul Scott

 

Neo Tholian “Here are my approaches to dealing with those four opponents. You didn't include the Hydran, who I consider to be tougher than the Fed and maybe even the Kzinti.

My general opinion of the Neo is that it is most similar to the Klingon. In fact I started playing Neo because I had been playing Klingon previously. The big disadvantage compared to the Archie is the susceptibility to drone hits. Fortunately, unlike the Archie, you can still win even if the caster gets shot off. I really like the hack & slash tactic, but I'm too chicken to pull it off most of the time (sheap are not known for excess bravery!). Because of the power requirements of the Neo, you really only get one shot at it. If you roll badly, you die.

I'm usually willing to "trade HETs" with an opponent, because it takes away his option to slam into the web to get a perfect shot. Well, usually. I had one guy try it once, but he broke down :)Of course you can't do this against the Orion, he's too maneuverable.

I almost always use web to foul up enemy maneuvers, rather than to block weapons. Blocking weapons is the Archaeo-Tholian way to fly. If you want to do that then fly the Archie :)The Neo doesn't really have the phasers for this, you need your disruptors (even on standard setting) and the web blocks those too. I usually like to be in a turning duel, but use the web to give the opponent the choice of hitting the web, or showing me their down shield, or letting me get behind them. Any one of these is fine. Of course, you can't do this against the Orion, he's too maneuverable.

The web fist is a viable option against the Klingon and (sometimes) Orion, but if you miss, you are in huge trouble. I use it almost as I would use a second HET. If it's going to win you the game, shoot it. Otherwise, expect to miss. I almost never would use the fist against the Kzinti or the Fed.

Of your "options" I would usually avoid #1 (archaeo tactic), and #4 (mixed bag does nothing really well). #2 is pretty much standard hack & slash which works well enough, #3 is fine sometimes. The trouble with #3 is that when the turn break rolls around you are both in the same position you were in before, except now your web is empty. So only do it in those cases where this does not bother you. (sometimes it's still a good deal, if you are hitting a down shield with phasers for instance).

Klingon:
Unfortunately, compared to the Klingon, your ship is really just not as good. You have no UIM, somewhat better but awkward phasers, and web instead of drones. Web is better than drones but takes power in spades. This combined with the non-UIM adds up to lots more power required for a given amount of damage. So you have to make up for it by 1) Not letting him shoot OLs at range 3-8 and 2) Not wasting any of your power ever. One key to this is to put 4 points into the webcaster instead of 5, 3 hexes of breakdown-strength web is often as good as 4 and you can always use batteries for that extra hex if you need it. And if you just want to block fire, 1 point is good enough.

One thing I sometimes do is come in with my TM satisfied, fire the phasers and disruptors, and then oblique out if I did poorly or turn in, firing the off-side phasers and fist, if I did well, then HET away. If he fires his wad on the oblique, you can safely turn in because he has nothing left. If he doesn't fire, lay web toward the end of the turn, then in the early part of the next turn, HET in and fire through the web at the same shield you just damaged. Fire another glob of web to make your "getaway" (although you will still usually end up getting close, at least you won't get overrun.)

None of these are real killer tactics. But then, the Klingon is a tough fight.

Fed:
I really think the Neo can beat the Federation and I'm not entirely sure why everyone thinks it is such a tough matchup. I rate it about even. The Fed's big problem is that he has a really hard time not getting stuck in web assuming he ever wants to shoot his photons at you. His cruising speed is right in the offensive-web sweet spot, between 12 and 20. If he changes speed during the turn, you are almost always going to be able to catch him in offensive web. I like to focus on the #1 shield like a bulldog on the first turn or two. A Fed with no #1 shield cannot close on a Tholian.

Do not fist against the Fed, ever. At least not early on. If you miss, he will come in and kill you. If you hit, he will come in and kill you, anyway. The Neo cannot compete with the Fed in firepower, so why bother? Instead use the web to foul him up and make him shoot when he does not want to. The snare can often make the difference between a R4 shot aand an R5 shot. Beware of "tricky" Feds that do lots of strange things with their speed plots.

Orion:
Maybe if I am nice he will leave me alone.

I think this is by far the worst matchup for the Neo. The Orion is as much bad news for you as you are for the Romulans. The only good news is that many of the players who might otherwise fly Orions are currently flying the g1g1 WAX. :)

Kzinti:
Kzinti is tough, but not impossible. The advantage you have with the Kzinti is that web confers near-total immunity to drones for a short time, but doesn't restrict your options like a weasel does. So you have this unique ability to just take his primary weapon out of the game, but only for a few impulses. The trouble is that web is not good enough to be your sole drone defense. It costs too much power.

Against Kzinti, I usually try to separate the ship from the drone wave. The Neo with 6 P3 and 7P1 has actually better close-in phasers than the Kzinti does so if his drones are MIA you can afford to stand and slug it out. The Kzinti is just about the only ship in the tournament whose direct-fire ability you don't have to be afraid of.

Another option against the Kzinti is to run him out of drones. Use the web to keep him at bay, picking off his drones with your off-side p1s and copious p3s.

Another use of the web vs. Kzinti is to keep from getting tractored. Everyone knows that a Kzinti who doesn't load disruptors can really put up some monster tractor power. Enough to get you at range 2 or even 3. Well, he can't tractor you if there is web in the way. If he's going to get into tractor range, put web where he has to go to get there. Sometimes the snare can be used for this. As a last ditch effort, web can be used to break a tractor. But I've had limited success with this.

Against many ships you can afford to not arm weasels, but this is not true against the Kzinti. You need them anyway. Use the web to weasel on your terms, not his.

Don't forget that strength-25 web will cause 5 points of damage to speed-32 drones.” –William Willson

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Seltorian TCC

“The Selt's other advantage (over the big phaser Caps and 40 Power, 32 of which are warp) -

It hides power REALLY well; as well as a plasma ship does. Using this is about the only way you get to win with the bloody thing.

The second PC shot is best kept as a threat (to influence maneuver) than used as an actuality.” - Ken Burnside

 

vs Plasma “Paul: IMAO, the Selt is actually better off treating the PCs as its tertiary weapon simply because of the power inefficiency. Against BP I'll fly a lot like a Fed (with a better power curve) and work for a good shot at as close a range as I can manage without getting anchored. After I get that "good shot" I become a phaser boat. Weapon power beyond phasers goes into the SCs (because they're more efficient then the PCs and hold for free). The PCs are unlikely to get any power unless I decide to pull a 4-14 split at some point to weasel off an EPT.” – Frank Demaris

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Orion TBR

Vs Kzinti “I think the phaser boat Orion would have a very tough time against the Kzinti because it just cannot do enough damage in one blow to really hurt the Kzinti. Consequently, you end up killing drones with gats while hitting the Kzinti at range 4-5 for most of the beginning part of the game while losing engines and shields. Yes, you take down a few front shields, but the loss of engines and the constant recharging of phasers (and loss of your own shields + internals) will take a huge toll on the Orion.

The hellbore Orion has a better chance perhaps, but I think it needs the gat to avoid having to use P1s against drones and to have better range 1 punch power. But Hellbore's are so power hungry that I think the Kzinti would tear up the hellbore package also.

The f-torp package, however, is very good against the Kzin. Enough at least to make the match 50-50 (probably even better than 50-50). The package offers a lot of close in punch power with the ability to play phaser boat at range 4-5 if it so chooses. It has the ability to cloak turn 1 to avoid the 4+4 drones over a turn break. Once it starts coming out of cloak beginning of T2, a Kzinti would be smart to run like hell to avoid getting crushed that turn.
” – Norman Cruz

 

Vs Kzinti in PPGff package “Speed 31 Drones what drones. Dodge them.
There are only 8 Fast. With a Gat, that is less than the # of 3's on the ship. use tracs (You did put 4-6 in them) for emergency drone stoppage.
Generally a Zin can't move (or trac) enough to matter and have FP.
(at least from an Onion point of view.)
Take ra 2-4 shots with Phots. 4 If he castles 2 if not.
Clear enough?
hold the Fusion(s) as OR threat. I've only been able
to do the Fusion Over Run ONCE against compitent Zins.
Don't expect it but have it available. Makes things
more complicated for the Zin.

 

Yes when I take the Phots, I frequently corner dodge on the first turn.

On turn 2 I fly around the 20's and aim at a range 2 battle pass. If there are 4+ fasts on the board I'd make it a range 4 battle pass. Since too many of the 3's would of been used as point defenses to make ra 2 favorable to the Orion.
” – Brett O’Neal

 

Vs ISC “The good Orioin knows when to double and when not to double, against an ISC or not. If you double enough engines, without engaging you will lose. If you engage without doubling, odds are good that you will lose.

Against the ISC this is more problematic. The Orion needs to pull resources out of the ISC(PPD, plasma, psuedos, power, stopping) by doubling as little as possible. Most Orions can dodge all of the plasma. If the orion can stop the PPD with reinforcement the first turn of doubling, and run out or around 2(real) plasmas, then the Orion should be able to double everything take a couple of plasmas to a rear shield and in general ruin the ISC's day. The challenge for the ISC is to leave enough plasma out as a deterent to the overrun, without having enough plasma in flight as to be defneseless later.

I think this game is very advantaged to the Orion, as the Orion is a close and hose ship, and the ISC does not have sufficient firepower to keep him away.
” – Bill Schoeller

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Hydran TLM

Vs Tholian ATC“Forget speed against the ATC in the TLM. Go slow and carry a large brick. I disagree that the Hydran needs to keep the pressure on the ATC. I think it's the other way around. You have the hellbore clock; he has more weapons than he can power and the power situation doesn't get better.

I don't understand why people fly fast against the ATC. You're playing right into its hands - opening up more possibilities for web breakdown and playing into the advantage of its 2/3 MC. He's got no seeking weapons and no 2-turn weapons, i.e. no reason why you need to care about board position.

What about him setting up a web firewall, coming in behind it, blasting you with an unreturned phaser shot and running away, you say?

The TLM at speed 14 can put up a brick of up to 16 points, plus batteries. You can scoff at his phasers. If he's firing disruptors or the web fist, there's no web between you, and you can shoot him back. Remember, there is not much difference between your firepower at 3 and your firepower at 8, so there's no harm in letting your opponent pick the range for the exchange of fire.

Sure, the ATC puts out more damage at 3-8 than the TLM, but so do most ships. As long as he's hitting different shields on each battle pass (and your HBs are hitting the same shield), you can win. Anyway, to gain a significant firepower edge, the ATC must slow down. That's when the fighters come out. You might also consider having the fighters out if he goes for a range 4 alpha with phasers and disruptors, to tempt him to not fire some of that stuff at your ship.

Forget arming fusions in the early part of the game. He won't get close to you, and if he does you still have plenty of ways to punish him.

There are certainly ways an ATC can take advantage of a TLM who uses these strategies, and there are other approaches the TLM can take, but I think the TLM is advantaged over the ATC because the ATC's main "gimmick" doesn't really affect the Hydran, and the Hydran has the option to go slower, while the ATC really doesn't.

To summarize the speed thing:
Fast ATC, Fast TLM - ATC advantaged due to 2/3 MC and web maneuver
Fast ATC, Slow TLM - ATC has maneuver advantage but TLM has power advantage.
Slow ATC, Fast TLM - ATC gets eaten by fighters or just overrun by the TLM
Slow ATC, Slow TLM - Hydran has more power.

The same logic probably applies to other DF ships, although these probably have to worry more about determining the range and avoiding the overrun.
” – Andy Vancil

 

Vs Lyran “The Hydran should offer the fighters to deny range 4. If the Lyran kills the fighters, he will not have enough FP to seriously threaten the Hydran outside of ESG impact. The Hydran can allow range 6-8 on the front for brief periods to deny the perfect oblique (the less oblique, the closer you can get).

The Hydran can jaw and tempt turn 1 because even with just his standards and fighters, the Lyran can't afford to overrun. If the Lyran kills the fighters for nothing in return, this can change.

The Hydran doesn't mind hooking, but not at range 8, 4-6 is more like it.
” – Andrew Dederer

 

Vs Tholian ATC “I actually have my ftrs TRAILING me as we approach range 8. Now, to many people, this seems foolish...but here's my 'brilliant' plan.

A: I generally OL both hellbores in EA, with the thought the Arch will have 3 OL disr and I will have little trouble getting range 8.
B: I put out the ftrs early, and they plod along right with me for the first 20 or so imps, since I am going speed 14 as well.
C: As I increase speed to 26, sometime late in turn, is right when we are getting to range 8. The thought being my #2 to his #2. Ftrs now starting to fall back a hex or two.
D: My 'tactical wizardry' revolves along the lines of me firing 4-6 fusions and 5 p1's at range 8, and hitting with an OL hellbore or two. (Two obviously THE plan)
E: I then turn off, and let the Arch fire on my #3 if he wishes. (And likely, he'll have to turn in to do it)
F: If and when he does turn in, the ftrs are there to soak up firepower, as two gats at range 2 are not something to sneer at, especially considering the down super weak number #2 of the Arch.
G: I have actually done this and picked up the ftrs and brought them with me, but not something I think will happen all the time.

In essence, I am thinking with 4 fusions and 5 p1's and the OL bore I will do around 28 to 38 damage to the #2, with 6 fusions 32 to 42. Assuming the Arch must use 2 p1's on each ftr, (and likely ther offside disr as well), I get 4 p1's and 3 disrs back at me, doing 20 to my #3. (And of course, two dead ftrs)

Now, two of the best Archeo's in the world hated this plan when I did it, but since it was a catastrophic win for me, I was pretty happy. I certainly dont think the Hydran can close to range 4 and swap alphas with the Archeo and expect to win.
” – Tim Sheehy

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Lyran TCC

“"The thing is you cancel the ESGs prior to activation, not drop once they're up."

Ideally, yes. However, some opponents will not commit to a particular course of action (flee, launch) until they know the ESG's are going up. They want to make you waste the capacitor energy. For opponents like this, the 1-point field can be particularly effective. Plasma ships often launch plasma at Lyrans on the impulse of ESG activation (but before radius and strength are announced), so that they can maximize separation but still ensure that the ESG is wasted. If the Lyran then decides to outrun plasma instead of completing the ram, only 1 power is wasted. If you are really trying to force a plasma launch out of him, and you suspect he may have trouble avoiding the ram, you can always raise one ESG with 5 energy and one with 1. As far as he knows, you have two 15-point fields coming up. If he launches and you decide not to ram, you still have 4 energy in an ESG for later.

Other opponents (Orion, old Andro, Fed) are able to maintain high speeds and pack a big DF punch. Against these opponents, sometimes you just have to let full-strength ESG's come up, whether he can outrun them or not. Canceling them may allow an unprotected overrun, which is usually not good for the Lyran. The LDR may be a different story though.

Note: any time that you are using 1-point fields for intimidation purposes, you really need to be at range 4-5 on the impulse of activation for it to be useful.
” – Jude Hornborg

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Wyn Shark 

“I think the ADD is a very respectable option. I greatly prefer it to a p-1, and I think it is close vs. a Drone-B. It really forces the Drone users to play a different game, espeically the SP users. You can't really use your drones to give you a firepower edge on the first pass by putting them 2-3 hexes in front of your ship. You are more forced to use drones as an anchor or other point blank threat. That can be a pretty significant edge if the Shark can use its drones to reduce phaser firepower on the first pass - something it can do equally well with 3 racks as with 4. The forth rack is really a bigger dealin giving the Shark the ability to close behind 6 drones and still have 2 ready to the overrun. There is no difference once the ships start taking damage, except that the 3 Drone 1 ADD shark has more options than the 4 drone shark (it can go to 3 drones or to 2 drones and an ADD, the 4 drone shark oviously is reduced to a three drone shark). Personally, I am not a big fan of the Shark, but if I was going to fly it, I would most likely choose 3 B and 1 ADD.” – Paul Scott

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Wyn AUX

On Options “John,
I fly the Aux on SFBOL all the time since it is my favorite ship. The number of packages is too numerous to list but there are a couple I am pretty fond of.
The LIIT- HB, Drone up front, Disr LS, Gat RS. Decent power costs and the HB and Disr can both be overloaded off batteries. You can dance and let the HB eat away at your opponent or you can do a very credible anchor with 5 drones on the board, 5 more in the racks and 2 suicide shuttles.
Care Bear- 2 drones up front and 2 P-Gs in the wings. Great ship and a blast to play. Sucks against Romulans and Tholians. Everyone expects the anchor, which is it's main tactic but you can also put that power into reinforcement and exchange close range (2 or less) passes with your drones tying up your opponents phasers.
2 Plasma F FP and 2 disr ls/rs- Been playing around with this lately on SFBOL. Deadly close in anchor threat, 2 psuedo torps and lots of power. The disr are good for firing to the rear if you are running off to reload the plasmas.

I have tried some 2 HB packages but I am not fond of them because they are just too power hungry. I am also not a big fan of the Sniper Pig, but that is just my personal preference.

I always hold 2 suicide shuttles except against big plasma. Even the Hydran has a hard time dealing with 8-12 drones and 2 Suicide shuttles in 1 turn.
” Steve McCann

 

Sniper Pig (w/PPD) “PPD FA, Disruptor RS, Drone B LS.

Turn 1: Plot speed 21. Put a brick on your #2 shield against most opponents, on the #3 versus plasma. Overload the disruptor during EA, hold the PPD.

Your goal is to launch 5 drones on impulse 27, and hit range 8 somewhere around impulse 29 to 32. Put the drones between you and the target.

Open up with the disruptor and phaser 1s at range 8 as quick as you can, and eyeball the position of your drones, the enemy's angle of approach and your need for reserve power next turn and judiciously OL the PPD.

Turn 2: Put 2 into the PPD (ruling allows you to finish turn 1 arming to 4 points with reserve power. Very important.) Refill phaser 1s.

Plot speed 17 to impulse 14, 12 to 22, 6 EOT. This costs 12 movement points, or 8 power. Refill your batteries. (VERY IMPORTANT).

Put your remaining power past the PPD, and 2 points for phasers, into tractors. This usually gets you 2+4+2+8+4+2=15 points into the beam, which with 5 batteries, is USUALLY enough to anchor anything at range 2.

If the target is reinforcing off the PPD, close behind your drones to anchor, knowing you have 5 more ready to launch and a suicide shuttle.

If the target is plotting high speed to avoid turns, turn in the complementary direction when the PPD finishes firing, and spend reserve power to cancel the deceleration down.

If the target turns off completely, maintain course for the PPD, use batteries to OL disruptor, and settle in for a pursuit.

If the opposing is a Rom or Orion with a cloak friendly package, this would be a good time to go grab a soda, check out the dealer's room, or suddenly remember that you need to buy your wife an anniversary gift...

(It sucks less against a cloak-capable ship than a care bare. But sucking less isn't the same as "not sucking".)

I have killed a number of Hydrans who seem to feel that closing to myopic zone is the way to kill this thing. The range 2 tractor dissuades them.

The keys to the ship is that it's a low power option package, and the 5 batteries, which let it change speeds by 7 hexes per turn off of reserve warp.
” – Ken Burnside

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LDR TCW 

Sorry, none for now.  Email me if you got something, though!!

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ISC TCA

Vs WYN AUX “Turn mode D is a problem if you are trying to taigate a WAX. There's no doubt about that. Where the ISC has an advantage over the DF ships in tailgating the pig is its armament. The nugget of the tactic is that once behind the pig, use PPD on his rear shields (good opportunity for an OL perhaps), phasers to deal with his seekers (MAYBE offensively if you will get internals, otherwise it's probably better to conserve the power). Eventually his speed will let him get out of the turning race. When you see this situation forming, simply fling a G at him. You don't really care if it hits or not. If he keeps trying to out-turn the ISC and bring his weapons around, he will eat it. Otherwise, he can decide to run out the plasma and the ISC is back in the slot behind him. It's not really too difficult to achieve. Most players if given the opportunity will avoid the plasma. This is especially true if you make it easy for them. It is especially good because it is what you want. That "wasted" G launch just bought you another 1-2 turns behind hime AND another PPD shot on his rear. That's a good tradeoff in my eyes.” – Eric Muller

 

Vs WYN AUX “I have always liked dropping a single enveloper at range 12 or so, and firing the PPD at the Auxes front shield if he keeps coming in. Fire phasers at range 4-5 and turn out dropping 40 points(std g+f) out the other side if the Aux decided to take the wad and keep coming. If the Aux eats 20 points worth of phasers 20 points worth of PPD damage and a 40 point enveloper, he will be hard pressed to want to eat 40 to any single shield. Sure you will be out of plasma for the next turn, but I will take that as a rearm turn if he runs out the plasma, or castle for the assault if he comes through the second 40. The key is to get phasers at range 4-5 and not let the Aux get to point blank range.

Most Aux packages revolve around getting to point blank to get the most effect use out of gats and drones. Against this package the Aux can't do much damage at range 4-5(comparatively), and can't take 100 points of shield damage(well mostly shield damage) before getting to point blank range some time on the next turn. If the Aux knows this is coming he may take the enveloper, reinforce the PPD and force you to launch the second 40 points and turn off, and turn in early on turn 2, but you could launch a psuedo after he ate the enveloper, if you think he will turn off.
” – Bill Schoeller

 

Vs WYN AUX“As always, we have a major disagreement on standard vs EPT. It is a longstanding debate with both sides having merit. I am of the exact opposite view of Stephen R. and Eric. If I know that my opponent will not be dancing but will instead slam through whatever I have to offer, then I will want to hit them with EPTs. EPTs do 19-21 points to the front shields (not to mention the 19-21 on the back) and are much tougher to reduce with phasers than a standard torp. With 11p3 onboard plus 4p1s, it is too easy to shred standard torps. At the same power costs, I have no doubt that an EPT is better than a standard in this matchup (as with all matchups). The problem is the double power cost, but arming an EPT on turn 1 should not be a problem with power.

In this particular matchup, an EPT protects the ISC from a carebear that decides to go straight at the ISC with the goal of trapping the ISC on turn 2 at range 1 (i.e., the “determined” carebear that Ralph mentions). Consider this scenario:

Turn 1: Both ships run to the middle (ok the ISC walks). Against the determined carebear, the ISC wants to be able to launch both G torps by the end of T1 in order to have two Gs on Turn 3. ISC launches torps at lets say range 13 or so and fires the PPD. ISC arranges a range 5 oblique or one off of oblique and fires 6p1s. So before plasma impact, the Aux shields look something like 28, 26, 24, 24, 24, 5 after reinforcement.

Consider the combinations with standard torps. You can launch 2 G torps together and then an F torp later in the turn, plus a single F torp on T2. Or you can launch 1 G torp and then a G+F later in the turn, plus a single F torp on T2. With 2 G torps together, the Carebear can pretty much shred the right side torp (the obvious real one) with lets say 8 p3s. The Carebear takes lets say 26pts on a front shield from the 2 G torps (#2 shield). The F torp then does another 20 minus 13 from remaining p3s (p1s downloaded) to the #1. Shields now look like 21, 0, 24, 24, 24, 5. All that is left is an F torp to run through on T2 (with more phasers to shred it). If the left torp was fake, then the Carebear only took 6 from the first torp and will take another 27 from the second stack (pretty much the same result). On T2, the Aux fires 10 p3 at the F torp taking only minimal damage. The result is a carebear that has not taken any internals to the puny standards and a decent sized front shield and 4p1 and a p3 left to fire.

Now consider the EPT example. Aux must decide whether or not it wants to fire phasers at the EPT. If not, then it will take the 19 points to the front shields. If it does fire lets say the 10p3, the torp still does 11 points to the fronts and then the Aux is susceptible to the 40 pts of standard plasma for internals. Assume no fire at the EPT. Bam, 19 points to the fronts leaving the following: 22, 19, 17, 17, 17, 0 with one internal going through (use battery to block). Since the Aux did not fire phasers yet on T1, the ISC smartly launches its 40 stack (G+F) at range 4-5 on impulse 32, hopefully in a way that with the non-move on impulse 1, the Aux cannot avoid it barring a weasel or HET. Now turn 2. Aux must now deal with a 40 stack plus another 20 with one set of 15 phasers. Aux fires 10p3s at the 40 stack to reduce it to 22 pts. It fires another p3 at the F torp to take it down to 18. Aux now has no front shields and 4p1s left to fire.

Which situation would you prefer?

Now if I absolutely knew the Carebear would not corner dodge on T1 and was dead set on running me over, I would power up two EPTs on T1. Work out the damage numbers and you’ll see that the situation is even worse for the Aux.
” Norman Cruz

 

Vs Hydran “Ken, I too doubt that any one person discovered going to range 8 and OL the PPD. Its a pretty easy concept and players Im sure have been doing it from time to time over the years. But as far as I know, I was one of the few that started making the OL PPD the main Turn 1 focus in almost every game I played in the ISC finding that it was the best way to play the thing (no more of this firing the PPD at range 15 or 10 crap :)). I definitely could be wrong there.

Now on the tactic of turning into the Hydran at range 9 on Turn 1 and approaching head on (#1 to #1) with an OL PPD, I believe I am the first to be silly enough to spend time developing the different combinations that the ISC can throw at the Hydran in that situation (e.g., 60 pts of standard plasma in a line). I am curious to know if anyone out there has even attempted to turn into a fast moving Hydran on Turn 1 at range 8 (#1 to #1) and OL the PPD. By the way, this is something that is effective against the Lyran, LDR and the Klingon as well, but is a little trickier due to the extreme range 4 damage that they can produce.

Tom, I do not understand the connection between the anti-ISC tactic of closing to range 0-1 as quickly as possible and the OL PPD. I started using the OL PPD for the opposite reason, most good players were running from the first EPT. I needed to find a way to punish them for doing that.

On the use of 2 EPTs, I usually lob one out early at long range and hope they slam it. Then the second one comes out after the first one hits. But I dont normally associate the 2 EPT tactic with the OL PPD (except against the Aux Box).” – Nprman Cruz
 

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Andro Krait

Vs Fed “Richard wrote:
>>I think the best bet for the Andro is to play a total game of maneuver until it forces the Fed to HET or accept shots on it's rear shields.>>

That was my theory as well, but the problem is that sure, you can force the Fed to HET for it's first shot, but that is generally going to result in the Fed HETing to take a R3 shot, which will do more internals to the Andro than the Andro is going to do to the Fed, even through the forward bank-if the Fed hits with 3 photons (not unlikely), he is going to do (assuming non centerlined) 48+28 (6 P1 and 2 P3) which is 16 internals. The Andro will do, assuming he shoots at the same impulse to avoid losing a TRL and he isn't centerlined, ~40 damage, which is 10 internals on the Fed. Sure, the Andro takes internals much better than it used to, but it still probably loses a TRL and a phaser or two on 16 internals, which grealty reduces second strike capability. If the Andro can get a significant second volley on the same down shield, then it *might* make a game of it, but in general, I see this as a *very* uphill battle.

>>Eventually the FED will not HET, or it'll break down.>>

Sure, but that first exchange is going to be brutal, and the Andro is always going to come out on the bad end of it.
” – Peter Bakija

 

“Just played 4 more games with the Neo-Andro. 2 vs Lyran, 2 vs Fed. Lost both vs the Lyran--one due to a first pass manuver error resulting in me getting hit on the back panels by 2 ESGs and then shot, the second due to failing a dis-dev after shooting at R4. Vs the Fed, lost the first 'cause the Fed hit with all 4 photons at R3. In the second game vs the Fed, he hit with 3, and then the game went on for a while longer, and I managed to squeak a victory through--I shot his last weapon off while we were both crippled.

To win vs the Fed in the second game, I (the Andro) had to:

-Not get hit by 4 photons at R3.
-Not lose a TRL on my first volley of ~12 internals.
-Not fail 2 or 3 Dis Dev rolls.
-Not break down on a second and third HET.

If any of these situations had been different (i.e. I get hit by 4 photons on the first pass or lose a TRL on the first volley of internals, or fail a dis dev roll, or break down), seems likely I lose (certainly if I break down), but if the Neo-Andro is reasonably lucky, it can beat a Fed. Still seems like a 7-3 or 8-2 kinda fight, but not impossible.

Against the Lyran, if the Andro plays the same way (i.e. go for a R3 off centerline first shot), *and* the Andro can get a T-Bomb into the R3 ESGs, it'll probably play out more or less the same--i.e. if the Andro is lucky and the Lyran isn't exceptionally lucky, the Andro could concievably win.”
 – Peter Bakija

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General Tactical Discussions 

Disruptor Ship vs EPT Ballet “Things not to do are:
1 run down the first one to nothing, as it puts you in a corner, right where EPT guy wants you to be. Bracket 11+ ( prference to 15+)is ok if you pad your shields with few P3 shots.
2 Reinforce, you won’t reinforce the whole thing and you won’t shoot at your opponent.
3 Give up middle of the board
4 Firing long range phasers on a clean shield (range 6 and up)
5 Fire disruptors early in a turn (Hi I’m ready to be anchored I just showed you where my power is)
6 Not fire on turn one.
” – Ralph Wiazowski

 

On EA “To a limited extent EA does have a rps feel to it. There are many turns where you will not have the power to do everything. Many players do lose a game in EA, not because they were unlucky, but because they did not account for an option their opponent has.

A truly good EA will allow you to tailor you turns activities based on what your opponent does on his turn. If your plasma or drone opponent comes charging at you at 30, you should have the option of keeping away from him to prevent the anchor. One option for this is to have 20 power available to neg tractor, but this leaves you moving very slow, and vulnerable to a launch and leave strategy. A balanced EA will have 5 or so points for neg tractor(to stop any anchor at range 2+), and enough speed to stay away for the turn.

EA should not be an all or nothing adventure, unless you start at point blank range and are going to blow up if you do not.
”  Bill Schoeller

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