Genearal SFB
Tournament Tactics
Work in progress...
This
is meant to be more of a collection of thoughts than a complete
"do it all" compendium. I basically jot down
whatever comes to mind and run with it.
Setting Up
Your First Attack Run
Making that first attack work is one way to speed yourself to
victory in this game. Gaining an early advantage is
paramount to maximizing your performance. When planning your
run, there are a few things you need to consider.
First of all, you need to determine what effect you will have on
the enemy ship. Do you plan on making him turn off and
run? Do you want to force him to emergency decelerate and
weasel? Do you want to build a wave of seeking weapons that
he will have to deal with in order to close with your ship?
Do you want to set up an anchor? Do you want to weaken a
shield so you can exploit hellbores if you have them? Do you
just want to go in there and blast him and hope you don't take
heavy damage in return? I will not explain each of these
options here as I simply don't have the space or time.
What's important is that you have a game plan. You must
allocate for your game plan and try to stick to it. This
plan will obviously depend on what both you and your opponent are
flying.
Second, you need to determine what the effect(s) your plan will
have on your ship. If you put yourself at range 4 from a
Federation ship, you had better count on taking some damage.
Very few plans result in your ship getting away scott free.
There is always some price to be paid for success, whether it's
taking internal damage, having to burn an HET, or weaseling.
Concede the fact that to make your plan work, you will most likely
give up something, and work that into your strategy.
Third, you need to determine where the initial engagement will
take place. For most cases, the middle of the map is usually
a good place as you will then have some space to run. Corner
dodging to overload photons in a Fed may seem prudent, but you
will be stuck in a corner against seeking weapons and giving your
opponent the entire map to run and reload. Many plasma
ballet strategies involve getting to board center first so that
launched plasmas have a better chance of hitting their targets, or
at least forcing them to run far into a corner or against a wall
to avoid them. Understand that board position is extremely
important, especially when seeking weapons are involved.
Fourth, you need to set up an escape route from the
encounter. You will need someplace to run too after that
first pass. This goes hand in hand with step 3 above.
You need to have some idea of how you can get away to reload for
the next big shot. Maybe you plan on weaseling that stack of
drones before they put your lights out. What is important
here is that not planning a way out is just as bad as not planning
a way in. The escape is still a part of your attack
run!!! Some strategies don't require an escape
route, but those are usually the game ending ones. The Gorn
anchor comes to mind here.
Direct Fire
vs. Seeking Weapons
One argument that has been going on in the SFB community for quite
some time is the debate between the superiority of seeking weapons
against direct fire ones. Most of the ships that have the
best records in tournament play carry either drones or plasma
torpedoes as primary weapons. These include the Romulan TFH,
the Kzinti, the ISC, and the WYN AUX. I also include the
Klingon here because even though drones are not it's main weapon,
it depends heavily on their use to be successful.
One thing that makes the idea of seeking weapons so popular in
tournament play is that the game is played on a closed map.
Unless you maintain a high speed for most of the game, you're
eventually going to have to deal with seeking weapons being
launched your way. They force the opposing ship to act in
order to avoid damage. Seeking weapons are also excellent at
drawing phaser fire from your ship. This blunts the enemy
alpha strike, while you still maintain all of your weapons to be
fired at his ship. What really gives seeking weapons their
power is the fact that you get to maneuver them. They can be
placed to hit a down shield or put in an area where the opponent
has few bearing phasers. More importantly, seeking weapons
can be used to determine an opponents maneuver options. No
direct fire weapon besides the web caster can directly do that.
Now we'll take a peek at the merit of direct fire weapons.
For one thing, there is less that can be done to prevent the
damage caused by direct fire weapons. Looking back at
seeking weapons, there is a multitude of ways to handle
them. They can be out run, phasered, weaseled, tractored,
cloaked off, etc. etc. Yes, wild weasels and the cloak can
be used to mitigate direct fire damage. Outside of that, all
you can do is reinforce the facing shield and pray. Unlike a
seeking weapon ship, direct fire ships are less dependent on their
opponent's abilities of evasion. One disadvantage that DF
ships have is the lack of distraction for an opponent. He
does not need to hold on to any resources to deal with you.
He can basically fire everything he has at your ship.
So we come back to the Klingon. Why does this ship excel in
the hands of a competent captain? Because it is a blend of
both direct fire and seeking weapon capabilities. Neither
its disruptor (even with the UIM) and phaser layout, nor it's
drone racks (even with the extra drone points and the scatter
pack) is enough to win in the Klingon. It is when you bring
them all together that the ship shines. Just for posterity,
I am not a huge fan of the Klingon. I prefer the Orion and
Hydran myself. I am merely using it to illustrate a proper
marriage of weapon types.
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