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Orion Tournament Battle Raider Tactics

     Though I am not an ace Orion player, I do consider myself to be a competent one.  This article is aimed at all levels of tourney play, so I hope there is something here for everyone from the casual dabbler to the diehard pirate.  Note that I have subdivided each section into two parts - The Obvious, which is commonly known Orion doctrine, and My Take, which is myself either building upon the obvious or adding a twist of my own.  Enjoy!!

Overview

     The Orion TBR is one of the most enjoyable ships available for tournament play.  No other ship can match it for maneuverability or speed.  Besides the Romulans, it is the only ship that can cloak.  It is the only ship that can increase it's power output at the discretion of the Captain.  Most importantly, no other ship allows the Captain to imbue it with his own personality better than the Orion.  The TBR may not have the highest winning percentage, but it possesses more intangibles than any other ship and is among the most rewarding ships to fly.

Maneuver

The Obvious - With it's A turn mode and 2 free HET's, this ship can run circles around anyone.  It's breakdown rating of 6 after the first 2 HET's just adds insult to injury.  It's like playing Smokey and the Bandit.  This ship can go any speed you want it to go, HET twice in one turn, and still have a turn mode of 5 or less.  Naturally, you need to be in deep trouble to require this, but it's there if you need it.  As long as you maintain speed 31, you are guaranteed preferential movement on those critical impulses when you make your attack run.  You must use this to your advantage to pressure your opponent and dictate which shields are to be fired upon. 

My Take - While many players like to go a medium speed the first half of the turn and then jack it up later, there are some cases where you want to get to the center of the board first.  I'm talking about the heavy seeking weapon guys (Rom, Gorn, ISC, Kzinti, WYN ships) here.  You need the extra space to run.  Also, If you feel the need to hunt them down next turn, you won't be strapped going speed 31 the entire turn to catch them.  Sometimes, a high first half speed with a decrease to a medium speed will confound an opponent and mess up their rhythm, forcing premature launches or even (if you're lucky) forcing them to turn off and box themselves in for the next turn.  
     If you feel the need to contingently allocate for an HET, consider moving a number of hexes per turn that leave over a fraction of 1/3 point of power.  For example, moving 25 hexes for a turn costs you 16 2/3 points of power as long as your not at speed 31 at any time during that turn.  You can then contingently allocate 1 1/3 point in HET.  18 total power.  If you know the HET to be necessary, put the full 3 1/3 into it.  Then you've spent 20 total power.  Always maintain fractional points of power, even if it's stuffed away in your phaser capacitor.  No other ship needs to use that fraction of a point more than you do!!!

 Double the Pleasure, Double the Fun!!!  

The Obvious - The Orion's ability to double his engines is one of it's greatest assets when used properly, and one of it's biggest drawbacks when abused.  You cannot afford to waste this ability, as it WILL catch up to you.  Don't double everything on the first turn, as you opponent will simply scoot to his nearest convenient corner, throw out a wave of seeking weapons if he has them, and smile as you cross off your engine boxes at the end of the turn.  On the flip side, be extremely careful about not doubling anything on the first turn, as a crafty speed change can put you in a position where you get pumped full of overloads without the benefit of hyped up shields.
     You must wisely cover the bases with this extra power.  Don't overload heavy weapons that cannot be held (Hellbores, Disruptors, Fusions) if you cannot guarantee getting to range 8.  You need to be careful about which shield you put that 12 points of reinforcement on.  If you fire at range 8 and peel off, your opponent may hold his fire til he can get a back shield.  If all your reinforcement is on a front shield, you'll feel mighty stupid when the damage comes pouring in.  Seriously consider powering your tractors when going for a short range (0-2) exchange.  Getting a tractor slapped on you at ranges 2-3 can really mess up your attack run with that fusion beam package you where so proud off.  Even if he does not attempt to tractor you, you may want to tractor HIM.  That is how those all phaser and disruptor packages get to pound their prey over a short period of time.  As a last resort, you can at least use them to tractor seeking weapons so that your phasers can make bigger holes in the enemy ship.
     Damage done to engine boxes due to doubling should always be repaired as AWR for warp engines and APR for impulse engines.  This will keep you around those few extra turns you need to win.  
     Also remember that doubling your warp engines makes your cloak cost go up.  However, doubling your  impulse incurs no penalty to your cloak cost.  

My Take - Even though doubling one engine per turn may seem to be the norm (not counting the double everything and let em have it bunch), there are cases where you need to step outside the norm.  If you plan on playing a stand off type battle with a low to medium power package, you can get away with not doubling anything on the first turn.  Just remember that you probably will need to double both on the next turn, as you'll need to run like heck.  
     If you plan on overrunning you opponent and you anticipate heavy damage, you might as well double the impulse engine as well as you will loose it anyway.  That 3 extra points of power can be useful when going toe to toe with a Seltorian or Fed.  
     Another consideration for what you use the power for is shield reinforcement.  You may not choose to put "the brick" on the obvious shield.  Close on your opponent showing you un-reinforced #1 while you fire from behind your hyped #2!!!  This is risky, but you will find yourself in many match-ups where great risks earn great rewards, or at least survival.

Cloak and Dagger

The Obvious - The cloak is a system that can really save your butt.  However, you must know when is a good time to use it as opposed to running for it.  For cloaking, the following conditions should be met:

  • You cannot avoid the enemy ship any other way

  • Any Hydran fighters must be dead dead dead

  • When facing a Hellbore armed opponent, you DO NOT have a down shield

  • You can guarantee you're opponent looses lock on (weasel time!!)

  • You will be able to shake your opponent somewhat as you come out of cloak

  • You have no significant damage to your engines 

If you have weapons that work well with the cloak (Plasma F's, Fusions, Disruptors) then go ahead and use it to reload and avoid retribution.

My Take - I am not an advocate of cloaking unless A: it's absolutely necessary or B: The package I'm flying is made for it.  Sure, it can work on the first turn against the ISC if he armed an EPT or two, and it can help rid you of the drone wave of doom coming from your Kzinti friend over yonder, but know that a good player will sit on you and do everything in their power to clobber you on the last impulse before you become fully de-cloaked.  

Please Don't Hurt Me!!!

The Obvious - The Orion is the smallest ship in the tournament.  You can rarely afford to go internal for internal with anyone unless you can get in a decisive blow before he's reloaded.  You will almost always be using your CDR to fix your engines while the other guy can afford to fix those 2 phaser III's you just took out.  Be mindful of the best place to put your shield reinforcement and never let your opponent get multiple shots through a down shield.  Save the batteries and burn that HET if you have too!!!  Always guard your warp engines and control spaces.  You don't have a lot to go around.

My Take - There is one hidden strength of the Orion not too many players are aware of.  The Orion can handle a medium volley of internals (12-25) just as well as anybody else.  With the combination of cargo and hull hits, you can expect to keep your batteries until the 18th internal or so.  As long as you take damage anywhere in your RX arc, you have at least 3 "expendable" phasers to loose, your heavy weapons are most likely padded, and any power hits you take can be mediated by doubling for the next turn or two.  If you can hurt the enemy vessel significantly in return, do not fear taking a couple dozen internals.  They won't hamper your ability to fight next turn.  There is an extra little something that goes along with this rule:  THE NEXT VOLLEY WILL KILL YOU.  You must maximize any advantage you gain when exchanging damageThe Orion is not a forgiving ship.  If you plan on making mistakes and still winning, I'd advise you take up the Kzinti.

I Must Say I Admire Your Package

First, the Weapons - We'll examine the ingredients here before proceeding with the recipe:

  • Phaser 1 - The wing option mount of choice.  Average damage output at a high rate of fire for 1 point of energy a pop makes this weapon a winner in any option mount.

  • Phaser G - So good that almost every package has one.  Great for seeking weapon defense, close range blasting, and overall respect.  Take note that a gatling armed Orion can be dangerous at ANY time.  Even on reload turns.

  • Hellbore - Pound for pound the weapon of choice for the long range packages due to their accuracy and ability to find the down shields.  Some believe one is enough, but to truly exploit their ability, you need two.  Understand that a good portion of your power will go to feed these puppies.

  • Plasma F - Great when used with the cloak.  Short range is mitigated by the lack of holding cost.

  • Plasma S - It's hard to justify using 2 mounts for anything as you only get 3 centerline mounts to begin with.  However, the Orion "King Eagle" can be fun.

  • Photon - I generally don't use these often as their accuracy stinks and they damage YOU at point blank range.  Still, they command respect and multiple photons can rip big holes in enemy vessels.  Think of the Cavity Creeps - "we make holes in teeth, we make holes in teeth..."

  • Drone Rack - Usually taken to pad hellbores.  Even in this role, you need to learn to maximize their use.  Keep in mind that they require 0 power and can be repaired in 1 turn.

  • Fusion Beam - These are usually reserved for wing mounts to pad heavier weapons up front.  If you have more than one of them, your opponent knows that he's golden outside of range 2.

  • PPD - While it's a great weapon, it takes up 2 spaces and is a drone hit, so you'll need to pad it with at least 1 drone rack.  This will leave you weak in close in firepower, though.  A determined opponent can fly through your first turn damage and never let you get a second shot in.  It may be useful against 1 or 2 ships, but I cannot advise taking any PPD package to a tourney.

  • Disruptor - This is perhaps the most underrated option mount on an Orion.  It's a rapid fire heavy weapon with decent accuracy.  Little crunch, but a couple turns of disruptor pounding sure adds up, and you've got the turn mode to get those suckers in arc.  They also take no power on turns you plan on running.  These are also great for supplementing larger weapons.  See My Take below. 

  • ESG - The requirement for 2 spaces, 2 turn arming cycle, lack of a capacitor, and the fact that it's useless outside of range 3 make this a no brainier.  Don't even think of it unless you are handicapping a friend!!

The Obvious - Here are some of the usual suspects.  Keep in mind the limitations on what you can and cannot put on your ship.  Commonly flown packages and what we do with them:

  • All Phaser - (4xph-1's and 1 ph-gat) Perhaps the most popular package out there.  Low power requirements and rapid reload time make this ship a relentless competitor and can have favorable results against most opposing ships.  I hate this package simply because everybody else seems to take it, but I cannot knock it's effectiveness.

  •  Hellbore Boat - Any variation involving 2 Hellbores and a drone rack or two to pad them.  2xHB, ph-gat, 1x Drone rack (wing), 1xph (wing) is the most common one.  This ship wants to dance at ranges 4-8 while tearing away shields and ripping weapons off your enemy.  Another variation puts the drone rack in a centerline mount and has phaser 1's in the wings.  A great package to take against somebody you don't plan on closing with (except the Fed).

  • Stinger O - ( 4xfusions and 1xph-gat) A definitive overrun package that would work well with the cloak as long as you didn't take too much engine damage on your first attack run.  Note that you must at least get to range 2 for this to work, and 0-1 is preferred.  Your opponent knows this.

  • The Fed Killer - (2xplasma F's, 1xph-gat, 2xfusions in the wings)  Decent against the Fed and maybe Seltorian, but to myopic against other opponents to take as a second option in a tourney.  The low power requirements and ability to take damage on the way in can be useful, though.

  • The Droner - (4xDrone rack, 1xph-gat, or 5x Drone) Close and anchor with this package.  Or build up a drone wave and let the enemy deal with them as you close and phaser him.  The lack of speed 32 drones sometimes makes this tough to pull off, though.

  • The Crusher - (2xphoton, 1xph-Gat, 2 fusions in wings) This is the alpha direct fire overrun package.  You will seriously upset you engineer while loading this thing, but holding 2 overloaded photons and 2 standard fusions cost you only 6 power.  That's when you go get 'em!!  A variation of this used by Orion ace Brett O'Neal replaces 1 of the wing fusions with a Phaser-1.  This is a cool package that I use a variation of below.

My Take - Here are a few packages I've used with some measure of success.  The point is not necessarily to sell you on the merit of these packages, but to encourage you to be creative and maximize one of the fine points of the Orion: The ability to have a ship that truly reflects your personality and preferences for play.

  •  Mid Range Specialist - (2xHB, 1xPH-1 FA,  Drone rack in wing, 1xph-1 in wing)  A variation on the Hellbore Boat that replaces the Gatling phaser (oh sacrilege!!) with a ph-1 to help create the weak shield you where looking for.  Fly by at range 4-8 and let fly with a direct fire hellbore and 6 ph-1's and then let 'em have it with an enveloping hellbore.  If it gets blown off and you feel you need it, the disruptor can be repaired in 1 turn.  You really only need to hit with it twice to get your money's worth, though.  A variation of this is to replace the FA ph-1  with a photon or disruptor which has  increased damage for creating the weak shield.  I used to mount a disruptor in the center mount myself, but later on decided to replace it with the more dependable and energy efficient ph-1.

  • Torpedo Potpourri - (Photon, Disruptor, ph-gat, wing Fusion, wing Ph-1) This is my close and hose package of choice.  When holding an overloaded photon and standard fusion beam, you overload the disruptor for a total of 7 points of power on the turn you make your attack run.  The ability to take a torp hit on a weapon of choice makes for great versatility when taking damage.  Have you fired the fusion beam yet? Destroy it.  Do you think you'll be able to hit him hard again next turn and you've just fired the photon? Loose it.  You see what I mean.  It still packs a decent punch, and can smack the enemy hard at point blank range multiple times as long as you keep 4 ph-1's, the gat, and the disruptor.  You do need to get to at least range 2 for this package to work well, though.

  • The Mini Sub - (3xplasma F, 2 wing ph-1's) You may want to substitute a fusion beam for one of the ph-1's. This is a 2 shot ship I have used with moderate success against the Federation that works well vs. other opponents as well.  You don't need to double anything on the first turn, take the center of the board, and launch a flurry of real and psuedo torps.  Then see what he does.  Run, cloak, rearm, and come back up ready to anchor.  It's a hit or miss package, but does inspire many viewings of Das Boot...

  • The Joker's Wild - As long as you match your weapons well, you can be creative with your option mounts and still be effective.  Focus on the fact that one alpha strike from you will rarely kill an opponent.  Make sure that your package has a way of delivering decent damage more than once in a game.

General Rules of Engagement

     Now we come to the point where it's entirely my take.  There are basically 2 main schools of thought in running an Orion: Overrun or Keep Away.  The cloaking packages are a 3rd, but not many players rely on the cloak any more, as it gives the initiative back to your opponent.  You need to maintain your battle plan and cause your opponent to make unattractive choices to react to you.  This is easier said than done.  You will need to work for almost every win.  One good thing about the Orion is that it can react to the opponent like no other ship can and get you out of a tight spot that most other ships would be stuck in.  
     When doing a close range strike, consider firing directly out a flank shield as you will be able to bring 3 ph-3's to bear that can also be taken out to damage.  Even a large volley of internals from this direction can leave you with 3-4 ph-1's, your gat, and your center mount heavy weapons.  If you anticipate heavy damage, go ahead and double the impulse engine and launch a couple of shuttles before hand because these systems may not be left after the blast.  Keep your tractors warm and have an HET allocated so you can flip around and hit him with 3 more ph-3's and your opposite wing option mount through the same down shield.  Or at least to get the hell away and prevent further damage to yourself.
     When flying a hellbore or any other non-close range package, seriously consider reinforcement on a rear flank shield when using an oblique approach.  Many opponents will fire on your #3 or #5 shield after you've turned away, so 5-6 points can really help there.  Contingent allocation of an HET doesn't hurt here, either.  Never double both engines early on unless you're in deep doo doo and need to put on some fireworks to escape from a corner.  While doubling only one engine per turn, you can actually be patient early on.  Many players do not expect patience from an Orion.  If you feel your attack run is falling apart or that you'll get a better opportunity to do him harm next turn, the single engine box you loose at the end of the turn may be worth it.  Just remember that once you start hitting him, you need to keep hitting him with consistency.     

Specific Opponents

     I would like to say that there are a few ships that I have little experience against through some strange twist of fate.  These include both Tholians and the Romulan TKE.  I will still give my best analysis of these fights, but they may be shaky. 

  • Federation - This ship is real trouble for the Orion.  If you try to dip in and out of range 8, he'll pound your rear shields.  If he hits with 3 photons, you're toast.  A low power overrun package could work here.  You will need to juice everything, put a heap of reinforcement on a flank shield, and go for a range 1 pass of his #2 or #6 shield.  You let him centerline you at close range and there won't even be a log buoy left to write home with.  You want range 1 because even though his photons auto hit, the feedback damage alone will tear down half his shield.  Your firepower should be able to do about 35-40 internals through that shield.  Understand that even through 20 points of reinforcement, this is going to hurt you BAD.  You then would like to tractor him or find some other way to stick with him til the next turn so you can hammer him again hard before his photons reload.  This is a messy match up for you.
  • Klingons - Either a hellbore or overrun package can work, but I prefer the overrun.  If you can take out the scatter pack without getting in a jam, you can run up to him and blow his guts out.  If you can somehow catch him before he launches his SP (yeah, right!) then you have a good shot of blowing it up in the shuttle bay.  As long as you beef up the shields a bit, he won't be able to hurt you much on your way in.  If you can get a few power hits on him, his life will get much more difficult.
  • Romulan TFH - Hellbore or all phaser package here.  He will try to delay you as much as possible.  Use prudence on when to close with this guy.  He can shift gears and go from a ballet to a "close and anchor" approach and catch you with your pants down.  This usually turns into a warped attrition battle.  Be careful if he launches 2 standard S's at you.  You may want to come back later if he does this because if the plasma is real and it hits you on a shield that's facing his ship, you will be looking at some unwanted internal damage.  One advantage to his cloaking is that it may give YOU a chance at some R&R to fix up those warp engines, but only if he does it early on.
  • Romulan TKR - Like the Firehawk but less likely to anchor or cloak.  This does not mean that he will not try it, though.  Beware his mean phaser arrangement if you try to sneak up behind him.  Get ready to practice your anti EPT tactics against this guy.  This means getting to board center ASAP so you can have extra room on the map to out run his torps and lessening his room to run.
  • Romulan TKE - Watch out for that R!  You may be better of with a close and hose package.  You want to jockey for position and try to jet in for that one good shot.  He will cloak, so get ready to go subhunting.  You may just want to cloak yourself against him.  It won't assure you a victory, but it would be poetic.
  • Kzintis - Respect this ship.  You need to pick a package that can do decent damage outside of range 3 because you do not want to get stuck there against the kitty early on.  Try to repeatedly pound a forward shield to hinder his pursuit options.  It may be worth it to break off an attack run to avoid wading through his drone cloud if he launched the scatter pack, or you'll get smothered.  You're impressive phaser 3 arrangement will get plenty of use in this game.
  • Gorns - See TKR above.  Now flip flop it.  He would just love to catch you in a tractor.  You will have a hard time dodging out of corners against him because he can torch your tail from any angle.  This is one of the only ships that I would consider cloaking against while running a hellbore package.  Hit him from range 5-8 (watch for the centerlined glory bolt) turn 1, run for it turn 2, flip around turn 3, whack him in the face again, and then fade out.  Or you could do all that and try to wiggle out of the corner he'll have you in.  Either technique works, but must be well timed by you.  Really well timed.
  • Archeo Tholians - There is one subtle advantage his all aound 30 box shielding offers you if you're packing hellbores.  It is much easier for you to create a weak FRONT shield on him.  Try to fire your first shot at R8 on his front shield and then turn off, don't chase him into a web if he plays spider (lays a "W" shaped web and lets himself get stuck in the far end).  Shoot and peel off.  Not many Tholians expect to have to chase their opponents, it's usually the other way around.  If you go for a non hellbore package (I hope you didn't pick plasma F's), you will need to reinforce a forward shield and relentlessly pursue him, slap him in a tractor, and pound him til he says uncle.  Once you have him, do not let him go unless the web caster has been blown off his ship.  Maintain a steady speed of 26 as this keeps your turn mode tight, but always have reserve warp on hand to bump up the speed.  This fight can potentially turn into a wild dogfight.  Exhibit the un-Orion virtue of patience and you can find yourself on the winning end of this one.
     
      
  • Neo Tholians - While similar to the ATC in weaponry, this is not the same ship.  You may want to reinforce a front shield and press for a shot on his rears.  It can take more punishment than the ATC, but will generally be a touch slower.
     
  • Other Orions - The Orion vs. Orion match is perhaps the most tolerable of civil wars as the likelihood of both ships flying the same package is low.  You may want to stick with a low power, rapid fire package as you will need to be extremely opportunistic.
  • Hydrans - This is another scary match up for you.  The hellbore boat can work, but your first attack run will be severely blunted as you need to roast his fighters to have any hope of surviving.  Reinforce a rear flank shield as he will try for one of those as you fire and turn off.  Whatever you do, do not try to go toe to toe with him.  Get no closer than range 4 unless you have hurt him badly already and the fighters are not around.  You can weather the storm by cloaking, but do not it if his fighters live or you have a down shield.
  • Andromedans - Now that it's heavy weapons have been reduced to TRL's, the hellbore boat can blow it up just as well as the all phaser boat.  Go fast, plot your HET's, stay on him, and never relent.  It's like chasing your kid brother around the living room with a whiffle ball bat.
  • Lyrans - Some would argue a Hellbore/drone package.  I prefer either a powerhouse direct fire or plasma F package.  A gat is a necessity.  Basically, you jockey for position on turn 1, double everything (impulse too.  You may get it blown off anyway) and run him over on turn 2.  You'll both be hurt badly after this.  Stay close to him turn 3 (tractor on turn 2 in possible) and try to finish him.  His ESG's will be spent and his power curve won't allow him to overload much provided you did the expected 30-45 internals on your battle pass.  I've found that playing long range games with the Lyran is a prolonged way to loose.  You might as well win or loose it quickly.
       
  • LDR - Like the Lyran above, but a bit harder to catch and trickier to close with due to his gats.  Do not let him center line you.  His damage threshold is a bit lower than his big brother.  As with the Lyran, beware double shuttle launches as they can even the odds up in his favor.
     
  • Seltorians - Not a ship to underestimate in close, but his range 6-8 alpha strike is downright pitiful.  You may want to rush in and blast him, but understand that it will take more than one shot to kill him.  You need to do everything in your power to strip him of weapons.  None of them will hurt much individually, but they add up.  Note that this ship has little firepower pointing out of it's tail, and a D turn mode.  Hint hint.
  • WYN AUX - As much as I hate to say "it depends on his options", it depends on his options.  If it's a low power anchor package (like the 2xGatling ohaser 6xdrone ship) forget about running hellbores against him as he can make tiddlywinks out of any alpha strike outside of range 4.  Take an up close package against it and keep the tractors well stocked.  Cloaking on this guy can really mess up his day.  If he takes a power hungry torpedo package, which will possibly contain at least 1 hellbore, you need to really concentrate on where to put your own reinforcement.  Use your maneuver to compensate for  his toughness and reallize that you will need to get multiple volley of internals on him to visibly weaken him.
  • WYN GBS - Do not buy into the propaganda that this ship is identical to a Kzinti or Klingon, depending on how many drone racks it has.  No matter what it has drone wise, It has an incredible phaser suite and can take more of a pounding than some 5th degree Black Belts I've fought against.  Whatever you do, do not get stuck in a knife fight with this guy!  His ability to maintain most of his ph-1's even after heavy damage is astounding.  Play a long to medium range package and dip in and out of range 8 as best you can.  Beware the fact that he can move at moderate speed and pound you every turn if he chooses to.  Also keep in mind that if he's been chasing you at high speed much of the turn, an HET back into his face can really foil what he had planned for you.  It pays to be brave against this ship, but only under the right circumstances.
  • ISC - Pick your close range package, beef up a front shield, and get after him.  Keep your speed up and try to take any rear F torps he floats your way on an aft shield.  Be wary if he decides to charge straight in behind standard G torps and PPD, as he probably knows what he's doing.  Otherwise, run him over when he does the ISC ballet thing.  I don't like cloaking on the first turn because a competent opponent may expect it and coming out of cloak under the threat of an overloaded PPD and all those phasers and plasma can be a bother.

Other Notes

     Even though you are short on heavy weapons and sometimes phaser 1's the one thing you have in abundance is phaser 3's.  You have the exact same layout as the Tholian TCA, so your other phasers will last longer.  They also help out tremendously in a knife fight or when shooting at seeking weapons.  You can fire at least 5 of them anywhere out your #3, 4, and 5 shields.
     The Orion TBR is statistically a slightly above average ship with a few gross mismatches on either side, but one thing to remember is whether you win or lose, play your own game and do your best to frustrate your opponent.  Always work to keep him off balance and guessing.  Therein lies the true joy of this ship.  Happy hunting.

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