









|

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 damage. The 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.
Back to SFB
page
Back to miscellaneous
General
tournament tactics
[Home] [News]
[About] [Work] [Music]
[Athletics] [Literature]
[Misc] [Links]
Contact me at
marcusg@celeritycomm.com
|
|
|
|